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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'self.originalSelectSpawnPosition.call')' in or related to this line: 'return self.originalSelectSpawnPosition.call(self); // Use .call(self) to maintain context' Line Number: 571
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Update with: // Then modify the selectSpawnPosition function: self.selectSpawnPosition = function() { if (game.seasonManager && game.seasonManager.currentSeason === game.seasonManager.SEASONS.FALL) { // Fall season logic for leaf-adjacent spawning... // (all the leaf-adjacent checking code stays the same) } // Fall back to original spawn logic return self.originalSelectSpawnPosition.call(self); // Use .call(self) to maintain context };
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// In BudSpawner, before modifying selectSpawnPosition, store the original: // At the top of BudSpawner class after var self = Container.call(this); self.originalSelectSpawnPosition = self.selectSpawnPosition;
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Please fix the bug: 'TypeError: self.originalSelectSpawnPosition is not a function. (In 'self.originalSelectSpawnPosition()', 'self.originalSelectSpawnPosition' is undefined)' in or related to this line: 'return self.originalSelectSpawnPosition(); // Use stored original logic' Line Number: 571
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Please fix the bug: 'TypeError: this.originalSelectSpawnPosition is not a function. (In 'this.originalSelectSpawnPosition()', 'this.originalSelectSpawnPosition' is undefined)' in or related to this line: 'return this.originalSelectSpawnPosition(); // Need to store original logic' Line Number: 570
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Update with: // In BudSpawner, modify selectSpawnPosition to prefer spots near leaves: self.selectSpawnPosition = function() { if (game.seasonManager && game.seasonManager.currentSeason === game.seasonManager.SEASONS.FALL) { // First try to spawn next to leaves let leafAdjacentSpots = []; for (let row = 0; row < garden.rows; row++) { for (let col = 0; col < garden.cols; col++) { if (garden.grid[row][col] === null) { // Check adjacent cells for leaves const hasAdjacentLeaf = [ {r: -1, c: 0}, {r: 1, c: 0}, {r: 0, c: -1}, {r: 0, c: 1} ].some(offset => { const checkRow = row + offset.r; const checkCol = col + offset.c; return checkRow >= 0 && checkRow < garden.rows && checkCol >= 0 && checkCol < garden.cols && garden.grid[checkRow][checkCol]?.isLeaf; }); if (hasAdjacentLeaf) { leafAdjacentSpots.push({row, col}); } } } } // 70% chance to use leaf-adjacent spot if available if (leafAdjacentSpots.length > 0 && Math.random() < 0.7) { const spot = leafAdjacentSpots[Math.floor(Math.random() * leafAdjacentSpots.length)]; return { row: spot.row, col: spot.col, pattern: self.patterns.single[0] // Use single bud pattern near leaves }; } } // Fall back to normal spawn logic if no leaf-adjacent spots or random chance return this.originalSelectSpawnPosition(); // Need to store original logic };
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// In SeasonManager, modify addLeafObstacles: self.addLeafObstacles = function() { // Scale leaf count with year number, starting smaller const baseLeaves = 8; // Start with just 8 leaves in year 1 const maxLeaves = Math.floor(garden.rows * garden.cols * 0.3); // Max at 30% coverage const totalLeaves = Math.min(baseLeaves + (self.yearNumber - 1) * 4, maxLeaves); // Rest of the function remains the same... };
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// In SeasonManager's createSeasonTransition, update fall config: fall: { asset: 'Leaf', count: 30, tint: 0xFFFFFF // Set to white (no tint) to show natural color }, // In initFallMode, enable budSpawner (change from disabled to enabled): self.initFallMode = function() { // Add leaf obstacles self.addLeafObstacles(); garden.budSpawner.enabled = true; // Change to true };
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Add this to the season manager class: // Add to SeasonManager self.updateFall = function() { // Check for win condition - no leaves remaining let leavesRemaining = false; for(let row = 0; row < garden.rows; row++) { for(let col = 0; col < garden.cols; col++) { if(garden.grid[row][col] && garden.grid[row][col].isLeaf) { leavesRemaining = true; break; } } if(leavesRemaining) break; } if(!leavesRemaining) { // Fall season complete // Could transition to winter here or show completion message } };
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// Add to SeasonManager self.updateFall = function() { // Check for win condition - no leaves remaining let leavesRemaining = false; for(let row = 0; row < garden.rows; row++) { for(let col = 0; col < garden.cols; col++) { if(garden.grid[row][col] && garden.grid[row][col].isLeaf) { leavesRemaining = true; break; } } if(leavesRemaining) break; } if(!leavesRemaining) { // Fall season complete // Could transition to winter here or show completion message } };
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Please fix the bug: 'TypeError: self.updateFall is not a function. (In 'self.updateFall()', 'self.updateFall' is undefined)' in or related to this line: 'self.updateFall();' Line Number: 2251
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// Update particle config in createSeasonTransition: var particleConfig = { spring: { asset: 'PollenSparkle', count: 50, tint: 0x88FF88 }, summer: { asset: 'Petal', count: 40, tint: 0xFFFF88 }, fall: { asset: 'Leaf', // Changed to Leaf asset count: 30, tint: null // Leave natural color }, winter: { asset: 'PollenSparkle', count: 60, tint: 0xFFFFFF } };
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Update with: // In the debug section where fall is checked (in game.down): if (x < 200 && y > 2532) { showDebugText("FALL MODE", 0xFF6600); game.seasonManager.setActiveSeason(game.seasonManager.SEASONS.FALL); return; }
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// Add to clearMatches after the flower matching animation: const checkForLeafClearing = function(matches) { const leafPositions = []; matches.forEach(match => { // Check adjacent cells for leaves const directions = [{dx: 1, dy: 0}, {dx: -1, dy: 0}, {dx: 0, dy: 1}, {dx: 0, dy: -1}]; directions.forEach(dir => { const checkX = match.x + dir.dx; const checkY = match.y + dir.dy; if(checkX >= 0 && checkX < garden.cols && checkY >= 0 && checkY < garden.rows) { const cell = garden.grid[checkY][checkX]; if(cell && cell.isLeaf) { leafPositions.push({x: checkX, y: checkY, leaf: cell}); } } }); }); // Clear leaves with animation leafPositions.forEach((pos, index) => { LK.setTimeout(() => { tween(pos.leaf, { alpha: 0, rotation: Math.PI * 2 }, { duration: 500, onFinish: () => { garden.grid[pos.y][pos.x] = null; pos.leaf.destroy(); } }); }, index * 100); }); };
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// Add leaf obstacle logic to SeasonManager: self.addLeafObstacles = function() { // Start with about 30% of the board covered in leaves const totalLeaves = Math.floor(garden.rows * garden.cols * 0.3); for(let i = 0; i < totalLeaves; i++) { const findEmptySpot = function() { const row = Math.floor(Math.random() * garden.rows); const col = Math.floor(Math.random() * garden.cols); return garden.grid[row][col] ? null : {row, col}; }; let spot; do { spot = findEmptySpot(); } while(!spot); const leaf = LK.getAsset('Leaf', { anchorX: 0.5, anchorY: 0.5 }); const worldPos = garden.gridToWorld(spot.col, spot.row); leaf.x = worldPos.x - 400 + garden.cellSize; leaf.y = worldPos.y - 400 - 50; leaf.isLeaf = true; // Add gentle sway animation leaf.update = function() { this.rotation = Math.sin(LK.ticks * 0.02) * 0.2; }; garden.grid[spot.row][spot.col] = leaf; garden.addChild(leaf); // Scale in animation leaf.scale.set(0); tween(leaf.scale, { x: 1, y: 1 }, { duration: 500, ease: 'backOut' }); } };
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Update with: self.setSize = function(width, height) { background.scale.x = (width + 200) / 100; // Add more padding to both sides background.scale.y = height; }; // In ScoreDisplay's setText: self.setText = function(text) { originalSetText.call(self, text); if (self.background) { // Initial width should be enough for single digit plus padding const minWidth = text.length === 1 ? 150 : self.width; self.background.setSize(minWidth, 2); } };
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And update ScoreDisplay's setText to: ```javascript self.setText = function(text) { originalSetText.call(self, text); if (self.background) { self.background.setSize(self.width + 100, 2); // Add padding } };
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Change the MenuBackground's setSize method to: ```javascript self.setSize = function(width, height) { background.scale.x = width / 100; background.scale.y = height; };
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Increase bee transit speed to 18
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Move the red source flower right .5%
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Move the yellow source flower right 1%
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Move the red source flower right 1% and center the blue source flower.
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Move the red source flower left 3%
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'Script error.' in or related to this line: 'scoreDisplay.setBackground(background);' Line Number: 3154
/**** * 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', 'purple': 'PurpleFlower', 'green': 'GreenFlower', 'orange': 'OrangeFlower' }; // 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() { // Set active pollen state before checking matches self.hasActivePollen = true; self.pollenCollected = false; // Find position 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] === self) { gridX = x; gridY = y; foundGridPos = true; break; } } if (foundGridPos) { break; } } // Check for matches after bloom completes if (foundGridPos && game.flowerMatcher) { LK.setTimeout(function () { game.flowerMatcher.checkForMatches(garden, gridX, gridY); }, 100); // Short delay to ensure animation completes } } }); LK.setTimeout(function () { if (game.seasonManager && game.seasonManager.currentSeason === game.seasonManager.SEASONS.SPRING) { game.seasonManager.updateFlowerCounts(); } }, 1000); // After bloom animation // 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 = true; // Set to true so pollen can't be collected }); var Bee = Container.expand(function () { var self = Container.call(this); self.currentColor = null; // Add this back // Movement properties var beeSprite = self.attachAsset('Bee', { anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.state = 'free'; // 'free', 'transit' self.targetX = self.x; self.targetY = self.y; self.transitSpeed = 18; // Set bee transit speed to 18 self.arrivalThreshold = 20; // How close we need to be to count as "arrived" self.moveSpeed = 0.1; // Adjust this for faster/slower following self.isMoving = false; // New pollen properties self.maxPollen = 14; // Exactly enough for 2 buds (2 * 7 = 14) self.currentPollen = 0; // Current amount being carried self.pollenTypes = []; // Array to track different pollen colors // Format: [{color: 'red', amount: 30}, ...] // 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 (!flower.isSourceFlower) { return; } // Only proceed if it's a source flower if (flower.isSourceFlower) { // Add color mixing check before any other collection logic if (self.currentColor && self.currentColor !== flower.color) { var mixColor; if (self.currentColor === 'red' && flower.color === 'blue' || self.currentColor === 'blue' && flower.color === 'red') { mixColor = 'purple'; } else if (self.currentColor === 'blue' && flower.color === 'yellow' || self.currentColor === 'yellow' && flower.color === 'blue') { mixColor = 'green'; } else if (self.currentColor === 'red' && flower.color === 'yellow' || self.currentColor === 'yellow' && flower.color === 'red') { mixColor = 'orange'; } if (mixColor) { self.pollenTypes = [{ color: mixColor, amount: 14 }]; self.currentPollen = 14; self.currentColor = mixColor; self.pollenTrail.currentColor = mixColor; return; } } else if (self.currentPollen < self.maxPollen) { // Set color first before any other changes self.currentColor = flower.color; self.pollenTrail.currentColor = flower.color; var collectAmount = Math.min(14, self.maxPollen - self.currentPollen); self.pollenTypes = [{ color: flower.color, amount: collectAmount }]; self.currentPollen = collectAmount; } // Only restart trail if we still have pollen if (self.currentPollen > 0) { if (self.pollenTrail) { self.pollenTrail.active = false; self.pollenTrail.startTrail(self.x, self.y, garden, self); } } } }; self.checkFlowerCollision = function () { if (self.state === 'transit') { return; } // Skip collision check during transit // Convert bee position to garden's local space var localPos = garden.toLocal({ x: self.x, y: self.y }, game); // Check source flowers first if (garden.sourceFlowers) { garden.sourceFlowers.children.forEach(function (flower) { var dx = localPos.x - flower.x; var dy = localPos.y - flower.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < garden.cellSize / 2 && !flower.isBeingCollectedFrom) { flower.isBeingCollectedFrom = true; self.collectPollen(flower); } else if (distance >= garden.cellSize / 2) { flower.isBeingCollectedFrom = false; } }); } // 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 && gridItem.scale.x >= 1 && gridItem.color === self.currentColor) { // 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.checkDestinationInteraction = function () { // Convert bee position to garden's local space var localPos = garden.toLocal({ x: self.x, y: self.y }, game); // Check source flowers if (garden.sourceFlowers) { garden.sourceFlowers.children.forEach(function (flower) { var dx = localPos.x - flower.x; var dy = localPos.y - flower.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < garden.cellSize / 2) { self.collectPollen(flower); } }); } // Check grid position for buds var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { var gridItem = garden.grid[gridY][gridX]; if (gridItem && gridItem.isBud && self.currentPollen > 0) { self.checkFlowerCollision(); // Use existing collision logic } } }; self.update = function () { if (self.state === 'free' && self.isMoving) { // Existing drag behavior self.x += (self.targetX - self.x) * self.moveSpeed; self.y += (self.targetY - self.y) * self.moveSpeed; } else if (self.state === 'transit') { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.arrivalThreshold) { // Normalize movement vector var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.transitSpeed; self.y += Math.sin(angle) * self.transitSpeed; } else { // We've arrived - check for interactions self.checkDestinationInteraction(); self.state = 'free'; } } // 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; if (self.currentPollen <= 0) { self.pollenTypes = []; // Clear all pollen types when empty } // Removed bee UI update call // 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 = []; // Reset bee's pollen state self.currentColor = null; self.pollenTypes = []; } 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 garden reference from parent var garden = self.parent; if (!garden) { return; } // Get grid position directly from garden for (var gridY = 0; gridY < garden.rows; gridY++) { for (var gridX = 0; gridX < garden.cols; gridX++) { if (garden.grid[gridY][gridX] === self) { // 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; // Update grid garden.removeChild(self); garden.grid[gridY][gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); return; } } } }; return self; }); // Add BudSpawner to handle progressive difficulty var BudSpawner = Container.expand(function () { var self = Container.call(this); self.enabled = true; self.patterns = { single: [[[0, 0]]], pairs: [[[0, 0], [0, 1]], // horizontal [[0, 0], [1, 0]], // vertical [[0, 0], [1, 1]] // diagonal ], triples: [[[0, 0], [0, 1], [0, 2]], // horizontal [[0, 0], [1, 0], [2, 0]], // vertical [[0, 0], [1, 1], [2, 2]], // diagonal [[0, 0], [0, 1], [1, 0]] // L shape ] }; self.warningTime = 180; // 3 seconds at 60fps self.currentPattern = null; self.warningSprites = []; self.nextSpawnPosition = null; self.createWarning = function (x, y) { var warning = new Container(); var crack = warning.attachAsset('Crack', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); warning.x = x; warning.y = y; warning.scale.set(0); // Create the growing crack animation tween(warning.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut' }); tween(crack, { alpha: 0.8 }, { duration: 500 }); // Add rotation animation warning.update = function () { warning.rotation = Math.sin(LK.ticks * 0.03) * 0.1; }; self.garden.addChild(warning); return warning; }; self.updateWarningEffects = function () { var timeProgress = (180 - self.warningTime) / 180; // 0 to 1 var intensity = Math.sin(timeProgress * Math.PI * 4) * 0.5 + 0.5; // Pulsing effect self.warningSprites.forEach(function (sprite) { // Increase glow and intensity as spawn time approaches sprite.children[0].alpha = 0.3 + intensity * 0.7; sprite.children[0].scale.set(0.8 + intensity * 0.4); // Add subtle shake when close to spawning if (self.warningTime < 60) { // Last second sprite.x += (Math.random() - 0.5) * 2; sprite.y += (Math.random() - 0.5) * 2; } }); }; self.garden = null; self.gameTime = 0; self.originalSelectSpawnPosition = self.selectSpawnPosition; // Store original method for fallback self.originalSelectSpawnPosition = self.selectSpawnPosition; // Store original method for fallback 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.selectSpawnPosition = function () { if (game.seasonManager && game.seasonManager.currentSeason === game.seasonManager.SEASONS.FALL) { // First try to spawn next to leaves var leafAdjacentSpots = []; for (var row = 0; row < self.garden.rows; row++) { for (var col = 0; col < self.garden.cols; col++) { if (self.garden.grid[row][col] === null) { // Check adjacent cells for leaves var hasAdjacentLeaf = [{ r: -1, c: 0 }, { r: 1, c: 0 }, { r: 0, c: -1 }, { r: 0, c: 1 }].some(function (offset) { var _self$garden$grid$che; var checkRow = row + offset.r; var checkCol = col + offset.c; return checkRow >= 0 && checkRow < self.garden.rows && checkCol >= 0 && checkCol < self.garden.cols && ((_self$garden$grid$che = self.garden.grid[checkRow][checkCol]) === null || _self$garden$grid$che === void 0 ? void 0 : _self$garden$grid$che.isLeaf); }); if (hasAdjacentLeaf) { leafAdjacentSpots.push({ row: row, col: col }); } } } } // 70% chance to use leaf-adjacent spot if available if (leafAdjacentSpots.length > 0 && Math.random() < 0.7) { var spot = leafAdjacentSpots[Math.floor(Math.random() * leafAdjacentSpots.length)]; return { row: spot.row, col: spot.col, pattern: self.patterns.single[0] // Use single bud pattern near leaves }; } } // Fall back to normal spawn logic if no leaf-adjacent spots or random chance return self.originalSelectSpawnPosition(); // Use stored original logic }; self.getSpawnRate = function () { // Keep original timing logic return 16; // Spawn every frame for immediate filling }; self.update = function () { if (!self.enabled) { return; } // Initialize timing trackers if (!self.lastSpawnTime) { self.lastSpawnTime = LK.ticks; self.isFirstSpawn = true; } // Quick first spawn (2 seconds), then 5 seconds for subsequent spawns if (!self.currentPattern) { var requiredDelay = self.isFirstSpawn ? 120 : 240; // 2 seconds vs 4 seconds if (LK.ticks - self.lastSpawnTime < requiredDelay) { return; } // Update spawn time and first spawn flag self.lastSpawnTime = LK.ticks; self.isFirstSpawn = false; // Select new spawn position and pattern var spawnInfo = self.selectSpawnPosition(); if (spawnInfo && spawnInfo.row !== undefined && spawnInfo.col !== undefined) { self.currentPattern = spawnInfo.pattern; self.nextSpawnPosition = { row: parseInt(spawnInfo.row), col: parseInt(spawnInfo.col) }; self.warningTime = 180; // Reset warning timer // Create warning indicators for pattern self.warningSprites = []; if (self.currentPattern) { var _iterator3 = _createForOfIteratorHelper4(self.currentPattern), _step3; try { for (_iterator3.s(); !(_step3 = _iterator3.n()).done;) { var _step3$value = _slicedToArray5(_step3.value, 2), dy = _step3$value[0], dx = _step3$value[1]; if (dx !== undefined && dy !== undefined) { var targetRow = self.nextSpawnPosition.row + dy; var targetCol = self.nextSpawnPosition.col + dx; var worldPos = self.garden.gridToWorld(targetCol, targetRow); var warning = self.createWarning(worldPos.x - 400 + self.garden.cellSize, worldPos.y - 400 - 50); self.warningSprites.push(warning); } } } catch (err) { _iterator3.e(err); } finally { _iterator3.f(); } } } } else if (self.nextSpawnPosition && self.currentPattern) { self.warningTime--; self.updateWarningEffects(); if (self.warningTime <= 0) { // Spawn animation self.warningSprites.forEach(function (sprite) { tween(sprite.scale, { x: 1, y: 1 }, { duration: 300, onFinish: function onFinish() { tween(sprite, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { return sprite.destroy(); } }); } }); }); // Cache spawn position before clearing var spawnRow = self.nextSpawnPosition.row; var spawnCol = self.nextSpawnPosition.col; var pattern = self.currentPattern; // Clear state before spawning to prevent timing issues self.warningSprites = []; self.currentPattern = null; self.nextSpawnPosition = null; // Spawn buds with delay between each pattern.forEach(function (pos, index) { var _pos = _slicedToArray8(pos, 2), dy = _pos[0], dx = _pos[1]; LK.setTimeout(function () { var targetRow = spawnRow + dy; var targetCol = spawnCol + dx; if (targetRow >= 0 && targetRow < self.garden.rows && targetCol >= 0 && targetCol < self.garden.cols && !self.garden.grid[targetRow][targetCol]) { var newBud = new Bud(); var worldPos = self.garden.gridToWorld(targetCol, targetRow); newBud.x = worldPos.x - 400 + self.garden.cellSize; newBud.y = worldPos.y - 400 - 50; newBud.scale.set(0); self.garden.grid[targetRow][targetCol] = newBud; self.garden.addChild(newBud); // Only set up auto-bloom for patterns with multiple buds if (pattern.length > 1 && index === 0) { LK.setTimeout(function () { if (newBud && newBud.parent && newBud.isBud && !newBud.isBeingReplaced) { newBud.autoBloom(); // When first bud blooms, start timer for second bud if (pattern[1]) { LK.setTimeout(function () { var secondBud = self.garden.grid[spawnRow + pattern[1][0]][spawnCol + pattern[1][1]]; if (secondBud && secondBud.isBud && !secondBud.isBeingReplaced) { secondBud.autoBloom(); // When second bud blooms, start timer for third bud if (pattern[2]) { LK.setTimeout(function () { var thirdBud = self.garden.grid[spawnRow + pattern[2][0]][spawnCol + pattern[2][1]]; if (thirdBud && thirdBud.isBud && !thirdBud.isBeingReplaced) { thirdBud.autoBloom(); } }, 6000); // 6 seconds after second bud } } }, 6000); // 6 seconds after first bud } } }, 3000); // 3 seconds for first bud } // Then do scale animation tween(newBud.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut' }); } }, index * 200); }); } } }; }); // 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) { console.log("Checking matches at:", x, y); // Only prevent matches in spring if we're not in the matching phase if (game.seasonManager && game.seasonManager.currentSeason === game.seasonManager.SEASONS.SPRING && !game.seasonManager.springMatchingEnabled) { return false; } var matches = self.findMatches(garden, x, y); if (matches.length >= 3) { console.log("Found matches:", matches.length); // Immediately clear ALL matched flowers from grid matches.forEach(function (match) { if (garden.grid[match.y][match.x] === match.flower) { garden.grid[match.y][match.x] = null; } }); // Pass matches to clearMatches for animation and scoring self.clearMatches(garden, matches, true); 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.isSourceFlower && flower.scale.x >= 1 && 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, startNewChain) { if (game.scoreManager && startNewChain) { game.scoreManager.addToChain(); } var checkForLeafClearing = function checkForLeafClearing(matches) { var leafPositions = []; matches.forEach(function (match) { // Check adjacent cells for leaves var directions = [{ dx: 1, dy: 0 }, { dx: -1, dy: 0 }, { dx: 0, dy: 1 }, { dx: 0, dy: -1 }]; directions.forEach(function (dir) { var checkX = match.x + dir.dx; var checkY = match.y + dir.dy; if (checkX >= 0 && checkX < garden.cols && checkY >= 0 && checkY < garden.rows) { var cell = garden.grid[checkY][checkX]; if (cell && cell.isLeaf) { leafPositions.push({ x: checkX, y: checkY, leaf: cell }); } } }); }); // Clear leaves with animation leafPositions.forEach(function (pos, index) { LK.setTimeout(function () { tween(pos.leaf, { alpha: 0, rotation: Math.PI * 2 }, { duration: 500, onFinish: function onFinish() { garden.grid[pos.y][pos.x] = null; pos.leaf.destroy(); } }); }, index * 100); }); }; checkForLeafClearing(matches); matches.forEach(function (match, index) { var flower = match.flower; var flowerPoints = game.scoreManager ? game.scoreManager.getFlowerBasePoints(flower.color) : 100; var pointText = new Text2("+" + (flowerPoints || 0), { size: 100, fill: 0xFFFF00 }); LK.setTimeout(function () { tween(flower.scale, { x: 1.5, y: 1.5 }, { duration: 300, onFinish: function onFinish() { tween(flower, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { if (garden.grid[match.y][match.x] === flower) { garden.grid[match.y][match.x] = null; garden.removeChild(flower); } // Second: Particles after pop completes self.createPetalBurst(match.x, match.y, match.flower.color); // Third: Show points for this flower var worldPos = garden.gridToWorld(match.x, match.y); var pointText = new Text2("+" + flowerPoints, { size: 100, fill: 0xFFFF00 }); pointText.anchor.set(0.5); pointText.x = worldPos.x; pointText.y = worldPos.y; game.addChild(pointText); tween(pointText, { y: pointText.y - 50, alpha: 0 }, { duration: 1000, onFinish: function onFinish() { pointText.destroy(); } }); } }); } }); }, index * 150); }); // After all flowers, show total score LK.setTimeout(function () { if (game.scoreManager) { // Calculate total with multipliers var totalBase = matches.reduce(function (sum, m) { return sum + (game.scoreManager ? game.scoreManager.getFlowerBasePoints(m.flower.color) : 100); }, 0); var matchMultiplier = game.scoreManager ? game.scoreManager.getMatchMultiplier(matches.length) : 1; var chainMultiplier = game.scoreManager ? game.scoreManager.chainMultiplier : 1; var finalScore = Math.floor(totalBase * matchMultiplier * chainMultiplier); // Show final score floating up var totalText = new Text2("+" + finalScore, { size: 150, fill: 0x00FFFF }); totalText.anchor.set(0.5); totalText.x = 2048 / 2; totalText.y = 2732 / 2; game.addChild(totalText); tween(totalText, { y: 100, alpha: 0 }, { duration: 1500, onFinish: function onFinish() { totalText.destroy(); game.scoreManager.addScore(finalScore); } }); // First only show match multiplier if it's greater than 1 if (matchMultiplier > 1) { var multiplierText = new Text2("Match x" + matchMultiplier.toFixed(1), { size: 120, fill: 0x00FFFF }); multiplierText.anchor.set(0.5); multiplierText.x = 2048 / 2; multiplierText.y = 2732 / 2 + 100; game.addChild(multiplierText); tween(multiplierText, { y: multiplierText.y - 50, alpha: 0 }, { duration: 1200, onFinish: function onFinish() { multiplierText.destroy(); } }); } // Separate chain display only if there's an active chain if (game.scoreManager.chainMultiplier > 1) { var chainText = new Text2("Chain x" + game.scoreManager.chainMultiplier.toFixed(1), { size: 120, fill: 0x00FFFF }); chainText.anchor.set(0.5); chainText.x = 2048 / 2; chainText.y = 2732 / 2 + 150; // Position below match multiplier game.addChild(chainText); tween(chainText, { y: chainText.y - 50, alpha: 0 }, { duration: 1200, onFinish: function onFinish() { chainText.destroy(); } }); } } }, matches.length * 150 + 1000); }; 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); } // Star particles for (var i = 0; i < 8; i++) { var star = new PollenParticle().init('star'); var angle = i / 8 * Math.PI * 2; star.x = worldPos.x; star.y = worldPos.y; game.addChild(star); } }; return self; }); var GameTimer = Container.expand(function () { var self = Container.call(this); var timerText = new Text2("0:00", { size: 120, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0); self.addChild(timerText); self.x = 2048 / 2; self.y = 2732 - 200; self.timeRemaining = 0; self.active = false; self.lastTick = 0; // Add this to track last update self.setTime = function (seconds) { self.timeRemaining = seconds; self.active = true; self.lastTick = LK.ticks; // Initialize lastTick self.updateDisplay(); }; self.updateDisplay = function () { var minutes = Math.floor(self.timeRemaining / 60); var seconds = self.timeRemaining % 60; var timeString = minutes + ":" + (seconds < 10 ? "0" : "") + seconds; // Create new text with appropriate color var newText = new Text2(timeString, { size: 120, fill: self.timeRemaining <= 10 ? 0xFF0000 : 0xFFFFFF }); newText.anchor.set(0.5, 0); // Replace old text with new self.removeChild(timerText); self.addChild(newText); timerText = newText; }; self.update = function () { if (self.active && self.timeRemaining > 0) { // Only update if 60 ticks have passed since last update if (LK.ticks - self.lastTick >= 60) { self.timeRemaining--; self.lastTick = LK.ticks; self.updateDisplay(); } } }; 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 = 210; self.init = function () { var _this = this; // Add source flowers this.sourceFlowers = new Container(); this.addChild(this.sourceFlowers); // Calculate positions var centerX = this.cols * this.cellSize / 2; // Blue flower at bottom center var blueFlower = new SourceFlower('blue'); blueFlower.x = centerX; blueFlower.y = self.rows * self.cellSize + self.cellSize * 1.5 - 0.02 * 2732; // Move up by 2% of screen height this.sourceFlowers.addChild(blueFlower); // Red flower under bottom left bud var redFlower = new SourceFlower('red'); redFlower.x = self.cellSize / 2 - 0.015 * 2048; // Move 1.5% to the left redFlower.y = self.rows * self.cellSize + self.cellSize * 1.5 - 0.02 * 2732; // Move up by 2% of screen height this.sourceFlowers.addChild(redFlower); // Yellow flower under bottom right bud var yellowFlower = new SourceFlower('yellow'); yellowFlower.x = self.cols * self.cellSize - self.cellSize / 2 + 0.01 * 2048; // Move 1% to the right yellowFlower.y = self.rows * self.cellSize + self.cellSize * 1.5 - 0.02 * 2732; // Move up by 2% of screen height this.sourceFlowers.addChild(yellowFlower); // 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 empty grid for (var i = 0; i < self.rows; i++) { self.grid[i] = []; for (var j = 0; j < self.cols; j++) { self.grid[i][j] = null; } } }; // Helper method to convert grid position to world position self.gridToWorld = function (gridX, gridY) { if (typeof gridX !== 'number' || typeof gridY !== 'number') { console.log('Invalid grid coordinates:', gridX, gridY); return { x: self.x, y: self.y }; // Return default position if invalid } 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 springBackground = LK.getAsset('SpringBackground', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.02, scaleY: 1.02, x: 2048 / 2, y: 2732 / 2 - 0.02 * 2732 }); self.addChild(springBackground); var gardenSoil = LK.getAsset('GardenSoil', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.02, scaleY: 1.02, x: 2048 / 2, y: 2732 / 2 - 0.02 * 2732 }); self.addChild(gardenSoil); }); 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; // Removed hive UI update call }); // 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 = []; // Removed bee UI update call // End bee's trail bee.pollenTrail.active = false; bee.pollenTrail.points = []; } }; return self; }); var MenuBackground = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('MenuSquare', { anchorX: 0.5, anchorY: 0, alpha: 0.5 }); self.setSize = function (width, height) { background.scale.x = (width + 200) / 100; // Add more padding to both sides background.scale.y = height; }; self.x = 2048 / 2; self.y = 50; self.expandForSpring = function () { tween(background.scale, { x: 20, y: 3 }, { duration: 500 }); background.x = 0; }; self.shrinkToScore = function (scoreWidth) { tween(background.scale, { x: scoreWidth / 100 + 1, y: 2 }, { duration: 500 }); }; 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', 'star': 'StarParticle' // Add this line }; 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; }; } else if (self.type === 'star') { self.scale.set(1 + Math.random() * 0.2); self.decayRate = 0.015; // Slower decay for more visible effect // Add sparkle rotation self.rotationSpeed = (Math.random() - 0.5) * 0.4; // Faster rotation than normal particles self.alpha = 1; // Add velocity setup like other particle types var angle = Math.random() * Math.PI * 2; var speed = 12 + Math.random() * 4; // Higher speed for farther travel self.velocity = { x: Math.cos(angle) * speed, y: Math.sin(angle) * speed }; } // 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, 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 bee reference self.lastPoint = { x: x, y: y }; // Initialize lastPoint // Force red on first particle to verify bee storage var particle = new PollenParticle().init('trail'); particle.children[0].tint = 0xFF0000; particle.x = x; particle.y = y; game.addChild(particle); }; 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'); if (self.bee && self.bee.currentColor) { var color = self.bee.currentColor; if (color === 'red') { particle.children[0].tint = 0xFF0000; } else if (color === 'blue') { particle.children[0].tint = 0x0000FF; } else if (color === 'yellow') { particle.children[0].tint = 0xFFFF00; } else if (color === 'purple') { particle.children[0].tint = 0x800080; } else if (color === 'green') { particle.children[0].tint = 0x00FF00; } else if (color === 'orange') { particle.children[0].tint = 0xFFA500; } } particle.x = x; particle.y = y; game.addChild(particle); }; // Add the burst effect function self.createPollenBurst = function (x, y) { for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); var angle = i / 12 * Math.PI * 2; var distance = 30; particle.x = x + Math.cos(angle) * distance; particle.y = y + Math.sin(angle) * distance; // Give particles outward velocity particle.vx = Math.cos(angle) * 3; particle.vy = Math.sin(angle) * 3; game.addChild(particle); } }; self.endTrail = function () { if (!self.active) { return; } var affectedBuds = []; var checkedPositions = {}; self.points.forEach(function (point) { var localPos = self.currentGarden.toLocal({ x: point.x, y: point.y }, game); var gridX = Math.floor(localPos.x / self.currentGarden.cellSize); var gridY = Math.floor(localPos.y / self.currentGarden.cellSize); var posKey = gridX + ',' + gridY; if (!checkedPositions[posKey] && gridX >= 0 && gridX < self.currentGarden.cols && gridY >= 0 && gridY < self.currentGarden.rows) { checkedPositions[posKey] = true; var gridItem = self.currentGarden.grid[gridY][gridX]; // Verify it's a valid bud if (gridItem && gridItem.isBud === true && gridItem.isFlower === false) { affectedBuds.push({ bud: gridItem, gridX: gridX, gridY: gridY }); } } }); if (affectedBuds.length >= 2) { affectedBuds.forEach(function (budInfo) { // IMPORTANT: Clear the grid position first self.currentGarden.grid[budInfo.gridY][budInfo.gridX] = null; // Remove the bud from display list self.currentGarden.removeChild(budInfo.bud); // Create new flower var newFlower = new BasicFlower(); newFlower.x = budInfo.bud.x; newFlower.y = budInfo.bud.y; newFlower.isFlower = true; // Update grid position and add to display list self.currentGarden.grid[budInfo.gridY][budInfo.gridX] = newFlower; self.currentGarden.addChild(newFlower); // Start bloom animation newFlower.bloom(); }); } self.active = false; self.points = []; }; self.update = function () { // Just update particles, no time checks // Update all children particles for (var i = self.children.length - 1; i >= 0; i--) { var particle = self.children[i]; if (particle && particle.update) { particle.update(); } } }; }); // Add ScoreManager to handle chain reactions and scoring var ScoreManager = Container.expand(function () { var self = Container.call(this); // Properties self.currentScore = 0; self.lastMatchTime = 0; // Add this property self.currentChain = 0; self.chainMultiplier = 1; self.BASIC_FLOWER_POINTS = 100; self.HYBRID_FLOWER_POINTS = 200; // Methods need to be defined this way in Container.expand self.getFlowerBasePoints = function (flowerColor) { var hybridColors = ['purple', 'green', 'orange']; return hybridColors.includes(flowerColor) ? self.HYBRID_FLOWER_POINTS : self.BASIC_FLOWER_POINTS; }; self.getMatchMultiplier = function (matchSize) { if (matchSize <= 3) { return 1; } if (matchSize === 4) { return 1.5; } if (matchSize === 5) { return 2; } return 2.5; // 6 or more }; self.addToChain = function () { var currentTime = Date.now(); // Only increment chain if less than 2 seconds since last match if (currentTime - self.lastMatchTime < 2000 && self.lastMatchTime !== 0) { self.currentChain++; self.chainMultiplier = Math.min(1 + self.currentChain * 0.5, 5); } else { // Reset chain if it's the first match or too much time has passed self.currentChain = 0; self.chainMultiplier = 1; } self.lastMatchTime = currentTime; }; self.resetChain = function () { self.currentChain = 0; self.chainMultiplier = 1; }; self.addScore = function (points) { self.currentScore += Math.floor(points); if (game.scoreDisplay) { game.scoreDisplay.setText(self.currentScore.toString()); } }; return self; }); var SeasonManager = Container.expand(function () { var self = Container.call(this); self.springMatchingEnabled = false; // New flag for spring matching phase // Season constants self.SEASONS = { SPRING: 'spring', SUMMER: 'summer', FALL: 'fall', WINTER: 'winter' }; self.currentSeason = null; self.yearNumber = 1; self.totalScore = 0; self.seasonStartTime = 0; self.init = function () { self.yearNumber = 1; // Start at year 1 return; // Default initialization, no active season set }; self.setActiveSeason = function (season) { // Store previous season's score if (self.currentSeason && game.scoreDisplay) { self.totalScore += parseInt(game.scoreDisplay.text); } self.currentSeason = season; self.transitionToSeason(season); }; self.transitionToSeason = function (season) { // Clear existing particles first self.clearTransitionEffects(); // Create transition effects self.createSeasonTransition(season); // Update game rules and mechanics self.updateGameRules(season); // Show season text self.showSeasonText(season); }; self.clearTransitionEffects = function () { // Remove all existing transition particles game.children.forEach(function (child) { if (child.isTransitionEffect) { game.removeChild(child); } }); }; self.createSeasonTransition = function (season) { var particleConfig = { spring: { asset: 'PollenSparkle', count: 50, tint: 0x88FF88 }, summer: { asset: 'Petal', count: 40, tint: 0xFFFF88 }, fall: { asset: 'Leaf', count: 30, tint: 0xFFFFFF // Set to white (no tint) to show natural color }, winter: { asset: 'PollenSparkle', count: 60, tint: 0xFFFFFF } }; var config = particleConfig[season]; for (var i = 0; i < config.count; i++) { var particle = new TransitionParticle(config.asset); particle.children[0].tint = config.tint; particle.isTransitionEffect = true; game.addChild(particle); } }; self.updateGameRules = function (season) { // Clear existing timers/rules if (garden.budSpawner && typeof garden.budSpawner.reset === 'function') { garden.budSpawner.reset(); } switch (season) { case self.SEASONS.SPRING: self.initSpringMode(); break; case self.SEASONS.SUMMER: self.initSummerMode(); break; case self.SEASONS.FALL: self.initFallMode(); break; case self.SEASONS.WINTER: self.initWinterMode(); break; } }; self.showSeasonText = function (season) { var texts = { spring: "Spring: Pollinate the garden", summer: "Summer: Match the flowers", fall: "Fall: Clear the leaves", winter: "Winter: Dance to stay warm" }; var seasonText = new Text2(texts[season], { size: 120, fill: 0xFFFFFF, align: 'center' }); seasonText.alpha = 0; seasonText.scale.set(0.5); seasonText.x = 2048 / 2; seasonText.y = 400; seasonText.anchor.set(0.5); game.addChild(seasonText); // Animate in tween(seasonText, { alpha: 1, y: 300 }, { duration: 1000, ease: 'backOut' }); tween(seasonText.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut' }); // Remove after delay LK.setTimeout(function () { tween(seasonText, { alpha: 0, y: 200 }, { duration: 500, onFinish: function onFinish() { game.removeChild(seasonText); } }); }, 2000); }; // Initialize each season's specific mechanics self.initSpringMode = function () { if (!game.gameTimer) { game.gameTimer = new GameTimer(); game.addChild(game.gameTimer); } // Set spring timer game.gameTimer.setTime(60); // 60 seconds // Expand background for spring mode if (game.scoreDisplay && game.scoreDisplay.background) { game.scoreDisplay.background.expandForSpring(); } // If we're transitioning from a different season to spring, increment the year if (self.currentSeason && self.currentSeason !== self.SEASONS.SPRING) { self.yearNumber++; } // Removed old timer setup as GameTimer is now used // Disable normal bud spawning if (garden.budSpawner) { garden.budSpawner.enabled = false; } // Clear and fully populate garden with buds for (var row = 0; row < garden.rows; row++) { for (var col = 0; col < garden.cols; col++) { if (garden.grid[row][col]) { garden.grid[row][col].destroy(); garden.grid[row][col] = null; } var bud = new Bud(); var worldPos = garden.gridToWorld(col, row); bud.x = worldPos.x - 400 + garden.cellSize; bud.y = worldPos.y - 400 - 50; garden.grid[row][col] = bud; garden.addChild(bud); // Scale in animation bud.scale.set(0); tween(bud.scale, { x: 1, y: 1 }, { duration: 500, ease: 'backOut' }); } } // Calculate total flower requirements based on year var totalFlowersNeeded = 15 + (self.yearNumber - 1) * 5; totalFlowersNeeded = Math.min(totalFlowersNeeded, 64); // Cap at 64 total flowers // Set up random distribution of goals var primaryGoals = Math.ceil(totalFlowersNeeded * 0.6); // 60% split between red, blue, yellow var hybridGoals = totalFlowersNeeded - primaryGoals; // Remaining 40% for hybrid colors // Randomly distribute primary colors (should add up to primaryGoals) var redGoal = Math.floor(primaryGoals / 3 + (Math.random() - 0.5) * 2); var blueGoal = Math.floor((primaryGoals - redGoal) / 2 + (Math.random() - 0.5) * 2); var yellowGoal = primaryGoals - redGoal - blueGoal; // Randomly distribute hybrid colors (should add up to hybridGoals) var purpleGoal = Math.floor(hybridGoals / 3 + (Math.random() - 0.5) * 2); var greenGoal = Math.floor((hybridGoals - purpleGoal) / 2 + (Math.random() - 0.5) * 2); var orangeGoal = hybridGoals - purpleGoal - greenGoal; garden.flowerGoals = { red: Math.max(1, redGoal), blue: Math.max(1, blueGoal), yellow: Math.max(1, yellowGoal), purple: Math.max(1, purpleGoal), orange: Math.max(1, orangeGoal), green: Math.max(1, greenGoal) }; garden.currentFlowers = { red: 0, blue: 0, yellow: 0, purple: 0, orange: 0, green: 0 }; // Create flower goal display self.createFlowerGoalDisplay(); // Disable normal bud spawning }; self.createGoalIndicator = function (colorData, isLeft) { var row = new Container(); var flower = new BasicFlower(colorData.color); flower.scale.set(0.9); flower.y = 130; row.addChild(flower); var text = new Text2("0/" + colorData.goal, { size: 120, fill: 0xFFFFFF }); text.x = 100; text.y = 100; row.addChild(text); // Store reference to text for updates garden.currentFlowers[colorData.color + "Text"] = text; return row; }; self.createFlowerGoalDisplay = function () { var display = new Container(); // Create array of goals for tracking var goalQueue = Object.keys(garden.flowerGoals).map(function (color) { return { color: color, goal: garden.flowerGoals[color] }; }); // Create total progress display on left var totalGoals = goalQueue.length; var progressContainer = new Container(); // Container for progress text var progressText = new Text2("0/" + totalGoals + " flower goals met", { size: 80, fill: 0xFFFFFF }); progressText.y = 120; progressContainer.x = -800; progressContainer.addChild(progressText); display.addChild(progressContainer); // Show first goal on right if (goalQueue.length > 0) { var goalContainer = self.createGoalIndicator(goalQueue[0], false); goalContainer.x = 400; // Position on right display.addChild(goalContainer); } // Store references garden.goalQueue = goalQueue; garden.goalDisplay = display; garden.progressText = progressText; display.x = 2048 / 2; display.y = 100; game.addChild(display); }; self.updateFlowerCounts = function () { // Reset ONLY the number counts, not text references Object.keys(garden.currentFlowers).forEach(function (color) { if (typeof garden.currentFlowers[color] === 'number' && !color.includes('Text')) { garden.currentFlowers[color] = 0; } }); // Count all flowers in garden for (var row = 0; row < garden.rows; row++) { for (var col = 0; col < garden.cols; col++) { var item = garden.grid[row][col]; if (item && item.isFlower && !item.isSourceFlower) { garden.currentFlowers[item.color]++; } } } // Update display Object.keys(garden.flowerGoals).forEach(function (color) { if (garden.currentFlowers[color + "Text"]) { var currentCount = garden.currentFlowers[color]; var goalCount = garden.flowerGoals[color]; var text = garden.currentFlowers[color + "Text"]; // Check if goal met if (currentCount >= goalCount) { currentCount = goalCount; // Cap the display at goal amount // Create new green text var newText = new Text2(currentCount + "/" + goalCount, { size: 120, fill: 0x00FF00 }); newText.x = text.x; newText.y = text.y; text.parent.addChild(newText); text.parent.removeChild(text); garden.currentFlowers[color + "Text"] = newText; } else { text.setText(currentCount + "/" + goalCount); } } }); // Replace the "Check for completed goals and cycle display" section with: // This goes in updateFlowerCounts, replacing the goal cycling section: if (garden.goalQueue && garden.goalQueue.length > 0) { // Get the goal display (should be the second child, index 1, since progress is index 0) var displayedGoal = garden.goalDisplay.children[1]; var goalColor = garden.goalQueue[0].color; if (garden.currentFlowers[goalColor] >= garden.flowerGoals[goalColor]) { // Complete animation for current goal tween(displayedGoal, { alpha: 0, y: displayedGoal.y - 50 }, { duration: 500, onFinish: function onFinish() { if (garden.goalDisplay && garden.goalDisplay.children.includes(displayedGoal)) { garden.goalDisplay.removeChild(displayedGoal); garden.goalQueue.splice(0, 1); // Update progress text var completedGoals = Object.keys(garden.flowerGoals).length - garden.goalQueue.length; var totalGoals = Object.keys(garden.flowerGoals).length; // Show next goal if available if (garden.goalQueue.length > 0) { var nextGoal = self.createGoalIndicator(garden.goalQueue[0], false); nextGoal.x = 400; // Position on right nextGoal.alpha = 0; garden.goalDisplay.addChild(nextGoal); tween(nextGoal, { alpha: 1 }, { duration: 500 }); garden.progressText.setText(completedGoals + "/" + totalGoals + " flower goals met"); } else { // All goals complete garden.progressText.setText("All flower goals met!"); garden.progressText.fill = 0x00FF00; } } } }); } } // Check for spring mode completion var allGoalsMet = Object.keys(garden.flowerGoals).every(function (color) { return garden.currentFlowers[color] >= garden.flowerGoals[color]; }); }; self.initSummerMode = function () { // Current game mode - just enable normal spawning garden.budSpawner.enabled = true; garden.budSpawner.init(garden); }; self.initFallMode = function () { // Add leaf obstacles self.addLeafObstacles(); garden.budSpawner.enabled = true; }; self.addLeafObstacles = function () { // Scale leaf count with year number, starting smaller var baseLeaves = 8; // Start with just 8 leaves in year 1 var maxLeaves = Math.floor(garden.rows * garden.cols * 0.3); // Max at 30% coverage var totalLeaves = Math.min(baseLeaves + (self.yearNumber - 1) * 4, maxLeaves); for (var i = 0; i < totalLeaves; i++) { var findEmptySpot = function findEmptySpot() { var row = Math.floor(Math.random() * garden.rows); var col = Math.floor(Math.random() * garden.cols); return garden.grid[row][col] ? null : { row: row, col: col }; }; var spot; do { spot = findEmptySpot(); } while (!spot); var leaf = LK.getAsset('Leaf', { anchorX: 0.5, anchorY: 0.5 }); var worldPos = garden.gridToWorld(spot.col, spot.row); leaf.x = worldPos.x - 400 + garden.cellSize; leaf.y = worldPos.y - 400 - 50; leaf.isLeaf = true; // Add gentle sway animation leaf.update = function () { this.rotation = Math.sin(LK.ticks * 0.02) * 0.2; }; garden.grid[spot.row][spot.col] = leaf; garden.addChild(leaf); // Scale in animation leaf.scale.set(0); tween(leaf.scale, { x: 1, y: 1 }, { duration: 500, ease: 'backOut' }); } }; self.initWinterMode = function () { garden.warmthMeter = 100; garden.patternSystem = new WinterPatternSystem(); game.addChild(garden.patternSystem); garden.budSpawner.enabled = false; }; self.startSpringFinale = function () { // Shrink background to score size when spring ends if (game.scoreDisplay && game.scoreDisplay.background) { game.scoreDisplay.background.shrinkToScore(game.scoreDisplay.width); } // Clear all spring-specific UI elements // Remove goal display if it exists if (garden.goalDisplay && garden.goalDisplay.parent) { garden.goalDisplay.parent.removeChild(garden.goalDisplay); garden.goalDisplay = null; } self.springFinaleChaining = false; // Reset the chain state// Show finale transition text var finaleText = new Text2("Spring Finale: Chain Reaction!", { size: 120, fill: 0x00FF00, align: 'center' }); finaleText.anchor.set(0.5); finaleText.x = 2048 / 2; finaleText.y = 400; finaleText.alpha = 0; game.addChild(finaleText); // Animate text tween(finaleText, { alpha: 1, y: 300 }, { duration: 1000, ease: 'backOut', onFinish: function onFinish() { LK.setTimeout(function () { tween(finaleText, { alpha: 0, y: 200 }, { duration: 500, onFinish: function onFinish() { game.removeChild(finaleText); self.initiateSpringMatching(); } }); }, 1500); } }); // Initialize chain bonus tracking // Initialize chain bonus tracking game.scoreManager = new ScoreManager(); // Make sure score display exists if (!game.scoreDisplay) { game.scoreDisplay = new ScoreDisplay(); game.scoreDisplay.anchor.set(0.5, 0); game.scoreDisplay.x = 2048 / 2; game.scoreDisplay.y = 50; LK.gui.top.addChild(game.scoreDisplay); } self.springMatchingEnabled = true; }; self.initiateSpringMatching = function () { // Start from the bottom row and work up var startMatchingFromBottom = function startMatchingFromBottom() { var matchFound = false; // Start from bottom-right corner for (var row = garden.rows - 1; row >= 0; row--) { for (var col = garden.cols - 1; col >= 0; col--) { var flower = garden.grid[row][col]; if (flower && flower.isFlower) { var matches = game.flowerMatcher.findMatches(garden, col, row); if (matches.length >= 3) { matchFound = true; // Immediately clear grid positions matches.forEach(function (match) { if (garden.grid[match.y][match.x] === match.flower) { garden.grid[match.y][match.x] = null; } }); // Handle animation separately LK.setTimeout(function () { self.handleSpringMatch(matches); }, 500); return true; // Exit after finding first match } } } } return matchFound; }; // Set up recursive matching with delays var _continueMatching = function continueMatching() { if (startMatchingFromBottom()) { LK.setTimeout(_continueMatching, 1000); } else { self.completeSpringPhase(); } }; _continueMatching(); }; self.handleSpringMatch = function (matches) { // Start chaining if not already started if (!self.springFinaleChaining) { self.springFinaleChaining = true; game.scoreManager.currentChain = 0; } // Force chain continuation during finale game.scoreManager.currentChain++; game.scoreManager.chainMultiplier = Math.min(1 + game.scoreManager.currentChain * 0.5, 5); // Use the standard matching system for visuals/scoring game.flowerMatcher.clearMatches(garden, matches); }; self.completeSpringPhase = function () { // Show completion message var completionText = new Text2("Spring Complete!", { size: 120, fill: 0x00FF00 }); completionText.anchor.set(0.5); completionText.x = 2048 / 2; completionText.y = 2732 / 2; completionText.alpha = 0; game.addChild(completionText); // Animate completion message tween(completionText, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 1000, onFinish: function onFinish() { LK.setTimeout(function () { tween(completionText, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { completionText.destroy(); } }); }, 2000); } }); }; self.update = function () { if (!self.currentSeason) { return; } switch (self.currentSeason) { case self.SEASONS.SPRING: // Timer update // Timer update is now handled by GameTimer class // Garden check (outside timer check) var fullyPollinated = true; for (var row = 0; row < garden.rows; row++) { for (var col = 0; col < garden.cols; col++) { var _garden$grid$row$col; if (!((_garden$grid$row$col = garden.grid[row][col]) !== null && _garden$grid$row$col !== void 0 && _garden$grid$row$col.isFlower)) { fullyPollinated = false; break; } } if (!fullyPollinated) { break; } } // Check for end conditions if (game.gameTimer.timeRemaining <= 0 || fullyPollinated) { // Check if goals are met var goalsMet = Object.keys(garden.flowerGoals).every(function (color) { return garden.currentFlowers[color] >= garden.flowerGoals[color]; }); // Disable any normal matching until finale starts self.springMatchingEnabled = false; if (goalsMet) { // Start the spring finale sequence if not already started if (!self.springFinaleStarted) { self.springFinaleStarted = true; self.startSpringFinale(); } } else { // Game Over state var gameOverText = new Text2("GAME OVER - Goals not met!", { size: 60, fill: 0xFF0000 }); gameOverText.anchor.set(1, 0); gameOverText.x = 400; // Center of screen gameOverText.y = 150; // Below timer gameOverText.alpha = 0; // Start with alpha 0 for fade-in effect LK.gui.top.addChild(gameOverText); // Add fade-in animation tween(gameOverText, { alpha: 1 }, { duration: 1000, // 1 second fade-in onFinish: function onFinish() { // Optionally, add a fade-out after a delay LK.setTimeout(function () { tween(gameOverText, { alpha: 0 }, { duration: 1000, // 1 second fade-out onFinish: function onFinish() { LK.gui.top.removeChild(gameOverText); } }); }, 2000); // 2 seconds delay before fade-out } }); } } break; case self.SEASONS.SUMMER: self.updateSummer(); break; case self.SEASONS.FALL: self.updateFall(); break; case self.SEASONS.WINTER: self.updateWinter(); break; } }; self.updateFall = function () { // Check for win condition - no leaves remaining var leavesRemaining = false; for (var row = 0; row < garden.rows; row++) { for (var col = 0; col < garden.cols; col++) { if (garden.grid[row][col] && garden.grid[row][col].isLeaf) { leavesRemaining = true; break; } } if (leavesRemaining) { break; } } if (!leavesRemaining) { // Fall season complete // Could transition to winter here or show completion message } }; return self; }); var SourceFlower = Container.expand(function (color) { var self = Container.call(this); // Store flower color self.color = color; self.isSourceFlower = true; // Flag to identify source flowers // Map color to asset name var assetMap = { 'red': 'RedFlower', 'blue': 'BlueFlower', 'yellow': 'YellowFlower' }; // Create flower sprite var flowerGraphics = self.attachAsset(assetMap[self.color], { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Source flowers always have pollen self.hasActivePollen = true; self.fairyParticles = []; self.FAIRY_COUNT = 3; // Initialize fairy particles 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); } // Gentle animation self.update = function () { var scaleFactor = 1.5 + Math.sin(LK.ticks * 0.05) * 0.1; // Adjusted for 1.5x size and increased animation amplitude flowerGraphics.scale.x = scaleFactor; flowerGraphics.scale.y = scaleFactor; flowerGraphics.rotation = Math.sin(LK.ticks * 0.05) * 0.1; // Increased rotation amplitude for larger size // Update fairy particles self.fairyParticles.forEach(function (fairy) { if (fairy && fairy.update) { fairy.update(); } }); }; // Override collection behavior - source flowers regenerate pollen immediately self.pollenCollected = false; self.resetPollen = function () { self.hasActivePollen = true; self.pollenCollected = false; }; self.collectPollen = function () { // Reset immediately to allow continuous collection self.hasActivePollen = true; self.pollenCollected = false; }; return self; }); var TransitionParticle = Container.expand(function (assetName) { var self = Container.call(this); var sprite = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.x = Math.random() * 2048; self.y = -50; self.vx = (Math.random() - 0.5) * 5; self.vy = 3 + Math.random() * 2; self.rotationSpeed = (Math.random() - 0.5) * 0.1; self.update = function () { self.x += self.vx; self.y += self.vy; self.rotation += self.rotationSpeed; // Remove if off screen if (self.y > 2732 + 50) { self.destroy(); } }; return self; }); // Score display class var ScoreDisplay = Text2.expand(function () { var self = Text2.call(this, '0', { size: 150, fill: 0xFFFFFF }); // Keep track of our background self.background = null; self.setBackground = function (background) { self.background = background; // Initial size update if (self.background) { self.background.setSize(self.width / 100 + 1, 2); } }; // Fix the setText override var originalSetText = self.setText; self.setText = function (text) { originalSetText.call(self, text); if (self.background) { // Initial width should be enough for single digit plus padding var minWidth = text.length === 1 ? 150 : self.width; self.background.setSize(minWidth, 2); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Declare and initialize flowerManager in global scope function _slicedToArray8(r, e) { return _arrayWithHoles8(r) || _iterableToArrayLimit8(r, e) || _unsupportedIterableToArray8(r, e) || _nonIterableRest8(); } function _nonIterableRest8() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray8(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray8(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray8(r, a) : void 0; } } function _arrayLikeToArray8(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _iterableToArrayLimit8(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles8(r) { if (Array.isArray(r)) { return r; } } function _slicedToArray7(r, e) { return _arrayWithHoles7(r) || _iterableToArrayLimit7(r, e) || _unsupportedIterableToArray7(r, e) || _nonIterableRest7(); } function _nonIterableRest7() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _iterableToArrayLimit7(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles7(r) { if (Array.isArray(r)) { return r; } } function _createForOfIteratorHelper6(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray7(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n6 = 0, F = function F() {}; return { s: F, n: function n() { return _n6 >= r.length ? { done: !0 } : { done: !1, value: r[_n6++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray7(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray7(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray7(r, a) : void 0; } } function _arrayLikeToArray7(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _slicedToArray6(r, e) { return _arrayWithHoles6(r) || _iterableToArrayLimit6(r, e) || _unsupportedIterableToArray6(r, e) || _nonIterableRest6(); } function _nonIterableRest6() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _iterableToArrayLimit6(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles6(r) { if (Array.isArray(r)) { return r; } } function _createForOfIteratorHelper5(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray6(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n5 = 0, F = function F() {}; return { s: F, n: function n() { return _n5 >= r.length ? { done: !0 } : { done: !1, value: r[_n5++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray6(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray6(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray6(r, a) : void 0; } } function _arrayLikeToArray6(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _slicedToArray5(r, e) { return _arrayWithHoles5(r) || _iterableToArrayLimit5(r, e) || _unsupportedIterableToArray5(r, e) || _nonIterableRest5(); } function _nonIterableRest5() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _iterableToArrayLimit5(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles5(r) { if (Array.isArray(r)) { return r; } } function _createForOfIteratorHelper4(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray5(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n4 = 0, F = function F() {}; return { s: F, n: function n() { return _n4 >= r.length ? { done: !0 } : { done: !1, value: r[_n4++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray5(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray5(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray5(r, a) : void 0; } } function _arrayLikeToArray5(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _slicedToArray4(r, e) { return _arrayWithHoles4(r) || _iterableToArrayLimit4(r, e) || _unsupportedIterableToArray4(r, e) || _nonIterableRest4(); } function _nonIterableRest4() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray4(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray4(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray4(r, a) : void 0; } } function _arrayLikeToArray4(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _iterableToArrayLimit4(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles4(r) { if (Array.isArray(r)) { return r; } } function _slicedToArray3(r, e) { return _arrayWithHoles3(r) || _iterableToArrayLimit3(r, e) || _unsupportedIterableToArray3(r, e) || _nonIterableRest3(); } function _nonIterableRest3() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _iterableToArrayLimit3(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles3(r) { if (Array.isArray(r)) { return r; } } function _createForOfIteratorHelper3(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray3(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n3 = 0, F = function F() {}; return { s: F, n: function n() { return _n3 >= r.length ? { done: !0 } : { done: !1, value: r[_n3++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray3(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray3(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray3(r, a) : void 0; } } function _arrayLikeToArray3(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _slicedToArray2(r, e) { return _arrayWithHoles2(r) || _iterableToArrayLimit2(r, e) || _unsupportedIterableToArray2(r, e) || _nonIterableRest2(); } function _nonIterableRest2() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _iterableToArrayLimit2(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles2(r) { if (Array.isArray(r)) { return r; } } function _createForOfIteratorHelper2(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray2(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n2 = 0, F = function F() {}; return { s: F, n: function n() { return _n2 >= r.length ? { done: !0 } : { done: !1, value: r[_n2++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray2(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray2(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray2(r, a) : void 0; } } function _arrayLikeToArray2(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _slicedToArray(r, e) { return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest(); } function _nonIterableRest() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _iterableToArrayLimit(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles(r) { if (Array.isArray(r)) { return r; } } function _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } 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(); // Initialize score manager game.scoreManager = new ScoreManager(); game.addChild(game.scoreManager); game.seasonManager = new SeasonManager(); game.seasonManager.init(); game.flowerMatcher = new FlowerMatcher(); game.addChild(game.flowerMatcher); var pollenTrail = new PollenTrail(); game.addChild(pollenTrail); var background = new MenuBackground(); game.addChild(background); // Create bee and position above hive var bee = new Bee(); bee.x = 2048 / 2; bee.y = 2732 / 2; 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) { function showDebugText(message, color) { var debugText = new Text2(message, { size: 120, fill: color }); // Start with no anchor adjustment debugText.anchor.set(1, 0); // Try positioning at 0,0 first just to see where it appears debugText.x = 400; debugText.y = 400; LK.gui.top.addChild(debugText); tween(debugText, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { LK.gui.top.removeChild(debugText); } }); } // Debug zones same as before if (x > 824 && x < 1224 && y < 200) { showDebugText("SPRING MODE", 0x00FF00); game.seasonManager.setActiveSeason(game.seasonManager.SEASONS.SPRING); return; } if (x > 1848 && y < 200) { showDebugText("SUMMER MODE", 0xFFFF00); return; } if (x < 200 && y > 2532) { showDebugText("FALL MODE", 0xFF6600); game.seasonManager.setActiveSeason(game.seasonManager.SEASONS.FALL); return; } if (x > 1848 && y > 2532) { showDebugText("WINTER MODE", 0x00FFFF); return; } // Convert touch position to world space var touchPos = game.toLocal({ x: x, y: y }, LK.stage); // Check if touch is on bee var dx = touchPos.x - bee.x; var dy = touchPos.y - bee.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 100) { // Increased from 50 to 100 // Adjust radius as needed bee.state = 'free'; bee.isMoving = true; // Set initial target to current position to prevent jumping bee.targetX = bee.x; bee.targetY = bee.y; // Then update target to the current touch position bee.targetX = touchPos.x; bee.targetY = touchPos.y; } else { bee.state = 'transit'; bee.targetX = touchPos.x; bee.targetY = touchPos.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); scoreDisplay.setBackground(background); 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 bee if (bee && bee.update) { bee.update(); } if (game.seasonManager) { game.seasonManager.update(); } }; }; tutorialButton.down = function (x, y, obj) { // Open tutorial }; // Removed duplicate playPollenPatternAnimation method
===================================================================
--- original.js
+++ change.js
@@ -464,8 +464,9 @@
};
self.garden = null;
self.gameTime = 0;
self.originalSelectSpawnPosition = self.selectSpawnPosition; // Store original method for fallback
+ self.originalSelectSpawnPosition = self.selectSpawnPosition; // Store original method for fallback
self.init = function (garden) {
self.garden = garden;
self.gameTime = 0;
self.firstBloom = false;
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.