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in Projections, for create variables for important values like scale, gravity, etc.. like it was done for speed and nbProjections. it's easier to tweak
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Ok, now randomize their size and rotation
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with a bit more power toward up
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Ok, now thatwe jave gravity, make initial move of heart more toward the up direction
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adapt Projections to add gravity to hearts movement
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Change behaviour of popHearts to avoid reseting hearts that have not finiched their animation
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in popHearts, add heart to the same container as its parent
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and the backgroundContainer, etc... to the game
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place projectionsManager in backgroundContainer and bigHeart in middleground
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create 3 global container for background, middleground and foreground
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in Projections, create a pool of hearts and use them in popHearts for performance
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add argument heartType to popHearts instead of Projections constructor
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remove new Projections(self.currentGraphic.heartType); from BigHearts use popHearts instead
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create a global variable 'projectionsManager' of Projection class. in Projection class create a function popHearts() that can be called to pop hearts
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move the game.addChild(projection); inside Projection class and generate 10 hearts in Projection class
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in Projections, create 10 hearts each time
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Projections class should generate lots of small hearts like conffettis that go in multiple directions
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add a new class Projections responsible of creating projections of hearts at each tap; it should take an index of the heart asset to use
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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.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 }); var heartFrames = {}; for (var i = 0; i >= 0; i--) { heartFrames[i] = self.attachAsset('heart_1_frame_' + i, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.1, scaleY: 1.1, index: i, heartType: 1 }); } for (var i = 5; i >= 0; i--) { heartFrames[5 - i] = self.attachAsset('heart_' + self.heartType + '_frame_' + i, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.1, scaleY: 1.1, heartType: 0, index: 5 - i }); if (isDebug) { //heartFrames[5 - i].tint = 0xFFFFFF * Math.random(); // Apply a random tint for debugging } } 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 tween(self.currentGraphic, { scaleX: 1.2, scaleY: 1.2, x: 0 }, { duration: 100, onFinish: function onFinish() { tween(self.currentGraphic, { scaleX: 1.1, scaleY: 1.1, x: 0 }, { duration: 100 }); } }); tween(self.nextGraphic, { scaleX: 1.2, scaleY: 1.2, x: 0 }, { duration: 100, onFinish: function onFinish() { tween(self.nextGraphic, { scaleX: 1.1, scaleY: 1.1 }, { duration: 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 / 10); if (tapCount < 50 && frameIndex > 0) { self.currentGraphic = heartFrames[frameIndex]; self.nextGraphic = heartFrames[frameIndex - 1]; } else if (tapCount >= 50) { // Explosion if (!self.explosionTriggered) { LK.getSound('boom').play(); // Animate explosion of nextGraphic when tapCount reaches 50 LK.setTimeout(function () { tween(self.nextGraphic, { scaleX: 40, scaleY: 40, alpha: 0 }, { duration: 3000, easing: tween.easeOut, onFinish: function onFinish() {} }); }, 202); self.explosionTriggered = true; // Set flag to true after explosion } } log("Tap count: ", self.tapCount); // Log the tap count for (var i = 5; i >= 0; i--) { heartFrames[i].alpha = Math.max(0, Math.min(1, 1 - (tapCount - (5 - i) * 10) / 10)); } // Log the down event log("Down event triggered on BigHeart"); // Screen shake effect 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 }); } }); } }); }; }); // Create a class for Projections var Projections = Container.expand(function (heartType) { var self = Container.call(this); var nbProjections = 10; var heartSpeed = 20; var gravity = 0.5; var initialScale = 0.25; var scaleVariation = 0.5; var alphaDecay = 0.005; 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.alpha = 0; self.heartPool.push(this); } }; self.heartPool.push(heart); } self.x = 2048 / 2; self.y = 2732 / 2 - 300; // 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 } } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xa16e9f //Init game with black background }); /**** * Game Code ****/ 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
@@ -157,9 +157,9 @@
var self = Container.call(this);
var nbProjections = 10;
var heartSpeed = 20;
var gravity = 0.5;
- var initialScale = 0.5;
+ var initialScale = 0.25;
var scaleVariation = 0.5;
var alphaDecay = 0.005;
self.heartPool = [];
// Initialize heart pool
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".