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Increase the size of the particles in the createPetalBurst function.
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Fix pollenParticle so that only one asset is loaded for each type. Must be som redundancy in there somewhere.
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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: 60 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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In the flower matcher class in the createPetalBurst function, half the size of the particles.
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Half the size of the particles in the petal burst function.
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Make sure that the flower burst function returns the Petal asset correctly through the pollenParticle class
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In the pollen particle class add it so that different asset may be assigned to different particle types.
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Make it so that the petal burst function uses the Petal asset, but keeps all current functionality
Code edit (1 edits merged)
Please save this source code
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Update as necessary with this: self.collectPollen = function(flower) { if (self.currentPollen < self.maxPollen && flower.hasActivePollen && !flower.pollenCollected) { var collectAmount = 25; // ... existing collection code ... flower.pollenCollected = true; flower.hasActivePollen = false; flower.removeFairyParticles(); // Find exact position of this flower in grid var foundGridPos = false; var gridX = 0; var gridY = 0; for (var y = 0; y < garden.rows; y++) { for (var x = 0; x < garden.cols; x++) { if (garden.grid[y][x] === flower) { gridX = x; gridY = y; foundGridPos = true; break; } } if (foundGridPos) break; } if (foundGridPos && game.flowerMatcher) { game.flowerMatcher.checkForMatches(garden, gridX, gridY); } } };
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Update flower manager as necessary with: var FlowerMatcher = Container.expand(function() { var self = Container.call(this); self.checkForMatches = function(garden, x, y) { var matches = self.findMatches(garden, x, y); if (matches.length >= 3) { self.clearMatches(garden, matches); return true; } return false; }; self.findMatches = function(garden, startX, startY) { if (startY < 0 || startY >= garden.rows || startX < 0 || startX >= garden.cols) { return []; } var startFlower = garden.grid[startY][startX]; if (!startFlower || !startFlower.isFlower) { return []; } var flowerColor = startFlower.color; var matches = []; var visited = {}; var checkFlower = function(x, y) { if (x < 0 || x >= garden.cols || y < 0 || y >= garden.rows) { return; } var key = x + ',' + y; if (visited[key]) { return; } visited[key] = true; var flower = garden.grid[y][x]; if (flower && flower.isFlower && !flower.hasActivePollen && flower.scale.x >= 1 && flower.pollenCollected && flower.color === flowerColor) { matches.push({x: x, y: y, flower: flower}); checkFlower(x + 1, y); checkFlower(x - 1, y); checkFlower(x, y + 1); checkFlower(x, y - 1); } }; checkFlower(startX, startY); return matches.length >= 3 ? matches : []; }; self.clearMatches = function(garden, matches) { matches.forEach(function(match) { var flower = match.flower; // Create petal burst self.createPetalBurst(match.x, match.y, flower.color); // Shrink animation tween(flower.scale, {x: 0, y: 0}, { duration: 500, onFinish: function() { garden.grid[match.y][match.x] = null; garden.removeChild(flower); // Create and grow new bud var newBud = new Bud(); newBud.x = flower.x; newBud.y = flower.y; newBud.scale.set(0, 0); garden.grid[match.y][match.x] = newBud; garden.addChild(newBud); tween(newBud.scale, {x: 1, y: 1}, { duration: 500, ease: 'elasticOut' }); } }); }); }; self.createPetalBurst = function(x, y, color) { var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'orange': 0xFFA500, 'green': 0x00FF00 }; var worldPos = garden.gridToWorld(x, y); for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); var angle = i / 12 * Math.PI * 2; particle.x = worldPos.x; particle.y = worldPos.y; particle.vx = Math.cos(angle) * 8; particle.vy = Math.sin(angle) * 8; particle.scale.set(1.2); particle.tint = colorTints[color]; game.addChild(particle); } }; return self; });
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Update as necessary: var FlowerMatcher = Container.expand(function() { var self = Container.call(this); self.checkForMatches = function(garden, x, y) { var matches = self.findMatches(garden, x, y); if (matches.length >= 3) { self.clearMatches(garden, matches); return true; } return false; }; self.findMatches = function(garden, startX, startY) { if (startY < 0 || startY >= garden.rows || startX < 0 || startX >= garden.cols) { return []; } var startFlower = garden.grid[startY][startX]; if (!startFlower || !startFlower.isFlower) { return []; } var flowerColor = startFlower.color; var matches = []; var visited = {}; var checkFlower = function(x, y) { if (x < 0 || x >= garden.cols || y < 0 || y >= garden.rows) { return; } var key = x + ',' + y; if (visited[key]) { return; } visited[key] = true; var flower = garden.grid[y][x]; if (flower && flower.isFlower && !flower.hasActivePollen && flower.scale.x >= 1 && flower.pollenCollected && flower.color === flowerColor) { matches.push({x: x, y: y, flower: flower}); checkFlower(x + 1, y); checkFlower(x - 1, y); checkFlower(x, y + 1); checkFlower(x, y - 1); } }; checkFlower(startX, startY); return matches.length >= 3 ? matches : []; }; self.clearMatches = function(garden, matches) { matches.forEach(function(match) { var flower = match.flower; // Create petal burst self.createPetalBurst(match.x, match.y, flower.color); // Shrink animation tween(flower.scale, {x: 0, y: 0}, { duration: 500, onFinish: function() { garden.grid[match.y][match.x] = null; garden.removeChild(flower); // Create and grow new bud var newBud = new Bud(); newBud.x = flower.x; newBud.y = flower.y; newBud.scale.set(0, 0); garden.grid[match.y][match.x] = newBud; garden.addChild(newBud); tween(newBud.scale, {x: 1, y: 1}, { duration: 500, ease: 'elasticOut' }); } }); }); }; self.createPetalBurst = function(x, y, color) { var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'orange': 0xFFA500, 'green': 0x00FF00 }; var worldPos = garden.gridToWorld(x, y); for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); var angle = i / 12 * Math.PI * 2; particle.x = worldPos.x; particle.y = worldPos.y; particle.vx = Math.cos(angle) * 8; particle.vy = Math.sin(angle) * 8; particle.scale.set(1.2); particle.tint = colorTints[color]; game.addChild(particle); } }; return self; });
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Update only as necessary with: self.collectPollen = function(flower) { if (self.currentPollen < self.maxPollen && flower.hasActivePollen && !flower.pollenCollected) { var collectAmount = 25; // ... existing collection code ... flower.pollenCollected = true; flower.hasActivePollen = false; flower.removeFairyParticles(); // Find grid position to check matches var foundGridPos = false; var gridX = 0; var gridY = 0; for (var y = 0; y < garden.rows; y++) { for (var x = 0; x < garden.cols; x++) { if (garden.grid[y][x] === flower) { gridX = x; gridY = y; foundGridPos = true; break; } } if (foundGridPos) break; } if (foundGridPos && game.flowerMatcher) { game.flowerMatcher.checkForMatches(garden, gridX, gridY); } } };
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Add flower matcher intialization: game.flowerMatcher = new FlowerMatcher(); game.addChild(game.flowerMatcher);
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Update with: // In collectPollen, after setting flower states: var foundGridPos = false; var gridX = 0; var gridY = 0; // Find exact position of this flower in grid for (var y = 0; y < garden.rows; y++) { for (var x = 0; x < garden.cols; x++) { if (garden.grid[y][x] === flower) { gridX = x; gridY = y; foundGridPos = true; break; } } if (foundGridPos) break; } if (foundGridPos && game.flowerMatcher) { game.flowerMatcher.checkForMatches(garden, gridX, gridY); }
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Update as necessary with this: var FlowerMatcher = Container.expand(function() { var self = Container.call(this); self.checkForMatches = function(garden, x, y) { var matches = self.findMatches(garden, x, y); if (matches.length >= 3) { self.clearMatches(garden, matches); return true; } return false; }; self.findMatches = function(garden, startX, startY) { if (startY < 0 || startY >= garden.rows || startX < 0 || startX >= garden.cols) { return []; } var startFlower = garden.grid[startY][startX]; if (!startFlower || !startFlower.isFlower) { return []; } var flowerColor = startFlower.color; var matches = []; var visited = {}; var checkFlower = function(x, y) { if (x < 0 || x >= garden.cols || y < 0 || y >= garden.rows) { return; } var key = x + ',' + y; if (visited[key]) { return; } visited[key] = true; var flower = garden.grid[y][x]; if (flower && flower.isFlower && !flower.hasActivePollen && flower.scale.x >= 1 && flower.pollenCollected && flower.color === flowerColor) { matches.push({x: x, y: y, flower: flower}); checkFlower(x + 1, y); checkFlower(x - 1, y); checkFlower(x, y + 1); checkFlower(x, y - 1); } }; checkFlower(startX, startY); return matches.length >= 3 ? matches : []; }; self.clearMatches = function(garden, matches) { matches.forEach(function(match) { var flower = match.flower; // Create petal burst self.createPetalBurst(match.x, match.y, flower.color); // Shrink animation tween(flower.scale, {x: 0, y: 0}, { duration: 500, onFinish: function() { garden.grid[match.y][match.x] = null; garden.removeChild(flower); // Create and grow new bud var newBud = new Bud(); newBud.x = flower.x; newBud.y = flower.y; newBud.scale.set(0, 0); garden.grid[match.y][match.x] = newBud; garden.addChild(newBud); tween(newBud.scale, {x: 1, y: 1}, { duration: 500, ease: 'elasticOut' }); } }); }); }; self.createPetalBurst = function(x, y, color) { var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'orange': 0xFFA500, 'green': 0x00FF00 }; var worldPos = garden.gridToWorld(x, y); for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); var angle = i / 12 * Math.PI * 2; particle.x = worldPos.x; particle.y = worldPos.y; particle.vx = Math.cos(angle) * 8; particle.vy = Math.sin(angle) * 8; particle.scale.set(1.2); particle.tint = colorTints[color]; game.addChild(particle); } }; return self; });
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Update as necessary with: // In Bee's collectPollen, replace the grid position calculation with: var foundGridPos = false; var gridX = 0; var gridY = 0; // Find exact position of this flower in grid for (var y = 0; y < garden.rows; y++) { for (var x = 0; x < garden.cols; x++) { if (garden.grid[y][x] === flower) { gridX = x; gridY = y; foundGridPos = true; break; } } if (foundGridPos) break; } if (foundGridPos && game.flowerMatcher) { game.flowerMatcher.checkForMatches(garden, gridX, gridY); }
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Update as necesssry with: self.createPetalBurst = function(x, y, color) { var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'orange': 0xFFA500, 'green': 0x00FF00 }; for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); var angle = i / 12 * Math.PI * 2; // Convert grid position to world position var worldPos = garden.gridToWorld(x, y); particle.x = worldPos.x; particle.y = worldPos.y; // Increase spread and speed particle.vx = Math.cos(angle) * 8; // Increased from 3 particle.vy = Math.sin(angle) * 8; // Increased from 3 // Make particles larger particle.scale.set(1.2); // Increased scale particle.tint = colorTints[color]; game.addChild(particle); } };
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Please fix the bug: 'TypeError: self.createPollenBurst is not a function. (In 'self.createPollenBurst(newFlower.x, newFlower.y, pollenColor)', 'self.createPollenBurst' is undefined)' in or related to this line: 'self.createPollenBurst(newFlower.x, newFlower.y, pollenColor);' Line Number: 226
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Make sure pollenBurst is called when a bud is pollinated.
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Update as necessary: 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); } } };
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Update as necessary: self.createPetalBurst = function(x, y, color) { var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'orange': 0xFFA500, 'green': 0x00FF00 }; for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); // Use 'burst' type since we know it works 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; particle.tint = colorTints[color]; if (game.parent) { game.parent.addChild(particle); } } };
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Update a necessary with: // In Bee's collectPollen, replace the grid position calculation with: var foundGridPos = false; var gridX = 0; var gridY = 0; // Find exact position of this flower in grid for (var y = 0; y < garden.rows; y++) { for (var x = 0; x < garden.cols; x++) { if (garden.grid[y][x] === flower) { gridX = x; gridY = y; foundGridPos = true; break; } } if (foundGridPos) break; } if (foundGridPos && game.flowerMatcher) { game.flowerMatcher.checkForMatches(garden, gridX, gridY); }
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Update as necessary with this: if (flower && flower.isFlower && !flower.hasActivePollen && // This check is good flower.scale.x >= 1 && // This ensures full bloom flower.pollenCollected // Add this to ensure it actually had pollen collected ) { // Match found }
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Update as necessary with: else if (gridItem && gridItem.isBud && self.currentPollen > 0) { if (gridItem.isBeingPollinated) { return; } gridItem.isBeingPollinated = true; var pollenColor = self.usePollen(gridItem); if (!pollenColor) { gridItem.isBeingPollinated = false; return; } // Double-check the bud is still there if (garden.grid[gridY][gridX] === gridItem && gridItem.isBud) { // Force remove the bud and clear grid position garden.removeChild(gridItem); garden.grid[gridY][gridX] = null; gridItem.destroy(); // Fully destroy the bud // Only create flower if position is clear if (!garden.grid[gridY][gridX]) { var newFlower = new BasicFlower(pollenColor); newFlower.x = gridItem.x; newFlower.y = gridItem.y; newFlower.isFlower = true; garden.grid[gridY][gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); } } else { gridItem.isBeingPollinated = false; } }
/**** * 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' }; // Attach bud asset first var budGraphics = self.attachAsset('Bud', { anchorX: 0.5, anchorY: 0.5 }); // 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 UI game.beeUI.updatePollen(flower.color, self.currentPollen, self.maxPollen); // Update UI using game.beeUI // 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]; var color = pType.color; // New line to store color pType.amount -= pollenUsed; // Update UI game.beeUI.updatePollen(color, self.currentPollen, self.maxPollen); // Update UI using game.beeUI // 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 color; // Updated to return 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 () {}; }); var FlowerMatcher = Container.expand(function () { var self = Container.call(this); // Check for matches after collecting pollen from a flower self.checkForMatches = function (garden, x, y) { var matches = self.findMatches(garden, x, y); if (matches.length >= 3) { self.clearMatches(garden, matches); return true; } return false; }; // Find all matching flowers of the same color self.findMatches = function (garden, startX, startY) { var visited = {}; var matches = []; var startFlower = garden.grid[startY][startX]; if (!startFlower || !startFlower.isFlower || startFlower.hasActivePollen) { return matches; } var flowerColor = startFlower.color; // Flood fill to find matching flowers var _checkFlower = function checkFlower(x, y) { // Check bounds if (x < 0 || x >= garden.cols || y < 0 || y >= garden.rows) { return; } // Check if already visited var key = x + ',' + y; if (visited[key]) { return; } visited[key] = true; var flower = garden.grid[y][x]; if (!flower || !flower.isFlower || flower.hasActivePollen) { return; } // Check if same color and dead if (flower.color === flowerColor && !flower.hasActivePollen) { matches.push({ x: x, y: y, flower: flower }); // Check adjacent cells _checkFlower(x + 1, y); _checkFlower(x - 1, y); _checkFlower(x, y + 1); _checkFlower(x, y - 1); } }; // Start flood fill from initial position _checkFlower(startX, startY); return matches; }; // Clear matched flowers with animation self.clearMatches = function (garden, matches) { matches.forEach(function (match) { var flower = match.flower; var worldPos = garden.gridToWorld(match.x, match.y); // Create petal burst effect self.createPetalBurst(worldPos.x, worldPos.y, flower.color); // Remove flower from grid and garden garden.grid[match.y][match.x] = null; garden.removeChild(flower); // Add score based on match size if (game.scoreManager) { game.scoreManager.addScore(100); } }); // After clearing, shift down any floating flowers self.handleGravity(garden); }; // Create petal burst particle effect self.createPetalBurst = function (x, y, color) { var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'orange': 0xFFA500, 'green': 0x00FF00 }; // Create multiple petal particles for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); var angle = i / 12 * Math.PI * 2; // Convert grid position to world position var worldPos = garden.gridToWorld(x, y); particle.x = worldPos.x; particle.y = worldPos.y; particle.tint = colorTints[color]; // Increase spread and speed particle.vx = Math.cos(angle) * 8; // Increased from 3 particle.vy = Math.sin(angle) * 8; // Increased from 3 // Make particles larger particle.scale.set(1.2); // Increased scale game.addChild(particle); } }; // Handle gravity after clearing flowers self.handleGravity = function (garden) { var moved; do { moved = false; // Start from second-to-last row, moving upward for (var y = garden.rows - 2; y >= 0; y--) { for (var x = 0; x < garden.cols; x++) { var flower = garden.grid[y][x]; if (flower && flower.isFlower) { // Check if space below is empty if (!garden.grid[y + 1][x]) { // Move flower down garden.grid[y + 1][x] = flower; garden.grid[y][x] = null; // Animate the movement var newPos = garden.gridToWorld(x, y + 1); tween(flower, { x: newPos.x, y: newPos.y }, { duration: 300, ease: 'bounceOut' }); moved = true; } } } } } while (moved); }; return self; }); //<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 = { 'red': 0, 'blue': 0, 'yellow': 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) { // 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 game.hiveUI.updatePollen(type.color, self.storedPollen[type.color], 1000); // Update UI using game.hiveUI }); // Create particles spread across the hive's width var particleCount = 20; var hiveWidth = 300; for (var i = 0; i < particleCount; i++) { var particle = new PollenParticle().init('transfer'); particle.x = -hiveWidth / 2 + Math.random() * hiveWidth; particle.y = -200; particle.vx = (Math.random() - 0.5) * 0.5; particle.vy = 1 + Math.random(); particle.twinkleOffset = Math.random() * Math.PI * 2; particle.twinkleSpeed = 0.1 + Math.random() * 0.1; particle.scale.set(0.5); self.addChild(particle); } // Clear bee's pollen bee.currentPollen = 0; bee.pollenTypes = []; // Update bee UI to show empty ['red', 'blue', 'yellow'].forEach(function (color) { game.beeUI.updatePollen(color, 0, bee.maxPollen); // Clear bee's pollen using game.beeUI }); // End bee's trail 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 cells with their fill indicators // Red cell and fill // Red cell initialization and position var redCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5, x: -300 // Set position in initialization }); redCell.tint = 0xFF0000; redCell.alpha = 0.4; self.addChild(redCell); self.redFill = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0, x: -300 // Set position in initialization }); self.redFill.tint = 0xFF0000; self.redFill.alpha = 0.7; self.redFill.y = 90; self.redFill.scale.y = 0; self.addChild(self.redFill); // Blue cell initialization and position var blueCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5, x: 0 // Set position in initialization }); blueCell.tint = 0x0000FF; blueCell.alpha = 0.4; self.addChild(blueCell); self.blueFill = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0, x: 0 // Set position in initialization }); self.blueFill.tint = 0x0000FF; self.blueFill.alpha = 0.7; self.blueFill.y = 90; self.blueFill.scale.y = 0; self.addChild(self.blueFill); // Yellow cell initialization and position var yellowCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5, x: 300 // Set position in initialization }); yellowCell.tint = 0xFFFF00; yellowCell.alpha = 0.4; self.addChild(yellowCell); self.yellowFill = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0, x: 300 // Set position in initialization }); self.yellowFill.tint = 0xFFFF00; self.yellowFill.alpha = 0.7; self.yellowFill.y = 90; 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; self.redFill.y = 90 - 180 * fillAmount; // Start at 90, move up as it fills } else if (color === 'blue') { self.blueFill.scale.y = fillAmount; self.blueFill.y = 90 - 180 * fillAmount; } else if (color === 'yellow') { self.yellowFill.scale.y = fillAmount; self.yellowFill.y = 90 - 180 * fillAmount; } }; 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); // 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); // 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; }; // 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
@@ -131,31 +131,10 @@
}, 0);
flower.pollenCollected = true;
flower.hasActivePollen = false;
flower.removeFairyParticles();
- // Add this new block for match checking
- var foundGridPos = false;
- var gridX = 0;
- var gridY = 0;
- // Find exact position of this flower in grid
- for (var y = 0; y < garden.rows; y++) {
- for (var x = 0; x < garden.cols; x++) {
- if (garden.grid[y][x] === flower) {
- gridX = x;
- gridY = y;
- foundGridPos = true;
- break;
- }
- }
- if (foundGridPos) {
- break;
- }
- }
- if (foundGridPos && game.flowerMatcher) {
- game.flowerMatcher.checkForMatches(garden, gridX, gridY);
- }
// Update UI
- game.beeUI.updatePollen(flower.color, self.currentPollen, self.maxPollen); // Update UI using game.beeUI
+ game.beeUI.updatePollen(flower.color, self.currentPollen, self.maxPollen); // Update UI using game.beeUI
// Update meter
self.pollenMeter.updateMeter(self.currentPollen, self.maxPollen);
}
};
@@ -167,66 +146,39 @@
}, 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) {
- gridItem.isBeingPollinated = false;
- return;
- }
- // Double-check the bud is still there
- if (garden.grid[gridY][gridX] === gridItem && gridItem.isBud) {
- // Force remove the bud and clear grid position
- garden.removeChild(gridItem);
- garden.grid[gridY][gridX] = null;
- gridItem.destroy(); // Fully destroy the bud
- // Only create flower if position is clear
- if (!garden.grid[gridY][gridX]) {
+ 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.createPollenBurst = function (x, y, color) {
- var colorTints = {
- 'red': 0xFF0000,
- 'blue': 0x0000FF,
- 'yellow': 0xFFFF00,
- 'purple': 0x800080,
- 'orange': 0xFFA500,
- 'green': 0x00FF00
- };
- 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;
- particle.tint = colorTints[color];
- if (game.parent) {
- game.parent.addChild(particle);
- }
- }
- };
- self.createPollenBurst(newFlower.x, newFlower.y, pollenColor);
}
- } else {
- gridItem.isBeingPollinated = false;
}
}
}
}
@@ -255,8 +207,10 @@
};
// 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) {
@@ -444,18 +398,16 @@
return false;
};
// Find all matching flowers of the same color
self.findMatches = function (garden, startX, startY) {
- if (startY < 0 || startY >= garden.rows || startX < 0 || startX >= garden.cols) {
- return [];
- }
+ var visited = {};
+ var matches = [];
var startFlower = garden.grid[startY][startX];
- if (!startFlower || !startFlower.isFlower) {
- return [];
+ if (!startFlower || !startFlower.isFlower || startFlower.hasActivePollen) {
+ return matches;
}
var flowerColor = startFlower.color;
- var matches = [];
- var visited = {}; // Track visited positions
+ // Flood fill to find matching flowers
var _checkFlower = function checkFlower(x, y) {
// Check bounds
if (x < 0 || x >= garden.cols || y < 0 || y >= garden.rows) {
return;
@@ -466,89 +418,105 @@
return;
}
visited[key] = true;
var flower = garden.grid[y][x];
- // Check if it's a matching dead flower
- if (flower && flower.isFlower && !flower.hasActivePollen && flower.scale.x >= 1 && flower.pollenCollected && flower.color === flowerColor) {
+ if (!flower || !flower.isFlower || flower.hasActivePollen) {
+ return;
+ }
+ // Check if same color and dead
+ if (flower.color === flowerColor && !flower.hasActivePollen) {
matches.push({
x: x,
y: y,
flower: flower
});
- // Recursively check all adjacent positions
- _checkFlower(x + 1, y); // right
- _checkFlower(x - 1, y); // left
- _checkFlower(x, y + 1); // down
- _checkFlower(x, y - 1); // up
+ // Check adjacent cells
+ _checkFlower(x + 1, y);
+ _checkFlower(x - 1, y);
+ _checkFlower(x, y + 1);
+ _checkFlower(x, y - 1);
}
};
- // Start the flood fill from the initial position
+ // Start flood fill from initial position
_checkFlower(startX, startY);
- // Only return matches if we found 3 or more
- return matches.length >= 3 ? matches : [];
+ return matches;
};
// Clear matched flowers with animation
self.clearMatches = function (garden, matches) {
matches.forEach(function (match) {
var flower = match.flower;
- var x = flower.x;
- var y = flower.y;
- // Create petal burst
- self.createPetalBurst(x, y, flower.color);
- // Shrink animation
- tween(flower.scale, {
- x: 0,
- y: 0
- }, {
- duration: 500,
- onFinish: function onFinish() {
- garden.grid[match.y][match.x] = null;
- garden.removeChild(flower);
- // Create and grow new bud
- var newBud = new Bud();
- newBud.x = x;
- newBud.y = y;
- newBud.scale.set(0, 0);
- garden.grid[match.y][match.x] = newBud;
- garden.addChild(newBud);
- tween(newBud.scale, {
- x: 1,
- y: 1
- }, {
- duration: 500,
- ease: 'elasticOut'
- });
- }
- });
+ var worldPos = garden.gridToWorld(match.x, match.y);
+ // Create petal burst effect
+ self.createPetalBurst(worldPos.x, worldPos.y, flower.color);
+ // Remove flower from grid and garden
+ garden.grid[match.y][match.x] = null;
+ garden.removeChild(flower);
// Add score based on match size
if (game.scoreManager) {
game.scoreManager.addScore(100);
}
});
+ // After clearing, shift down any floating flowers
+ self.handleGravity(garden);
};
// Create petal burst particle effect
self.createPetalBurst = function (x, y, color) {
- console.log('Creating petal burst for color:', color);
var colorTints = {
'red': 0xFF0000,
'blue': 0x0000FF,
'yellow': 0xFFFF00,
'purple': 0x800080,
'orange': 0xFFA500,
'green': 0x00FF00
};
- // Create multiple petals in a circle
+ // Create multiple petal particles
for (var i = 0; i < 12; i++) {
+ var particle = new PollenParticle().init('burst');
var angle = i / 12 * Math.PI * 2;
- var particle = new PollenParticle().init('popBurst');
- particle.x = x;
- particle.y = y;
- particle.vx = Math.cos(angle) * 8;
- particle.vy = Math.sin(angle) * 8;
+ // Convert grid position to world position
+ var worldPos = garden.gridToWorld(x, y);
+ particle.x = worldPos.x;
+ particle.y = worldPos.y;
particle.tint = colorTints[color];
+ // Increase spread and speed
+ particle.vx = Math.cos(angle) * 8; // Increased from 3
+ particle.vy = Math.sin(angle) * 8; // Increased from 3
+ // Make particles larger
+ particle.scale.set(1.2); // Increased scale
game.addChild(particle);
}
};
+ // Handle gravity after clearing flowers
+ self.handleGravity = function (garden) {
+ var moved;
+ do {
+ moved = false;
+ // Start from second-to-last row, moving upward
+ for (var y = garden.rows - 2; y >= 0; y--) {
+ for (var x = 0; x < garden.cols; x++) {
+ var flower = garden.grid[y][x];
+ if (flower && flower.isFlower) {
+ // Check if space below is empty
+ if (!garden.grid[y + 1][x]) {
+ // Move flower down
+ garden.grid[y + 1][x] = flower;
+ garden.grid[y][x] = null;
+ // Animate the movement
+ var newPos = garden.gridToWorld(x, y + 1);
+ tween(flower, {
+ x: newPos.x,
+ y: newPos.y
+ }, {
+ duration: 300,
+ ease: 'bounceOut'
+ });
+ moved = true;
+ }
+ }
+ }
+ }
+ } while (moved);
+ };
return self;
});
//<Assets used in the game will automatically appear here>
// Garden class to manage the grid of soil
@@ -756,15 +724,8 @@
self.y = Math.sin(time + self.startAngle) * self.orbitRadius;
// Add bobbing
self.y += Math.sin(time * 2 + self.startAngle) * 10;
};
- } else if (self.type === 'popBurst') {
- self.scale.set(0.5 + Math.random() * 0.3);
- self.decayRate = 0.03; // Faster decay for pop effect
- self.velocity = {
- x: Math.cos(angle) * 8,
- y: Math.sin(angle) * 8
- };
}
// Random rotation speed
self.rotationSpeed = (Math.random() - 0.5) * 0.2;
// Random starting rotation
@@ -793,19 +754,22 @@
return self;
};
self.update = function () {
// Update position based on velocity
- // Move outward
- self.x += self.vx;
- self.y += self.vy;
- // Slow down movement
- self.vx *= 0.95;
- self.vy *= 0.95;
- // Rotate
+ self.x += self.velocity.x;
+ self.y += self.velocity.y;
+ // Add rotation
self.rotation += self.rotationSpeed;
- // Fade out faster
- self.lifespan -= 0.05;
+ // 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();
}
};
@@ -1117,10 +1081,8 @@
game.hiveUI = new PollenUI();
game.hiveUI.position.set(hive.x + 600, hive.y + 100);
game.addChild(game.hiveUI);
// Add objects to game
- game.flowerMatcher = new FlowerMatcher();
- game.addChild(game.flowerMatcher);
game.addChild(hive);
game.addChild(bee);
// Ensure pollen particles are rendered on top by adding them last
game.setChildIndex(pollenTrail, game.children.length - 1);
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.