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apply this heart_0_frame_0.alpha = Math.max(0, Math.min(1, heart_0_frame_0.alpha - 0.1)); to all frames
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Add a counter for taps in the BigHeart
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Please fix the bug: 'Uncaught ReferenceError: heart_0_frame_1 is not defined' in or related to this line: 'tween(heart_0_frame_1, {' Line Number: 142
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Please fix the bug: 'Uncaught ReferenceError: heart_0_frame_1 is not defined' in or related to this line: 'tween(heart_0_frame_1, {' Line Number: 141
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Please fix the bug: 'Uncaught ReferenceError: heart_0_frame_1 is not defined' in or related to this line: 'tween(heart_0_frame_1, {' Line Number: 141
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add a conter of taps
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add 'heart_0_frame_2' 'heart_0_frame_3' 'heart_0_frame_4' 'heart_0_frame_5' to continue the heart animation
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try to use `self.currentMultiplier` instead of `Object.defineProperty(self, "currentMultiplier",`
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Simplify ProgressManager, Generator and Upgrade classes by using this style of coding : ``` function ProgressManager() { var self = this; self.updateGame = function () {...}; ... } ```
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simplify ProgressManager, Generator and Upgrade
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in BigHeart down play beat sound
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mix the two twwen call into one : 1 for bigger, and onFinish restore to base ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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not fixed. define a baseWidth & baseHeight and use them for animation
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down event is logged but heart does'nt change in size. fix
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add log to bigHeart down even (use log() function)
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don't use Scale for animation but w & h
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animate big heart size when tapped ↪💡 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.tapCount = 0; // Initialize tap counter // Attach the bigHeart asset to the class var bigHeartGraphics = self.attachAsset('bigHeart', { anchorX: 0.5, anchorY: 0.5 }); var heart_0_frame_1 = self.attachAsset('heart_0_frame_5', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.1, scaleY: 1.1 }); var heart_0_frame_0 = self.attachAsset('heart_0_frame_4', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.1, scaleY: 1.1 }); var heart_0_frame_2 = self.attachAsset('heart_0_frame_3', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.1, scaleY: 1.1 }); var heart_0_frame_3 = self.attachAsset('heart_0_frame_2', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.1, scaleY: 1.1 }); var heart_0_frame_4 = self.attachAsset('heart_0_frame_1', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.1, scaleY: 1.1 }); var heart_0_frame_5 = self.attachAsset('heart_0_frame_0', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.1, scaleY: 1.1 }); // Position the bigHeart at the center of the screen self.x = 2048 / 2; self.y = 2732 / 2; // 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(heart_0_frame_1, { width: baseWidth * 1.1, height: baseHeight * 1.1 }, { duration: 100, onFinish: function onFinish() { tween(heart_0_frame_1, { width: baseWidth, height: baseHeight }, { duration: 100 }); } }); tween(heart_0_frame_0, { width: baseWidth * 1.1, height: baseHeight * 1.1 }, { duration: 100, onFinish: function onFinish() { tween(heart_0_frame_0, { width: baseWidth, height: baseHeight }, { duration: 100 }); } }); // Increment tap counter self.tapCount++; console.log("Tap count: ", self.tapCount); // Log the tap count heart_0_frame_0.alpha = Math.max(0, Math.min(1, heart_0_frame_0.alpha - 0.1)); heart_0_frame_1.alpha = Math.max(0, Math.min(1, heart_0_frame_1.alpha - 0.1)); heart_0_frame_2.alpha = Math.max(0, Math.min(1, heart_0_frame_2.alpha - 0.1)); heart_0_frame_3.alpha = Math.max(0, Math.min(1, heart_0_frame_3.alpha - 0.1)); heart_0_frame_4.alpha = Math.max(0, Math.min(1, heart_0_frame_4.alpha - 0.1)); heart_0_frame_5.alpha = Math.max(0, Math.min(1, heart_0_frame_5.alpha - 0.1)); // 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); } } // Add a big heart at the center of the screen var bigHeart = new BigHeart(); game.addChild(bigHeart); // 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();
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--- original.js
+++ change.js
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".