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when tapcount reaches 50 animate and explosion of nextGraphic ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (9 edits merged)
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add a text at the top that displays tapCount
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make tapCount global
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Please fix the bug: 'Cannot set properties of undefined (setting 'tint')' in or related to this line: 'heartFrames[i].tint = 0xFFFFFF * Math.random(); // Apply a random tint for debugging' Line Number: 53
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Please fix the bug: 'Cannot set properties of null (setting 'tint')' in or related to this line: 'heartFrames[i].tint = 0xFFFFFF * Math.random(); // Apply a random tint for debugging' Line Number: 53
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Please fix the bug: 'Cannot set properties of undefined (setting 'tint')' in or related to this line: 'heartFrames[i].tint = 0xFFFFFF * Math.random(); // Apply a random tint for debugging' Line Number: 53
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Please fix the bug: 'Cannot set properties of null (setting 'tint')' in or related to this line: 'heartFrames[i].tint = 0xFFFFFF * Math.random(); // Apply a random tint for debugging' Line Number: 43
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Please fix the bug: 'Cannot set properties of undefined (setting 'tint')' in or related to this line: 'heartFrames[i].tint = 0xFFFFFF * Math.random(); // Apply a random tint for debugging' Line Number: 43
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Please fix the bug: 'Cannot set properties of undefined (setting 'tint')' in or related to this line: 'heartFrames[i].tint = 0xFFFFFF * Math.random(); // Apply a random tint for debugging' Line Number: 43
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Please fix the bug: 'Cannot set properties of undefined (setting 'tint')' in or related to this line: 'heartFrames[i].tint = 0xFFFFFF * Math.random(); // Apply a random tint for debugging' Line Number: 43
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in frames spawn loop, revert attach order without changing current indexes
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Please fix the bug: 'Cannot set properties of undefined (setting 'tint')' in or related to this line: 'heartFrames[i].tint = 0xFFFFFF * Math.random(); // Apply a random tint for debugging' Line Number: 36
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in frames spawn loop, if isDebug, add a different tint to the asset depending on index ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'scaleX' in undefined' in or related to this line: 'tween(self.currentGraphic, {' Line Number: 61 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'currentGraphic is not defined' in or related to this line: 'var baseWidth = currentGraphic.width;' Line Number: 48
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Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(self.currentGraphic, {' Line Number: 55 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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 // 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 }); } for (var i = 5; i >= 0; i--) { heartFrames[5 - i] = self.attachAsset('heart_0_frame_' + i, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.1, scaleY: 1.1, 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 updateTapCountText(); // Update the text display // Switch graphics based on tapCount var frameIndex = 5 - Math.floor(tapCount / 10); if (frameIndex > 0) { self.currentGraphic = heartFrames[frameIndex]; self.nextGraphic = heartFrames[frameIndex - 1]; } else if (tapCount >= 50) { // Animate explosion of nextGraphic when tapCount reaches 50 tween(self.nextGraphic, { scaleX: 30, scaleY: 30, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { /* self.nextGraphic.alpha = 1; // Reset alpha after explosion self.nextGraphic.scaleX = 1.1; // Reset scale after explosion self.nextGraphic.scaleY = 1.1; // Reset scale 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"); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xa16e9f //Init game with black background }); /**** * Game Code ****/ var isDebug = true; 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(); game.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
@@ -95,18 +95,20 @@
self.nextGraphic = heartFrames[frameIndex - 1];
} else if (tapCount >= 50) {
// Animate explosion of nextGraphic when tapCount reaches 50
tween(self.nextGraphic, {
- scaleX: 3,
- scaleY: 3,
+ scaleX: 30,
+ scaleY: 30,
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
- self.nextGraphic.alpha = 1; // Reset alpha after explosion
+ /*
+ self.nextGraphic.alpha = 1; // Reset alpha after explosion
self.nextGraphic.scaleX = 1.1; // Reset scale after explosion
self.nextGraphic.scaleY = 1.1; // Reset scale after explosion
+ */
}
});
}
log("Tap count: ", self.tapCount); // Log the tap count
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".