User prompt
Okay that’s not fixing the problem. Use a different method if you need to.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (flower.isFlower && flower.containsPoint(game.toLocal(obj.global))) {' Line Number: 92
User prompt
Can you fix that please? Move flowerManager to a global initialization as well.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (flower.isFlower && flower.containsPoint(game.toLocal(obj.global))) {' Line Number: 92
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (flower.isFlower && flower.containsPoint({' Line Number: 92
User prompt
Make sure the correct states set for Bud and BasicFlower classes
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (flower.isFlower && flower.containsPoint({' Line Number: 92
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (flower.isFlower && flower.contains({' Line Number: 92
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (flower.isFlower && flower.containsPoint({' Line Number: 92
User prompt
Create flowerManager class to control flower stages and pollination. Each square of the garden will be a flower. Flowers will have two states to start: isBud and isFlower. If the square isBud, it will not respond to touch, but if square isFlower on touch look up its assigned pollenPattern to play the appropriate particle animation. For instance: BasicFlowers pollen pattern is ‘cross’ and should be assigned as such. All flowers generate sourceBurst on touch.
User prompt
In pollenParticles create a sourceBurst pattern. This pattern should activate when a flower is touched. Base the pattern on the following: 1. Source Burst: - Dense, bright golden particles - Quick circular burst from center - Duration: about 0.2 seconds - Fade out quickly
User prompt
Create a pollen particle class using the appropriate asset. We will define the graphic patterns in here for different pollination particle patterns.
User prompt
Each flower is going to have a different pollenPattern. Set BasicFlower pollenPattern to ‘cross’. The parameters of ‘cross’ will be the dimensions of one garden grid space up, down, left and right.
User prompt
Instead of a bud, start with a basic flower in the very center of the grid.
User prompt
Create a BasicFlower class.
User prompt
Increase delay between jiggles.
User prompt
Increase the random delay.
User prompt
Please fix the bug: 'TypeError: setTimeout is not a function. (In 'setTimeout(function () { __$(11); self.rotation -= 0.1; }, 200)', 'setTimeout' is undefined)' in or related to this line: 'setTimeout(function () {' Line Number: 40
User prompt
The buds are not moving at all. Fix so they jiggle, pause for 2-3 seconds and then jiggle again. Every bud should have a different delay.
User prompt
There should be a delay between jiggles.
User prompt
Now all the buds are jiggling constantly. Each one should jiggle at a different time with a 2-3 second break in between.
User prompt
Now they’re not moving at all. Fix
User prompt
Now they’re just slowly rotating. A jiggle rotation is quickly one way and then the other, twice, but ending with the bud at the same position it started in.
User prompt
The jiggle rotation should not be random and instead be a set number.
User prompt
The jiggles should start at random different times for each bud, but the animation should be more consistent when it triggers. Two jiggles in quick succession.
/****
* Classes
****/
// BasicFlower class
var BasicFlower = Container.expand(function () {
var self = Container.call(this);
var flowerGraphics = self.attachAsset('BasicFlower', {
anchorX: 0.5,
anchorY: 0.5
});
self.pollenPattern = 'cross';
});
// Bud class
var Bud = Container.expand(function () {
var self = Container.call(this);
var budGraphics = self.attachAsset('Bud', {
anchorX: 0.5,
anchorY: 0.5
});
// Add a quick, pronounced jiggle animation to buds
self.update = function () {
// Define a random delay for the initial jiggle
var delay = Math.floor(Math.random() * 240 + 240);
// Define a counter for the number of jiggles
var jiggleCount = 0;
// If the current tick is a multiple of the delay
if (LK.ticks % delay == 0) {
// Increment the jiggle count
jiggleCount++;
// If the jiggle count is less than or equal to 2
if (jiggleCount <= 2) {
// Jiggle the bud quickly in one direction and then the other
self.rotation += 0.1;
LK.setTimeout(function () {
self.rotation -= 0.1;
}, 200);
} else {
// Reset the jiggle count and the bud's rotation
jiggleCount = 0;
self.rotation = 0;
}
}
};
});
// FlowerManager class to control flower stages and pollination
var FlowerManager = Container.expand(function () {
var self = Container.call(this);
self.flowers = [];
// Initialize flowers in the garden
self.init = function (garden) {
for (var i = 0; i < garden.rows; i++) {
self.flowers[i] = [];
for (var j = 0; j < garden.cols; j++) {
if (i === Math.floor(garden.rows / 2) && j === Math.floor(garden.cols / 2)) {
var flower = new BasicFlower();
flower.x = garden.soil[i][j].x + garden.soilSize / 2;
flower.y = garden.soil[i][j].y + garden.soilSize / 2 + 2732 * 0.12;
flower.isBud = false; // BasicFlower is not a bud
flower.isFlower = true; // BasicFlower is a flower
self.flowers[i][j] = flower;
} else {
var bud = new Bud();
bud.x = garden.soil[i][j].x + garden.soilSize / 2;
bud.y = garden.soil[i][j].y + garden.soilSize / 2 + 2732 * 0.12;
bud.isBud = true; // Bud is a bud
bud.isFlower = false; // Bud is not a flower
self.flowers[i][j] = bud;
}
game.addChild(self.flowers[i][j]);
}
}
};
// Handle touch events on flowers
self.handleTouch = function (x, y, obj) {
for (var i = 0; i < self.flowers.length; i++) {
for (var j = 0; j < self.flowers[i].length; j++) {
var flower = self.flowers[i][j];
if (flower.isFlower && flower.containsPoint({
x: x,
y: y
})) {
// Play pollen pattern animation
if (flower.pollenPattern === 'cross') {
// Implement cross pattern animation
}
// Generate sourceBurst
var pollenParticle = new PollenParticle();
pollenParticle.x = flower.x;
pollenParticle.y = flower.y;
game.addChild(pollenParticle);
}
}
}
};
});
//<Assets used in the game will automatically appear here>
// Garden class to manage the grid of soil
var Garden = Container.expand(function () {
var self = Container.call(this);
self.soil = [];
self.rows = 9;
self.cols = 9;
self.soilSize = 200;
// Initialize the garden with soil
self.init = function () {
for (var i = 0; i < self.rows; i++) {
self.soil[i] = [];
for (var j = 0; j < self.cols; j++) {
self.soil[i][j] = {
x: j * self.soilSize + self.soilSize / 2,
y: i * self.soilSize + self.soilSize / 2
};
}
}
};
});
// GardenBackground class
var GardenBackground = Container.expand(function () {
var self = Container.call(this);
var gardenBackground = LK.getAsset('GardenBackground', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.02,
scaleY: 1.02,
x: 2048 / 2,
y: 2732 / 2
});
self.addChild(gardenBackground);
});
// Goal display class
var GoalDisplay = Container.expand(function () {
var self = Container.call(this);
self.goals = [];
self.init = function (goals) {
self.goals = goals;
for (var i = 0; i < self.goals.length; i++) {
var goalText = new Text2(self.goals[i].icon + ' ' + self.goals[i].collected + '/' + self.goals[i].needed, {
size: 100,
fill: "#ffffff"
});
goalText.anchor.set(0.5, 0);
goalText.y = i * 150;
self.addChild(goalText);
}
};
});
// PollenParticle class
var PollenParticle = Container.expand(function () {
var self = Container.call(this);
var pollenGraphics = self.attachAsset('PollenSparkle', {
anchorX: 0.5,
anchorY: 0.5
});
self.pattern = 'sourceBurst';
self.update = function () {
// Define the movement pattern of the pollen particle here
if (self.pattern === 'sourceBurst') {
// Dense, bright golden particles
self.tint = 0xFFD700;
// Quick circular burst from center
var angle = Math.random() * Math.PI * 2;
var speed = Math.random() * 5;
self.x += Math.cos(angle) * speed;
self.y += Math.sin(angle) * speed;
// Duration: about 0.2 seconds
self.alpha -= 5;
// Fade out quickly
if (self.alpha <= 0) {
self.destroy();
}
}
};
});
// Level display class
var LevelDisplay = Text2.expand(function () {
var self = Text2.call(this, 'Level 1', {
size: 150,
fill: "#ffffff"
});
});
// Score display class
var ScoreDisplay = Text2.expand(function () {
var self = Text2.call(this, '0', {
size: 150,
fill: "#ffffff"
});
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Declare flowerManager in global scope
// Create a title screen with a centered game logo. Add a play and tutorial button underneath.
var flowerManager = new FlowerManager();
var titleScreen = new Container();
var background = LK.getAsset('titlebackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
titleScreen.addChild(background);
var logo = LK.getAsset('logo', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
titleScreen.addChild(logo);
var playButton = LK.getAsset('playButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 + 200
});
titleScreen.addChild(playButton);
var tutorialButton = LK.getAsset('tutorialButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 + 400
});
titleScreen.addChild(tutorialButton);
game.addChild(titleScreen);
playButton.down = function (x, y, obj) {
game.removeChild(titleScreen);
// Initialize garden background
var gardenBackground = new GardenBackground();
game.addChild(gardenBackground);
// Initialize garden
var garden = new Garden();
garden.x = (2048 - garden.cols * garden.soilSize) / 2;
garden.y = (2732 - garden.rows * garden.soilSize) / 2 + 2732 * 0.12;
game.addChild(garden);
garden.init();
// Initialize flower manager
flowerManager.init(garden);
// Handle touch events on flowers
game.down = function (x, y, obj) {
flowerManager.handleTouch(x, y, obj);
};
// Initialize score display
var scoreDisplay = new ScoreDisplay();
scoreDisplay.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreDisplay);
// Initialize level display
var levelDisplay = new LevelDisplay();
levelDisplay.anchor.set(0.5, 1);
LK.gui.bottom.addChild(levelDisplay);
// Initialize goal display
var goalDisplay = new GoalDisplay();
goalDisplay.x = 2048 - 150;
goalDisplay.y = 0;
game.addChild(goalDisplay);
goalDisplay.init([{
icon: '🌼',
collected: 0,
needed: 10
}, {
icon: '🌸',
collected: 0,
needed: 5
}, {
icon: '🌺',
collected: 0,
needed: 3
}]);
// Initialize menu button
var menuButton = LK.getAsset('menuButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 100 + 2048 * 0.01,
y: 250 + 2732 * 0.04
});
menuButton.down = function (x, y, obj) {
// Remove all game elements
game.removeChildren();
// Remove score, level and goal display from GUI
LK.gui.top.removeChild(scoreDisplay);
LK.gui.topRight.removeChild(levelDisplay);
game.removeChild(goalDisplay);
// Add the title screen back
game.addChild(titleScreen);
};
game.addChild(menuButton);
};
tutorialButton.down = function (x, y, obj) {
// Open tutorial
}; ===================================================================
--- original.js
+++ change.js
@@ -74,9 +74,12 @@
self.handleTouch = function (x, y, obj) {
for (var i = 0; i < self.flowers.length; i++) {
for (var j = 0; j < self.flowers[i].length; j++) {
var flower = self.flowers[i][j];
- if (flower.isFlower && flower.containsPoint(game.toLocal(obj.global))) {
+ if (flower.isFlower && flower.containsPoint({
+ x: x,
+ y: y
+ })) {
// Play pollen pattern animation
if (flower.pollenPattern === 'cross') {
// Implement cross pattern animation
}
A background image for a puzzle video game depicting the season of summer. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A background image for a puzzle video game depicting the season of fall. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A background image for a puzzle video game depicting the season of winter. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Multiple stylized texts with phrases that include “Hurry!” “Time’s up!” Cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a SVG text design in bold cartoon style: "SPRING" in chunky rounded letters with floral accents and vines. Use spring pastels.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "SUMMER" in bold cartoon style with chunky rounded letters. Add sun rays and small flower details in warm, vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "FALL" in bold cartoon style with chunky rounded letters. Add small falling leaves and acorn accents in warm autumn colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "WINTER" in bold cartoon style with chunky rounded letters. Add small snowflake accents and icy details in cool, frosty blues and white.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a SVG text design in bold cartoon style: “Bloom the garden" in chunky rounded letters with floral accents and vines. Use spring pastels.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "Match the blooms" in bold cartoon style with chunky rounded letters. Add sun rays and small flower details in warm, vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "Match to clear leaves" in bold cartoon style with chunky rounded letters. Add small falling leaves and acorn accents in warm autumn colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an SVG text design for "DANCE TO STAY WARM" in bold cartoon style with chunky rounded letters. Add small snowflake accents and icy details in cool, frosty blues and white.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a SVG text design in bold cartoon style: "SEASON COMPLETE!" in chunky rounded letters with stars around it . Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.