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Update as necessary with: var PollenUI = Container.expand(function() { var self = Container.call(this); // Red cell and fill var redCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); redCell.tint = 0xFF0000; redCell.alpha = 0.3; redCell.x = -420; self.addChild(redCell); self.redFill = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0 // Changed to 0 to anchor at top }); self.redFill.tint = 0xFF0000; self.redFill.alpha = 0.7; self.redFill.x = -420; self.redFill.y = 90; // Move down by half cell height (180/2) self.redFill.scale.y = 0; self.addChild(self.redFill); // Blue cell and fill var blueCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); blueCell.tint = 0x0000FF; blueCell.alpha = 0.3; self.addChild(blueCell); self.blueFill = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0 }); self.blueFill.tint = 0x0000FF; self.blueFill.alpha = 0.7; self.blueFill.y = 90; self.blueFill.scale.y = 0; self.addChild(self.blueFill); // Yellow cell and fill var yellowCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); yellowCell.tint = 0xFFFF00; yellowCell.alpha = 0.3; yellowCell.x = 420; self.addChild(yellowCell); self.yellowFill = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0 }); self.yellowFill.tint = 0xFFFF00; self.yellowFill.alpha = 0.7; self.yellowFill.x = 420; self.yellowFill.y = 90; self.yellowFill.scale.y = 0; self.addChild(self.yellowFill); self.updatePollen = function(color, amount, max) { var fillAmount = Math.min(amount / max, 1); if (color === 'red') { self.redFill.scale.y = fillAmount; } else if (color === 'blue') { self.blueFill.scale.y = fillAmount; } else if (color === 'yellow') { self.yellowFill.scale.y = fillAmount; } }; return self; });
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Update as necessary with: // In Bee's collectPollen method: game.beeUI.updatePollen(flower.color, self.currentPollen, self.maxPollen); // In Bee's usePollen method: game.beeUI.updatePollen(color, self.currentPollen, self.maxPollen); // In Hive's collectFromBee method: game.hiveUI.updatePollen(type.color, self.storedPollen[type.color], 1000); // And when clearing bee's pollen: ['red', 'blue', 'yellow'].forEach(function(color) { game.beeUI.updatePollen(color, 0, bee.maxPollen); });
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Update as necessary with: 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); // Create and position hive var hive = new Hive(); hive.x = 2048 / 2; hive.y = 2732 * 0.97 - 200; // Create bee and position above hive var bee = new Bee(); bee.x = hive.x; bee.y = hive.y - 150; // Create UI and attach to game object so it's globally accessible game.beeUI = new PollenUI(); game.beeUI.position.set(hive.x - 600, hive.y + 100); game.beeUI.scale.set(0.8); game.addChild(game.beeUI); game.hiveUI = new PollenUI(); game.hiveUI.position.set(hive.x + 600, hive.y + 100); game.addChild(game.hiveUI); // Add objects to game game.addChild(hive); game.addChild(bee); // ... rest of initialization };
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Please fix the bug: 'TypeError: null is not an object (evaluating 'beeUI.updatePollen')' in or related to this line: 'beeUI.updatePollen(flower.color, self.currentPollen, self.maxPollen); // New line for UI update' Line Number: 154
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Please fix the bug: 'ReferenceError: Can't find variable: beeUI' in or related to this line: 'beeUI.updatePollen(flower.color, self.currentPollen, self.maxPollen); // New line for UI update' Line Number: 154
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Update hive class 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 = { 'red': 0, 'blue': 0, 'yellow': 0 }; return self; });
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Update as necessary: // In Hive's collectFromBee method (which gets called when bee is near hive): self.collectFromBee = function(bee) { if (bee.currentPollen > 0) { // Transfer each type of pollen bee.pollenTypes.forEach(function(type) { // Initialize hive's stored pollen for this color if needed if (!self.storedPollen) self.storedPollen = {}; if (!self.storedPollen[type.color]) { self.storedPollen[type.color] = 0; } // Add to hive's storage self.storedPollen[type.color] += type.amount; // Update hive UI hiveUI.updatePollen(type.color, self.storedPollen[type.color], 1000); }); // Create transfer effect var particleCount = 20; for (var i = 0; i < particleCount; i++) { var particle = new PollenParticle().init('transfer'); // ... particle setup code ... } // Clear bee's pollen bee.currentPollen = 0; bee.pollenTypes = []; // Update bee UI to show empty ['red', 'blue', 'yellow'].forEach(function(color) { beeUI.updatePollen(color, 0, bee.maxPollen); }); // End bee's trail bee.pollenTrail.active = false; bee.pollenTrail.points = []; } };
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Update as necessary using: // In Bee's collectPollen method: self.collectPollen = function(flower) { if (self.currentPollen < self.maxPollen && flower.hasActivePollen && !flower.pollenCollected) { var collectAmount = 25; self.currentPollen += collectAmount; // Add to pollenTypes array 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 }); } // Update UI beeUI.updatePollen(flower.color, self.currentPollen, self.maxPollen); flower.pollenCollected = true; flower.hasActivePollen = false; flower.removeFairyParticles(); } }; // In Bee's usePollen method: self.usePollen = function(bud) { var pollenUsed = 7; if (self.currentPollen > 0 && self.pollenTypes.length > 0) { if (self.currentPollen < pollenUsed) { pollenUsed = self.currentPollen; } self.currentPollen -= pollenUsed; var pType = self.pollenTypes[0]; var color = pType.color; pType.amount -= pollenUsed; // Update UI beeUI.updatePollen(color, self.currentPollen, self.maxPollen); if (pType.amount <= 0) { self.pollenTypes.shift(); } if (self.currentPollen <= 0 || self.pollenTypes.length === 0) { self.pollenTrail.active = false; self.pollenTrail.points = []; } return color; } return null; };
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Update code as necessary with: var PollenUI = Container.expand(function() { var self = Container.call(this); // Create cells with their fill indicators // Red cell and fill var redCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); redCell.tint = 0xFF0000; redCell.alpha = 0.3; redCell.x = -420; self.addChild(redCell); self.redFill = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 1 // Anchor at bottom to grow up }); self.redFill.tint = 0xFF0000; self.redFill.alpha = 0.7; self.redFill.x = -420; self.redFill.scale.y = 0; // Start empty self.addChild(self.redFill); // Blue cell and fill var blueCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); blueCell.tint = 0x0000FF; blueCell.alpha = 0.3; self.addChild(blueCell); self.blueFill = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 1 }); self.blueFill.tint = 0x0000FF; self.blueFill.alpha = 0.7; self.blueFill.scale.y = 0; self.addChild(self.blueFill); // Yellow cell and fill var yellowCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); yellowCell.tint = 0xFFFF00; yellowCell.alpha = 0.3; yellowCell.x = 420; self.addChild(yellowCell); self.yellowFill = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 1 }); self.yellowFill.tint = 0xFFFF00; self.yellowFill.alpha = 0.7; self.yellowFill.x = 420; self.yellowFill.scale.y = 0; self.addChild(self.yellowFill); // Add update method self.updatePollen = function(color, amount, max) { var fillAmount = Math.min(amount / max, 1); if (color === 'red') { self.redFill.scale.y = fillAmount; } else if (color === 'blue') { self.blueFill.scale.y = fillAmount; } else if (color === 'yellow') { self.yellowFill.scale.y = fillAmount; } }; return self; });
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Increase the opacity of pollenui cells.
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Reduce the spacing between squares in the pollen ui for both bee and hive
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Make sure tween plugin is initialized. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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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
Code edit (1 edits merged)
Please save this source code
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Update as necessary using: // Update the base shape size to be three times bigger LK.init.shape('pollenCellBase', { width: 180, // Triple the original size height: 180, // Triple the original size color: 0xFFFFFF, shape: 'box' }); var PollenUI = Container.expand(function() { var self = Container.call(this); // Create three cells side by side with more spacing var redCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); redCell.tint = 0xFF0000; redCell.alpha = 0.3; redCell.x = -420; // More spacing between cells self.addChild(redCell); var blueCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); blueCell.tint = 0x0000FF; blueCell.alpha = 0.3; self.addChild(blueCell); var yellowCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); yellowCell.tint = 0xFFFF00; yellowCell.alpha = 0.3; yellowCell.x = 420; self.addChild(yellowCell); return self; });
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Update with this: // In playButton.down, after creating hive and bee: var beeUI = new PollenUI(); beeUI.position.set(hive.x - 300, hive.y + 100); // Further left of hive beeUI.scale.set(0.8); // Slightly smaller game.addChild(beeUI); var hiveUI = new PollenUI(); hiveUI.position.set(hive.x + 300, hive.y + 100); // Further right of hive game.addChild(hiveUI);
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Update as necessary with: var PollenUI = Container.expand(function() { var self = Container.call(this); // Create three cells side by side var redCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); redCell.tint = 0xFF0000; redCell.alpha = 0.3; redCell.x = -140; // More spacing self.addChild(redCell); var blueCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); blueCell.tint = 0x0000FF; blueCell.alpha = 0.3; self.addChild(blueCell); var yellowCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); yellowCell.tint = 0xFFFF00; yellowCell.alpha = 0.3; yellowCell.x = 140; self.addChild(yellowCell); // Add fill indicators self.redFill = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); self.redFill.tint = 0xFF0000; self.redFill.alpha = 0.7; self.redFill.x = -140; self.redFill.scale.y = 0; // Start empty self.addChild(self.redFill); // Repeat for blue and yellow fills... return self; });
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Update as necessary: var PollenUI = Container.expand(function() { var self = Container.call(this); // Create three cells side by side var redCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); redCell.tint = 0xFF0000; redCell.alpha = 0.3; redCell.x = -140; // More spacing self.addChild(redCell); var blueCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); blueCell.tint = 0x0000FF; blueCell.alpha = 0.3; self.addChild(blueCell); var yellowCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); yellowCell.tint = 0xFFFF00; yellowCell.alpha = 0.3; yellowCell.x = 140; self.addChild(yellowCell); // Add fill indicators self.redFill = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); self.redFill.tint = 0xFF0000; self.redFill.alpha = 0.7; self.redFill.x = -140; self.redFill.scale.y = 0; // Start empty self.addChild(self.redFill); // Repeat for blue and yellow fills... return self; });
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Add this: LK.init.shape('pollenCellBase', { width: 60, height: 60, color: 0xFFFFFF, // White base that we'll tint shape: 'box' });
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Update with: // After creating hive and bee in playButton.down: // Test with a single visible shape first var testCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); testCell.position.set(hive.x - 150, hive.y + 100); testCell.tint = 0xFF0000; // Red testCell.alpha = 0.7; game.addChild(testCell);
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Update as necessary with: 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); // Create and position hive var hive = new Hive(); hive.x = 2048 / 2; // Center horizontally hive.y = 2732 * 0.97 - 200; // Move hive down // Create bee and position above hive var bee = new Bee(); bee.x = hive.x; // Start above hive bee.y = hive.y - 150; // Add UI trackers here var beeTracker = new HoneycombUI(); beeTracker.scale.set(0.8); 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); // Add objects to game game.addChild(hive); game.addChild(bee); // ... rest of initialization code };
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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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Make updates as necessary with: 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 }; // Define createCell method first 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; }; // Then create cells self.cells = { 'red': self.createCell('red'), 'blue': self.createCell('blue'), 'yellow': self.createCell('yellow') }; // 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; }); // Create bee and hive trackers var beeTracker = new HoneycombUI(); beeTracker.scale.set(0.8); 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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Please fix the bug: 'Script error.' in or related to this line: 'self.cells = {' Line Number: 530
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Update using this: // In bee's pollen collection/usage: self.pollenTypes.forEach(function(type) { beeTracker.updateCell(type.color, type.amount, self.maxPollen); }); // In hive's collection: Object.keys(self.storedPollen).forEach(function(color) { hiveTracker.updateCell(color, self.storedPollen[color], 1000); });
/**** * 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); // Manual scale animation var scaleStep = 0.01; var scaleInterval = LK.setInterval(function () { if (self.scale.x < 1) { self.scale.x += scaleStep; self.scale.y += scaleStep; } else { LK.clearInterval(scaleInterval); // 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 } }, 16); // Approximately 60 FPS // 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) { var particleCount = 20; var hiveWidth = 300; // Width of spawn area // Create particles gradually var particlesCreated = 0; var spawnInterval = LK.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) { LK.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 = []; } }; 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(0.5); self.alpha = 1; self.twinkleOffset = 0; // Initialize twinkle offset self.twinkleSpeed = 0.1; // Initialize twinkle speed 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(); } }; } 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(); } } }; }); var PollenUI = Container.expand(function () { var self = Container.call(this); // Create three cells side by side with more spacing var redCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); redCell.tint = 0xFF0000; redCell.alpha = 0.3; redCell.x = -420; // More spacing between cells self.addChild(redCell); var blueCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); blueCell.tint = 0x0000FF; blueCell.alpha = 0.3; self.addChild(blueCell); var yellowCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); yellowCell.tint = 0xFFFF00; yellowCell.alpha = 0.3; yellowCell.x = 420; self.addChild(yellowCell); // Add fill indicators self.redFill = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5 }); self.redFill.tint = 0xFF0000; self.redFill.alpha = 0.7; self.redFill.x = -420; self.redFill.scale.y = 0; // Start empty self.addChild(self.redFill); // Repeat for blue and yellow fills... return self; }); // 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); // Add UI elements for bee and hive var beeUI = new PollenUI(); beeUI.position.set(hive.x - 600, hive.y + 100); // Further left of hive beeUI.scale.set(0.8); // Slightly smaller game.addChild(beeUI); var hiveUI = new PollenUI(); hiveUI.position.set(hive.x + 600, hive.y + 100); // Further right of hive game.addChild(hiveUI); // 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
@@ -27,14 +27,16 @@
};
self.bloom = function () {
// Scale animation
self.scale.set(0.3, 0.3);
- tween(self.scale, {
- x: 1,
- y: 1
- }, {
- duration: 1000,
- onFinish: function onFinish() {
+ // Manual scale animation
+ var scaleStep = 0.01;
+ var scaleInterval = LK.setInterval(function () {
+ if (self.scale.x < 1) {
+ self.scale.x += scaleStep;
+ self.scale.y += scaleStep;
+ } else {
+ LK.clearInterval(scaleInterval);
// After bloom animation, delay before activating pollen
LK.setTimeout(function () {
self.hasActivePollen = true;
// Create fairy particles after delay
@@ -49,9 +51,9 @@
self.fairyParticles.push(fairy);
}
}, 1000); // 1 second delay after bloom before pollen activates
}
- });
+ }, 16); // Approximately 60 FPS
// Create initial burst particles
self.createPollenBurst(self.x, self.y);
self.removeFairyParticles = function () {
self.fairyParticles.forEach(function (fairy) {
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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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.