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Please fix the bug: 'Cannot set properties of undefined (setting 'checkLevelProgress')' in or related to this line: 'self.checkLevelProgress = function (heartType) {' Line Number: 745
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Please fix the bug: 'Cannot set properties of undefined (setting 'checkLevelProgress')' in or related to this line: 'self.checkLevelProgress = function (heartType) {' Line Number: 745
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move tapCount checking logic from bigheart.down event handler into a function in progressManager: 'checkLevelProgress()'
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EXTRACT EXPLOSION LOGIC from BigHeart so that GENERATORS too can TRIGGER EXPLOSION
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if progressManager generates money call animateHeart
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in ProgressManager, handle a counter for each generator to allow buying multiple generators of the same kind
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Please fix the bug: 'Timeout.tick error: Math.floot is not a function' in or related to this line: 'self.money += Math.floot(generated);' Line Number: 643
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when updating money, update tapCount also
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when updating tapCount, update also progressManager money
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Please fix the bug: 'Script error.' in or related to this line: 'LK.setInterval(function () {' Line Number: 720
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call progressManager updateGame every second
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implement GeneratorButton down event by: - if tapCount < cost; return - if tapCount >= cost; buy corresponding generator using progressManager
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create a new global: maxGenerators = 2; in GeneratorButton take an index ; force it between 0 and maxGenerators; use it for the generatorAsset
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Please fix the bug: 'Cannot read properties of undefined (reading 'generatorButtons')' in or related to this line: 'if (self === rightBoard.generatorButtons[0]) {' Line Number: 233
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Background = Container.expand(function () { var self = Container.call(this); // Attach the background_1 asset to the class self.backgrounds = []; for (var i = 0; i <= 9; i++) { var background = self.attachAsset('background_' + i, { anchorX: 0.5, anchorY: 0.5, visible: false }); self.backgrounds.push(background); } self.backgrounds[0].visible = true; // Set the initial background visible // Position the background at the center of the screen self.x = 2048 / 2; self.y = 2732 / 2; // Function to change the background based on the index self.changeBackground = function (index) { var currentBg = self.backgrounds.find(function (bg) { return bg.visible; }); var newBg = self.backgrounds[index]; if (currentBg !== newBg) { tween(currentBg, { alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { currentBg.visible = false; newBg.alpha = 0; newBg.visible = true; tween(newBg, { alpha: 1 }, { duration: 500, easing: tween.easeIn }); } }); } }; }); // Create a class for bigHeart var BigHeart = Container.expand(function () { var self = Container.call(this); self.currentGraphic = null; self.nextGraphic = null; self.tapLimit = 10; // Initialize tap limit self.nbTapsPerFrame = self.tapLimit / 6; // Initialize number of taps per frame self.heartType = 0; // Initialize tap counter self.explosionTriggered = false; // Initialize explosion flag // Attach the bigHeart asset to the class var bigHeartGraphics = self.attachAsset('bigHeart', { anchorX: 0.5, anchorY: 0.5, alpha: 0.1 }); self.heartFrames = {}; // Initialize heartFrames as a property of BigHeart class for (var type = 9; type >= 0; type--) { self.heartFrames[type] = []; for (var i = 5; i >= 0; i--) { self.heartFrames[type][5 - i] = self.attachAsset('heart_' + type + '_frame_' + i, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.9, scaleY: 0.9, heartType: type, index: 5 - i, visible: !i }); } } self.currentGraphic = self.heartFrames[self.heartType][5]; self.nextGraphic = self.heartFrames[self.heartType][4]; self.currentGraphic.scaleX = 1.1; self.currentGraphic.scaleY = 1.1; self.currentGraphic.visible = true; self.nextGraphic.scaleX = 1.1; self.nextGraphic.scaleY = 1.1; self.nextGraphic.visible = true; // Position the bigHeart at the center of the screen self.x = 2048 / 2; self.y = 2732 / 2 - 300; // Define baseWidth and baseHeight var baseWidth = bigHeartGraphics.width; var baseHeight = bigHeartGraphics.height; // Event handler called when a press happens on element. This is automatically called on press if bigHeart is attached. self.down = function (x, y, obj) { // Animate the size of the bigHeart to 1.5 times its original size over 0.5 seconds animateHeart(self.currentGraphic, 1.2, 1.1, 100); if (!self.explosionTriggered) { animateHeart(self.nextGraphic, 1.2, 1.1, 100); } log("Current indexes:: ", self.currentGraphic.index, ',', self.nextGraphic.index); // Log the tap count // Increment tap counter tapCount++; // Increment global tap counter progressManager.checkLevelProgress(self.currentGraphic.heartType); // Switch graphics based on tapCount var frameIndex = 5 - Math.floor(tapCount / self.nbTapsPerFrame); // CONTINUER ICI : EXTRACT EXPLOSION LOGIC FOR GENERATOR TO TRIGGER EXPLOSION // CONTINUER ICI : EXTRACT EXPLOSION LOGIC FOR GENERATOR TO TRIGGER EXPLOSION // CONTINUER ICI : EXTRACT EXPLOSION LOGIC FOR GENERATOR TO TRIGGER EXPLOSION // CONTINUER ICI : EXTRACT EXPLOSION LOGIC FOR GENERATOR TO TRIGGER EXPLOSION // CONTINUER ICI : EXTRACT EXPLOSION LOGIC FOR GENERATOR TO TRIGGER EXPLOSION if (!self.explosionTriggered && tapCount < self.tapLimit * (self.heartType + 1) && frameIndex > 0) { self.currentGraphic = self.heartFrames[self.heartType][frameIndex]; self.nextGraphic = self.heartFrames[self.heartType][frameIndex - 1]; self.currentGraphic.visible = true; self.nextGraphic.visible = true; tween(self.currentGraphic, { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); // Make next frame bigger tween(self.nextGraphic, { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); } else if (tapCount >= self.tapLimit * (self.heartType + 1)) { log("Tap count: ", tapCount); // Log the tap count // Explosion triggerExplosion(self); } log("Tap count: ", tapCount); // Log the tap count self.currentGraphic.alpha = Math.max(0, Math.min(1, 1 - ((self.heartType + 1) * self.tapLimit - tapCount) / 10)); // Log the down event log("Down event triggered on BigHeart"); shakeMiddleground(); }; }); var GeneratorButton = Container.expand(function (index) { var self = Container.call(this); // Attach a button asset to the class var buttonGraphics = self.attachAsset('generatorButton', { anchorX: 0.5, anchorY: 0.5 }); // Ensure rightBoard is initialized before accessing its properties self.index = Math.min(Math.max(0, index), maxGenerators); var generatorAsset = self.attachAsset('generator_' + self.index, { anchorX: 0.5, anchorY: 0.5 }); var costText = new Text2('100', { size: 50, fill: 0x043515, dropShadow: true, align: 'center' }); costText.x = 45; costText.y = 75; self.addChild(costText); // Position the button at the center of the screen // self.x = 2048 / 2; // self.y = 2732 / 2; // Event handler called when a press happens on the button self.down = function (x, y, obj) { console.log("Generator button pressed"); // Check if tapCount is less than the cost of the generator if (tapCount < GENERATORS.ROSE.cost) { log("No enough love"); return; // Exit if not enough taps } // Buy the corresponding generator using progressManager if (progressManager.buyGenerator(self.index)) { log("Generator purchased successfully"); } else { log("Failed to purchase generator"); } }; }); // Create a class for Projections var Projections = Container.expand(function () { var self = Container.call(this); var nbProjections = 5; var heartSpeed = 20; var gravity = 0.5; var initialScale = 0.25; var scaleVariation = 0.5; var alphaDecay = 0.002; self.heartPool = []; self.preloadedAssets = {}; // Preload assets for each heart type for (var type = 0; type <= 9; type++) { self.preloadedAssets[type] = LK.getAsset('heart_' + type + '_frame_0', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); } // Initialize heart pool for (var i = 0; i < nbProjections * 5; i++) { var heart = new Container(); heart.vx = 0; heart.vy = 0; heart.alpha = 0; heart.update = function () { this.x += this.vx; this.y += this.vy; this.vy += gravity; // Add gravity effect this.alpha -= alphaDecay; if (this.alpha <= 0 || this.y > 2900) { this.alpha = 0; self.heartPool.push(this); } }; // Add all heart type assets to the heart Container for (var type = 0; type <= 9; type++) { var heartAsset = heart.attachAsset('heart_' + type + '_frame_0', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, heartType: type, visible: type === 0 // Only make the current heartType visible }); } self.heartPool.push(heart); } self.x = 2048 / 2; self.y = 2732 / 2 - 400; // Function to pop hearts self.popHearts = function (heartType) { if (self.isUpdatingHeartType) { return; } // Exit if updateHeartType is running for (var i = 0; i < nbProjections; i++) { if (self.heartPool.length > 0) { var heart = self.heartPool.pop(); if (heart.alpha <= 0) { // Ensure heart has finished its previous animation heart.x = 0; heart.y = 0; heart.vx = (Math.random() - 0.5) * heartSpeed; heart.vy = (Math.random() - 1.5) * heartSpeed; heart.alpha = 0.8; heart.scaleX = initialScale + Math.random() * scaleVariation; // Randomize scale between initialScale and initialScale + scaleVariation heart.scaleY = heart.scaleX; // Keep aspect ratio consistent heart.rotation = Math.random() * Math.PI * 2; // Randomize rotation between 0 and 2π self.addChild(heart); } else { self.heartPool.push(heart); // Return heart to pool if it hasn't finished animation } } } }; self.updateHeartType = function (heartType) { // Update the heart type for all hearts in the pool self.isUpdatingHeartType = true; // Set flag to indicate updateHeartType is running self.heartPool.forEach(function (heart) { heart.children.forEach(function (child) { // Iterate over all children child.visible = child.heartType === heartType; // Set visibility based on heartType }); }); self.isUpdatingHeartType = false; // Reset flag after updateHeartType completes }; }); var RightBoard = Container.expand(function () { var self = Container.call(this); // Attach the rightBoard asset to the class var rightBoardGraphics = self.attachAsset('rightBoard', { anchorX: 0.5, anchorY: 0.5, visible: false }); // Position the rightBoard at the right side of the screen self.x = 2048 - rightBoardGraphics.width / 2 - rightBoardGraphics.width * 0.1; self.y = 2732 / 3; self.generatorButtons = []; // Initialize an array to hold generator buttons // Create and position generator buttons for (var i = 0; i < 3; i++) { var generatorButton = new GeneratorButton(i); generatorButton.x = 0; //0 * self.x + i * 100 - 100; // Position buttons with some spacing generatorButton.y = i * rightBoardGraphics.height + i * rightBoardGraphics.height * 0.1; //self.y; self.generatorButtons.push(generatorButton); self.addChild(generatorButton); } // Add any additional functionality or properties for rightBoard here }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xa16e9f //Init game with black background }); /**** * Game Code ****/ function shakeMiddleground() { tween(middlegroundContainer, { x: 10, y: 10 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(middlegroundContainer, { x: -10, y: -10 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(middlegroundContainer, { x: 0, y: 0 }, { duration: 100, easing: tween.easeInOut }); } }); } }); } function shakeScreen() { tween(game, { x: 10, y: 10 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(game, { x: -10, y: -10 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(game, { x: 0, y: 0 }, { duration: 100, easing: tween.easeInOut }); } }); } }); } function triggerExplosion(self) { if (!self.explosionTriggered) { LK.getSound('boom').play(); LK.setTimeout(function () { LK.effects.flashScreen(0xffffff, 1000); // Flash the screen white for 500ms background.changeBackground((self.heartType + 1) % 10); self.heartFrames[self.heartType].forEach(function (frame) { if (frame.index == self.nextGraphic.index) { return; } frame.visible = false; }); projectionsManager.updateHeartType(self.heartType + 1); tween(self.nextGraphic, { scaleX: 45, scaleY: 45, alpha: 0 }, { duration: 3000, easing: tween.easeOut, onFinish: function onFinish() { // Make all frames of the current heartType invisible self.heartFrames[self.heartType].forEach(function (frame) { frame.visible = false; }); // Switch to the next heart type self.heartType = (self.heartType + 1) % 10; self.currentGraphic = self.heartFrames[self.heartType][5]; self.nextGraphic = self.heartFrames[self.heartType][4]; self.currentGraphic.visible = true; self.nextGraphic.visible = true; self.explosionTriggered = false; // Reset explosion flag } }); // Make next frame bigger self.heartFrames[(self.heartType + 1) % 10][5].visible = true; self.heartFrames[(self.heartType + 1) % 10][4].visible = true; tween(self.heartFrames[(self.heartType + 1) % 10][5], { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); // Make next frame bigger tween(self.heartFrames[(self.heartType + 1) % 10][4], { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); }, 205); self.explosionTriggered = true; } } function animateHeart(graphic, scaleUp, scaleDown, duration) { // Play beat sound LK.getSound('bump').play(); tween(graphic, { scaleX: scaleUp, scaleY: scaleUp, x: 0 }, { duration: duration, onFinish: function onFinish() { tween(graphic, { scaleX: scaleDown, scaleY: scaleDown, x: 0 }, { duration: duration }); } }); } var nbHearts = 10; var backgroundContainer = new Container(); var middlegroundContainer = new Container(); var foregroundContainer = new Container(); game.addChild(backgroundContainer); game.addChild(middlegroundContainer); game.addChild(foregroundContainer); var background = new Background(); // Create a Background instance backgroundContainer.addChild(background); // Add Background instance to the backgroundContainer var isDebug = true; var projectionsManager = backgroundContainer.addChild(new Projections()); // Place projectionsManager in backgroundContainer function log() { if (isDebug) { console.log.apply(console, arguments); } } // Declare maxGenerators as a global variable var maxGenerators = 2; // Declare tapCount as a global variable var tapCount = 0; // Create a text object to display tapCount var tapCountText = new Text2('LOVE\r\n ', { size: 100, fill: 0xFFFFFF, dropShadow: true, align: 'center' }); // Center the text horizontally, anchor point set at the middle of its top edge. tapCountText.anchor.set(0.5, 0); // Position the text at the top-center of the screen. LK.gui.top.addChild(tapCountText); // Add a big heart at the center of the screen var bigHeart = new BigHeart(); middlegroundContainer.addChild(bigHeart); // Add a RightBoard instance to the foreground container var rightBoard = new RightBoard(); foregroundContainer.addChild(rightBoard); // Update the tapCountText whenever tapCount changes function updateTapCountText() { tapCountText.setText('LOVE\r\n' + tapCount); } // Global ProgressManager function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _classCallCheck(a, n) { if (!(a instanceof n)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } } function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var progressManager; // Constants for Generators and Upgrades var GENERATORS = { ROSE: { id: 0, name: "Rose", description: "A charming rose that generates a few love beats", autoClick: true, clickRate: 1, // 1 click per 10 seconds cost: 10, upgradeLevel: 0 } }; var UPGRADES = { LOVE_FILTER: { id: 0, name: "Love Filter", description: "A powerful love filter that make you irresistible", targetGenerator: 1, // Targets Generator #1 (Me) multipliers: [2, 4, 8], // Levels of multiplier cost: 20 } }; // Progress Management function ProgressManager() { var self = this; self.money = 0; self.generators = {}; self.generatorCounts = {}; // Add a counter for each generator self.upgrades = {}; self.currentTime = Date.now(); self.lastUpdateTime = self.currentTime; self.updateGame = function () { log("ProgressManager updateGame..."); var now = Date.now(); var deltaTime = now - self.lastUpdateTime; var tempGenerated = 0; // Update generators Object.values(self.generators).forEach(function (generator) { var generated = generator.generate(deltaTime) * self.generatorCounts[generator.id]; log("generator => +" + generated); tempGenerated += Math.ceil(generated); }); self.money += tempGenerated; if (tempGenerated > 0) { animateHeart(bigHeart.currentGraphic, 1.2, 1.1, 100); } tapCount = self.money; // Update tapCount to reflect the current money updateTapCountText(); // Update the text display self.lastUpdateTime = now; }; self.buyGenerator = function (generatorId) { var generatorConfig = Object.values(GENERATORS).find(function (g) { return g.id === generatorId; }); if (!generatorConfig) { throw new Error("Generator with id ".concat(generatorId, " not found")); } if (self.money < generatorConfig.cost) { log("No enough money"); return false; } self.money -= generatorConfig.cost; if (!self.generators[generatorId]) { self.generators[generatorId] = new Generator(generatorConfig); self.generatorCounts[generatorId] = 0; // Initialize count if not present } self.generatorCounts[generatorId] += 1; // Increment the count for the generator log("Nb " + generatorId, self.generatorCounts[generatorId]); return true; }; self.buyUpgrade = function (upgradeId, generatorId) { var upgradeConfig = Object.values(UPGRADES).find(function (u) { return u.id === upgradeId; }); var targetGenerator = self.generators[generatorId]; if (!upgradeConfig || !targetGenerator) { throw new Error("Upgrade or Generator not found"); } if (self.money < upgradeConfig.cost) { return false; } self.money -= upgradeConfig.cost; var upgrade = new Upgrade(upgradeConfig); upgrade.apply(targetGenerator); self.upgrades[upgradeId] = upgrade; return true; }; self.checkLevelProgress = function (heartType) { self.money = tapCount; // Update progressManager money with tapCount projectionsManager.popHearts(heartType); updateTapCountText(); // Update the text display }; } function Generator(config) { var self = this; self.id = config.id; self.name = config.name; self.description = config.description; self.autoClick = config.autoClick; self.clickRate = config.clickRate; self.cost = config.cost; self.upgradeLevel = config.upgradeLevel; self.generate = function (deltaTime) { if (!self.autoClick) { return 0; } var clickAmount = self.clickRate * deltaTime / 1000; return clickAmount * Math.pow(2, self.upgradeLevel); }; self.currentMultiplier = Math.pow(2, self.upgradeLevel); self.manualGenerate = function () { return 1 * self.currentMultiplier; }; self.upgrade = function (upgradeMultiplier) { self.upgradeLevel++; }; } function Upgrade(config) { var self = this; self.id = config.id; self.name = config.name; self.description = config.description; self.targetGenerator = config.targetGenerator; self.multipliers = config.multipliers; self.cost = config.cost; self.currentLevel = 0; self.apply = function (generator) { if (self.currentLevel < self.multipliers.length) { generator.upgrade(self.multipliers[self.currentLevel]); self.currentLevel++; } }; } function initializeGame() { progressManager = new ProgressManager(); var intervalId = LK.setInterval(function () { progressManager.updateGame(); }, 1000); // Ensure to clear the interval when necessary // LK.clearInterval(intervalId); } initializeGame(); self.checkLevelProgress = function (heartType) { self.money = tapCount; // Update progressManager money with tapCount projectionsManager.popHearts(heartType); updateTapCountText(); // Update the text display };
===================================================================
--- original.js
+++ change.js
@@ -608,8 +608,13 @@
upgrade.apply(targetGenerator);
self.upgrades[upgradeId] = upgrade;
return true;
};
+ self.checkLevelProgress = function (heartType) {
+ self.money = tapCount; // Update progressManager money with tapCount
+ projectionsManager.popHearts(heartType);
+ updateTapCountText(); // Update the text display
+ };
}
function Generator(config) {
var self = this;
self.id = config.id;
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
beautifull red gift box.
black plastic 3d triangle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
basic red horizontal rectangle button with white text "RESET".