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Please fix the bug: 'ReferenceError: Can't find variable: tween' in or related to this line: 'tween(bud.scale, {' Line Number: 211 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update basic flower using: var BasicFlower = Container.expand(function () { // ... keep existing initialization ... self.usePollen = function () { if (!self.hasActivePollen) return; // Get grid position before starting any animations if (self.parent) { var localPos = { x: self.x - garden.x, y: self.y - garden.y }; var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); // Verify this flower is still in the grid position if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows && garden.grid[gridY][gridX] === self) { // Clear grid position immediately garden.grid[gridY][gridX] = null; } } self.hasActivePollen = false; // Remove fairy particles self.fairyParticles.forEach(function (fairy) { self.removeChild(fairy); }); self.fairyParticles = []; // Start fade out animations tween(self, { tint: 0x808080 }, { duration: 1000, onFinish: function () { tween(self.scale, { x: 0, y: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function () { if (self.parent) { self.parent.removeChild(self); } } }); tween(self, { alpha: 0 }, { duration: 1000, easing: tween.easeOut }); } }); }; });
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Update using this code: var BasicFlower = Container.expand(function () { // ... keep existing initialization ... self.usePollen = function () { if (!self.hasActivePollen) return; // Get grid position before starting any animations if (self.parent) { var localPos = { x: self.x - garden.x, y: self.y - garden.y }; var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); // Verify this flower is still in the grid position if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows && garden.grid[gridY][gridX] === self) { // Clear grid position immediately garden.grid[gridY][gridX] = null; } } self.hasActivePollen = false; // Remove fairy particles self.fairyParticles.forEach(function (fairy) { self.removeChild(fairy); }); self.fairyParticles = []; // Start fade out animations tween(self, { tint: 0x808080 }, { duration: 1000, onFinish: function () { tween(self.scale, { x: 0, y: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function () { if (self.parent) { self.parent.removeChild(self); } } }); tween(self, { alpha: 0 }, { duration: 1000, easing: tween.easeOut }); } }); }; });
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Make updates to code using this: var BasicFlower = Container.expand(function () { // ... keep existing initialization ... self.usePollen = function () { if (!self.hasActivePollen) return; // Get grid position before starting any animations if (self.parent) { var localPos = { x: self.x - garden.x, y: self.y - garden.y }; var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); // Verify this flower is still in the grid position if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows && garden.grid[gridY][gridX] === self) { // Clear grid position immediately garden.grid[gridY][gridX] = null; } } self.hasActivePollen = false; // Remove fairy particles self.fairyParticles.forEach(function (fairy) { self.removeChild(fairy); }); self.fairyParticles = []; // Start fade out animations tween(self, { tint: 0x808080 }, { duration: 1000, onFinish: function () { tween(self.scale, { x: 0, y: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function () { if (self.parent) { self.parent.removeChild(self); } } }); tween(self, { alpha: 0 }, { duration: 1000, easing: tween.easeOut }); } }); }; });
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Update pollen trail using: var PollenTrail = Container.expand(function () { var self = Container.call(this); self.points = []; self.active = false; self.trailStartTime = 0; self.startTime = 0; self.TRAIL_DURATION = 2500; self.currentGarden = null; self.MAX_SPEED = 15; self.lastPoint = null; // ... keep existing initialization and other methods ... self.endTrail = function () { if (!self.active) return; 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]; // Verify it's a valid bud if (gridItem && gridItem.isBud === true && gridItem.isFlower === false) { affectedBuds.push({ bud: gridItem, gridX: gridX, gridY: gridY }); } } }); if (affectedBuds.length >= 2) { affectedBuds.forEach(function (budInfo) { // IMPORTANT: Clear the grid position first garden.grid[budInfo.gridY][budInfo.gridX] = null; // Remove the bud from display list garden.removeChild(budInfo.bud); // Create new flower var newFlower = new BasicFlower(); newFlower.x = budInfo.bud.x; newFlower.y = budInfo.bud.y; newFlower.isFlower = true; // Update grid position and add to display list garden.grid[budInfo.gridY][budInfo.gridX] = newFlower; garden.addChild(newFlower); // Start bloom animation newFlower.bloom(); }); } self.active = false; self.points = []; }; });
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'self.garden.grid[spot.row][spot.col]')' in or related to this line: 'console.log('Grid position after placement:', self.garden.grid[spot.row][spot.col] === bud ? 'correct' : 'incorrect');' Line Number: 221
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'self.garden.grid[spot.row][spot.col]')' in or related to this line: 'if (self.garden.grid[spot.row][spot.col] !== null) {' Line Number: 203
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Update budspawner with this: 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) { return Math.random() * 1000 + 3000; // 3-4s } else if (self.gameTime < 90) { return Math.random() * 1000 + 2000; // 2-3s } else { return Math.random() * 1000 + 1000; // 1-2s } }; self.findEmptySpot = function () { var validSpots = []; // Scan grid for empty spots for (var i = 0; i < self.garden.rows; i++) { for (var j = 0; j < self.garden.cols; j++) { // Double check grid position is truly empty if (self.garden.grid[i][j] === null) { 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; if (LK.ticks % Math.floor(self.getSpawnRate() / (1000 / 60)) === 0) { var spot = self.findEmptySpot(); if (spot) { // Verify spot is still empty before proceeding if (self.garden.grid[spot.x][spot.y] === null) { var bud = new Bud(); // Keep original coordinate calculation 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; // Start invisible for growth animation bud.scale.set(0, 0); tween(bud.scale, { x: 1, y: 1 }, { duration: 1000 }); // Update grid BEFORE adding to display list self.garden.grid[spot.x][spot.y] = bud; self.garden.addChild(bud); } } } }; });
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'self.garden.grid[spot.x][spot.y]')' in or related to this line: 'console.log('Grid position after placement:', self.garden.grid[spot.x][spot.y] === bud ? 'correct' : 'incorrect');' Line Number: 219
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Update use this code: 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) { return Math.random() * 1000 + 3000; // 3-4s } else if (self.gameTime < 90) { return Math.random() * 1000 + 2000; // 2-3s } else { 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({ row: i, col: j }); } } } if (validSpots.length > 0) { return validSpots[Math.floor(Math.random() * validSpots.length)]; } return null; }; self.update = function () { self.gameTime = LK.ticks / 60; if (LK.ticks % Math.floor(self.getSpawnRate() / (1000 / 60)) === 0) { var spot = self.findEmptySpot(); if (spot) { var bud = new Bud(); // Convert grid position to world coordinates bud.x = spot.col * self.garden.cellSize + self.garden.cellSize / 2; bud.y = spot.row * self.garden.cellSize + self.garden.cellSize / 2; bud.isBud = true; bud.isFlower = false; console.log('Spawning bud at grid:', spot.row, spot.col); console.log('World position:', bud.x, bud.y); // Check if position is really empty if (self.garden.grid[spot.row][spot.col] !== null) { console.error('ERROR: Attempting to spawn on non-empty cell!'); console.log('Cell content:', self.garden.grid[spot.row][spot.col]); return; } bud.scale.set(0, 0); tween(bud.scale, { x: 1, y: 1 }, { duration: 1000 }); self.garden.grid[spot.row][spot.col] = bud; self.garden.addChild(bud); // Verify placement console.log('Verifying placement:'); console.log('Grid position after placement:', self.garden.grid[spot.row][spot.col] === bud ? 'correct' : 'incorrect'); } } }; });
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'self.garden.grid[spot.x][spot.y]')' in or related to this line: 'console.log('Grid position after placement:', self.garden.grid[spot.x][spot.y] === bud ? 'correct' : 'incorrect');' Line Number: 219
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'self.garden.grid[spot.x][spot.y]')' in or related to this line: 'if (self.garden.grid[spot.x][spot.y] !== null) {' Line Number: 202
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Update budspawner with this code: 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) { return Math.random() * 1000 + 3000; // 3-4s } else if (self.gameTime < 90) { return Math.random() * 1000 + 2000; // 2-3s } else { 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({ row: i, col: j }); } } } if (validSpots.length > 0) { return validSpots[Math.floor(Math.random() * validSpots.length)]; } return null; }; self.update = function () { self.gameTime = LK.ticks / 60; if (LK.ticks % Math.floor(self.getSpawnRate() / (1000 / 60)) === 0) { var spot = self.findEmptySpot(); if (spot) { var bud = new Bud(); // Fix: Use col for x and row for y consistently bud.x = spot.col * self.garden.cellSize + self.garden.cellSize / 2; bud.y = spot.row * self.garden.cellSize + self.garden.cellSize / 2; bud.isBud = true; bud.isFlower = false; bud.scale.set(0, 0); tween(bud.scale, { x: 1, y: 1 }, { duration: 1000 }); // Fix: Use consistent grid position self.garden.grid[spot.row][spot.col] = bud; self.garden.addChild(bud); } } }; });<
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Update garden class using this code: // Also update the Garden class to include a helper method for safe grid updates var Garden = Container.expand(function () { // ... existing Garden code ... // Add new helper method for safe grid updates self.updateGridPosition = function(row, col, item) { if (row >= 0 && row < self.rows && col >= 0 && col < self.cols) { // First clear any existing item var existingItem = self.grid[row][col]; if (existingItem && existingItem.parent) { existingItem.parent.removeChild(existingItem); } // Then set new item self.grid[row][col] = item; return true; } return false; }; });
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Update code as necessary using this code: // Also update the Garden class to include a helper method for safe grid updates var Garden = Container.expand(function () { // ... existing Garden code ... // Add new helper method for safe grid updates self.updateGridPosition = function(row, col, item) { if (row >= 0 && row < self.rows && col >= 0 && col < self.cols) { // First clear any existing item var existingItem = self.grid[row][col]; if (existingItem && existingItem.parent) { existingItem.parent.removeChild(existingItem); } // Then set new item self.grid[row][col] = item; return true; } return false; }; });
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Use this code to update Basic Flower: 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); tween(self.scale, { x: 1, y: 1 }, { duration: 1000 }); // 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'); fairy.scale.set(0.5 + Math.random() * 0.3); fairy.x += (Math.random() - 0.5) * 60; fairy.y += (Math.random() - 0.5) * 60; 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; } // Important: Get grid position before starting animations var gridPos = garden.worldToGrid(self.x, self.y); self.hasActivePollen = false; // Remove fairy particles self.fairyParticles.forEach(function (fairy) { self.removeChild(fairy); }); self.fairyParticles = []; // Shift to grey scale and handle removal tween(self, { tint: 0x808080 }, { duration: 1000, onFinish: function onFinish() { // Important: Clear grid position immediately if (self.parent) { var gridPos = garden.worldToGrid(self.x, self.y); if (gridPos.x >= 0 && gridPos.x < garden.cols && gridPos.y >= 0 && gridPos.y < garden.rows) { // Only clear if this flower is still in this position if (garden.grid[gridPos.y][gridPos.x] === self) { garden.grid[gridPos.y][gridPos.x] = null; } } } // Shrink and fade out tween(self.scale, { x: 0, y: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { if (self.parent) { self.parent.removeChild(self); } } }); tween(self, { alpha: 0 }, { duration: 1000, easing: tween.easeOut }); } }); }; });
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Make changes using this code, only replace what is necessary: 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); tween(self.scale, { x: 1, y: 1 }, { duration: 1000 }); // 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'); fairy.scale.set(0.5 + Math.random() * 0.3); fairy.x += (Math.random() - 0.5) * 60; fairy.y += (Math.random() - 0.5) * 60; 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; } // Important: Get grid position before starting animations var gridPos = garden.worldToGrid(self.x, self.y); self.hasActivePollen = false; // Remove fairy particles self.fairyParticles.forEach(function (fairy) { self.removeChild(fairy); }); self.fairyParticles = []; // Shift to grey scale and handle removal tween(self, { tint: 0x808080 }, { duration: 1000, onFinish: function onFinish() { // Important: Clear grid position immediately if (self.parent) { var gridPos = garden.worldToGrid(self.x, self.y); if (gridPos.x >= 0 && gridPos.x < garden.cols && gridPos.y >= 0 && gridPos.y < garden.rows) { // Only clear if this flower is still in this position if (garden.grid[gridPos.y][gridPos.x] === self) { garden.grid[gridPos.y][gridPos.x] = null; } } } // Shrink and fade out tween(self.scale, { x: 0, y: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { if (self.parent) { self.parent.removeChild(self); } } }); tween(self, { alpha: 0 }, { duration: 1000, easing: tween.easeOut }); } }); }; });
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add debug code using these code blocks. only update as necessary: self.endTrail = function () { if (!self.active) return; console.log('Processing pollen trail...'); console.log('Number of trail points:', self.points.length); var affectedBuds = []; var checkedPositions = {}; self.points.forEach(function (point, index) { 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); console.log(`Trail point ${index}:`, 'World:', point.x, point.y, 'Local:', localPos.x, localPos.y, 'Grid:', gridX, gridY); 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]; console.log('Grid position content:', gridItem === null ? 'empty' : gridItem.isBud ? 'bud' : gridItem.isFlower ? 'flower' : 'unknown'); if (gridItem && gridItem.isBud === true && gridItem.isFlower === false) { console.log('Found valid bud at:', gridX, gridY); affectedBuds.push({ bud: gridItem, gridX: gridX, gridY: gridY }); } } }); console.log('Total affected buds:', affectedBuds.length); if (affectedBuds.length >= 2) { affectedBuds.forEach(function (budInfo, index) { console.log(`Converting bud ${index} at:`, budInfo.gridX, budInfo.gridY); garden.removeChild(budInfo.bud); garden.grid[budInfo.gridY][budInfo.gridX] = null; var newFlower = new BasicFlower(); newFlower.x = budInfo.bud.x; newFlower.y = budInfo.bud.y; newFlower.isFlower = true; garden.grid[budInfo.gridY][budInfo.gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); console.log('Verified flower placement:', garden.grid[budInfo.gridY][budInfo.gridX] === newFlower ? 'success' : 'failed'); }); } self.active = false; self.points = []; };
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add some debug code using these code blocks. only update as necessary: self.init = function (garden) { self.garden = garden; self.gameTime = 0; console.log('BudSpawner initialized with garden:', 'rows:', garden.rows, 'cols:', garden.cols); }; self.getSpawnRate = function () { if (self.gameTime < 30) { return Math.random() * 1000 + 3000; } else if (self.gameTime < 90) { return Math.random() * 1000 + 2000; } else { return Math.random() * 1000 + 1000; } }; self.findEmptySpot = function () { // Log current grid state console.log('Current Grid State:'); for (var i = 0; i < self.garden.rows; i++) { var rowContent = []; for (var j = 0; j < self.garden.cols; j++) { var cell = self.garden.grid[i][j]; if (cell === null) rowContent.push('empty'); else if (cell.isFlower) rowContent.push('flower'); else if (cell.isBud) rowContent.push('bud'); else rowContent.push('unknown'); } console.log(`Row ${i}:`, rowContent.join(', ')); } var validSpots = []; for (var i = 0; i < self.garden.rows; i++) { for (var j = 0; j < self.garden.cols; j++) { var cellContent = self.garden.grid[i][j]; console.log(`Checking position (${i},${j}):`, cellContent === null ? 'empty' : cellContent.isFlower ? 'flower' : cellContent.isBud ? 'bud' : 'unknown'); if (cellContent === null) { validSpots.push({ x: i, y: j }); } } } if (validSpots.length > 0) { var chosen = validSpots[Math.floor(Math.random() * validSpots.length)]; console.log('Chosen spawn location:', chosen); return chosen; } console.log('No valid spawn locations found'); return null; }; self.update = function () { self.gameTime = LK.ticks / 60; 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; console.log('Spawning bud at grid:', spot.x, spot.y); console.log('World position:', bud.x, bud.y); // Double check grid position is empty before placing if (self.garden.grid[spot.x][spot.y] !== null) { console.error('ERROR: Attempting to spawn on non-empty cell!'); console.log('Cell content:', self.garden.grid[spot.x][spot.y]); return; } bud.scale.set(0, 0); tween(bud.scale, { x: 1, y: 1 }, { duration: 1000 }); self.garden.grid[spot.x][spot.y] = bud; self.garden.addChild(bud); // Verify placement console.log('Verifying placement:'); console.log('Grid position after placement:', self.garden.grid[spot.x][spot.y] === bud ? 'correct' : 'incorrect'); } } };
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make changes as necessary using this code: // Fix for PollenTrail endTrail var PollenTrail = Container.expand(function () { // ... keep existing initialization ... 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; // Only check each grid position once and ensure it's in bounds if (!checkedPositions[posKey] && gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { checkedPositions[posKey] = true; var gridItem = garden.grid[gridY][gridX]; // Explicitly check bud properties if (gridItem && gridItem.isBud === true && gridItem.isFlower === false) { 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 first garden.removeChild(budInfo.bud); garden.grid[budInfo.gridY][budInfo.gridX] = null; // Clear grid position // Create and position the new flower var newFlower = new BasicFlower(); newFlower.x = budInfo.bud.x; newFlower.y = budInfo.bud.y; newFlower.isFlower = true; // Add flower to grid and garden garden.grid[budInfo.gridY][budInfo.gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); }); } self.active = false; self.points = []; }; });
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update code as necessary using this code: // Fix for BudSpawner findEmptySpot var BudSpawner = Container.expand(function () { // ... keep existing initialization ... self.findEmptySpot = function () { var validSpots = []; for (var i = 0; i < self.garden.rows; i++) { for (var j = 0; j < self.garden.cols; j++) { // Check explicitly for null to avoid considering flowers/buds as empty if (self.garden.grid[i][j] === null) { validSpots.push({ x: i, y: j }); } } } if (validSpots.length > 0) { return validSpots[Math.floor(Math.random() * validSpots.length)]; } return null; }; });
User prompt
update budspawner with this code as necessary: 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) { return Math.random() * 1000 + 3000; // 3-4s } else if (self.gameTime < 90) { return Math.random() * 1000 + 2000; // 2-3s } else { return Math.random() * 1000 + 1000; // 1-2s } }; self.findEmptySpot = function () { var validSpots = []; for (var row = 0; row < self.garden.rows; row++) { for (var col = 0; col < self.garden.cols; col++) { if (!self.garden.grid[row][col]) { validSpots.push({ row: row, col: col }); } } } if (validSpots.length > 0) { return validSpots[Math.floor(Math.random() * validSpots.length)]; } return null; }; self.update = function () { self.gameTime = LK.ticks / 60; if (LK.ticks % Math.floor(self.getSpawnRate() / (1000 / 60)) === 0) { var spot = self.findEmptySpot(); if (spot) { var bud = new Bud(); // Get world position for the grid spot var worldPos = self.garden.gridToWorld(spot.col, spot.row); // Add garden's position to get final world coordinates bud.x = worldPos.x + self.garden.x; bud.y = worldPos.y + self.garden.y; bud.isBud = true; bud.isFlower = false; // Start invisible for growth animation bud.scale.set(0, 0); tween(bud.scale, { x: 1, y: 1 }, { duration: 1000 }); self.garden.grid[spot.row][spot.col] = bud; self.garden.addChild(bud); } } }; });
User prompt
update garden class as necessary with this code: 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 with correct offset 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); // Use gridToWorld for consistent positioning var centerPos = self.gridToWorld(centerCol, centerRow); centerFlower.x = centerPos.x; centerFlower.y = centerPos.y; centerFlower.isFlower = true; centerFlower.hasActivePollen = true; self.grid[centerRow][centerCol] = centerFlower; // Create fairy particles for the first flower for (var i = 0; i < centerFlower.FAIRY_COUNT; i++) { var fairy = new PollenParticle().init('fairy'); fairy.scale.set(0.5 + Math.random() * 0.2); fairy.x += (Math.random() - 0.5) * 20; fairy.y += (Math.random() - 0.5) * 20; centerFlower.addChild(fairy); centerFlower.fairyParticles.push(fairy); } self.addChild(centerFlower); }; self.gridToWorld = function (gridX, gridY) { return { x: gridX * self.cellSize + self.cellSize / 2, y: gridY * self.cellSize + self.cellSize / 2 }; }; self.worldToGrid = function (worldX, worldY) { // Convert from world space to local garden space var localX = worldX - self.x; var localY = worldY - self.y; return { x: Math.floor(localX / self.cellSize), y: Math.floor(localY / self.cellSize) }; }; });
User prompt
update garden class with: // Updated gridToWorld to work with local coordinates self.gridToWorld = function (gridX, gridY) { return { x: gridX * self.cellSize + self.cellSize / 2, y: gridY * self.cellSize + self.cellSize / 2 }; };
User prompt
update budspawner class with this code: // Fixed bud positioning by adding garden's position bud.x = worldPos.x + self.garden.x; bud.y = worldPos.y + self.garden.y;
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ 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); tween(self.scale, { x: 1, y: 1 }, { duration: 1000 }); // 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'); fairy.scale.set(0.5 + Math.random() * 0.3); // More variation in size fairy.x += (Math.random() - 0.5) * 60; // Further spread out fairy.y += (Math.random() - 0.5) * 60; // Further spread out 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 = []; // Shift to grey scale tween(self, { tint: 0x808080 }, { duration: 1000, onFinish: function onFinish() { // Shrink and fade out tween(self.scale, { x: 0, y: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { if (self.parent) { var gridPos = garden.worldToGrid(self.x, self.y); if (gridPos.x >= 0 && gridPos.x < garden.cols && gridPos.y >= 0 && gridPos.y < garden.rows) { garden.grid[gridPos.y][gridPos.x] = null; } self.parent.removeChild(self); } } }); tween(self, { alpha: 0 }, { duration: 1000, easing: tween.easeOut }); } }); }; }); // 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; }; }); // BudSpawner class with fixed coordinate system 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 = []; // Use consistent coordinate system with Garden for (var row = 0; row < self.garden.rows; row++) { for (var col = 0; col < self.garden.cols; col++) { if (!self.garden.grid[row][col]) { validSpots.push({ row: row, col: col }); } } } if (validSpots.length > 0) { return validSpots[Math.floor(Math.random() * validSpots.length)]; } return null; }; self.update = function () { self.gameTime = LK.ticks / 60; if (LK.ticks % Math.floor(self.getSpawnRate() / (1000 / 60)) === 0) { var spot = self.findEmptySpot(); if (spot) { var bud = new Bud(); // Use garden's gridToWorld for consistent coordinate conversion var worldPos = self.garden.gridToWorld(spot.col, spot.row); bud.x = worldPos.x + self.garden.x; bud.y = worldPos.y + self.garden.y; bud.isBud = true; bud.isFlower = false; // Start invisible for growth animation bud.scale.set(0, 0); tween(bud.scale, { x: 1, y: 1 }, { duration: 1000 }); // Update grid with correct coordinates self.garden.grid[spot.row][spot.col] = 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 method to check if a grid position is occupied self.isOccupied = function (row, col) { return row >= 0 && row < self.rows && col >= 0 && col < self.cols && self.grid[row][col] !== 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; centerFlower.hasActivePollen = true; // Create fairy particles for the first flower for (var i = 0; i < centerFlower.FAIRY_COUNT; i++) { var fairy = new PollenParticle().init('fairy'); fairy.scale.set(0.5 + Math.random() * 0.2); // Smaller size fairy.x += (Math.random() - 0.5) * 20; // Spread out more fairy.y += (Math.random() - 0.5) * 20; // Spread out more centerFlower.addChild(fairy); centerFlower.fairyParticles.push(fairy); } 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 }; } else if (self.type === 'fairy') { self.lifespan = undefined; // Don't fade out self.startAngle = Math.random() * Math.PI * 2; // Random start position self.orbitRadius = 20 + Math.random() * 40; // Increase orbit radius variation self.orbitSpeed = 0.005 + Math.random() * 0.03; // Increase orbit speed variation self.update = function () { var time = LK.ticks * self.orbitSpeed; // Orbit motion self.x = Math.cos(time + self.startAngle) * self.orbitRadius; self.y = Math.sin(time + self.startAngle) * self.orbitRadius; // Add bobbing self.y += Math.sin(time * 2 + self.startAngle) * 10; }; } // Random rotation speed self.rotationSpeed = (Math.random() - 0.5) * 0.2; // Random starting rotation self.rotation = Math.random() * Math.PI * 2; // Add random rotation speed for dynamic movement self.rotationSpeed = (Math.random() - 0.5) * 0.2; // 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) { // Use garden's worldToGrid for consistent coordinate conversion var gridPos = garden.worldToGrid(point.x, point.y); var posKey = gridPos.x + ',' + gridPos.y; if (!checkedPositions[posKey] && gridPos.x >= 0 && gridPos.x < garden.cols && gridPos.y >= 0 && gridPos.y < garden.rows) { checkedPositions[posKey] = true; var gridItem = garden.grid[gridPos.y][gridPos.x]; if (gridItem && gridItem.isBud && !gridItem.isFlower) { affectedBuds.push({ bud: gridItem, gridX: gridPos.x, gridY: gridPos.y }); } } }); // 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 && touchedFlower.hasActivePollen) { pollenTrail.startTrail(x, y, garden); touchedFlower.usePollen(); } } }; 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
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
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);
tween(self.scale, {
x: 1,
y: 1
}, {
duration: 1000
});
// 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');
fairy.scale.set(0.5 + Math.random() * 0.3); // More variation in size
fairy.x += (Math.random() - 0.5) * 60; // Further spread out
fairy.y += (Math.random() - 0.5) * 60; // Further spread out
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 = [];
// Shift to grey scale
tween(self, {
tint: 0x808080
}, {
duration: 1000,
onFinish: function onFinish() {
// Shrink and fade out
tween(self.scale, {
x: 0,
y: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
if (self.parent) {
var gridPos = garden.worldToGrid(self.x, self.y);
if (gridPos.x >= 0 && gridPos.x < garden.cols && gridPos.y >= 0 && gridPos.y < garden.rows) {
garden.grid[gridPos.y][gridPos.x] = null;
}
self.parent.removeChild(self);
}
}
});
tween(self, {
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut
});
}
});
};
});
// 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;
};
});
// BudSpawner class with fixed coordinate system
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 = [];
// Use consistent coordinate system with Garden
for (var row = 0; row < self.garden.rows; row++) {
for (var col = 0; col < self.garden.cols; col++) {
if (!self.garden.grid[row][col]) {
validSpots.push({
row: row,
col: col
});
}
}
}
if (validSpots.length > 0) {
return validSpots[Math.floor(Math.random() * validSpots.length)];
}
return null;
};
self.update = function () {
self.gameTime = LK.ticks / 60;
if (LK.ticks % Math.floor(self.getSpawnRate() / (1000 / 60)) === 0) {
var spot = self.findEmptySpot();
if (spot) {
var bud = new Bud();
// Use garden's gridToWorld for consistent coordinate conversion
var worldPos = self.garden.gridToWorld(spot.col, spot.row);
bud.x = worldPos.x + self.garden.x;
bud.y = worldPos.y + self.garden.y;
bud.isBud = true;
bud.isFlower = false;
// Start invisible for growth animation
bud.scale.set(0, 0);
tween(bud.scale, {
x: 1,
y: 1
}, {
duration: 1000
});
// Update grid with correct coordinates
self.garden.grid[spot.row][spot.col] = 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 method to check if a grid position is occupied
self.isOccupied = function (row, col) {
return row >= 0 && row < self.rows && col >= 0 && col < self.cols && self.grid[row][col] !== 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;
centerFlower.hasActivePollen = true;
// Create fairy particles for the first flower
for (var i = 0; i < centerFlower.FAIRY_COUNT; i++) {
var fairy = new PollenParticle().init('fairy');
fairy.scale.set(0.5 + Math.random() * 0.2); // Smaller size
fairy.x += (Math.random() - 0.5) * 20; // Spread out more
fairy.y += (Math.random() - 0.5) * 20; // Spread out more
centerFlower.addChild(fairy);
centerFlower.fairyParticles.push(fairy);
}
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
};
} else if (self.type === 'fairy') {
self.lifespan = undefined; // Don't fade out
self.startAngle = Math.random() * Math.PI * 2; // Random start position
self.orbitRadius = 20 + Math.random() * 40; // Increase orbit radius variation
self.orbitSpeed = 0.005 + Math.random() * 0.03; // Increase orbit speed variation
self.update = function () {
var time = LK.ticks * self.orbitSpeed;
// Orbit motion
self.x = Math.cos(time + self.startAngle) * self.orbitRadius;
self.y = Math.sin(time + self.startAngle) * self.orbitRadius;
// Add bobbing
self.y += Math.sin(time * 2 + self.startAngle) * 10;
};
}
// Random rotation speed
self.rotationSpeed = (Math.random() - 0.5) * 0.2;
// Random starting rotation
self.rotation = Math.random() * Math.PI * 2;
// Add random rotation speed for dynamic movement
self.rotationSpeed = (Math.random() - 0.5) * 0.2;
// 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) {
// Use garden's worldToGrid for consistent coordinate conversion
var gridPos = garden.worldToGrid(point.x, point.y);
var posKey = gridPos.x + ',' + gridPos.y;
if (!checkedPositions[posKey] && gridPos.x >= 0 && gridPos.x < garden.cols && gridPos.y >= 0 && gridPos.y < garden.rows) {
checkedPositions[posKey] = true;
var gridItem = garden.grid[gridPos.y][gridPos.x];
if (gridItem && gridItem.isBud && !gridItem.isFlower) {
affectedBuds.push({
bud: gridItem,
gridX: gridPos.x,
gridY: gridPos.y
});
}
}
});
// 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 && touchedFlower.hasActivePollen) {
pollenTrail.startTrail(x, y, garden);
touchedFlower.usePollen();
}
}
};
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
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.