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in BigHeart, replace * 5 per * self.nbTapsPerFrame (create the property with value 5)
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make this value a property
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in BigHeart; add comments to explain ` 1 - (tapCount - (5 - i) * 5) / 10`
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call updateHeartType of Projections when changing heart type
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Please fix the bug: 'Cannot set properties of undefined (setting 'updateHeartType')' in or related to this line: 'self.updateHeartType = function (heartType) {' Line Number: 501
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add a function updateHeartType(heartType) in Projections
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Please fix the bug: 'Uncaught ReferenceError: heartFrames is not defined' in or related to this line: 'heartFrames[self.heartType][i].alpha = Math.max(0, Math.min(1, 1 - (tapCount - (5 - i) * 5) / 10));' Line Number: 155
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Please fix the bug: 'Uncaught ReferenceError: heartFrames is not defined' in or related to this line: 'heartFrames[self.heartType][i].alpha = Math.max(0, Math.min(1, 1 - (tapCount - (5 - i) * 5) / 10));' Line Number: 154
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Please fix the bug: 'Uncaught ReferenceError: heartFrames is not defined' in or related to this line: 'self.currentGraphic = heartFrames[self.heartType][frameIndex];' Line Number: 146
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Please fix the bug: 'Uncaught ReferenceError: heartFrames is not defined' in or related to this line: 'self.currentGraphic = heartFrames[self.heartType][frameIndex];' Line Number: 146
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Please fix the bug: 'Uncaught ReferenceError: heartFrames is not defined' in or related to this line: 'self.currentGraphic = heartFrames[self.heartType][frameIndex];' Line Number: 133
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Please fix the bug: 'Uncaught ReferenceError: heartFrames is not defined' in or related to this line: 'self.currentGraphic = heartFrames[self.heartType][frameIndex];' Line Number: 133
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Please fix the bug: 'ReferenceError: heartFrames is not defined' in or related to this line: 'self.currentGraphic = heartFrames[self.heartType][5];' Line Number: 259
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after the explosion, switch to next heart type
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Code edit (1 edits merged)
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Analyze BigHeart deeply then make the hardcoded 50 limit of taps a property
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'explosionTriggered')' in or related to this line: 'if (!self.explosionTriggered) {' Line Number: 245
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'explosionTriggered')' in or related to this line: 'if (!self.explosionTriggered) {' Line Number: 245
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Create a class for bigHeart var BigHeart = Container.expand(function () { var self = Container.call(this); self.currentGraphic = null; self.nextGraphic = null; self.tapCount = 0; // Initialize tap counter self.tapLimit = 20; // Initialize tap limit self.nbTapsPerFrame = 5; // 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 }); } } 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.nextGraphic.scaleX = 1.1; self.nextGraphic.scaleY = 1.1; //self.currentGraphic = heartFrames[5]; //self.nextGraphic = heartFrames[4]; // 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) { // Play beat sound LK.getSound('bump').play(); // 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 // Create a new heart projection using the current frame index projectionsManager.popHearts(self.currentGraphic.heartType); updateTapCountText(); // Update the text display // Switch graphics based on tapCount var frameIndex = 5 - Math.floor(tapCount / 5); 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]; } else if (tapCount >= self.tapLimit * (self.heartType + 1)) { log("Tap count: ", self.tapCount); // Log the tap count // Explosion triggerExplosion(self); } log("Tap count: ", self.tapCount); // Log the tap count for (var i = 5; i >= 0; i--) { // Calculate the alpha value for each heart frame based on tapCount // 1 - (tapCount - (5 - i) * 5) / 10: // - (5 - i) * 5: Determines the threshold for each frame based on its index // - tapCount - (5 - i) * 5: Calculates how far the tapCount is beyond the threshold // - (tapCount - (5 - i) * 5) / 10: Normalizes the value to a range of 0 to 1 // - 1 - ...: Inverts the value so that higher tapCounts result in lower alpha self.heartFrames[self.heartType][i].alpha = Math.max(0, Math.min(1, 1 - (tapCount - (5 - i) * self.nbTapsPerFrame) / 10)); } // Log the down event log("Down event triggered on BigHeart"); shakeScreen(); }; }); // 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 = []; // Initialize heart pool for (var i = 0; i < nbProjections * 5; i++) { var heart = new Container(); var heartAsset = heart.attachAsset('heart_0_frame_0', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); 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); } }; self.heartPool.push(heart); } self.x = 2048 / 2; self.y = 2732 / 2 - 400; // Function to pop hearts self.popHearts = function (heartType) { 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() - 1.2) * 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.heartPool.forEach(function (heart) { heart.removeChildAt(0); // Remove the current heart asset var heartAsset = heart.attachAsset('heart_' + heartType + '_frame_0', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); }); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xa16e9f //Init game with black background }); /**** * Game Code ****/ 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 () { tween(self.nextGraphic, { scaleX: 45, scaleY: 45, alpha: 0 }, { duration: 3000, easing: tween.easeOut, onFinish: function onFinish() { self.currentGraphic.visible = false; self.nextGraphic.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]; projectionsManager.updateHeartType(self.heartType); self.explosionTriggered = false; // Reset explosion flag self.tapCount = 0; // Reset tap count } }); }, 205); self.explosionTriggered = true; } } function animateHeart(graphic, scaleUp, scaleDown, duration) { 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 isDebug = true; var projectionsManager = backgroundContainer.addChild(new Projections()); // Place projectionsManager in backgroundContainer function log() { if (isDebug) { console.log.apply(console, arguments); } } // Declare tapCount as a global variable var tapCount = 0; // Create a text object to display tapCount var tapCountText = new Text2('Love: 0', { size: 100, fill: 0xFFFFFF }); // 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); // Update the tapCountText whenever tapCount changes function updateTapCountText() { tapCountText.setText('Love: ' + 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 = { ME: { id: 1, name: "Me", description: "It's you! The player whose heart beats love", autoClick: false, clickRate: 0, cost: 0, upgradeLevel: 0 }, FAIRY: { id: 2, name: "Fairy", description: "A magical fairy that generates love beats", autoClick: true, clickRate: 0.1, // 1 click per 10 seconds cost: 100, upgradeLevel: 0 } }; var UPGRADES = { ROSE: { id: 1, name: "Rose", description: "A rose that enhances love generation", targetGenerator: 1, // Targets Generator #1 (Me) multipliers: [2, 4, 8], // Levels of multiplier cost: 10 } }; // Progress Management function ProgressManager() { var self = this; self.money = 0; self.generators = {}; self.upgrades = {}; self.currentTime = Date.now(); self.lastUpdateTime = self.currentTime; self.updateGame = function () { var now = Date.now(); var deltaTime = now - self.lastUpdateTime; // Update generators Object.values(self.generators).forEach(function (generator) { var generated = generator.generate(deltaTime); self.money += generated; }); 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) { return false; } self.money -= generatorConfig.cost; self.generators[generatorId] = new Generator(generatorConfig); 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; }; } 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(); // Initialize starting generator (Me) progressManager.generators[GENERATORS.ME.id] = new Generator(GENERATORS.ME); } initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -12,11 +12,11 @@
self.currentGraphic = null;
self.nextGraphic = null;
self.tapCount = 0; // Initialize tap counter
self.tapLimit = 20; // Initialize tap limit
+ self.nbTapsPerFrame = 5; // Initialize number of taps per frame
self.heartType = 0; // Initialize tap counter
self.explosionTriggered = false; // Initialize explosion flag
- self.nbTapsPerFrame = 5; // Initialize number of taps per frame
// Attach the bigHeart asset to the class
var bigHeartGraphics = self.attachAsset('bigHeart', {
anchorX: 0.5,
anchorY: 0.5,
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".