User prompt
not fixed. define a baseWidth & baseHeight and use them for animation
User prompt
down event is logged but heart does'nt change in size. fix
User prompt
add log to bigHeart down even (use log() function)
Code edit (3 edits merged)
Please save this source code
User prompt
don't use Scale for animation but w & h
User prompt
animate big heart size when tapped ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
use the class for var bigHeart
User prompt
create a class for bigHeart
Code edit (2 edits merged)
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User prompt
add a big heart at the center of the screen
Code edit (1 edits merged)
Please save this source code
Initial prompt
Proof of Love
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Create a class for bigHeart var BigHeart = Container.expand(function () { var self = Container.call(this); // Attach the bigHeart asset to the class var bigHeartGraphics = self.attachAsset('bigHeart', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // Position the bigHeart at the center of the screen self.x = 2048 / 2; self.y = 2732 / 2; // 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) { // Define baseWidth and baseHeight var baseWidth = bigHeartGraphics.width; var baseHeight = bigHeartGraphics.height; // Animate the size of the bigHeart to 1.5 times its original size over 0.5 seconds tween(bigHeartGraphics, { width: baseWidth * 1.5, height: baseHeight * 1.5 }, { duration: 500 }); // Then animate it back to its original size over 0.5 seconds tween(bigHeartGraphics, { width: baseWidth, height: baseHeight }, { duration: 500, delay: 500 }); // 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 var ProgressManager = /*#__PURE__*/function () { function ProgressManager() { _classCallCheck(this, ProgressManager); this.money = 0; this.generators = {}; this.upgrades = {}; this.currentTime = Date.now(); this.lastUpdateTime = this.currentTime; } return _createClass(ProgressManager, [{ key: "updateGame", value: function updateGame() { var _this = this; var now = Date.now(); var deltaTime = now - this.lastUpdateTime; // Update generators Object.values(this.generators).forEach(function (generator) { var generated = generator.generate(deltaTime); _this.money += generated; }); this.lastUpdateTime = now; } }, { key: "buyGenerator", value: function buyGenerator(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 (this.money < generatorConfig.cost) { return false; } this.money -= generatorConfig.cost; this.generators[generatorId] = new Generator(generatorConfig); return true; } }, { key: "buyUpgrade", value: function buyUpgrade(upgradeId, generatorId) { var upgradeConfig = Object.values(UPGRADES).find(function (u) { return u.id === upgradeId; }); var targetGenerator = this.generators[generatorId]; if (!upgradeConfig || !targetGenerator) { throw new Error("Upgrade or Generator not found"); } if (this.money < upgradeConfig.cost) { return false; } this.money -= upgradeConfig.cost; var upgrade = new Upgrade(upgradeConfig); upgrade.apply(targetGenerator); this.upgrades[upgradeId] = upgrade; return true; } }]); }(); // Generator System var Generator = /*#__PURE__*/function () { function Generator(config) { _classCallCheck(this, Generator); this.id = config.id; this.name = config.name; this.description = config.description; this.autoClick = config.autoClick; this.clickRate = config.clickRate; this.cost = config.cost; this.upgradeLevel = config.upgradeLevel; } return _createClass(Generator, [{ key: "generate", value: function generate(deltaTime) { if (!this.autoClick) { return 0; } var clickAmount = this.clickRate * deltaTime / 1000; return clickAmount * Math.pow(2, this.upgradeLevel); } }, { key: "currentMultiplier", get: function get() { return Math.pow(2, this.upgradeLevel); } }, { key: "manualGenerate", value: function manualGenerate() { return 1 * this.currentMultiplier; } }, { key: "upgrade", value: function upgrade(upgradeMultiplier) { this.upgradeLevel++; } }]); }(); // Upgrade System var Upgrade = /*#__PURE__*/function () { function Upgrade(config) { _classCallCheck(this, Upgrade); this.id = config.id; this.name = config.name; this.description = config.description; this.targetGenerator = config.targetGenerator; this.multipliers = config.multipliers; this.cost = config.cost; this.currentLevel = 0; } return _createClass(Upgrade, [{ key: "apply", value: function apply(generator) { if (this.currentLevel < this.multipliers.length) { generator.upgrade(this.multipliers[this.currentLevel]); this.currentLevel++; } } }]); }(); // Game Initialization function initializeGame() { progressManager = new ProgressManager(); // Initialize starting generator (Me) progressManager.generators[GENERATORS.ME.id] = new Generator(GENERATORS.ME); } initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -20,19 +20,22 @@
self.x = 2048 / 2;
self.y = 2732 / 2;
// 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) {
+ // Define baseWidth and baseHeight
+ var baseWidth = bigHeartGraphics.width;
+ var baseHeight = bigHeartGraphics.height;
// Animate the size of the bigHeart to 1.5 times its original size over 0.5 seconds
tween(bigHeartGraphics, {
- width: bigHeartGraphics.width * 1.5,
- height: bigHeartGraphics.height * 1.5
+ width: baseWidth * 1.5,
+ height: baseHeight * 1.5
}, {
duration: 500
});
// Then animate it back to its original size over 0.5 seconds
tween(bigHeartGraphics, {
- width: bigHeartGraphics.width,
- height: bigHeartGraphics.height
+ width: baseWidth,
+ height: baseHeight
}, {
duration: 500,
delay: 500
});
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".