User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'bee.pollenTypes')' in or related to this line: 'self.currentColor = bee.pollenTypes && bee.pollenTypes[0] ? bee.pollenTypes[0].color : null; // Store current pollen color' Line Number: 830
User prompt
Update as needed: 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.bee = bee; // Store current pollen color if bee has any self.currentColor = (bee.pollenTypes && bee.pollenTypes[0]) ? bee.pollenTypes[0].color : null; } ``` Then in updateTrail, use this stored color: ```javascript // Create particle effect along trail var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00 }; if (self.currentColor && colorTints[self.currentColor]) { particle.children[0].tint = colorTints[self.currentColor]; } game.addChild(particle);
User prompt
Update as needed: // Create particle effect along trail var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; // Use first pollen type's color from bee's pollenTypes array var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00 }; if (self.bee && self.bee.pollenTypes && self.bee.pollenTypes.length > 0) { var currentPollen = self.bee.pollenTypes[0]; // Get first pollen type if (currentPollen && colorTints[currentPollen.color]) { particle.children[0].tint = colorTints[currentPollen.color]; } } game.addChild(particle);
User prompt
Update as needed: 1. First, add back to the Bee class (right near where `self.maxPollen = 50`): ```javascript self.currentColor = null; // Add this back ``` 2. In the Bee's collectPollen method, add (where pollen is collected): ```javascript self.currentColor = flower.color; // Add this back
User prompt
Update as needed: // Create particle effect along trail var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; // Use bee's current color var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00 }; if (self.bee && self.bee.currentColor && colorTints[self.bee.currentColor]) { particle.children[0].tint = colorTints[self.bee.currentColor]; } game.addChild(particle);
User prompt
Update as needed: // Create particle effect along trail var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; particle.children[0].tint = 0xFF0000; // Test with red first game.addChild(particle);
User prompt
Update as needed: // Create particle effect along trail var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; particle.children[0].tint = 0xFF0000; // Test with red first game.addChild(particle);
User prompt
1. First, add back to the Bee class (right near where `self.maxPollen = 50`): ```javascript self.currentColor = null; // Add this back ``` 2. In the Bee's collectPollen method, add (where pollen is collected): ```javascript self.currentColor = flower.color; // Add this back ``` 3. Then in the PollenTrail updateTrail method, let's verify the basic trail is working first without color: ```javascript if (self.bee && self.bee.currentPollen > 0) { // Simplified check var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; game.addChild(particle);
User prompt
Update as necessary with: // In PollenTrail's updateTrail method: if (self.bee && typeof self.bee.currentColor !== 'undefined' && self.bee.currentPollen > 0) { var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; particle.children[0].tint = 0xFF0000; // Let's test with just red first game.addChild(particle);
User prompt
Update as necessary with: // In PollenTrail's updateTrail method: if (self.bee && typeof self.bee.currentColor !== 'undefined' && self.bee.currentPollen > 0) { var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; particle.children[0].tint = 0xFF0000; // Let's test with just red first game.addChild(particle);
User prompt
Update as necessary with: // In PollenTrail's updateTrail method: if (self.bee && typeof self.bee.currentColor !== 'undefined' && self.bee.currentPollen > 0) { var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; particle.tint = this.COLOR_TINTS[self.bee.currentColor] || 0xFFFFFF; game.addChild(particle); }
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: pollenGraphics' in or related to this line: 'pollenGraphics.scale.set(scalePulse * self.scale.x);' Line Number: 828
User prompt
Update as necessary with: var PollenParticle = Container.expand(function() { var self = Container.call(this); // Move pollenGraphics to be a property of self self.pollenGraphics = null; // Instead of var pollenGraphics self.init = function(type, color) { self.type = type || 'trail'; var assetMap = { 'trail': 'PollenSparkle', 'burst': 'Petal', 'fairy': 'PollenSparkle', 'transfer': 'PollenSparkle' }; // Create graphics using self.pollenGraphics if (!self.pollenGraphics) { self.pollenGraphics = self.attachAsset(assetMap[self.type], { anchorX: 0.5, anchorY: 0.5 }); } // Try setting tint this way if (color) { self.children[0].tint = 0xFF0000; // Force red to test } return self; }; return self; });
User prompt
Update only as necessary with: // In PollenParticle init method, when we create pollenGraphics: if (!pollenGraphics) { pollenGraphics = self.attachAsset(assetMap[self.type], { anchorX: 0.5, anchorY: 0.5, tint: color ? 0xFF0000 : 0xFFFFFF // Force red tint in the asset options }); }
User prompt
Update as needed with: // In PollenTrail's updateTrail method, find this section: if (self.bee && typeof self.bee.currentColor !== 'undefined' && self.bee.currentPollen > 0) { var particle = new PollenParticle(); // Try explicitly creating and initing separately to see what's happening var color = self.bee.currentColor; particle = particle.init('trail', color); particle.x = x; particle.y = y; game.addChild(particle); } ``` And in the PollenParticle init method, let's force a tint to see if tinting works at all: ```javascript // In PollenParticle init method: if (color) { // Force red tint to test if tinting works pollenGraphics.tint = 0xFF0000; }
User prompt
Make updates as necessary: Add this near the top of the PollenParticle class, right after `var self = Container.call(this);`: ```javascript // Define color tints mapping self.COLOR_TINTS = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'green': 0x00FF00, 'orange': 0xFFA500 }; ``` Then in the init method, let's make the tinting more explicit: ```javascript // Inside PollenParticle init method, after creating pollenGraphics if (color) { var tintColor = self.COLOR_TINTS[color]; if (tintColor) { pollenGraphics.tint = tintColor; } }
User prompt
Update as necessary: self.init = function(type, color) { self.type = type || 'trail'; var assetMap = { 'trail': 'PollenSparkle', 'burst': 'Petal', 'fairy': 'PollenSparkle', 'transfer': 'PollenSparkle' }; if (!pollenGraphics) { pollenGraphics = self.attachAsset(assetMap[self.type], { anchorX: 0.5, anchorY: 0.5 }); } // IMPORTANT: Apply tint to the pollenGraphics directly if (color) { pollenGraphics.tint = this.COLOR_TINTS[color] || 0xFFFFFF; } return self; };
Code edit (1 edits merged)
Please save this source code
User prompt
Update as necessary: And let's double-check the color tinting in `PollenParticle`. Find the `init` method and make sure it looks like this: ```javascript 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 immediately after creating graphics if (color) { var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00 }; if (colorTints[color]) { pollenGraphics.tint = colorTints[color]; } } // Rest of init... return self; };
User prompt
Update as necessary: // Update trail when carrying pollen if (self.currentPollen > 0) { // Make sure trail starts at current position when we first get pollen if (!self.pollenTrail.active) { self.pollenTrail.startTrail(self.x, self.y, garden, self); } self.pollenTrail.updateTrail(self.x, self.y); }
Code edit (1 edits merged)
Please save this source code
User prompt
Make updates as necessary with: In the `PollenParticle` class, find the `init` function and add color tinting (after where pollenGraphics is created): ```javascript if (!pollenGraphics) { pollenGraphics = self.attachAsset(assetMap[self.type], { anchorX: 0.5, anchorY: 0.5 }); } // Add this color tinting section right after pollenGraphics creation if (color) { var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'orange': 0xFFA500, 'green': 0x00FF00 }; if (colorTints[color]) { pollenGraphics.tint = colorTints[color]; } }
User prompt
Update as necessary with: In the `PollenTrail` class, find the `updateTrail` method and replace the particle creation section with: ```javascript // Replace the existing particle creation code with this if (self.bee && typeof self.bee.currentColor !== 'undefined' && self.bee.currentPollen > 0) { var particle = new PollenParticle().init('trail', self.bee.currentColor); particle.x = x; particle.y = y; game.addChild(particle); } else { // If no bee color, create default particle var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; game.addChild(particle); }
User prompt
Update as necessary: First, in the `Bee` class initialization (near where we set `self.maxPollen = 50`), add: ```javascript self.currentColor = null; // Add this line
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: 870
/**** * 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.currentColor = null; // Initialize currentColor to avoid undefined errors self.isMoving = false; // New pollen properties self.maxPollen = 50; // Cap pollen amount self.currentColor = null; // Add this line 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(); self.pollenTrail.bee = self; // Store reference to bee for color access 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); // Pass bee reference } 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() { // 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' }); } } } }); }); }; 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' // Color tints mapping self.COLOR_TINTS = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'green': 0x00FF00, 'orange': 0xFFA500 }; // 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, color) { self.type = type || 'trail'; if (!pollenGraphics) { pollenGraphics = self.attachAsset(assetMap[self.type], { anchorX: 0.5, anchorY: 0.5 }); } // Add this color tinting section right after pollenGraphics creation if (color) { var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'orange': 0xFFA500, 'green': 0x00FF00 }; if (colorTints[color]) { pollenGraphics.tint = colorTints[color]; } } // Apply color tint if provided if (color && self.COLOR_TINTS[color]) { pollenGraphics.tint = self.COLOR_TINTS[color]; } // 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 colored particle effect along trail if (self.bee && typeof self.bee.currentColor !== 'undefined' && self.bee.currentPollen > 0) { var particle = new PollenParticle().init('trail', self.bee.currentColor); particle.x = x; particle.y = y; game.addChild(particle); } else { // If no bee color, create default particle 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 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 mixColors(color1, color2) { if (!color1 || !color2) { return color1 || color2; } return this.MIXING_RULES["".concat(color1, "+").concat(color2)] || color1; }, // Check if a color is primary isPrimaryColor: function isPrimaryColor(color) { return this.PRIMARY_COLORS.includes(color); } }; 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); // 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; var pollenTrail = new PollenTrail(); game.addChild(pollenTrail); pollenTrail.startTrail(bee.x, bee.y, garden, bee); // Initialize the trail with the bee bee.pollenTrail = pollenTrail; // Make sure bee has reference to trail // 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
@@ -713,8 +713,22 @@
anchorX: 0.5,
anchorY: 0.5
});
}
+ // Add this color tinting section right after pollenGraphics creation
+ if (color) {
+ var colorTints = {
+ 'red': 0xFF0000,
+ 'blue': 0x0000FF,
+ 'yellow': 0xFFFF00,
+ 'purple': 0x800080,
+ 'orange': 0xFFA500,
+ 'green': 0x00FF00
+ };
+ if (colorTints[color]) {
+ pollenGraphics.tint = colorTints[color];
+ }
+ }
// Apply color tint if provided
if (color && self.COLOR_TINTS[color]) {
pollenGraphics.tint = self.COLOR_TINTS[color];
}
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.