User prompt
Update with this code: var BasicFlower = Container.expand(function() { var self = Container.call(this); var flowerGraphics = self.attachAsset('BasicFlower', { anchorX: 0.5, anchorY: 0.5 }); self.hasActivePollen = false; self.fairyParticles = []; self.FAIRY_COUNT = 3; self.update = function() { var scaleFactor = 1 + Math.sin(LK.ticks * 0.1) * 0.05; flowerGraphics.scale.x = scaleFactor; flowerGraphics.scale.y = scaleFactor; flowerGraphics.rotation = Math.sin(LK.ticks * 0.1) * 0.05; }; self.bloom = function() { // Scale animation self.scale.set(0.3, 0.3); LK.tween(self.scale) .to({x: 1, y: 1}, 1000) .start(); // Create burst particles self.createPollenBurst(self.x, self.y); // Initialize with active pollen self.hasActivePollen = true; // Create fairy particles for (var i = 0; i < self.FAIRY_COUNT; i++) { var fairy = new PollenParticle().init('fairy'); self.addChild(fairy); self.fairyParticles.push(fairy); } }; self.createPollenBurst = function(x, y) { for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); var angle = (i / 12) * Math.PI * 2; particle.x = x; particle.y = y; particle.vx = Math.cos(angle) * 3; particle.vy = Math.sin(angle) * 3; if (self.parent) { self.parent.addChild(particle); } } }; self.usePollen = function() { if (!self.hasActivePollen) return; self.hasActivePollen = false; // Remove fairy particles self.fairyParticles.forEach(function(fairy) { self.removeChild(fairy); }); self.fairyParticles = []; // Clear animation LK.tween(self) .to({alpha: 0, scale: 0.1}, 1000) .call(function() { if (self.parent) { var gridPos = garden.worldToGrid(self.x, self.y); garden.grid[gridPos.y][gridPos.x] = null; self.parent.removeChild(self); } }) .start(); }; });
User prompt
// Update PollenParticle to add fairy behavior var PollenParticle = Container.expand(function() { var self = Container.call(this); self.init = function(type) { var pollenGraphics = self.attachAsset('PollenSparkle', { anchorX: 0.5, anchorY: 0.5 }); switch(type) { case 'trail': // Keep existing trail behavior self.lifespan = 1; break; case 'burst': // Keep existing burst behavior self.lifespan = 1; break; case 'fairy': self.lifespan = undefined; // Don't fade out self.startAngle = Math.random() * Math.PI * 2; // Random start position self.update = function() { var time = LK.ticks * 0.02; var radius = 30; // Orbit motion self.x = Math.cos(time + self.startAngle) * radius; self.y = Math.sin(time + self.startAngle) * radius; // Add bobbing self.y += Math.sin(time * 2 + self.startAngle) * 10; }; break; } return self; }; })
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'self.createBloomEffect();' Line Number: 49
User prompt
Make updates using this: // Update PollenParticle to add fairy behavior var PollenParticle = Container.expand(function() { var self = Container.call(this); self.init = function(type) { var pollenGraphics = self.attachAsset('PollenSparkle', { anchorX: 0.5, anchorY: 0.5 }); switch(type) { case 'trail': // Keep existing trail behavior self.lifespan = 1; break; case 'burst': // Keep existing burst behavior self.lifespan = 1; break; case 'fairy': self.lifespan = undefined; // Don't fade out self.startAngle = Math.random() * Math.PI * 2; // Random start position self.update = function() { var time = LK.ticks * 0.02; var radius = 30; // Orbit motion self.x = Math.cos(time + self.startAngle) * radius; self.y = Math.sin(time + self.startAngle) * radius; // Add bobbing self.y += Math.sin(time * 2 + self.startAngle) * 10; }; break; } return self; }; }); // Simplify BasicFlower to just create fairy-type particles var BasicFlower = Container.expand(function() { // ... keep existing setup code ... self.createFairyParticles = function() { for (var i = 0; i < self.FAIRY_COUNT; i++) { var fairy = new PollenParticle().init('fairy'); self.addChild(fairy); self.fairyParticles.push(fairy); } }; // ... rest of BasicFlower remains the same ... });
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'var circle = new Graphics();' Line Number: 229
User prompt
Update code with this: // Update PollenParticle to support fairy type var PollenParticle = Container.expand(function() { var self = Container.call(this); self.init = function(type) { switch(type) { case 'trail': // Keep your existing trail setup var circle = new Graphics(); circle.beginFill(0xFFFF00); circle.drawCircle(0, 0, 10); circle.endFill(); self.addChild(circle); self.lifespan = 1; break; case 'burst': // Keep your existing burst setup var circle = new Graphics(); circle.beginFill(0xFFFF00); circle.drawCircle(0, 0, 10); circle.endFill(); self.addChild(circle); self.lifespan = 1; break; case 'fairy': var fairy = new Graphics(); fairy.beginFill(0xFFFFFF); fairy.drawCircle(0, 0, 4); fairy.endFill(); var glow = new Graphics(); glow.beginFill(0xFFFFFF, 0.3); glow.drawCircle(0, 0, 6); glow.endFill(); self.addChild(glow); self.addChild(fairy); self.alpha = 0.8; break; } return self; }; // Keep your existing update method self.update = function() { if (self.lifespan !== undefined) { self.lifespan -= 0.02; self.alpha = self.lifespan; if (self.lifespan <= 0) { self.destroy(); } } }; });
User prompt
Make updates or changes using this code: // Update PollenParticle to support fairy type var PollenParticle = Container.expand(function() { var self = Container.call(this); self.init = function(type) { switch(type) { case 'trail': // Keep your existing trail setup var circle = new Graphics(); circle.beginFill(0xFFFF00); circle.drawCircle(0, 0, 10); circle.endFill(); self.addChild(circle); self.lifespan = 1; break; case 'burst': // Keep your existing burst setup var circle = new Graphics(); circle.beginFill(0xFFFF00); circle.drawCircle(0, 0, 10); circle.endFill(); self.addChild(circle); self.lifespan = 1; break; case 'fairy': var fairy = new Graphics(); fairy.beginFill(0xFFFFFF); fairy.drawCircle(0, 0, 4); fairy.endFill(); var glow = new Graphics(); glow.beginFill(0xFFFFFF, 0.3); glow.drawCircle(0, 0, 6); glow.endFill(); self.addChild(glow); self.addChild(fairy); self.alpha = 0.8; break; } return self; }; // Keep your existing update method self.update = function() { if (self.lifespan !== undefined) { self.lifespan -= 0.02; self.alpha = self.lifespan; if (self.lifespan <= 0) { self.destroy(); } } }; }); // Update BasicFlower with new lifecycle var BasicFlower = Container.expand(function() { var self = Container.call(this); var flowerGraphics = self.attachAsset('BasicFlower', { anchorX: 0.5, anchorY: 0.5 }); self.hasActivePollen = false; self.fairyParticles = []; self.FAIRY_COUNT = 3; self.update = function() { // Breathing animation var scaleFactor = 1 + Math.sin(LK.ticks * 0.1) * 0.05; flowerGraphics.scale.x = scaleFactor; flowerGraphics.scale.y = scaleFactor; flowerGraphics.rotation = Math.sin(LK.ticks * 0.1) * 0.05; // Update fairy particles if (self.hasActivePollen) { self.updateFairyParticles(); } }; self.updateFairyParticles = function() { var time = LK.ticks * 0.02; self.fairyParticles.forEach(function(fairy, index) { var angle = time + (index * (Math.PI * 2) / self.FAIRY_COUNT); var radius = 30; fairy.x = Math.cos(angle) * radius; fairy.y = Math.sin(angle) * radius; fairy.y += Math.sin(time * 2 + index) * 10; }); }; self.createFairyParticles = function() { for (var i = 0; i < self.FAIRY_COUNT; i++) { var fairy = new PollenParticle().init('fairy'); self.addChild(fairy); self.fairyParticles.push(fairy); } }; self.bloom = function() { flowerGraphics.tint = 0xFF0000; self.scale.set(0.3, 0.3); LK.tween(self.scale) .to({x: 1, y: 1}, 1000) .start(); self.hasActivePollen = true; self.createFairyParticles(); }; self.usePollen = function() { if (!self.hasActivePollen) return; self.hasActivePollen = false; // Remove fairy particles self.fairyParticles.forEach(function(fairy) { self.removeChild(fairy); }); self.fairyParticles = []; // Fade out and clear LK.tween(self) .to({alpha: 0, scale: 0.1}, 1000) .call(function() { if (self.parent) { var gridPos = garden.worldToGrid(self.x, self.y); garden.grid[gridPos.y][gridPos.x] = null; self.parent.removeChild(self); } }) .start(); }; }); // Update the touch handler to check for active pollen game.down = function(x, y, obj) { var localPos = garden.toLocal({x: x, y: y}, game); var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { var touchedFlower = garden.grid[gridY][gridX]; if (touchedFlower && touchedFlower.isFlower && touchedFlower.hasActivePollen) { pollenTrail.startTrail(x, y, garden); touchedFlower.usePollen(); } } };
User prompt
Make the trail particles a little bit bigger.
User prompt
Make the initial size of the burst particles a bit smaller and have them travel a little further out before they fade.
User prompt
Update with this: // In BasicFlower class: self.createBloomEffect = function() { for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); // Add the init call var angle = (i / 12) * Math.PI * 2; particle.x = self.x; particle.y = self.y; // Set velocities for burst pattern particle.vx = Math.cos(angle) * 5; particle.vy = Math.sin(angle) * 5; if (self.parent) { self.parent.addChild(particle); } } };
User prompt
Update with this: // In BasicFlower class: self.createBloomEffect = function() { for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); // Add the init call var angle = (i / 12) * Math.PI * 2; particle.x = self.x; particle.y = self.y; // Set velocities for burst pattern particle.vx = Math.cos(angle) * 5; particle.vy = Math.sin(angle) * 5; if (self.parent) { self.parent.addChild(particle); } } };
User prompt
Make updates using this: var BasicFlower = Container.expand(function() { var self = Container.call(this); var flowerGraphics = self.attachAsset('BasicFlower', { anchorX: 0.5, anchorY: 0.5 }); self.update = function() { var scaleFactor = 1 + Math.sin(LK.ticks * 0.1) * 0.05; flowerGraphics.scale.x = scaleFactor; flowerGraphics.scale.y = scaleFactor; flowerGraphics.rotation = Math.sin(LK.ticks * 0.1) * 0.05; }; self.bloom = function() { // Test - make the flower red-tinted flowerGraphics.tint = 0xFF0000; self.scale.set(0.3, 0.3); LK.tween(self.scale) .to({x: 1, y: 1}, 1000) .start(); // Just log position to make sure we have correct coordinates var pos = {x: self.x, y: self.y}; // Try an immediate particle just to test var testParticle = new PollenParticle(); testParticle.x = self.x; testParticle.y = self.y; if (self.parent) { self.parent.addChild(testParticle); } }; });
User prompt
I’m not seeing the burst animation when a new flower blooms. Debug
User prompt
Update with this code: // In BasicFlower class, update the createBloomEffect method: self.createBloomEffect = function() { for (var i = 0; i < 12; i++) { var particle = new PollenParticle(); var angle = (i / 12) * Math.PI * 2; // Position relative to flower particle.x = self.x; particle.y = self.y; // Set velocities - make them move outward from center particle.vx = Math.cos(angle) * 5; // Increased speed for visibility particle.vy = Math.sin(angle) * 5; if (self.parent) { self.parent.addChild(particle); } } };
User prompt
Update with this code: // In the endTrail method, replace the flower creation part with: if (affectedBuds.length >= 2) { affectedBuds.forEach(function(budInfo) { // Remove the bud garden.removeChild(budInfo.bud); // Create new flower var newFlower = new BasicFlower(); newFlower.x = budInfo.bud.x; newFlower.y = budInfo.bud.y; newFlower.isFlower = true; // Add to garden first so parent is set garden.grid[budInfo.gridY][budInfo.gridX] = newFlower; garden.addChild(newFlower); // Call bloom after adding to garden newFlower.bloom(); }); }
User prompt
Update with this code: var BasicFlower = Container.expand(function() { var self = Container.call(this); var flowerGraphics = self.attachAsset('BasicFlower', { anchorX: 0.5, anchorY: 0.5 }); // Only keep breathing animation self.update = function() { var scaleFactor = 1 + Math.sin(LK.ticks * 0.1) * 0.05; flowerGraphics.scale.x = scaleFactor; flowerGraphics.scale.y = scaleFactor; flowerGraphics.rotation = Math.sin(LK.ticks * 0.1) * 0.05; }; self.bloom = function() { // Start small self.scale.set(0.3, 0.3); // Add bloom animation LK.tween(self.scale) .to({x: 1, y: 1}, 1000) .start(); // Create bloom effect self.createBloomEffect(); }; self.createBloomEffect = function() { for (var i = 0; i < 12; i++) { var particle = new PollenParticle(); var angle = (i / 12) * Math.PI * 2; var distance = 30; particle.x = self.x + Math.cos(angle) * distance; particle.y = self.y + Math.sin(angle) * distance; // Give particles outward velocity particle.vx = Math.cos(angle) * 3; particle.vy = Math.sin(angle) * 3; self.parent.addChild(particle); } }; });
User prompt
Make updates using this: var PollenTrail = Container.expand(function() { var self = Container.call(this); // Keep your existing properties // Add the burst effect function self.createPollenBurst = function(x, y) { for (var i = 0; i < 12; i++) { var particle = new PollenParticle(); var angle = (i / 12) * Math.PI * 2; var distance = 30; particle.x = x + Math.cos(angle) * distance; particle.y = y + Math.sin(angle) * distance; // Give particles outward velocity particle.vx = Math.cos(angle) * 3; particle.vy = Math.sin(angle) * 3; game.addChild(particle); } }; // Update the endTrail method to add burst effects self.endTrail = function(garden) { if (!self.active) return; // Find affected buds var affectedBuds = []; var checkedPositions = {}; self.trailPoints.forEach(function(point) { var localPos = garden.toLocal({x: point.x, y: point.y}, game); var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); var posKey = gridX + ',' + gridY; if (!checkedPositions[posKey] && gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { checkedPositions[posKey] = true; var gridItem = garden.grid[gridY][gridX]; if (gridItem && gridItem.isBud && !gridItem.isFlower) { affectedBuds.push({ bud: gridItem, gridX: gridX, gridY: gridY }); } } }); // Convert buds to flowers if we have at least 2 if (affectedBuds.length >= 2) { affectedBuds.forEach(function(budInfo) { // Remove the bud garden.removeChild(budInfo.bud); // Create new flower var newFlower = new BasicFlower(); newFlower.x = budInfo.bud.x; newFlower.y = budInfo.bud.y; newFlower.isFlower = true; newFlower.scale.set(0.3, 0.3); // Add bloom animation LK.tween(newFlower.scale) .to({x: 1, y: 1}, 1000) .start(); garden.grid[budInfo.gridY][budInfo.gridX] = newFlower; garden.addChild(newFlower); // Create burst effect when flower blooms self.createPollenBurst(newFlower.x, newFlower.y); }); } self.active = false; self.trailPoints = []; }; });
User prompt
Add this for when a new flower blooms: // When a flower blooms: createPollenBurst(flower.x, flower.y);
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: garden' in or related to this line: 'var localPos = garden.toLocal({' Line Number: 323
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: garden' in or related to this line: 'self.endTrail(garden);' Line Number: 373
User prompt
Make these changes to affected code: var PollenTrail = Container.expand(function() { var self = Container.call(this); self.active = false; self.lastParticleTime = 0; self.trailPoints = []; self.trailStartTime = 0; self.TRAIL_DURATION = 2500; // 2.5 seconds self.currentGarden = null; // Store reference to garden self.startTrail = function(x, y, garden) { self.active = true; self.trailPoints = [{x: x, y: y}]; self.createParticle(x, y); self.trailStartTime = Date.now(); self.currentGarden = garden; // Store garden reference }; self.update = function() { if (self.active && self.currentGarden) { var currentTime = Date.now(); if (currentTime - self.trailStartTime >= self.TRAIL_DURATION) { self.endTrail(self.currentGarden); } } }; // Keep your existing updateTrail, createParticle, and endTrail methods the same }); // Update your game.down handler to pass garden: game.down = function(x, y, obj) { var localPos = garden.toLocal({x: x, y: y}, game); var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { var touchedFlower = garden.grid[gridY][gridX]; if (touchedFlower && touchedFlower.isFlower) { pollenTrail.startTrail(x, y, garden); } } };
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'garden.toLocal')' in or related to this line: 'var localPos = garden.toLocal({' Line Number: 321
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: garden' in or related to this line: 'self.endTrail(garden);' Line Number: 371
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: garden' in or related to this line: 'self.endTrail(garden);' Line Number: 371
User prompt
Make changes using this, only changing affected code: var PollenTrail = Container.expand(function() { var self = Container.call(this); self.active = false; self.lastParticleTime = 0; self.trailPoints = []; self.trailStartTime = 0; // Add this to track when trail started self.TRAIL_DURATION = 2500; // 2.5 seconds in milliseconds self.startTrail = function(x, y) { self.active = true; self.trailPoints = [{x: x, y: y}]; self.createParticle(x, y); self.trailStartTime = Date.now(); // Record start time }; // Add time check to update self.update = function() { if (self.active) { var currentTime = Date.now(); if (currentTime - self.trailStartTime >= self.TRAIL_DURATION) { // Time's up - end the trail self.endTrail(garden); } } }; // Keep your existing updateTrail, createParticle, and endTrail methods the same });
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// BasicFlower class
var BasicFlower = Container.expand(function () {
var self = Container.call(this);
var flowerGraphics = self.attachAsset('BasicFlower', {
anchorX: 0.5,
anchorY: 0.5
});
// Only keep breathing animation
self.update = function () {
var scaleFactor = 1 + Math.sin(LK.ticks * 0.1) * 0.05;
flowerGraphics.scale.x = scaleFactor;
flowerGraphics.scale.y = scaleFactor;
flowerGraphics.rotation = Math.sin(LK.ticks * 0.1) * 0.05;
};
self.bloom = function () {
// Start small
self.scale.set(0.3, 0.3);
// Add bloom animation
tween(self.scale, {
x: 1,
y: 1
}, {
duration: 1000
});
// Create bloom effect
self.createBloomEffect();
};
self.createBloomEffect = function () {
for (var i = 0; i < 12; i++) {
var particle = new PollenParticle().init('burst'); // Add the init call
var angle = i / 12 * Math.PI * 2;
// Position relative to flower
particle.x = self.x;
particle.y = self.y;
// Set velocities - make them move outward from center
particle.vx = Math.cos(angle) * 5; // Increased speed for visibility
particle.vy = Math.sin(angle) * 5;
if (self.parent) {
self.parent.addChild(particle);
}
}
};
});
// Bud class
var Bud = Container.expand(function () {
var self = Container.call(this);
var budGraphics = self.attachAsset('Bud', {
anchorX: 0.5,
anchorY: 0.5
});
// Simple periodic animation
self.update = function () {
self.rotation = Math.sin(LK.ticks * 0.05) * 0.1;
};
});
// Add BudSpawner to handle progressive difficulty
var BudSpawner = Container.expand(function () {
var self = Container.call(this);
self.garden = null;
self.gameTime = 0;
self.init = function (garden) {
self.garden = garden;
self.gameTime = 0;
};
self.getSpawnRate = function () {
if (self.gameTime < 30) {
// Early game
return Math.random() * 1000 + 3000; // 3-4s
} else if (self.gameTime < 90) {
// Mid game
return Math.random() * 1000 + 2000; // 2-3s
} else {
// Late game
return Math.random() * 1000 + 1000; // 1-2s
}
};
self.findEmptySpot = function () {
var validSpots = [];
for (var i = 0; i < self.garden.rows; i++) {
for (var j = 0; j < self.garden.cols; j++) {
if (!self.garden.grid[i][j]) {
validSpots.push({
x: i,
y: j
});
}
}
}
if (validSpots.length > 0) {
return validSpots[Math.floor(Math.random() * validSpots.length)];
}
return null;
};
self.update = function () {
self.gameTime = LK.ticks / 60; // Convert ticks to seconds
if (LK.ticks % Math.floor(self.getSpawnRate() / (1000 / 60)) === 0) {
var spot = self.findEmptySpot();
if (spot) {
var bud = new Bud();
bud.x = spot.y * self.garden.cellSize + self.garden.cellSize / 2;
bud.y = spot.x * self.garden.cellSize + self.garden.cellSize / 2;
bud.isBud = true;
bud.isFlower = false;
bud.scale.set(0, 0); // Start invisible for growth animation
// Add growth animation
tween(bud.scale, {
x: 1,
y: 1
}, {
duration: 1000
});
self.garden.grid[spot.x][spot.y] = bud;
self.garden.addChild(bud);
}
}
};
});
// Simplified FlowerManager - mainly for flower conversion and management
var FlowerManager = Container.expand(function () {
var self = Container.call(this);
// Convert a bud to a flower
self.convertBudToFlower = function (bud, garden) {
var gridPos = {
x: Math.floor((bud.y - garden.y) / garden.cellSize),
y: Math.floor((bud.x - garden.x) / garden.cellSize)
};
var newFlower = new BasicFlower();
newFlower.x = bud.x;
newFlower.y = bud.y;
newFlower.isFlower = true;
garden.removeChild(bud);
garden.grid[gridPos.x][gridPos.y] = newFlower;
garden.addChild(newFlower);
// When a flower blooms:
createPollenBurst(newFlower.x, newFlower.y);
return newFlower;
};
// Empty touch handler as we're using the new trail system
self.handleTouch = function () {};
});
//<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.grid = [];
self.rows = 9;
self.cols = 9;
self.cellSize = 200;
self.init = function () {
// Center the grid on screen
self.x = (2048 - self.cols * self.cellSize) / 2;
self.y = (2732 - self.rows * self.cellSize) / 2 + 2732 * 0.12 - 400;
// Initialize empty grid
for (var i = 0; i < self.rows; i++) {
self.grid[i] = [];
for (var j = 0; j < self.cols; j++) {
self.grid[i][j] = null;
}
}
// Add center flower
var centerFlower = new BasicFlower();
var centerRow = Math.floor(self.rows / 2);
var centerCol = Math.floor(self.cols / 2);
centerFlower.x = centerCol * self.cellSize + self.cellSize / 2;
centerFlower.y = centerRow * self.cellSize + self.cellSize / 2;
centerFlower.isFlower = true;
self.grid[centerRow][centerCol] = centerFlower;
self.addChild(centerFlower);
};
// Helper method to convert grid position to world position
self.gridToWorld = function (gridX, gridY) {
return {
x: self.x + gridX * self.cellSize + self.cellSize / 2,
y: self.y + gridY * self.cellSize + self.cellSize / 2
};
};
// Helper method to convert world position to grid position
self.worldToGrid = function (worldX, worldY) {
var localX = worldX - self.x;
var localY = worldY - self.y;
return {
x: Math.floor(localX / self.cellSize),
y: Math.floor(localY / self.cellSize)
};
};
});
// 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);
});
// PollenParticle class
var PollenParticle = Container.expand(function () {
var self = Container.call(this);
// Particle properties
self.velocity = {
x: 0,
y: 0
};
self.lifespan = 1; // Goes from 1 to 0
self.decayRate = 0.02; // How fast the particle fades
self.type = 'trail'; // Can be 'trail' or 'burst'
// Create the visual element
var pollenGraphics = self.attachAsset('PollenSparkle', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize with random properties for more organic feel
self.init = function (type) {
self.type = type || 'trail';
// Set initial scale based on type
if (self.type === 'trail') {
self.scale.set(0.7 + Math.random() * 0.3); // Larger for trail
self.decayRate = 0.03; // Faster decay for trail
// Slight random velocity for trail movement
self.velocity = {
x: (Math.random() - 0.5) * 2,
y: (Math.random() - 0.5) * 2
};
} else if (self.type === 'burst') {
self.scale.set(0.5 + Math.random() * 0.3); // Smaller initial size for bursts
self.decayRate = 0.01; // Slower decay for longer travel
// Radial burst velocity
var angle = Math.random() * Math.PI * 2;
var speed = 3 + Math.random() * 5; // Increased speed for further travel
self.velocity = {
x: Math.cos(angle) * speed,
y: Math.sin(angle) * speed
};
}
// Random rotation speed
self.rotationSpeed = (Math.random() - 0.5) * 0.2;
// Random starting rotation
self.rotation = Math.random() * Math.PI * 2;
// Full opacity to start
self.alpha = 1;
return self;
};
self.update = function () {
// Update position based on velocity
self.x += self.velocity.x;
self.y += self.velocity.y;
// Add rotation
self.rotation += self.rotationSpeed;
// Slow down velocity over time
self.velocity.x *= 0.95;
self.velocity.y *= 0.95;
// Update lifespan and alpha
self.lifespan -= self.decayRate;
self.alpha = self.lifespan;
// Scale slightly varies with life
var scalePulse = 1 + Math.sin(LK.ticks * 0.2) * 0.1;
pollenGraphics.scale.set(scalePulse * self.scale.x);
// Remove when lifecycle complete
if (self.lifespan <= 0) {
self.destroy();
}
};
});
// First, let's add a PollenTrail class to handle the dragging mechanic
var PollenTrail = Container.expand(function () {
var self = Container.call(this);
self.points = [];
self.active = false;
self.trailStartTime = 0; // Add this to track when trail started
self.startTime = 0;
self.TRAIL_DURATION = 2500; // 2.5s as specified
self.currentGarden = null; // Store reference to garden
self.TRAIL_DURATION = 2500; // 2.5 seconds in milliseconds
self.MAX_SPEED = 15; // Adjust this value for proper feel
self.startTrail = function (x, y, garden) {
self.active = true;
self.points = [{
x: x,
y: y,
time: Date.now()
}];
self.startTime = Date.now();
self.trailStartTime = Date.now(); // Record start time
self.currentGarden = garden; // Store garden reference
self.lastPoint = {
x: x,
y: y
};
};
self.updateTrail = function (x, y) {
if (!self.active) {
return;
}
// Enforce maximum speed
var dx = x - self.lastPoint.x;
var dy = y - self.lastPoint.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.MAX_SPEED) {
var ratio = self.MAX_SPEED / distance;
x = self.lastPoint.x + dx * ratio;
y = self.lastPoint.y + dy * ratio;
}
self.points.push({
x: x,
y: y,
time: Date.now()
});
self.lastPoint = {
x: x,
y: y
};
// Create particle effect along trail
var particle = new PollenParticle().init('trail');
particle.x = x;
particle.y = y;
game.addChild(particle);
};
// Add the burst effect function
self.createPollenBurst = function (x, y) {
for (var i = 0; i < 12; i++) {
var particle = new PollenParticle().init('burst');
var angle = i / 12 * Math.PI * 2;
var distance = 30;
particle.x = x + Math.cos(angle) * distance;
particle.y = y + Math.sin(angle) * distance;
// Give particles outward velocity
particle.vx = Math.cos(angle) * 3;
particle.vy = Math.sin(angle) * 3;
game.addChild(particle);
}
};
self.endTrail = function () {
if (!self.active) {
return;
}
// Find affected buds
var affectedBuds = [];
var checkedPositions = {};
self.points.forEach(function (point) {
var localPos = garden.toLocal({
x: point.x,
y: point.y
}, game);
var gridX = Math.floor(localPos.x / garden.cellSize);
var gridY = Math.floor(localPos.y / garden.cellSize);
var posKey = gridX + ',' + gridY;
if (!checkedPositions[posKey] && gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) {
checkedPositions[posKey] = true;
var gridItem = garden.grid[gridY][gridX];
if (gridItem && gridItem.isBud && !gridItem.isFlower) {
affectedBuds.push({
bud: gridItem,
gridX: gridX,
gridY: gridY
});
}
}
});
// Convert buds to flowers if we have at least 2
if (affectedBuds.length >= 2) {
affectedBuds.forEach(function (budInfo) {
// Remove the bud
garden.removeChild(budInfo.bud);
// Create new flower
var newFlower = new BasicFlower();
newFlower.x = budInfo.bud.x;
newFlower.y = budInfo.bud.y;
newFlower.isFlower = true;
// Add to garden first so parent is set
garden.grid[budInfo.gridY][budInfo.gridX] = newFlower;
garden.addChild(newFlower);
// Call bloom after adding to garden
newFlower.bloom();
});
}
self.active = false;
self.points = [];
};
self.update = function () {
// Add time check to update
if (self.active && self.currentGarden) {
var currentTime = Date.now();
if (currentTime - self.trailStartTime >= self.TRAIL_DURATION) {
// Time's up - end the trail
self.endTrail();
}
}
// Remove points older than TRAIL_DURATION
var currentTime = Date.now();
self.points = self.points.filter(function (point) {
return currentTime - point.time < self.TRAIL_DURATION;
});
// Update all children particles
for (var i = self.children.length - 1; i >= 0; i--) {
var particle = self.children[i];
if (particle && particle.update) {
particle.update();
}
}
};
});
// Add ScoreManager to handle chain reactions and scoring
var ScoreManager = Container.expand(function () {
var self = Container.call(this);
self.currentScore = 0;
self.currentChain = 0;
self.chainMultiplier = 1;
self.addToChain = function () {
self.currentChain++;
self.chainMultiplier = Math.min(1 + self.currentChain * 0.5, 5); // Cap at 5x
self.addScore(100 * self.chainMultiplier);
};
self.resetChain = function () {
self.currentChain = 0;
self.chainMultiplier = 1;
};
self.addScore = function (points) {
self.currentScore += Math.floor(points);
// Update score display
if (game.scoreDisplay) {
game.scoreDisplay.text = self.currentScore.toString();
}
};
});
// Level display class
var LevelDisplay = Text2.expand(function () {
var self = Text2.call(this, 'Level 1', {
size: 150,
fill: 0xFFFFFF
});
});
// Score display class
var ScoreDisplay = Text2.expand(function () {
var self = Text2.call(this, '0', {
size: 150,
fill: 0xFFFFFF
});
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Declare and initialize flowerManager in global scope
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);
var gardenBackground = new GardenBackground();
game.addChild(gardenBackground);
garden = new Garden();
garden.init();
game.addChild(garden);
var flowerManager = new FlowerManager();
game.flowerManager = flowerManager;
var pollenTrail = new PollenTrail();
game.addChild(pollenTrail);
// Ensure pollen particles are rendered on top by adding them last
game.setChildIndex(pollenTrail, game.children.length - 1);
// Initialize bud spawner
var budSpawner = new BudSpawner();
budSpawner.init(garden);
game.addChild(budSpawner);
// Touch handlers
game.down = function (x, y, obj) {
// Convert global coordinates to garden's local space
var localPos = garden.toLocal({
x: x,
y: y
}, game);
// Calculate grid position
var gridX = Math.floor(localPos.x / garden.cellSize);
var gridY = Math.floor(localPos.y / garden.cellSize);
if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) {
var touchedFlower = garden.grid[gridY][gridX];
if (touchedFlower && touchedFlower.isFlower) {
pollenTrail.startTrail(x, y, garden);
}
}
};
game.move = function (x, y, obj) {
if (pollenTrail && pollenTrail.active) {
pollenTrail.updateTrail(x, y);
}
};
game.up = function (x, y, obj) {
if (pollenTrail && pollenTrail.active) {
pollenTrail.endTrail();
}
};
// Initialize score display
var scoreDisplay = new ScoreDisplay();
scoreDisplay.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreDisplay);
game.scoreDisplay = scoreDisplay;
// Add the main update loop
game.update = function () {
// Update spawning system
if (budSpawner) {
budSpawner.update();
}
// Update trail system
if (pollenTrail) {
pollenTrail.update();
}
// Update garden elements
if (garden) {
// Update all flowers and buds in the grid
for (var i = 0; i < garden.rows; i++) {
for (var j = 0; j < garden.cols; j++) {
var gridItem = garden.grid[i][j];
if (gridItem && gridItem.update) {
gridItem.update();
}
}
}
}
// Update all children that have update methods
for (var i = 0; i < game.children.length; i++) {
var child = game.children[i];
if (child && child.update) {
child.update();
}
}
// Update all particles
if (game.particlesToUpdate) {
for (var i = game.particlesToUpdate.length - 1; i >= 0; i--) {
var particle = game.particlesToUpdate[i];
if (particle && particle.update) {
particle.update();
}
}
}
};
};
tutorialButton.down = function (x, y, obj) {
// Open tutorial
};
// Removed duplicate playPollenPatternAnimation method ===================================================================
--- original.js
+++ change.js
@@ -225,9 +225,9 @@
self.init = function (type) {
self.type = type || 'trail';
// Set initial scale based on type
if (self.type === 'trail') {
- self.scale.set(0.5 + Math.random() * 0.3); // Larger for trail
+ self.scale.set(0.7 + Math.random() * 0.3); // Larger for trail
self.decayRate = 0.03; // Faster decay for trail
// Slight random velocity for trail movement
self.velocity = {
x: (Math.random() - 0.5) * 2,
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.