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Still not spawning new buds after flower is removed.
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Not working. Analyze and debug
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Fix budspawner to spawn a new bud in an empty space after flower is removed.
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Update code with this as necessary: var BudSpawner = Container.expand(function () { var self = Container.call(this); self.garden = null; self.init = function (garden) { self.garden = garden; }; // When a space becomes empty, spawn a bud there immediately self.spawnBudAt = function (x, y) { var bud = new Bud(); bud.x = y * self.garden.cellSize + self.garden.cellSize / 2; bud.y = x * 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 }); self.garden.grid[x][y] = bud; self.garden.addChild(bud); }; // Check for empty spaces each update self.update = function () { for (var i = 0; i < self.garden.rows; i++) { for (var j = 0; j < self.garden.cols; j++) { if (self.garden.grid[i][j] === null) { self.spawnBudAt(i, j); } } } }; });
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Please fix the bug: 'Script error.' in or related to this line: 'if (self.garden && self.garden.grid[gridX][gridY] === null) {' Line Number: 151
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Please fix the bug: 'Script error.' in or related to this line: 'if (self.garden.grid[gridX][gridY] === null) {' Line Number: 151
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Please fix the bug: 'Can't find variable: garden' in or related to this line: 'budSpawner.init(garden);' Line Number: 572
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Please fix the bug: 'Can't find variable: garden' in or related to this line: 'budSpawner.init(garden);' Line Number: 572
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Add budspawner reference to global scope as seen here. Make no other changes: // Make sure BudSpawner is initialized in game setup // In your game initialization: var game = new LK.Game({ backgroundColor: 0x000000 }); // ... other initialization code ... var budSpawner = new BudSpawner(); budSpawner.init(garden); game.budSpawner = budSpawner; // Store reference for easy access
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Please fix the bug: 'Can't find variable: garden' in or related to this line: 'budSpawner.init(garden);' Line Number: 572
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Please fix the bug: 'Can't find variable: garden' in or related to this line: 'budSpawner.init(garden);' Line Number: 572
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Please fix the bug: 'Can't find variable: garden' in or related to this line: 'budSpawner.init(garden);' Line Number: 572
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Make changes as necessary with: // Make sure BudSpawner is initialized in game setup // In your game initialization: var game = new LK.Game({ backgroundColor: 0x000000 }); // ... other initialization code ... var budSpawner = new BudSpawner(); budSpawner.init(garden); game.budSpawner = budSpawner; // Store reference for easy access
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Please fix the bug: 'Script error.' in or related to this line: 'game.budSpawner.spawnBudAt(pos.x, pos.y);' Line Number: 492
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Please fix the bug: 'Script error.' in or related to this line: 'game.budSpawner.spawnBudAt(pos.x, pos.y);' Line Number: 492
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Update as necessary using this: // Update PollenTrail's endTrail for matched flower clearing var PollenTrail = Container.expand(function () { // ... keep existing initialization ... self.endTrail = function () { if (!self.active) return; var affectedBuds = []; var checkedPositions = {}; // ... existing bud finding code ... if (affectedBuds.length >= 2) { var positionsToRespawn = []; // Track positions that need new buds affectedBuds.forEach(function (budInfo) { // Clear grid and remove bud garden.grid[budInfo.gridY][budInfo.gridX] = null; garden.removeChild(budInfo.bud); // Create new flower 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(); // Add position to respawn list positionsToRespawn.push({ x: budInfo.gridY, y: budInfo.gridX }); }); // After flowers are cleared, spawn new buds in their positions positionsToRespawn.forEach(function(pos) { game.budSpawner.spawnBudAt(pos.x, pos.y); }); } self.active = false; self.points = []; }; });
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'game.budSpawner.spawnBudAt')' in or related to this line: 'game.budSpawner.spawnBudAt(spawnPosition.x, spawnPosition.y);' Line Number: 119
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Please fix the bug: 'ReferenceError: Can't find variable: spawnPosition' in or related to this line: 'if (spawnPosition) {' Line Number: 114
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Make updates as necessary with: // Update BasicFlower's usePollen method var BasicFlower = Container.expand(function () { // ... keep existing initialization ... self.usePollen = function () { if (!self.hasActivePollen) return; // Get grid position before starting 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); // Save position for later bud spawning var spawnPosition = {x: gridY, y: gridX}; // Clear grid position immediately if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows && garden.grid[gridY][gridX] === self) { 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); // Spawn new bud after flower is removed if (spawnPosition) { game.budSpawner.spawnBudAt(spawnPosition.x, spawnPosition.y); } } } }); tween(self, { alpha: 0 }, { duration: 1000, easing: tween.easeOut }); } }); }; });
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Please fix the bug: 'ReferenceError: Can't find variable: budSpawner' in or related to this line: 'budSpawner.spawnBudAt(gridPos.y, gridPos.x);' Line Number: 116
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When a flower is removed, grow a new bud using tween animation.
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Only upgrade 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 self.x = (2048 - self.cols * self.cellSize) / 2; self.y = (2732 - self.rows * self.cellSize) / 2 + 2732 * 0.12 - 400; // Initialize grid and fill with buds for (var i = 0; i < self.rows; i++) { self.grid[i] = []; for (var j = 0; j < self.cols; j++) { // Calculate center positions var centerRow = Math.floor(self.rows / 2); var centerCol = Math.floor(self.cols / 2); // If this is the center position, place a flower if (i === centerRow && j === centerCol) { var centerFlower = new BasicFlower(); centerFlower.x = j * self.cellSize + self.cellSize / 2; centerFlower.y = i * self.cellSize + self.cellSize / 2; centerFlower.isFlower = true; centerFlower.hasActivePollen = true; // Create fairy particles for the first flower for (var k = 0; k < centerFlower.FAIRY_COUNT; k++) { 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.grid[i][j] = centerFlower; self.addChild(centerFlower); } // Otherwise place a bud else { var bud = new Bud(); bud.x = j * self.cellSize + self.cellSize / 2; bud.y = i * self.cellSize + self.cellSize / 2; bud.isBud = true; bud.isFlower = false; self.grid[i][j] = bud; self.addChild(bud); } } } }; // Keep existing helper methods 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) { var localX = worldX - self.x; var localY = worldY - self.y; return { x: Math.floor(localX / self.cellSize), y: Math.floor(localY / self.cellSize) }; }; });
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Please fix the bug: 'TypeError: budSpawner.update is not a function. (In 'budSpawner.update()', 'budSpawner.update' is undefined)' in or related to this line: 'budSpawner.update();' Line Number: 616
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Update budspawner with this code: // Simplified BudSpawner that only handles respawning in cleared spaces var BudSpawner = Container.expand(function () { var self = Container.call(this); self.garden = null; self.init = function (garden) { self.garden = garden; }; // Method to spawn a new bud in a specific grid position self.spawnBudAt = function (gridX, gridY) { if (self.garden.grid[gridX][gridY] === null) { var bud = new Bud(); bud.x = gridY * self.garden.cellSize + self.garden.cellSize / 2; bud.y = gridX * self.garden.cellSize + self.garden.cellSize / 2; bud.isBud = true; bud.isFlower = false; // Start with scale animation since it's a respawn bud.scale.set(0, 0); tween(bud.scale, { x: 1, y: 1 }, { duration: 1000 }); self.garden.grid[gridX][gridY] = bud; self.garden.addChild(bud); } }; });
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Update code with this code block: // Updated Garden class to fill with buds initially 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 grid and fill with buds for (var i = 0; i < self.rows; i++) { self.grid[i] = []; for (var j = 0; j < self.cols; j++) { var bud = new Bud(); bud.x = j * self.cellSize + self.cellSize / 2; bud.y = i * self.cellSize + self.cellSize / 2; bud.isBud = true; bud.isFlower = false; // Start at full size since it's initial board setup self.grid[i][j] = bud; self.addChild(bud); } } }; // Keep existing helper methods 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) { var localX = worldX - self.x; var localY = worldY - self.y; return { x: Math.floor(localX / self.cellSize), y: Math.floor(localY / self.cellSize) }; }; });
/**** * 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 fairy.rotation = Math.random() * Math.PI * 2; // Add random rotation fairy.rotationSpeed = (Math.random() - 0.5) * 0.2; // Add random rotation speed 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; } 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); if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows && garden.grid[gridY][gridX] === self) { 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 onFinish() { tween(self.scale, { x: 0, y: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { if (self.parent) { self.parent.removeChild(self); if (self.parent instanceof Garden) { var gridPos = self.parent.worldToGrid(self.x, self.y); self.parent.grid[gridPos.y][gridPos.x] = null; if (self.parent.budSpawner) { self.parent.budSpawner.spawnBudAt(gridPos.y, gridPos.x); } } } } }); 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; }; }); // Add BudSpawner to handle progressive difficulty var BudSpawner = Container.expand(function () { var self = Container.call(this); self.garden = null; self.init = function (garden) { self.garden = garden; }; // When a space becomes empty, spawn a bud there immediately self.spawnBudAt = function (x, y) { var bud = new Bud(); bud.x = y * self.garden.cellSize + self.garden.cellSize / 2; bud.y = x * 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 }); self.garden.grid[x][y] = bud; self.garden.addChild(bud); }; // Check for empty spaces each update self.update = function () { for (var i = 0; i < self.garden.rows; i++) { for (var j = 0; j < self.garden.cols; j++) { if (self.garden.grid[i][j] === null) { self.spawnBudAt(i, j); } } } }; }); // 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); // 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; }; 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 grid and fill with buds for (var i = 0; i < self.rows; i++) { self.grid[i] = []; for (var j = 0; j < self.cols; j++) { // Calculate center positions var centerRow = Math.floor(self.rows / 2); var centerCol = Math.floor(self.cols / 2); // If this is the center position, place a flower if (i === centerRow && j === centerCol) { var centerFlower = new BasicFlower(); centerFlower.x = j * self.cellSize + self.cellSize / 2; centerFlower.y = i * self.cellSize + self.cellSize / 2; centerFlower.isFlower = true; centerFlower.hasActivePollen = true; // Create fairy particles for the first flower for (var k = 0; k < centerFlower.FAIRY_COUNT; k++) { 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.grid[i][j] = centerFlower; self.addChild(centerFlower); self.budSpawner = new BudSpawner(); self.budSpawner.init(self); self.addChild(self.budSpawner); } // Otherwise place a bud else { var bud = new Bud(); bud.x = j * self.cellSize + self.cellSize / 2; bud.y = i * self.cellSize + self.cellSize / 2; bud.isBud = true; bud.isFlower = false; self.grid[i][j] = bud; self.addChild(bud); } } } }; // 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; } var affectedBuds = []; var checkedPositions = {}; self.points.forEach(function (point) { var localPos = self.currentGarden.toLocal({ x: point.x, y: point.y }, game); var gridX = Math.floor(localPos.x / self.currentGarden.cellSize); var gridY = Math.floor(localPos.y / self.currentGarden.cellSize); var posKey = gridX + ',' + gridY; if (!checkedPositions[posKey] && gridX >= 0 && gridX < self.currentGarden.cols && gridY >= 0 && gridY < self.currentGarden.rows) { checkedPositions[posKey] = true; var gridItem = self.currentGarden.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 self.currentGarden.grid[budInfo.gridY][budInfo.gridX] = null; // Remove the bud from display list self.currentGarden.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 self.currentGarden.grid[budInfo.gridY][budInfo.gridX] = newFlower; self.currentGarden.addChild(newFlower); // Start bloom animation 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); garden.budSpawner = 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
===================================================================
--- original.js
+++ change.js
@@ -94,8 +94,15 @@
easing: tween.easeOut,
onFinish: function onFinish() {
if (self.parent) {
self.parent.removeChild(self);
+ if (self.parent instanceof Garden) {
+ var gridPos = self.parent.worldToGrid(self.x, self.y);
+ self.parent.grid[gridPos.y][gridPos.x] = null;
+ if (self.parent.budSpawner) {
+ self.parent.budSpawner.spawnBudAt(gridPos.y, gridPos.x);
+ }
+ }
}
}
});
tween(self, {
@@ -228,8 +235,11 @@
centerFlower.fairyParticles.push(fairy);
}
self.grid[i][j] = centerFlower;
self.addChild(centerFlower);
+ self.budSpawner = new BudSpawner();
+ self.budSpawner.init(self);
+ self.addChild(self.budSpawner);
}
// Otherwise place a bud
else {
var bud = new Bud();
@@ -591,8 +601,9 @@
// Initialize bud spawner
var budSpawner = new BudSpawner();
budSpawner.init(garden);
game.addChild(budSpawner);
+ garden.budSpawner = budSpawner;
// Touch handlers
game.down = function (x, y, obj) {
// Convert global coordinates to garden's local space
var localPos = garden.toLocal({
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.
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