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Please fix the bug: 'ReferenceError: Can't find variable: tween' in or related to this line: 'tween(self.scale, {' Line Number: 54 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Script error.' in or related to this line: 'self.cells = {' Line Number: 522
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Update using this: // Create bee and hive trackers var beeTracker = new HoneycombUI(); beeTracker.scale.set(0.8); // Slightly smaller for bee beeTracker.position.set(hive.x - 150, hive.y + 100); var hiveTracker = new HoneycombUI(); hiveTracker.position.set(hive.x + 150, hive.y + 100); game.addChild(beeTracker); game.addChild(hiveTracker);
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Update as necessary: // First initialize our shapes for each cell type LK.init.shape('pollenCellBase', { width: 60, height: 60, color: 0xFFFFFF, // White base that we'll tint shape: 'box' }); var HoneycombUI = Container.expand(function() { var self = Container.call(this); // Color definitions with proper hex values self.colorValues = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00 }; self.cells = { 'red': self.createCell('red'), 'blue': self.createCell('blue'), 'yellow': self.createCell('yellow') }; self.createCell = function(colorName) { var cell = new Container(); // Create base cell var baseCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); // Apply color and semi-transparency baseCell.tint = self.colorValues[colorName]; baseCell.alpha = 0.3; cell.baseShape = baseCell; cell.addChild(baseCell); // Create fill indicator (same shape but fuller opacity) var fillIndicator = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); fillIndicator.tint = self.colorValues[colorName]; fillIndicator.alpha = 0.7; // Start with zero height for empty fillIndicator.scale.y = 0; cell.fillIndicator = fillIndicator; cell.addChild(fillIndicator); // Add amount text var text = new Text2("0", { size: 24, fill: 0xFFFFFF }); text.anchor.set(0.5); cell.amountText = text; cell.addChild(text); return cell; }; // Position cells var spacing = 70; self.cells.red.position.set(-spacing, 0); self.cells.blue.position.set(0, 0); self.cells.yellow.position.set(spacing, 0); // Add update method self.updateCell = function(color, current, max) { var cell = self.cells[color]; if (cell) { // Update fill indicator var fillAmount = current / max; cell.fillIndicator.scale.y = fillAmount; // Move fill indicator to bottom of cell and scale up cell.fillIndicator.y = (1 - fillAmount) * 30; // Half height of base cell // Update text cell.amountText.text = current.toString(); } }; return self; });
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Update as necessary using this: // First, register the honeycomb cell shape LK.init.shape('honeycombCell', { width: 60, // Adjust size as needed height: 60, color: 0x000000, // Base color, we'll create different colored versions shape: 'hexagon' // Assuming 'hexagon' is available, if not we might need 'box' }); var HoneycombUI = Container.expand(function() { var self = Container.call(this); // Create cells for each color self.cells = { 'red': self.createCell('red'), 'blue': self.createCell('blue'), 'yellow': self.createCell('yellow') }; self.createCell = function(colorName) { var cell = new Container(); // Create base cell using our registered shape var baseCell = LK.getAsset('honeycombCell', { anchorX: 0.5, anchorY: 0.5 }); cell.addChild(baseCell); // Add text for amount var text = new Text2("0", { size: 24, fill: 0xFFFFFF }); text.anchor.set(0.5); cell.amountText = text; cell.addChild(text); return cell; }; // Arrange cells var hexWidth = 70; // Adjust spacing as needed self.cells.red.position.set(-hexWidth, 0); self.cells.blue.position.set(0, 0); self.cells.yellow.position.set(hexWidth, 0); // Add all cells Object.values(self.cells).forEach(function(cell) { self.addChild(cell); }); return self; });
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Please fix the bug: 'hexagon.lineStyle is not a function. (In 'hexagon.lineStyle(2, 0xFFFFFF, 0.5)', 'hexagon.lineStyle' is undefined)' in or related to this line: 'hexagon.lineStyle(2, 0xFFFFFF, 0.5);' Line Number: 532
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Please fix the bug: 'hexagon.lineStyle is not a function. (In 'hexagon.lineStyle(2, 0xFFFFFF, 0.5)', 'hexagon.lineStyle' is undefined)' in or related to this line: 'hexagon.lineStyle(2, 0xFFFFFF, 0.5);' Line Number: 532
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Please fix the bug: 'undefined is not a constructor (evaluating 'new Graphics()')' in or related to this line: 'var hexagon = new Graphics();' Line Number: 524
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Please fix the bug: 'self.createHoneycombCell is not a function. (In 'self.createHoneycombCell(0xFF0000)', 'self.createHoneycombCell' is undefined)' in or related to this line: 'self.cells = {' Line Number: 521
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Update using this code: var HoneycombUI = Container.expand(function() { var self = Container.call(this); // Create honeycomb grid - planning for all colors self.cells = { // Primary colors 'red': self.createHoneycombCell(0xFF0000), 'blue': self.createHoneycombCell(0x0000FF), 'yellow': self.createHoneycombCell(0xFFFF00), // Hybrid colors (initially hidden but structure ready) 'purple': self.createHoneycombCell(0x800080, true), // red + blue 'green': self.createHoneycombCell(0x008000, true), // blue + yellow 'orange': self.createHoneycombCell(0xFFA500, true) // red + yellow }; self.createHoneycombCell = function(color, isHybrid) { var cell = new Container(); // Hexagon shape var hexagon = new Graphics(); var size = 30; // Size of hexagon // Draw hexagon hexagon.lineStyle(2, 0xFFFFFF, 0.5); hexagon.beginFill(0x000000, 0.3); for (var i = 0; i < 6; i++) { var angle = (i * Math.PI / 3); var x = size * Math.cos(angle); var y = size * Math.sin(angle); if (i === 0) hexagon.moveTo(x, y); else hexagon.lineTo(x, y); } hexagon.closePath(); hexagon.endFill(); cell.addChild(hexagon); // Fill graphic for amount var fill = new Graphics(); cell.fillGraphic = fill; cell.addChild(fill); // Amount text var text = new Text2("0", { size: 16, fill: 0xFFFFFF }); text.anchor.set(0.5); cell.amountText = text; cell.addChild(text); // Hide hybrid cells initially if (isHybrid) { cell.visible = false; } return cell; }; // Arrange cells in honeycomb pattern var hexHeight = 60; var hexWidth = 52; // Position primary colors self.cells.red.position.set(-hexWidth, -hexHeight/2); self.cells.blue.position.set(0, -hexHeight); self.cells.yellow.position.set(hexWidth, -hexHeight/2); // Position hybrid colors (for later) self.cells.purple.position.set(-hexWidth/2, hexHeight/2); self.cells.green.position.set(hexWidth/2, hexHeight/2); self.cells.orange.position.set(0, 0); // Add all cells Object.values(self.cells).forEach(function(cell) { self.addChild(cell); }); // Update method for changing amounts self.updateCell = function(color, current, max) { var cell = self.cells[color]; if (cell) { // Update fill var fillAmount = current / max; cell.fillGraphic.clear(); cell.fillGraphic.beginFill(color, 0.6); // Fill hexagon based on amount (from bottom up) var size = 28; // Slightly smaller than border var heightFill = fillAmount * size * 2; // ... fill calculation based on amount ... cell.fillGraphic.endFill(); // Update text cell.amountText.text = current.toString(); } }; // Method to reveal hybrid cells when unlocked self.unlockHybrid = function(color) { if (self.cells[color]) { self.cells[color].visible = true; } }; return self; }); // Create trackers for bee and hive var beeTracker = new HoneycombUI(); beeTracker.scale.set(0.7); // Smaller cells for bee beeTracker.position.set(hive.x - 150, hive.y + 100); var hiveTracker = new HoneycombUI(); hiveTracker.position.set(hive.x + 150, hive.y + 100);
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Update as necessary: // Transfer particle type remains the same if (self.type === 'transfer') { self.scale.set(0.5); self.alpha = 1; self.twinkleOffset = 0; self.twinkleSpeed = 0.1; self.update = function() { // Gentle drift down self.x += self.vx; self.y += self.vy; // Individual twinkle effect self.alpha = 0.6 + Math.sin(LK.ticks * self.twinkleSpeed + self.twinkleOffset) * 0.4; // Remove when below hive if (self.y > 100) { self.destroy(); } }; }
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Update as necessary with this: self.collectFromBee = function(bee) { if (bee.currentPollen > 0) { var particleCount = 20; var hiveWidth = 300; // Width of spawn area // Create particles gradually var particlesCreated = 0; var spawnInterval = setInterval(function() { var particle = new PollenParticle().init('transfer'); // Random position across hive width particle.x = -hiveWidth/2 + Math.random() * hiveWidth; particle.y = -200; // Start above hive // Mostly downward movement with tiny drift particle.vx = (Math.random() - 0.5) * 0.3; particle.vy = 1.5 + Math.random(); // Individual twinkle timing particle.twinkleOffset = Math.random() * Math.PI * 2; particle.twinkleSpeed = 0.1 + Math.random() * 0.1; particle.scale.set(0.5); self.addChild(particle); particlesCreated++; if (particlesCreated >= particleCount) { clearInterval(spawnInterval); } }, 50); // Spawn a new particle every 50ms self.storedPollen += bee.currentPollen; bee.currentPollen = 0; bee.pollenTypes = []; self.pollenMeter.updateMeter(self.storedPollen, 1000); bee.pollenMeter.updateMeter(0, bee.maxPollen); bee.pollenTrail.active = false; bee.pollenTrail.points = []; } };
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Update as necessary: self.collectFromBee = function(bee) { if (bee.currentPollen > 0) { // Create particles spread across the hive's width var particleCount = 20; var hiveWidth = 300; // Adjust based on hive size for (var i = 0; i < particleCount; i++) { var particle = new PollenParticle().init('transfer'); // Position randomly across hive width, start above hive particle.x = -hiveWidth/2 + Math.random() * hiveWidth; particle.y = -200; // Start above hive // Gentle downward drift with slight sideways movement particle.vx = (Math.random() - 0.5) * 1; particle.vy = 1 + Math.random(); particle.scale.set(0.5); self.addChild(particle); } self.storedPollen += bee.currentPollen; bee.currentPollen = 0; bee.pollenTypes = []; self.pollenMeter.updateMeter(self.storedPollen, 1000); bee.pollenMeter.updateMeter(0, bee.maxPollen); bee.pollenTrail.active = false; bee.pollenTrail.points = []; } }; // Transfer particle type if (self.type === 'transfer') { self.scale.set(0.5); self.alpha = 1; self.update = function() { // Gentle drift down self.x += self.vx; self.y += self.vy; // Twinkle effect self.alpha = 0.5 + Math.sin(LK.ticks * 0.2) * 0.5; // Remove when below hive if (self.y > 100) { // Adjust based on hive height self.destroy(); } }; }
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Please fix the bug: 'Timeout.tick error: clearInterval is not a function. (In 'clearInterval(streamInterval)', 'clearInterval' is undefined)' in or related to this line: 'clearInterval(streamInterval);' Line Number: 520
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Please fix the bug: 'TypeError: setTimeout is not a function. (In 'setTimeout(function () { __$(281); clearInterval(streamInterval); }, 1000)', 'setTimeout' is undefined)' in or related to this line: 'setTimeout(function () {' Line Number: 519
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Please fix the bug: 'TypeError: setInterval is not a function. (In 'setInterval(function () { __$(267); streamPaths.forEach(function (path) { __$(268); var particle = new PollenParticle().init('transfer'); // Start at bee position __$(269); particle.x = bee.x - self.x; __$(270); particle.y = bee.y - self.y; // Calculate base angle to hive __$(271); var dx = bee.x - self.x; __$(272); var dy = bee.y - self.y; __$(273); var baseAngle = Math.atan2(dy, dx); // Set velocity along stream path __$(274); var speed = 4; __$(275); var finalAngle = baseAngle + path.angle; __$(276); particle.vx = Math.cos(finalAngle) * -speed; __$(277); particle.vy = Math.sin(finalAngle) * -speed; __$(278); particle.scale.set(0.25); // Consistent small size __$(279); self.addChild(particle); }); }, 50)', 'setInterval' is undefined)' in or related to this line: 'var streamInterval = setInterval(function () {' Line Number: 499
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Update as necrsssry with: self.collectFromBee = function(bee) { if (bee.currentPollen > 0) { // Create 3 stream paths around the bee to the hive var streamPaths = [ {angle: -0.3}, // slightly up-right {angle: 0}, // direct path {angle: 0.3} // slightly up-left ]; // Create streaming effect var streamInterval = setInterval(function() { streamPaths.forEach(function(path) { var particle = new PollenParticle().init('transfer'); // Start at bee position particle.x = bee.x - self.x; particle.y = bee.y - self.y; // Calculate base angle to hive var dx = bee.x - self.x; var dy = bee.y - self.y; var baseAngle = Math.atan2(dy, dx); // Set velocity along stream path var speed = 4; var finalAngle = baseAngle + path.angle; particle.vx = Math.cos(finalAngle) * -speed; particle.vy = Math.sin(finalAngle) * -speed; particle.scale.set(0.25); // Consistent small size self.addChild(particle); }); }, 50); // Create new particles every 50ms // Stop stream after 1 second setTimeout(function() { clearInterval(streamInterval); }, 1000); self.storedPollen += bee.currentPollen; bee.currentPollen = 0; bee.pollenTypes = []; // Update meters and trail self.pollenMeter.updateMeter(self.storedPollen, 1000); bee.pollenMeter.updateMeter(0, bee.maxPollen); bee.pollenTrail.active = false; bee.pollenTrail.points = []; } }; // Simplified transfer particle if (self.type === 'transfer') { self.scale.set(0.25); // Small consistent size self.alpha = 0.8; self.update = function() { self.x += self.vx; self.y += self.vy; // Gentle fade out self.alpha -= 0.02; if (self.alpha <= 0) { self.destroy(); } }; }
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Update as necesssry with this: self.collectFromBee = function(bee) { if (bee.currentPollen > 0) { // Calculate angle from bee to top of hive var targetY = -100; // Offset from hive center to top var dx = bee.x - self.x; var dy = (bee.y - self.y) - targetY; var angle = Math.atan2(dy, dx); var distance = Math.sqrt(dx * dx + dy * dy); // Create stream of particles along path var particleCount = 12; // Consistent number for stream for (var i = 0; i < particleCount; i++) { var particle = new PollenParticle().init('transfer'); // Space particles along the path var t = i / particleCount; particle.x = bee.x - self.x; particle.y = bee.y - self.y; // Set velocity along path to hive var speed = 5; particle.vx = Math.cos(angle) * -speed; particle.vy = Math.sin(angle) * -speed; particle.scale.set(0.3); // Smaller, consistent size self.addChild(particle); } self.storedPollen += bee.currentPollen; bee.currentPollen = 0; bee.pollenTypes = []; // Update meters and trail self.pollenMeter.updateMeter(self.storedPollen, 1000); bee.pollenMeter.updateMeter(0, bee.maxPollen); bee.pollenTrail.active = false; bee.pollenTrail.points = []; } }; // Simplified transfer particle behavior if (self.type === 'transfer') { self.scale.set(0.3); self.decayRate = 0.02; self.alpha = 0.8; self.update = function() { // Simple linear movement self.x += self.vx; self.y += self.vy; // Fade out self.alpha -= 0.03; if (self.alpha <= 0) { self.destroy(); } }; }
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Make updates as necessary with this: self.collectFromBee = function(bee) { if (bee.currentPollen > 0) { // Create transfer effect var particleCount = Math.min(20, Math.floor(bee.currentPollen / 2)); // Scale particles with amount for (var i = 0; i < particleCount; i++) { var particle = new PollenParticle().init('transfer'); // Start at bee position particle.x = bee.x - self.x; // Relative to hive particle.y = bee.y - self.y; // Calculate angle and distance for curved path to hive top var angle = Math.random() * Math.PI * 2; particle.vx = Math.cos(angle) * 2; particle.vy = Math.sin(angle) * 2; // Add to hive container self.addChild(particle); } self.storedPollen += bee.currentPollen; bee.currentPollen = 0; bee.pollenTypes = []; // Update meters self.pollenMeter.updateMeter(self.storedPollen, 1000); bee.pollenMeter.updateMeter(0, bee.maxPollen); // End bee's trail bee.pollenTrail.active = false; bee.pollenTrail.points = []; } }; // Add a new particle type in PollenParticle class: self.init = function(type) { self.type = type || 'trail'; if (self.type === 'transfer') { self.scale.set(0.5 + Math.random() * 0.3); self.decayRate = 0.02; self.timeAlive = 0; self.maxTime = 1 + Math.random() * 0.5; // 1-1.5 second lifetime // Override update for transfer particles self.update = function() { self.timeAlive += 1/60; // Assuming 60fps // Curved path to hive top self.x += self.vx; self.y += self.vy - 3; // Upward bias // Slow down over time self.vx *= 0.95; self.vy *= 0.95; // Fade out near end of life if (self.timeAlive > self.maxTime * 0.7) { self.alpha = 1 - ((self.timeAlive - (self.maxTime * 0.7)) / (self.maxTime * 0.3)); } // Remove when done if (self.timeAlive >= self.maxTime) { self.destroy(); } // Add sparkle/rotation self.rotation += self.rotationSpeed; var scalePulse = 1 + Math.sin(self.timeAlive * 5) * 0.1; self.scale.set(scalePulse * self.scale.x); }; } // ... existing particle type handling ... return self; };
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Update as necessary with: var Hive = Container.expand(function() { var self = Container.call(this); var hiveSprite = self.attachAsset('Hive', { anchorX: 0.5, anchorY: 0.5 }); self.storedPollen = 0; // Add meter above hive self.pollenMeter = new PollenMeter(); self.pollenMeter.y = -200; self.addChild(self.pollenMeter); // Collection method self.collectFromBee = function(bee) { if (bee.currentPollen > 0) { self.storedPollen += bee.currentPollen; bee.currentPollen = 0; bee.pollenTypes = []; // Update both meters self.pollenMeter.updateMeter(self.storedPollen, 1000); // Example max bee.pollenMeter.updateMeter(0, bee.maxPollen); // End bee's trail bee.pollenTrail.active = false; bee.pollenTrail.points = []; } }; return self; }); ``` 3. Add collision detection between bee and hive in the game's update: ```javascript // In game.update or bee.update: if (bee && hive) { var dx = bee.x - hive.x; var dy = bee.y - hive.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 100) { // Adjust collection radius as needed hive.collectFromBee(bee); } }
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Update as necessary: var PollenMeter = Container.expand(function() { var self = Container.call(this); // Create background bar var background = new Graphics(); background.beginFill(0x000000, 0.3); background.drawRect(-50, -5, 100, 10); background.endFill(); self.addChild(background); // Create fill bar var fill = new Graphics(); self.fillBar = fill; self.addChild(fill); // Update method to show current pollen self.updateMeter = function(current, max) { fill.clear(); fill.beginFill(0xFFFF00); // Yellow for pollen fill.drawRect(-50, -5, (current/max) * 100, 10); fill.endFill(); }; return self; }); // Add to Bee class constructor: self.maxPollen = 50; // Cap pollen amount self.pollenMeter = new PollenMeter(); self.pollenMeter.y = -50; // Position above bee self.addChild(self.pollenMeter); // Update bee's collectPollen method: self.collectPollen = function(flower) { if (self.currentPollen < self.maxPollen && flower.hasActivePollen && !flower.pollenCollected) { var collectAmount = Math.min(25, self.maxPollen - self.currentPollen); // ... existing collection code ... // Update meter self.pollenMeter.updateMeter(self.currentPollen, self.maxPollen); } };
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Update as necessary with: self.init = function(garden) { self.garden = garden; self.gameTime = 0; self.firstBloom = false; // Just set the first bloom timer self.nextBloomTime = 90; // 1.5 seconds for first bloom }; self.update = function() { self.gameTime = LK.ticks / 60; // Count down to next bloom if (self.nextBloomTime > 0) { self.nextBloomTime--; if (self.nextBloomTime <= 0) { // Find a random bud to bloom var validBuds = []; for (var i = 0; i < self.garden.rows; i++) { for (var j = 0; j < self.garden.cols; j++) { var gridItem = self.garden.grid[i][j]; if (gridItem && gridItem.isBud) { validBuds.push({item: gridItem, x: j, y: i}); } } } if (validBuds.length > 0) { // Pick a random bud var randomIndex = Math.floor(Math.random() * validBuds.length); var selectedBud = validBuds[randomIndex]; // Create the flower var flowerColors = ['red', 'blue', 'yellow']; var randomColor = flowerColors[Math.floor(Math.random() * flowerColors.length)]; var newFlower = new BasicFlower(randomColor); newFlower.x = selectedBud.item.x; newFlower.y = selectedBud.item.y; newFlower.isFlower = true; newFlower.hasActivePollen = false; // Auto-bloomed flowers start without pollen // Update grid self.garden.removeChild(selectedBud.item); self.garden.grid[selectedBud.y][selectedBud.x] = newFlower; self.garden.addChild(newFlower); newFlower.bloom(); // Set timer for next bloom (15-20 seconds) self.nextBloomTime = (15 + Math.random() * 5) * 60; } } } };
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Update with this: // In the Bud class, modify the update function: self.update = function() { // Keep only the gentle sway animation, remove timer-based scaling self.rotation = Math.sin(LK.ticks * 0.05) * 0.1; // Remove or comment out these lines: // if (self.bloomTimer > 0) { // self.bloomTimer--; // var timerProgress = self.bloomTimer / (5 * 60); // self.scale.set(0.8 + timerProgress * 0.2); // } };
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Update as necessary with this: // Replace the init function in BudSpawner self.init = function(garden) { self.garden = garden; self.gameTime = 0; self.budTimers = {}; self.firstBloom = false; // Set first bloom timer var randomRow = Math.floor(Math.random() * self.garden.rows); var randomCol = Math.floor(Math.random() * self.garden.cols); self.budTimers[randomRow + ',' + randomCol] = 90; // Set ALL OTHER bud timers explicitly for (var i = 0; i < self.garden.rows; i++) { for (var j = 0; j < self.garden.cols; j++) { // Ensure we set a timer for every position except the first bloom self.budTimers[i + ',' + j] = (i !== randomRow || j !== randomCol) ? (10 + Math.random() * 10) * 60 : self.budTimers[i + ',' + j]; } } }; // Replace the update function in BudSpawner self.update = function() { self.gameTime = LK.ticks / 60; // Handle bud timers and blooming for (var i = 0; i < self.garden.rows; i++) { for (var j = 0; j < self.garden.cols; j++) { var budId = i + ',' + j; // If there's a timer for this position if (self.budTimers[budId] !== undefined) { var gridItem = self.garden.grid[i][j]; // Only process if it's still a bud if (gridItem && gridItem.isBud) { self.budTimers[budId]--; if (self.budTimers[budId] <= 0) { var flowerColors = ['red', 'blue', 'yellow']; var randomColor = flowerColors[Math.floor(Math.random() * flowerColors.length)]; var newFlower = new BasicFlower(randomColor); newFlower.x = gridItem.x; newFlower.y = gridItem.y; newFlower.isFlower = true; newFlower.hasActivePollen = false; // Auto-bloomed flowers start without pollen self.garden.removeChild(gridItem); self.garden.grid[i][j] = newFlower; self.garden.addChild(newFlower); newFlower.bloom(); delete self.budTimers[budId]; } } } } } };
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Update as necessary in budspawner: self.update = function() { self.gameTime = LK.ticks / 60; // Handle bud timers and blooming for (var i = 0; i < self.garden.rows; i++) { for (var j = 0; j < self.garden.cols; j++) { var gridItem = self.garden.grid[i][j]; if (gridItem && gridItem.isBud) { var budId = i + ',' + j; if (self.budTimers[budId] !== undefined) { // Only update if timer exists self.budTimers[budId]--; if (self.budTimers[budId] <= 0) { var flowerColors = ['red', 'blue', 'yellow']; var randomColor = flowerColors[Math.floor(Math.random() * flowerColors.length)]; var newFlower = new BasicFlower(randomColor); newFlower.x = gridItem.x; newFlower.y = gridItem.y; newFlower.isFlower = true; newFlower.hasActivePollen = false; // All auto-blooms after first start without pollen self.garden.removeChild(gridItem); self.garden.grid[i][j] = newFlower; self.garden.addChild(newFlower); newFlower.bloom(); delete self.budTimers[budId]; } } } } } };
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BasicFlower = Container.expand(function (color) { var self = Container.call(this); // Store flower color self.color = color || 'red'; // Default to red if no color specified // Map color to asset name var assetMap = { 'red': 'RedFlower', 'blue': 'BlueFlower', 'yellow': 'YellowFlower' }; // Use correct asset based on color var flowerGraphics = self.attachAsset(assetMap[self.color], { 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, onFinish: function onFinish() { // After bloom animation, delay before activating pollen LK.setTimeout(function () { self.hasActivePollen = true; // Create fairy particles after delay for (var i = 0; i < self.FAIRY_COUNT; i++) { var fairy = new PollenParticle().init('fairy'); fairy.scale.set(0.3 + Math.random() * 0.2); fairy.x += (Math.random() - 0.5) * 60; fairy.y += (Math.random() - 0.5) * 60; fairy.rotation = Math.random() * Math.PI * 2; fairy.rotationSpeed = (Math.random() - 0.5) * 0.2; self.addChild(fairy); self.fairyParticles.push(fairy); } }, 1000); // 1 second delay after bloom before pollen activates } }); // Create initial burst particles self.createPollenBurst(self.x, self.y); self.removeFairyParticles = function () { self.fairyParticles.forEach(function (fairy) { self.removeChild(fairy); }); self.fairyParticles = []; }; }; 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); } } }; // Initialize pollen status self.pollenCollected = false; // New flag to track if we've collected from it }); var Bee = Container.expand(function () { var self = Container.call(this); // Create bee sprite var beeSprite = self.attachAsset('Bee', { anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.targetX = self.x; self.targetY = self.y; self.moveSpeed = 0.1; // Adjust this for faster/slower following self.isMoving = false; // New pollen properties self.maxPollen = 50; // Cap pollen amount self.currentPollen = 0; // Current amount being carried self.pollenTypes = []; // Array to track different pollen colors // Format: [{color: 'red', amount: 30}, ...] self.pollenMeter = new PollenMeter(); self.pollenMeter.y = -50; // Position above bee self.addChild(self.pollenMeter); // Add trail property self.pollenTrail = new PollenTrail(); game.addChild(self.pollenTrail); // Add to game so it renders behind bee // Pollen collection method self.collectPollen = function (flower) { if (self.currentPollen < self.maxPollen && flower.hasActivePollen && !flower.pollenCollected) { var collectAmount = 25; // Add to pollen types first var existingType = self.pollenTypes.find(function (p) { return p.color === flower.color; }); if (existingType) { existingType.amount += collectAmount; } else { self.pollenTypes.push({ color: flower.color, amount: collectAmount }); } // Set currentPollen to match total of all types self.currentPollen = self.pollenTypes.reduce(function (total, type) { return total + type.amount; }, 0); flower.pollenCollected = true; flower.hasActivePollen = false; flower.removeFairyParticles(); // Update meter self.pollenMeter.updateMeter(self.currentPollen, self.maxPollen); } }; self.checkFlowerCollision = function () { // Convert bee position to garden's local space var localPos = garden.toLocal({ x: self.x, y: self.y }, game); // Calculate grid position var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); console.log('Grid Position:', gridX, gridY); // Debug // Check if position is within grid bounds if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { var gridItem = garden.grid[gridY][gridX]; if (gridItem) { console.log('Grid Item:', gridItem.isBud, self.currentPollen); // Debug if (gridItem.isFlower && gridItem.hasActivePollen) { // Collect pollen from flower self.collectPollen(gridItem); } else if (gridItem && gridItem.isBud && self.currentPollen > 0) { // Add immediate state check and lock if (gridItem.isBeingPollinated) { return; } // Skip if already being converted gridItem.isBeingPollinated = true; console.log('Attempting pollination'); // Debug var pollenColor = self.usePollen(gridItem); if (pollenColor) { // Ensure the bud hasn't auto-bloomed if (garden.grid[gridY][gridX] === gridItem) { console.log('Pollination successful'); // Debug // Convert bud to flower with the correct color var newFlower = new BasicFlower(pollenColor); newFlower.x = gridItem.x; newFlower.y = gridItem.y; newFlower.isFlower = true; garden.removeChild(gridItem); garden.grid[gridY][gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); } } } } } }; self.update = function () { if (self.isMoving) { // Smooth movement towards target self.x += (self.targetX - self.x) * self.moveSpeed; self.y += (self.targetY - self.y) * self.moveSpeed; // Calculate rotation based on movement direction var dx = self.targetX - self.x; var dy = self.targetY - self.y; var angle = Math.atan2(dy, dx); self.rotation = angle + Math.PI / 2; // Update trail when carrying pollen if (self.currentPollen > 0) { // Make sure trail starts if not already active if (!self.pollenTrail.active) { self.pollenTrail.startTrail(self.x, self.y, garden); } self.pollenTrail.updateTrail(self.x, self.y); } // Add collision check self.checkFlowerCollision(); } }; // Pollen usage method self.usePollen = function (bud) { // Add debug logs console.log('Trying to use pollen. Amount:', self.currentPollen); console.log('Pollen types:', self.pollenTypes); var pollenUsed = 7; if (self.currentPollen > 0 && self.pollenTypes.length > 0) { // If we have less than pollenUsed, use remaining pollen if (self.currentPollen < pollenUsed) { pollenUsed = self.currentPollen; } // Reduce pollen instead of zeroing it self.currentPollen -= pollenUsed; // Update pollen types properly var pType = self.pollenTypes[0]; pType.amount -= pollenUsed; // Only clear type if it's empty if (pType.amount <= 0) { self.pollenTypes.shift(); } // Only end trail if we're actually out of pollen if (self.currentPollen <= 0 || self.pollenTypes.length === 0) { self.pollenTrail.active = false; self.pollenTrail.points = []; } return pType.color; } return null; }; return self; }); // Bud class var Bud = Container.expand(function () { var self = Container.call(this); var budGraphics = self.attachAsset('Bud', { anchorX: 0.5, anchorY: 0.5 }); // Timer properties self.bloomTimer = 5 * 60; // 5 seconds (assuming 60fps) self.isBud = true; self.isFlower = false; // Update now handles timer and auto-bloom self.update = function () { // Basic animation self.rotation = Math.sin(LK.ticks * 0.05) * 0.1; }; self.autoBloom = function () { if (!self.isBud) { return; } // Prevent double-blooming // Get grid position var localPos = garden.toLocal({ x: self.x, y: self.y }, game); var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); // Create random color flower var flowerColors = ['red', 'blue', 'yellow']; var randomColor = flowerColors[Math.floor(Math.random() * flowerColors.length)]; var newFlower = new BasicFlower(randomColor); newFlower.x = self.x; newFlower.y = self.y; newFlower.isFlower = true; newFlower.hasActivePollen = false; // Auto-bloomed flowers start dead // Update grid if (garden.grid[gridY] && garden.grid[gridY][gridX] === self) { garden.removeChild(self); garden.grid[gridY][gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); } self.isBud = false; }; return self; }); // Add BudSpawner to handle progressive difficulty var BudSpawner = Container.expand(function () { var self = Container.call(this); self.garden = null; self.gameTime = 0; self.init = function (garden) { self.garden = garden; self.gameTime = 0; self.firstBloom = false; // Just set the first bloom timer self.nextBloomTime = 90; // 1.5 seconds for first bloom }; self.findEmptySpot = function () { var validSpots = []; // Match flower removal coordinate system [gridY][gridX] for (var gridY = 0; gridY < self.garden.rows; gridY++) { for (var gridX = 0; gridX < self.garden.cols; gridX++) { if (!self.garden.grid[gridY][gridX]) { validSpots.push({ x: gridX, y: gridY }); } } } if (validSpots.length > 0) { return validSpots[Math.floor(Math.random() * validSpots.length)]; } return null; }; self.getSpawnRate = function () { // Keep original timing logic return 16; // Spawn every frame for immediate filling }; self.update = function () { self.gameTime = LK.ticks / 60; // Count down to next bloom if (self.nextBloomTime > 0) { self.nextBloomTime--; if (self.nextBloomTime <= 0) { // Find a random bud to bloom var validBuds = []; for (var i = 0; i < self.garden.rows; i++) { for (var j = 0; j < self.garden.cols; j++) { var gridItem = self.garden.grid[i][j]; if (gridItem && gridItem.isBud) { validBuds.push({ item: gridItem, x: j, y: i }); } } } if (validBuds.length > 0) { // Pick a random bud var randomIndex = Math.floor(Math.random() * validBuds.length); var selectedBud = validBuds[randomIndex]; // Create the flower var flowerColors = ['red', 'blue', 'yellow']; var randomColor = flowerColors[Math.floor(Math.random() * flowerColors.length)]; var newFlower = new BasicFlower(randomColor); newFlower.x = selectedBud.item.x; newFlower.y = selectedBud.item.y; newFlower.isFlower = true; newFlower.hasActivePollen = false; // Auto-bloomed flowers start without pollen // Update grid self.garden.removeChild(selectedBud.item); self.garden.grid[selectedBud.y][selectedBud.x] = newFlower; self.garden.addChild(newFlower); newFlower.bloom(); // Set timer for next bloom (15-20 seconds) self.nextBloomTime = (15 + Math.random() * 5) * 60; } } } }; }); // 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 = 8; self.cols = 8; self.cellSize = 225; 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; 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); }); var Hive = Container.expand(function () { var self = Container.call(this); var hiveSprite = self.attachAsset('Hive', { anchorX: 0.5, anchorY: 0.5 }); self.storedPollen = 0; // Add meter above hive self.pollenMeter = new PollenMeter(); self.pollenMeter.y = -200; self.addChild(self.pollenMeter); // Collection method self.collectFromBee = function (bee) { if (bee.currentPollen > 0) { // Create 3 stream paths around the bee to the hive var streamPaths = [{ angle: -0.3 }, // slightly up-right { angle: 0 }, // direct path { angle: 0.3 } // slightly up-left ]; // Create streaming effect var streamInterval = LK.setInterval(function () { streamPaths.forEach(function (path) { var particle = new PollenParticle().init('transfer'); // Start at bee position particle.x = bee.x - self.x; particle.y = bee.y - self.y; // Calculate base angle to hive var dx = bee.x - self.x; var dy = bee.y - self.y; var baseAngle = Math.atan2(dy, dx); // Set velocity along stream path var speed = 4; var finalAngle = baseAngle + path.angle; particle.vx = Math.cos(finalAngle) * -speed; particle.vy = Math.sin(finalAngle) * -speed; particle.scale.set(0.25); // Consistent small size self.addChild(particle); }); }, 50); // Create new particles every 50ms // Stop stream after 1 second setTimeout(function () { clearInterval(streamInterval); }, 1000); self.storedPollen += bee.currentPollen; bee.currentPollen = 0; bee.pollenTypes = []; // Update meters and trail self.pollenMeter.updateMeter(self.storedPollen, 1000); bee.pollenMeter.updateMeter(0, bee.maxPollen); bee.pollenTrail.active = false; bee.pollenTrail.points = []; } }; return self; }); var PollenMeter = Container.expand(function () { var self = Container.call(this); // Create background bar var background = LK.getAsset('marker', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 0.1 }); self.addChild(background); // Create fill bar var fill = LK.getAsset('marker', { anchorX: 0.5, anchorY: 0.5, scaleX: 0, scaleY: 0.1 }); fill.tint = 0xFFFF00; // Yellow for pollen self.fillBar = fill; self.addChild(fill); // Update method to show current pollen self.updateMeter = function (current, max) { fill.scale.x = current / max; }; return self; }); // 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; if (self.type === 'transfer') { self.scale.set(0.3); self.decayRate = 0.02; self.alpha = 0.8; self.update = function () { // Simple linear movement self.x += self.vx; self.y += self.vy; // Fade out self.alpha -= 0.03; if (self.alpha <= 0) { self.destroy(); } }; } 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.currentGarden = null; // Store reference to garden 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 () { // Just update particles, no time checks // 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 garden.budSpawner = new BudSpawner(); garden.budSpawner.init(garden); game.addChild(garden.budSpawner); // Touch handlers game.down = function (x, y, obj) { bee.isMoving = true; bee.targetX = x; bee.targetY = y; }; game.move = function (x, y, obj) { if (bee.isMoving) { bee.targetX = x; bee.targetY = y - 200; } }; game.up = function (x, y, obj) { bee.isMoving = false; }; // Create and position hive var hive = new Hive(); hive.x = 2048 / 2; // Center horizontally hive.y = 2732 * 0.97 - 200; // Move hive down by 2% of the screen height // Create bee and position above hive var bee = new Bee(); bee.x = hive.x; // Start above hive bee.y = hive.y - 150; // Add objects to game game.addChild(hive); game.addChild(bee); // 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 (game.budSpawner) { game.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(); } } } // Update bee if (bee && bee.update) { bee.update(); // Collision detection between bee and hive if (hive) { var dx = bee.x - hive.x; var dy = bee.y - hive.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 100) { // Adjust collection radius as needed hive.collectFromBee(bee); } } } }; }; tutorialButton.down = function (x, y, obj) { // Open tutorial }; // Removed duplicate playPollenPatternAnimation method
===================================================================
--- original.js
+++ change.js
@@ -473,9 +473,9 @@
angle: 0.3
} // slightly up-left
];
// Create streaming effect
- var streamInterval = setInterval(function () {
+ var streamInterval = LK.setInterval(function () {
streamPaths.forEach(function (path) {
var particle = new PollenParticle().init('transfer');
// Start at bee position
particle.x = bee.x - self.x;
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.