User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'self.bee.currentColor')' in or related to this line: 'if (self.bee.currentColor && self.bee.currentPollen > 0) {' Line Number: 869
User prompt
Make sure bee is initialized before pollen trail in game.down
User prompt
Update as necessary: // Inside playButton.down, update where pollenTrail is created: var pollenTrail = new PollenTrail(); game.addChild(pollenTrail); // Create bee and position above hive var bee = new Bee(); bee.x = hive.x; bee.y = hive.y - 150; // After creating both, initialize the trail with the bee pollenTrail.startTrail(bee.x, bee.y, garden, bee); bee.pollenTrail = pollenTrail; // Make sure bee has reference to trail
User prompt
Make updates as necessary: // Update the Bee class's relevant sections to use the new colored trail // Add this inside the Bee class where pollenTrail is initialized: self.pollenTrail = new PollenTrail(); game.addChild(self.pollenTrail); // Modify the update method in Bee class to pass bee reference: if (self.currentPollen > 0) { if (!self.pollenTrail.active) { self.pollenTrail.startTrail(self.x, self.y, garden, self); } self.pollenTrail.updateTrail(self.x, self.y); }
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Update only as necessary: // Update PollenTrail class to handle colored trails var PollenTrail = Container.expand(function() { var self = Container.call(this); self.points = []; self.active = false; self.currentGarden = null; self.MAX_SPEED = 15; self.startTrail = function(x, y, garden, bee) { self.active = true; self.points = [{ x: x, y: y, time: Date.now() }]; self.startTime = Date.now(); self.trailStartTime = Date.now(); self.currentGarden = garden; self.lastPoint = { x: x, y: y }; self.bee = bee; // Store reference to bee for color access }; self.updateTrail = function(x, y) { if (!self.active || !self.bee) 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 colored particle effect along trail if (self.bee.currentColor && self.bee.currentPollen > 0) { var particle = new PollenParticle().init('trail', self.bee ? self.bee.currentColor : null); particle.x = x; particle.y = y; game.addChild(particle); } }; self.createPollenBurst = function(x, y, color) { for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst', color); var angle = i / 12 * Math.PI * 2; var distance = 30; particle.x = x + Math.cos(angle) * distance; particle.y = y + Math.sin(angle) * distance; particle.vx = Math.cos(angle) * 3; particle.vy = Math.sin(angle) * 3; game.addChild(particle); } }; // Rest of PollenTrail implementation remains the same... return self; });
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Update as necessary with: // Update PollenParticle class to handle color tinting var PollenParticle = Container.expand(function() { var self = Container.call(this); // Particle properties self.velocity = { x: 0, y: 0 }; self.lifespan = 1; self.decayRate = 0.02; self.type = 'trail'; // Color tints mapping self.COLOR_TINTS = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'green': 0x00FF00, 'orange': 0xFFA500 }; var pollenGraphics; self.init = function(type, color) { self.type = type || 'trail'; // Create graphics based on type var assetMap = { 'trail': 'PollenSparkle', 'burst': 'Petal', 'fairy': 'PollenSparkle', 'transfer': 'PollenSparkle' }; if (!pollenGraphics) { pollenGraphics = self.attachAsset(assetMap[self.type], { anchorX: 0.5, anchorY: 0.5 }); } // Apply color tint if provided if (color && self.COLOR_TINTS[color]) { pollenGraphics.tint = self.COLOR_TINTS[color]; } // Set properties based on type if (self.type === 'trail') { self.scale.set(0.7 + Math.random() * 0.3); self.decayRate = 0.03; 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); self.decayRate = 0.01; var angle = Math.random() * Math.PI * 2; var speed = 3 + Math.random() * 5; self.velocity = { x: Math.cos(angle) * speed, y: Math.sin(angle) * speed }; } // Random rotation properties self.rotationSpeed = (Math.random() - 0.5) * 0.2; self.rotation = Math.random() * Math.PI * 2; self.alpha = 1; return self; }; // Rest of PollenParticle implementation remains the same... return self; });
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// Add to the top of the file with other class definitions var ColorMixer = { // Primary colors PRIMARY_COLORS: ['red', 'blue', 'yellow'], // Color mixing combinations MIXING_RULES: { 'red+blue': 'purple', 'blue+red': 'purple', 'blue+yellow': 'green', 'yellow+blue': 'green', 'red+yellow': 'orange', 'yellow+red': 'orange' }, // Color to hex mapping for visual feedback COLOR_TINTS: { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'green': 0x00FF00, 'orange': 0xFFA500 }, // Mix two colors together mixColors: function(color1, color2) { if (!color1 || !color2) return color1 || color2; return this.MIXING_RULES[`${color1}+${color2}`] || color1; }, // Check if a color is primary isPrimaryColor: function(color) { return this.PRIMARY_COLORS.includes(color); } };
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Update as necessary: self.clearMatches = function(garden, matches) { matches.forEach(function(match) { var flower = match.flower; // Expand and pop animation tween(flower.scale, { x: 1.3, y: 1.3 }, { duration: 500, onFinish: function onFinish() { // Check if flower is still in expected position if (garden.grid[match.y][match.x] === flower) { // Create petal burst after animation self.createPetalBurst(match.x, match.y, flower.color); garden.grid[match.y][match.x] = null; garden.removeChild(flower); // Only create new bud if position is still empty if (!garden.grid[match.y][match.x]) { 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: 1000, ease: 'elasticOut' }); } } } }); }); };
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Update as necessary with: tween(flower.scale, {x: 0, y: 0}, { duration: 500, onFinish: function() { // Check if grid position is still as expected if (garden.grid[match.y][match.x] === flower) { garden.grid[match.y][match.x] = null; garden.removeChild(flower); // Only create new bud if position is empty if (!garden.grid[match.y][match.x]) { 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' }); } } } });
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Update as necessary with: var Bud = Container.expand(function() { var self = Container.call(this); self.isBud = true; self.isFlower = false; self.isBeingReplaced = false; // Add this flag self.autoBloom = function() { if (!self.isBud || self.isBeingReplaced) { return; } self.isBeingReplaced = true; // 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); // Only proceed if this bud is still in the grid if (garden.grid[gridY] && garden.grid[gridY][gridX] === self) { 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; garden.removeChild(self); garden.grid[gridY][gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); } self.isBud = false; }; return self; });
User prompt
Remove the debugging from the bee class
Code edit (1 edits merged)
Please save this source code
User prompt
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; } }
Code edit (2 edits merged)
Please save this source code
User prompt
Remove redundant code in self.clearMatches function
Code edit (1 edits merged)
Please save this source code
User prompt
Move the petalburst to after the flower animation is done.
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Return the speed of the animation to what it was.
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Make that animation quicker and make their max scale be 1.3
User prompt
Instead of having flowers shrink when they’re cleared, let’s have them expand a little and look like they’re popping. Use correct syntax with tween animations.
User prompt
Move the origin of the PollenTrail on the Bee more to the bottom of the asset.
User prompt
Do not allow pollination of buds unless their scale >= 1
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Slow down the animation of the new buds after flowers are matched and cleared.
Code edit (1 edits merged)
Please save this source code
User prompt
Increase the size of the particles in the createPetalBurst function.
/****
* 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);
// 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);
}
}
};
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);
// 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) {
if (gridItem.isFlower && gridItem.hasActivePollen) {
// Collect pollen from flower
self.collectPollen(gridItem);
} 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;
}
}
}
}
};
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
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;
self.isBeingReplaced = false; // Add this flag
// 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 || self.isBeingReplaced) {
return; // Prevent double-blooming or if already being replaced
}
self.isBeingReplaced = true;
// 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);
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 checkFlower(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;
// Expand and pop animation
tween(flower.scale, {
x: 1.3,
// Expand to 1.5 times the size
y: 1.3 // Expand to 1.5 times the size
}, {
duration: 500,
onFinish: function onFinish() {
// Create petal burst after animation
self.createPetalBurst(match.x, match.y, flower.color);
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: 1000,
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(0.8);
particle.tint = colorTints[color];
game.addChild(particle);
}
};
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 assetMap = {
'trail': 'PollenSparkle',
'burst': 'Petal',
'fairy': 'PollenSparkle',
'transfer': 'PollenSparkle'
};
var pollenGraphics;
// Initialize with random properties for more organic feel
self.init = function (type) {
self.type = type || 'trail';
if (!pollenGraphics) {
pollenGraphics = self.attachAsset(assetMap[self.type], {
anchorX: 0.5,
anchorY: 0.5
});
}
// 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.flowerMatcher = new FlowerMatcher();
game.addChild(game.flowerMatcher);
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
@@ -271,17 +271,19 @@
// Timer properties
self.bloomTimer = 5 * 60; // 5 seconds (assuming 60fps)
self.isBud = true;
self.isFlower = false;
+ self.isBeingReplaced = false; // Add this flag
// 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
+ if (!self.isBud || self.isBeingReplaced) {
+ return; // Prevent double-blooming or if already being replaced
+ }
+ self.isBeingReplaced = true;
// Get grid position
var localPos = garden.toLocal({
x: self.x,
y: self.y
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.