Code edit (4 edits merged)
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Please fix the bug: 'Cannot set properties of undefined (setting 'highestScore')' in or related to this line: 'bigHeart.highestScore = storage.highestScore || 0; // Load highestScore from storage' Line Number: 1807
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also store highestScore
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formatGeneratorPrice don't display decimals
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if not isInfiniteMode play bgMusic
Code edit (1 edits merged)
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store and load lastUpdateTime
Code edit (4 edits merged)
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Please fix the bug: 'Cannot read properties of undefined (reading 'id')' in or related to this line: 'self.id = config.id;' Line Number: 1720
Code edit (1 edits merged)
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when saving storage.generators, convert the object to array
Code edit (1 edits merged)
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don't use reduce function but a simple for loop
Code edit (9 edits merged)
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Please fix the bug: 'storedGenerators.reduce is not a function' in or related to this line: 'progressManager.generatorCounts = storedGenerators.reduce(function (acc, count, index) {' Line Number: 1772
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use the following structure to save and load game status : tapCount: number, isInfiniteMode: boolean, generators: [0,0,0,0,0,0,0,0,0,0] }, generators is a fixed array of 10 values representing the number if generators of each type. use storage plugin. don't use JSON object but store each separetely ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Cannot read properties of undefined (reading 'getItem')' in or related to this line: 'var savedState = localStorage.getItem('gameState');' Line Number: 1822
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use the following structure to save and load game status : { tapCount: number, isInfiniteMode: boolean, generators: [0,0,0,0,0,0,0,0,0,0] }, generators is a fixed array of 10 values representing the number if generators of each type
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Please fix the bug: 'Script error.' in or related to this line: 'storage.generators = self.generators;' Line Number: 1656
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Please fix the bug: 'Script error.' in or related to this line: 'storage.generators = self.generators;' Line Number: 1655
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Please fix the bug: 'Script error.' in or related to this line: 'storage.generators = self.generators;' Line Number: 1654
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Please fix the bug: 'Script error.' in or related to this line: 'storage.generators = self.generators;' Line Number: 1654
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Please fix the bug: 'Script error.' in or related to this line: 'storage.generators = self.generators;' Line Number: 1653
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Please fix the bug: 'Cannot set properties of undefined (setting 'generators')' in or related to this line: 'progressManager.generators = storage.generators || {};' Line Number: 1766
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use the following structure to save and load game status : { // Core Game State tapCount: number, isInfiniteMode: boolean, // Generator System generators: { [generatorId: number]: { count: number, upgradeLevel: number, spawnRate: number // for gift rain } }, // Time tracking for offline progress lastUpdateTime: number } ↪💡 Consider importing and using the following plugins: @upit/storage.v1
===================================================================
--- original.js
+++ change.js
@@ -291,13 +291,14 @@
};
// Initialize heart based on tap count
self.initHeart = function () {
var newHeartType = 0;
+ self.highestScore = Math.max(tapCount, storage.highestScore || 0);
// Determine heart type based on tapCount
for (var level = 9; level > 0; level--) {
// 0 < 50 < 99 => 0
// 99 < 110 < 999 => 1
- if (tapCount >= TAPS_PER_LEVEL[level - 1]) {
+ if (self.highestScore >= TAPS_PER_LEVEL[level - 1]) {
newHeartType = level;
break;
}
}
@@ -315,10 +316,10 @@
self.nbTapsPerFrame = self.tapLimit / 6;
// Calculate progress in current level (0 to 1)
var startTap = self.heartType === 0 ? 0 : TAPS_PER_LEVEL[self.heartType - 1];
var endTap = TAPS_PER_LEVEL[self.heartType];
- var progress = Math.min(1, (tapCount - startTap) / (endTap - startTap));
- log("initHeart - Progress calculation: " + progress + " (tapCount: " + tapCount + ", startTap: " + startTap + ", endTap: " + endTap + ")");
+ var progress = Math.min(1, (self.highestScore - startTap) / (endTap - startTap));
+ log("initHeart - Progress calculation: " + progress + " (tapCount: " + self.highestScore + ", startTap: " + startTap + ", endTap: " + endTap + ")");
// Map progress to frame indices (frames go from 5 to 0)
var frameProgress = Math.min(5, progress * 5);
var currentFrame = Math.max(0, Math.min(5, Math.floor(frameProgress)));
var nextFrame = Math.max(0, currentFrame + 1);
@@ -1710,9 +1711,8 @@
log("Loaded tapCount from storage:", tapCount);
log("Loaded isInfiniteMode from storage:", isInfiniteMode);
log("Loaded generators from storage:", storedGenerators);
bigHeart = new BigHeart();
- bigHeart.highestScore = storage.highestScore || 0; // Load highestScore from storage
backgroundContainer = new Container();
middlegroundContainer = new Container();
middlegroundContainer.x = 0;
middlegroundContainer.y = 0;
@@ -1741,9 +1741,8 @@
}
}
background.changeBackground(progressManager.currentLevel);
// Add a big heart at the center of the screen
- bigHeart = new BigHeart();
bigHeart.initHeart();
if (!isInfiniteMode) {
LK.playMusic('bgMusic');
}
a big lovely heart
a big stone heart
a big used copper heart
face view of a big bronze heart
face view of a big silver heart
Big shining gold heart verly slightly ornate. face view.
Big precious shiny porcelain heart slightly ornate. face view.
Large precious heart in mother-of-pearl, lightly ornate. Front view.
Large heart in precious ruby, very lightly decorated. Front view.
The most precious large heart in diamond, Front view.
clean pink enamel board witha very thin border