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Update as necessary with: // In Bee's checkFlowerCollision: else if (gridItem && gridItem.constructor.name === "Bud" && self.currentPollen > 0) { if (gridItem.isBeingPollinated) { return; } gridItem.isBeingPollinated = true; var pollenColor = self.usePollen(gridItem); if (!pollenColor) { gridItem.isBeingPollinated = false; return; } // Force synchronous removal of bud garden.removeChild(gridItem); garden.grid[gridY][gridX] = null; // Only add flower if grid 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(); } }
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Update as necessary with: // In Bee's collectPollen: flower.pollenCollected = true; flower.hasActivePollen = false; flower.removeFairyParticles(); var localPos = garden.toLocal({x: flower.x, y: flower.y}, game); var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); if (game.flowerMatcher) { game.flowerMatcher.checkForMatches(garden, gridX, gridY); }
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Update as necessary with: // In Bee's update: if (self.isMoving) { // Existing movement and collision code... // Get current grid position var localPos = garden.toLocal({x: self.x, y: self.y}, game); var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); // Check matches in current and adjacent cells if (game.flowerMatcher) { game.flowerMatcher.checkForMatches(garden, gridX, gridY); game.flowerMatcher.checkForMatches(garden, gridX + 1, gridY); game.flowerMatcher.checkForMatches(garden, gridX - 1, gridY); game.flowerMatcher.checkForMatches(garden, gridX, gridY + 1); game.flowerMatcher.checkForMatches(garden, gridX, gridY - 1); } }
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Update with this: // In Bee's checkFlowerCollision function: else if (gridItem && gridItem.isBud && self.currentPollen > 0) { // Add immediate state check and lock if (gridItem.isBeingPollinated) { return; } gridItem.isBeingPollinated = true; // Make sure we remove this flag if pollination fails var pollenColor = self.usePollen(gridItem); if (!pollenColor) { gridItem.isBeingPollinated = false; return; } // Ensure the bud hasn't been replaced and do removal before adding flower if (garden.grid[gridY][gridX] === gridItem) { // Remove bud first garden.removeChild(gridItem); garden.grid[gridY][gridX] = null; // Wait to ensure removal is complete before adding flower LK.setTimeout(function() { // Double check grid position is still empty 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(); } }, 50); } }
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update with this: 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 = {}; // Track visited positions var checkFlower = function(x, y) { // Check bounds if (x < 0 || x >= garden.cols || y < 0 || y >= garden.rows) { return; } // Check if already visited var key = x + ',' + y; if (visited[key]) { return; } visited[key] = true; var flower = garden.grid[y][x]; // Check if it's a matching dead flower if (flower && flower.isFlower && !flower.hasActivePollen && flower.color === flowerColor) { matches.push({x: x, y: y, flower: flower}); // Recursively check all adjacent positions checkFlower(x + 1, y); // right checkFlower(x - 1, y); // left checkFlower(x, y + 1); // down checkFlower(x, y - 1); // up } }; // Start the flood fill from the initial position checkFlower(startX, startY); // Only return matches if we found 3 or more return matches.length >= 3 ? matches : []; };
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update as necessary with: 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 = []; // Check horizontal line var checkHorizontal = function(x, y) { var horizontalMatches = []; // Check left var checkX = x; while(checkX >= 0) { var flower = garden.grid[y][checkX]; if (!flower || !flower.isFlower || flower.hasActivePollen || flower.color !== flowerColor) { break; } horizontalMatches.push({x: checkX, y: y, flower: flower}); checkX--; } // Check right checkX = x + 1; while(checkX < garden.cols) { var flower = garden.grid[y][checkX]; if (!flower || !flower.isFlower || flower.hasActivePollen || flower.color !== flowerColor) { break; } horizontalMatches.push({x: checkX, y: y, flower: flower}); checkX++; } return horizontalMatches; }; // Check vertical line var checkVertical = function(x, y) { var verticalMatches = []; // Check up var checkY = y; while(checkY >= 0) { var flower = garden.grid[checkY][x]; if (!flower || !flower.isFlower || flower.hasActivePollen || flower.color !== flowerColor) { break; } verticalMatches.push({x: x, y: checkY, flower: flower}); checkY--; } // Check down checkY = y + 1; while(checkY < garden.rows) { var flower = garden.grid[checkY][x]; if (!flower || !flower.isFlower || flower.hasActivePollen || flower.color !== flowerColor) { break; } verticalMatches.push({x: x, y: checkY, flower: flower}); checkY++; } return verticalMatches; }; // Get both horizontal and vertical matches var horizontalMatches = checkHorizontal(startX, startY); var verticalMatches = checkVertical(startX, startY); // Return the larger set of matches if either is >= 3 if (horizontalMatches.length >= 3) matches = horizontalMatches; if (verticalMatches.length >= 3 && verticalMatches.length > matches.length) matches = verticalMatches; return matches; };
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update as necessary with: self.findMatches = function(garden, startX, startY) { var visited = {}; var matches = []; // Add bounds checking if (startY < 0 || startY >= garden.rows || startX < 0 || startX >= garden.cols) { return matches; } var startFlower = garden.grid[startY][startX]; if (!startFlower || !startFlower.isFlower) { return matches; } var flowerColor = startFlower.color; // Check horizontal line var checkHorizontal = function(x, y) { var horizontalMatches = []; // Check left var checkX = x; while(checkX >= 0) { var flower = garden.grid[y][checkX]; if (!flower || !flower.isFlower || flower.hasActivePollen || flower.color !== flowerColor) { break; } horizontalMatches.push({x: checkX, y: y, flower: flower}); checkX--; } // Check right checkX = x + 1; while(checkX < garden.cols) { var flower = garden.grid[y][checkX]; if (!flower || !flower.isFlower || flower.hasActivePollen || flower.color !== flowerColor) { break; } horizontalMatches.push({x: checkX, y: y, flower: flower}); checkX++; } return horizontalMatches; }; var matches = checkHorizontal(startX, startY); if (matches.length >= 3) { return matches; } return []; };
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Please fix the bug: 'TypeError: garden.grid[startY] is undefined' in or related to this line: 'var startFlower = garden.grid[startY][startX];' Line Number: 437
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update using this: self.findMatches = function(garden, startX, startY) { var visited = {}; var matches = []; var startFlower = garden.grid[startY][startX]; if (!startFlower || !startFlower.isFlower) { return matches; } var flowerColor = startFlower.color; // Check horizontal line var checkHorizontal = function(x, y) { var horizontalMatches = []; // Check left var checkX = x; while(checkX >= 0) { var flower = garden.grid[y][checkX]; if (!flower || !flower.isFlower || flower.hasActivePollen || flower.color !== flowerColor) { break; } horizontalMatches.push({x: checkX, y: y, flower: flower}); checkX--; } // Check right checkX = x + 1; while(checkX < garden.cols) { var flower = garden.grid[y][checkX]; if (!flower || !flower.isFlower || flower.hasActivePollen || flower.color !== flowerColor) { break; } horizontalMatches.push({x: checkX, y: y, flower: flower}); checkX++; } return horizontalMatches; }; var matches = checkHorizontal(startX, startY); if (matches.length >= 3) { return matches; } return []; }; This should more reliably detect a row of m
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Please fix the bug: 'TypeError: garden.grid[startY] is undefined' in or related to this line: 'var startFlower = garden.grid[startY][startX];' Line Number: 437
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"Remove all console.log statements from the FlowerMatcher class except for the new debug ones we just added for checking flower matching conditions." 2. "Remove console.log statements from the Bee class's collectPollen and checkFlowerCollision methods." 3. "Remove any remaining debug logging about grid positions, coordinates, or pollen collection."
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Please fix the bug: 'TypeError: garden.grid[startY] is undefined' in or related to this line: 'var startFlower = garden.grid[startY][startX];' Line Number: 442
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remove debug from bees check collision only
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remove grid position debugging
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Update using this: var checkFlower = function(x, y) { if (x < 0 || x >= garden.cols || y < 0 || y >= garden.rows) { return; } var key = x + ',' + y; if (visited[key]) { return; } visited[key] = true; var flower = garden.grid[y][x]; // Debug each condition console.log('Checking flower at', x, y, { isFlower: flower ? flower.isFlower : false, hasActivePollen: flower ? flower.hasActivePollen : null, scale: flower ? flower.scale.x : null, color: flower ? flower.color : null, expectedColor: flowerColor }); if (!flower || !flower.isFlower || flower.hasActivePollen || flower.scale.x < 1) { return; } if (flower.color === flowerColor) { console.log('Found match at:', x, y); matches.push({x: x, y: y, flower: flower}); // Check all adjacent cells checkFlower(x + 1, y); checkFlower(x - 1, y); checkFlower(x, y + 1); checkFlower(x, y - 1); } };
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Update as necessary with: self.findMatches = function(garden, startX, startY) { var visited = {}; var matches = []; var startFlower = garden.grid[startY][startX]; // New debug log console.log('Starting match check for flower:', startFlower); if (!startFlower || !startFlower.isFlower) { return matches; } var flowerColor = startFlower.color; // Check each cell var checkFlower = function(x, y) { if (x < 0 || x >= garden.cols || y < 0 || y >= garden.rows) { return; } var key = x + ',' + y; if (visited[key]) { return; } visited[key] = true; var flower = garden.grid[y][x]; // Debug log console.log('Checking position:', x, y, 'Flower:', flower); if (!flower || !flower.isFlower || flower.hasActivePollen || flower.scale.x < 1) { return; } if (flower.color === flowerColor) { console.log('Found match at:', x, y); matches.push({x: x, y: y, flower: flower}); // Check all adjacent cells checkFlower(x + 1, y); checkFlower(x - 1, y); checkFlower(x, y + 1); checkFlower(x, y - 1); } }; checkFlower(startX, startY); return matches; };
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Update as necessary with: // In FlowerMatcher's findMatches function, update the matching condition: if (flower.color === flowerColor && !flower.hasActivePollen && flower.scale.x >= 1) { // Only match fully-grown dead flowers matches.push({x: x, y: y, flower: flower});
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Update as necessary with: // In Bee's checkFlowerCollision function, where it handles bud pollination: } else if (gridItem && gridItem.isBud && self.currentPollen > 0) { // Add immediate state check and lock if (gridItem.isBeingPollinated) { return; } // Skip if already being pollinated gridItem.isBeingPollinated = true; // Make sure we remove this flag if pollination fails var pollenColor = self.usePollen(gridItem); if (!pollenColor) { gridItem.isBeingPollinated = false; return; } // Ensure the bud hasn't been replaced if (garden.grid[gridY][gridX] === gridItem) { // Remove bud first before adding flower garden.removeChild(gridItem); garden.grid[gridY][gridX] = null; // Then create and add the flower 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(); } }
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Update as necessary with: self.clearMatches = function(garden, matches) { matches.forEach(function(match) { var flower = match.flower; // Use flower's existing position instead of converting var x = flower.x; var y = flower.y; self.createPetalBurst(x, y, flower.color); tween(flower.scale, {x: 0, y: 0}, { duration: 500, onFinish: function() { garden.grid[match.y][match.x] = null; garden.removeChild(flower); var newBud = new Bud(); newBud.x = x; // Use same position as old flower newBud.y = y; newBud.scale.set(0, 0); garden.grid[match.y][match.x] = newBud; garden.addChild(newBud); tween(newBud.scale, {x: 1, y: 1}, { duration: 500, ease: 'elasticOut' }); } }); }); };
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Update as necessary with: self.createPetalBurst = function(x, y, color) { var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'orange': 0xFFA500, 'green': 0x00FF00 }; for (var i = 0; i < 12; i++) { var angle = i / 12 * Math.PI * 2; var particle = new PollenParticle().init('popBurst'); particle.x = x; particle.y = y; particle.vx = Math.cos(angle) * 8; particle.vy = Math.sin(angle) * 8; particle.tint = colorTints[color]; game.addChild(particle); } };
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Update using this: self.createPetalBurst = function(x, y, color) { var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'orange': 0xFFA500, 'green': 0x00FF00 }; // Create multiple petals in a circle for (var i = 0; i < 12; i++) { var angle = (i / 12) * Math.PI * 2; var petal = new PollenParticle().init('popBurst'); petal.x = x; petal.y = y; petal.tint = colorTints[color]; game.addChild(petal); } };
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Change to this in code: Then in FlowerMatcher's createPetalBurst: ```javascript var petal = new PollenParticle().init('popBurst'); petal.x = x; petal.y = y; petal.tint = colorTints[color]; game.addChild(petal);
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Make updates using: // In PollenParticle class, add new type in init: else if (self.type === 'popBurst') { self.scale.set(0.5 + Math.random() * 0.3); self.decayRate = 0.03; // Faster decay for pop effect self.velocity = { x: Math.cos(angle) * 8, y: Math.sin(angle) * 8 }; } ``` Then in FlowerMatcher's createPetalBurst: ```javascript var petal = new PollenParticle().init('popBurst'); petal.x = x; petal.y = y; petal.tint = colorTints[color]; game.addChild(petal);
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Update as necessary using: In the `createPetalBurst` function, right after creating the particle: ```javascript var petal = new PollenParticle().init('burst'); // Set a faster decay rate and shorter initial lifespan petal.decayRate = 0.04; // Increase this for faster fade petal.lifespan = 1; // Start at full opacity petal.vx = Math.cos(angle) * 10; petal.vy = Math.sin(angle) * 10; petal.tint = colorTints[color];
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Update code with this: var petal = new PollenParticle().init('burst'); petal.vx = Math.cos(angle) * 10; petal.vy = Math.sin(angle) * 10; petal.tint = colorTints[color]; // Keep the original update behavior but add our movement var originalUpdate = petal.update; petal.update = function() { // Move based on velocity this.x += this.vx; this.y += this.vy; // Slow down this.vx *= 0.95; this.vy *= 0.95; // Call original particle update for lifespan/alpha handling originalUpdate.call(this); }; game.addChild(petal);
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BasicFlower = Container.expand(function (color) { var self = Container.call(this); // Store flower color self.color = color || 'red'; // Default to red if no color specified // Map color to asset name var assetMap = { 'red': 'RedFlower', 'blue': 'BlueFlower', 'yellow': 'YellowFlower' }; // Attach bud asset first var budGraphics = self.attachAsset('Bud', { anchorX: 0.5, anchorY: 0.5 }); // Use correct asset based on color var flowerGraphics = self.attachAsset(assetMap[self.color], { anchorX: 0.5, anchorY: 0.5 }); self.hasActivePollen = false; self.fairyParticles = []; self.FAIRY_COUNT = 3; self.update = function () { var scaleFactor = 1 + Math.sin(LK.ticks * 0.1) * 0.05; flowerGraphics.scale.x = scaleFactor; flowerGraphics.scale.y = scaleFactor; flowerGraphics.rotation = Math.sin(LK.ticks * 0.1) * 0.05; }; self.bloom = function () { // Scale animation self.scale.set(0.3, 0.3); tween(self.scale, { x: 1, y: 1 }, { duration: 1000, onFinish: function onFinish() { // After bloom animation, delay before activating pollen LK.setTimeout(function () { self.hasActivePollen = true; // Create fairy particles after delay for (var i = 0; i < self.FAIRY_COUNT; i++) { var fairy = new PollenParticle().init('fairy'); fairy.scale.set(0.3 + Math.random() * 0.2); fairy.x += (Math.random() - 0.5) * 60; fairy.y += (Math.random() - 0.5) * 60; fairy.rotation = Math.random() * Math.PI * 2; fairy.rotationSpeed = (Math.random() - 0.5) * 0.2; self.addChild(fairy); self.fairyParticles.push(fairy); } }, 1000); // 1 second delay after bloom before pollen activates } }); // Create initial burst particles self.createPollenBurst(self.x, self.y); self.removeFairyParticles = function () { self.fairyParticles.forEach(function (fairy) { self.removeChild(fairy); }); self.fairyParticles = []; }; }; self.createPollenBurst = function (x, y) { for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); var angle = i / 12 * Math.PI * 2; particle.x = x; particle.y = y; particle.vx = Math.cos(angle) * 3; particle.vy = Math.sin(angle) * 3; if (self.parent) { self.parent.addChild(particle); } } }; // Initialize pollen status self.pollenCollected = false; // New flag to track if we've collected from it }); var Bee = Container.expand(function () { var self = Container.call(this); // Create bee sprite var beeSprite = self.attachAsset('Bee', { anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.targetX = self.x; self.targetY = self.y; self.moveSpeed = 0.1; // Adjust this for faster/slower following self.isMoving = false; // New pollen properties self.maxPollen = 50; // Cap pollen amount self.currentPollen = 0; // Current amount being carried self.pollenTypes = []; // Array to track different pollen colors // Format: [{color: 'red', amount: 30}, ...] self.pollenMeter = new PollenMeter(); self.pollenMeter.y = -50; // Position above bee self.addChild(self.pollenMeter); // Add trail property self.pollenTrail = new PollenTrail(); game.addChild(self.pollenTrail); // Add to game so it renders behind bee // Pollen collection method self.collectPollen = function (flower) { if (self.currentPollen < self.maxPollen && flower.hasActivePollen && !flower.pollenCollected) { var collectAmount = 25; // Add to pollen types first var existingType = self.pollenTypes.find(function (p) { return p.color === flower.color; }); if (existingType) { existingType.amount += collectAmount; } else { self.pollenTypes.push({ color: flower.color, amount: collectAmount }); } // Set currentPollen to match total of all types self.currentPollen = self.pollenTypes.reduce(function (total, type) { return total + type.amount; }, 0); flower.pollenCollected = true; flower.hasActivePollen = false; flower.removeFairyParticles(); // Add this new block for match checking var localPos = garden.toLocal({ x: flower.x, y: flower.y }, game); var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); // Check for matches after flower becomes dead if (game.flowerMatcher) { game.flowerMatcher.checkForMatches(garden, gridX, gridY); } // Update UI game.beeUI.updatePollen(flower.color, self.currentPollen, self.maxPollen); // Update UI using game.beeUI // Update meter self.pollenMeter.updateMeter(self.currentPollen, self.maxPollen); } }; self.checkFlowerCollision = function () { // Convert bee position to garden's local space var localPos = garden.toLocal({ x: self.x, y: self.y }, game); // Calculate grid position var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); // Check if position is within grid bounds if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { var gridItem = garden.grid[gridY][gridX]; if (gridItem) { if (gridItem.isFlower && gridItem.hasActivePollen) { // Collect pollen from flower self.collectPollen(gridItem); } else if (gridItem && gridItem.constructor.name === "Bud" && self.currentPollen > 0) { // Add immediate state check and lock if (gridItem.isBeingPollinated) { return; } gridItem.isBeingPollinated = true; // Make sure we remove this flag if pollination fails var pollenColor = self.usePollen(gridItem); if (!pollenColor) { gridItem.isBeingPollinated = false; return; } // Ensure the bud hasn't been replaced and do removal before adding flower if (garden.grid[gridY][gridX] === gridItem) { // Remove bud first garden.removeChild(gridItem); garden.grid[gridY][gridX] = null; // Force synchronous removal of bud garden.removeChild(gridItem); garden.grid[gridY][gridX] = null; // Only add flower if grid 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(); } } } } } }; self.update = function () { if (self.isMoving) { // Smooth movement towards target self.x += (self.targetX - self.x) * self.moveSpeed; self.y += (self.targetY - self.y) * self.moveSpeed; // Calculate rotation based on movement direction var dx = self.targetX - self.x; var dy = self.targetY - self.y; var angle = Math.atan2(dy, dx); self.rotation = angle + Math.PI / 2; // Update trail when carrying pollen if (self.currentPollen > 0) { // Make sure trail starts if not already active if (!self.pollenTrail.active) { self.pollenTrail.startTrail(self.x, self.y, garden); } self.pollenTrail.updateTrail(self.x, self.y); } // Add collision check self.checkFlowerCollision(); } }; // Pollen usage method self.usePollen = function (bud) { // Add debug logs var pollenUsed = 7; if (self.currentPollen > 0 && self.pollenTypes.length > 0) { // If we have less than pollenUsed, use remaining pollen if (self.currentPollen < pollenUsed) { pollenUsed = self.currentPollen; } // Reduce pollen instead of zeroing it self.currentPollen -= pollenUsed; // Update pollen types properly var pType = self.pollenTypes[0]; var color = pType.color; // New line to store color pType.amount -= pollenUsed; // Update UI game.beeUI.updatePollen(color, self.currentPollen, self.maxPollen); // Update UI using game.beeUI // Only clear type if it's empty if (pType.amount <= 0) { self.pollenTypes.shift(); } // Only end trail if we're actually out of pollen if (self.currentPollen <= 0 || self.pollenTypes.length === 0) { self.pollenTrail.active = false; self.pollenTrail.points = []; } return color; // Updated to return color } return null; }; return self; }); // Bud class var Bud = Container.expand(function () { var self = Container.call(this); var budGraphics = self.attachAsset('Bud', { anchorX: 0.5, anchorY: 0.5 }); // Timer properties self.bloomTimer = 5 * 60; // 5 seconds (assuming 60fps) self.isBud = true; self.isFlower = false; // Update now handles timer and auto-bloom self.update = function () { // Basic animation self.rotation = Math.sin(LK.ticks * 0.05) * 0.1; }; self.autoBloom = function () { if (!self.isBud) { return; } // Prevent double-blooming // Get grid position var localPos = garden.toLocal({ x: self.x, y: self.y }, game); var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); // Create random color flower var flowerColors = ['red', 'blue', 'yellow']; var randomColor = flowerColors[Math.floor(Math.random() * flowerColors.length)]; var newFlower = new BasicFlower(randomColor); newFlower.x = self.x; newFlower.y = self.y; newFlower.isFlower = true; newFlower.hasActivePollen = false; // Auto-bloomed flowers start dead // Update grid if (garden.grid[gridY] && garden.grid[gridY][gridX] === self) { garden.removeChild(self); garden.grid[gridY][gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); } self.isBud = false; }; return self; }); // Add BudSpawner to handle progressive difficulty var BudSpawner = Container.expand(function () { var self = Container.call(this); self.garden = null; self.gameTime = 0; self.init = function (garden) { self.garden = garden; self.gameTime = 0; self.firstBloom = false; // Just set the first bloom timer self.nextBloomTime = 90; // 1.5 seconds for first bloom }; self.findEmptySpot = function () { var validSpots = []; // Match flower removal coordinate system [gridY][gridX] for (var gridY = 0; gridY < self.garden.rows; gridY++) { for (var gridX = 0; gridX < self.garden.cols; gridX++) { if (!self.garden.grid[gridY][gridX]) { validSpots.push({ x: gridX, y: gridY }); } } } if (validSpots.length > 0) { return validSpots[Math.floor(Math.random() * validSpots.length)]; } return null; }; self.getSpawnRate = function () { // Keep original timing logic return 16; // Spawn every frame for immediate filling }; self.update = function () { self.gameTime = LK.ticks / 60; // Count down to next bloom if (self.nextBloomTime > 0) { self.nextBloomTime--; if (self.nextBloomTime <= 0) { // Find a random bud to bloom var validBuds = []; for (var i = 0; i < self.garden.rows; i++) { for (var j = 0; j < self.garden.cols; j++) { var gridItem = self.garden.grid[i][j]; if (gridItem && gridItem.isBud) { validBuds.push({ item: gridItem, x: j, y: i }); } } } if (validBuds.length > 0) { // Pick a random bud var randomIndex = Math.floor(Math.random() * validBuds.length); var selectedBud = validBuds[randomIndex]; // Create the flower var flowerColors = ['red', 'blue', 'yellow']; var randomColor = flowerColors[Math.floor(Math.random() * flowerColors.length)]; var newFlower = new BasicFlower(randomColor); newFlower.x = selectedBud.item.x; newFlower.y = selectedBud.item.y; newFlower.isFlower = true; newFlower.hasActivePollen = false; // Auto-bloomed flowers start without pollen // Update grid self.garden.removeChild(selectedBud.item); self.garden.grid[selectedBud.y][selectedBud.x] = newFlower; self.garden.addChild(newFlower); newFlower.bloom(); // Set timer for next bloom (15-20 seconds) self.nextBloomTime = (15 + Math.random() * 5) * 60; } } } }; }); // Simplified FlowerManager - mainly for flower conversion and management var FlowerManager = Container.expand(function () { var self = Container.call(this); // Convert a bud to a flower self.convertBudToFlower = function (bud, garden) { var gridPos = { x: Math.floor((bud.y - garden.y) / garden.cellSize), y: Math.floor((bud.x - garden.x) / garden.cellSize) }; var newFlower = new BasicFlower(); newFlower.x = bud.x; newFlower.y = bud.y; newFlower.isFlower = true; garden.removeChild(bud); garden.grid[gridPos.x][gridPos.y] = newFlower; garden.addChild(newFlower); // When a flower blooms: createPollenBurst(newFlower.x, newFlower.y); return newFlower; }; // Empty touch handler as we're using the new trail system self.handleTouch = function () {}; }); var FlowerMatcher = Container.expand(function () { var self = Container.call(this); // Check for matches after collecting pollen from a flower self.checkForMatches = function (garden, x, y) { var matches = self.findMatches(garden, x, y); if (matches.length >= 3) { self.clearMatches(garden, matches); return true; } return false; }; // Find all matching flowers of the same color self.findMatches = function (garden, startX, startY) { 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 = {}; // Track visited positions var _checkFlower = function checkFlower(x, y) { // Check bounds if (x < 0 || x >= garden.cols || y < 0 || y >= garden.rows) { return; } // Check if already visited var key = x + ',' + y; if (visited[key]) { return; } visited[key] = true; var flower = garden.grid[y][x]; // Check if it's a matching dead flower if (flower && flower.isFlower && !flower.hasActivePollen && flower.color === flowerColor) { matches.push({ x: x, y: y, flower: flower }); // Recursively check all adjacent positions _checkFlower(x + 1, y); // right _checkFlower(x - 1, y); // left _checkFlower(x, y + 1); // down _checkFlower(x, y - 1); // up } }; // Start the flood fill from the initial position _checkFlower(startX, startY); // Only return matches if we found 3 or more return matches.length >= 3 ? matches : []; }; // Clear matched flowers with animation self.clearMatches = function (garden, matches) { matches.forEach(function (match) { var flower = match.flower; var x = flower.x; var y = flower.y; // Create petal burst self.createPetalBurst(x, y, flower.color); // Shrink animation tween(flower.scale, { x: 0, y: 0 }, { duration: 500, onFinish: function onFinish() { garden.grid[match.y][match.x] = null; garden.removeChild(flower); // Create and grow new bud var newBud = new Bud(); newBud.x = x; newBud.y = y; newBud.scale.set(0, 0); garden.grid[match.y][match.x] = newBud; garden.addChild(newBud); tween(newBud.scale, { x: 1, y: 1 }, { duration: 500, ease: 'elasticOut' }); } }); // Add score based on match size if (game.scoreManager) { game.scoreManager.addScore(100); } }); }; // Create petal burst particle effect self.createPetalBurst = function (x, y, color) { console.log('Creating petal burst for color:', color); var colorTints = { 'red': 0xFF0000, 'blue': 0x0000FF, 'yellow': 0xFFFF00, 'purple': 0x800080, 'orange': 0xFFA500, 'green': 0x008000 }; // Create multiple petals in a circle for (var i = 0; i < 12; i++) { var angle = i / 12 * Math.PI * 2; var particle = new PollenParticle().init('popBurst'); particle.x = x; particle.y = y; particle.vx = Math.cos(angle) * 8; particle.vy = Math.sin(angle) * 8; particle.tint = colorTints[color]; game.addChild(particle); } }; return self; }); //<Assets used in the game will automatically appear here> // Garden class to manage the grid of soil var Garden = Container.expand(function () { var self = Container.call(this); // Add new helper method for safe grid updates self.updateGridPosition = function (row, col, item) { if (row >= 0 && row < self.rows && col >= 0 && col < self.cols) { // First clear any existing item var existingItem = self.grid[row][col]; if (existingItem && existingItem.parent) { existingItem.parent.removeChild(existingItem); } // Then set new item self.grid[row][col] = item; return true; } return false; }; self.grid = []; self.rows = 8; self.cols = 8; self.cellSize = 225; self.init = function () { // Center the grid on screen self.x = (2048 - self.cols * self.cellSize) / 2; self.y = (2732 - self.rows * self.cellSize) / 2 + 2732 * 0.12 - 400; // Initialize grid and fill with buds for (var i = 0; i < self.rows; i++) { self.grid[i] = []; for (var j = 0; j < self.cols; j++) { var bud = new Bud(); bud.x = j * self.cellSize + self.cellSize / 2; bud.y = i * self.cellSize + self.cellSize / 2; bud.isBud = true; bud.isFlower = false; self.grid[i][j] = bud; self.addChild(bud); } } }; // Helper method to convert grid position to world position self.gridToWorld = function (gridX, gridY) { return { x: self.x + gridX * self.cellSize + self.cellSize / 2, y: self.y + gridY * self.cellSize + self.cellSize / 2 }; }; // Helper method to convert world position to grid position self.worldToGrid = function (worldX, worldY) { var localX = worldX - self.x; var localY = worldY - self.y; return { x: Math.floor(localX / self.cellSize), y: Math.floor(localY / self.cellSize) }; }; }); // GardenBackground class var GardenBackground = Container.expand(function () { var self = Container.call(this); var gardenBackground = LK.getAsset('GardenBackground', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.02, scaleY: 1.02, x: 2048 / 2, y: 2732 / 2 }); self.addChild(gardenBackground); }); var Hive = Container.expand(function () { var self = Container.call(this); var hiveSprite = self.attachAsset('Hive', { anchorX: 0.5, anchorY: 0.5 }); self.storedPollen = { 'red': 0, 'blue': 0, 'yellow': 0 }; // Add meter above hive self.pollenMeter = new PollenMeter(); self.pollenMeter.y = -200; self.addChild(self.pollenMeter); // Collection method self.collectFromBee = function (bee) { if (bee.currentPollen > 0) { // Transfer each type of pollen bee.pollenTypes.forEach(function (type) { // Initialize hive's stored pollen for this color if needed if (!self.storedPollen) { self.storedPollen = {}; } if (!self.storedPollen[type.color]) { self.storedPollen[type.color] = 0; } // Add to hive's storage self.storedPollen[type.color] += type.amount; // Update hive UI game.hiveUI.updatePollen(type.color, self.storedPollen[type.color], 1000); // Update UI using game.hiveUI }); // Create particles spread across the hive's width var particleCount = 20; var hiveWidth = 300; for (var i = 0; i < particleCount; i++) { var particle = new PollenParticle().init('transfer'); particle.x = -hiveWidth / 2 + Math.random() * hiveWidth; particle.y = -200; particle.vx = (Math.random() - 0.5) * 0.5; particle.vy = 1 + Math.random(); particle.twinkleOffset = Math.random() * Math.PI * 2; particle.twinkleSpeed = 0.1 + Math.random() * 0.1; particle.scale.set(0.5); self.addChild(particle); } // Clear bee's pollen bee.currentPollen = 0; bee.pollenTypes = []; // Update bee UI to show empty ['red', 'blue', 'yellow'].forEach(function (color) { game.beeUI.updatePollen(color, 0, bee.maxPollen); // Clear bee's pollen using game.beeUI }); // End bee's trail bee.pollenTrail.active = false; bee.pollenTrail.points = []; } }; return self; }); var PollenMeter = Container.expand(function () { var self = Container.call(this); // Create background bar var background = LK.getAsset('marker', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 0.1 }); self.addChild(background); // Create fill bar var fill = LK.getAsset('marker', { anchorX: 0.5, anchorY: 0.5, scaleX: 0, scaleY: 0.1 }); fill.tint = 0xFFFF00; // Yellow for pollen self.fillBar = fill; self.addChild(fill); // Update method to show current pollen self.updateMeter = function (current, max) { fill.scale.x = current / max; }; return self; }); // PollenParticle class var PollenParticle = Container.expand(function () { var self = Container.call(this); // Particle properties self.velocity = { x: 0, y: 0 }; self.lifespan = 1; // Goes from 1 to 0 self.decayRate = 0.02; // How fast the particle fades self.type = 'trail'; // Can be 'trail' or 'burst' // Create the visual element var pollenGraphics = self.attachAsset('PollenSparkle', { anchorX: 0.5, anchorY: 0.5 }); // Initialize with random properties for more organic feel self.init = function (type) { self.type = type || 'trail'; // Set initial scale based on type if (self.type === 'trail') { self.scale.set(0.7 + Math.random() * 0.3); // Larger for trail self.decayRate = 0.03; // Faster decay for trail // Slight random velocity for trail movement self.velocity = { x: (Math.random() - 0.5) * 2, y: (Math.random() - 0.5) * 2 }; } else if (self.type === 'burst') { self.scale.set(0.5 + Math.random() * 0.3); // Smaller initial size for bursts self.decayRate = 0.01; // Slower decay for longer travel // Radial burst velocity var angle = Math.random() * Math.PI * 2; var speed = 3 + Math.random() * 5; // Increased speed for further travel self.velocity = { x: Math.cos(angle) * speed, y: Math.sin(angle) * speed }; } else if (self.type === 'fairy') { self.lifespan = undefined; // Don't fade out self.startAngle = Math.random() * Math.PI * 2; // Random start position self.orbitRadius = 20 + Math.random() * 40; // Increase orbit radius variation self.orbitSpeed = 0.005 + Math.random() * 0.03; // Increase orbit speed variation self.update = function () { var time = LK.ticks * self.orbitSpeed; // Orbit motion self.x = Math.cos(time + self.startAngle) * self.orbitRadius; self.y = Math.sin(time + self.startAngle) * self.orbitRadius; // Add bobbing self.y += Math.sin(time * 2 + self.startAngle) * 10; }; } else if (self.type === 'popBurst') { self.scale.set(0.5 + Math.random() * 0.3); self.decayRate = 0.03; // Faster decay for pop effect self.velocity = { x: Math.cos(angle) * 8, y: Math.sin(angle) * 8 }; } // Random rotation speed self.rotationSpeed = (Math.random() - 0.5) * 0.2; // Random starting rotation 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 // Move outward self.x += self.vx; self.y += self.vy; // Slow down movement self.vx *= 0.95; self.vy *= 0.95; // Rotate self.rotation += self.rotationSpeed; // Fade out faster self.lifespan -= 0.05; self.alpha = self.lifespan; if (self.lifespan <= 0) { self.destroy(); } }; }); // First, let's add a PollenTrail class to handle the dragging mechanic var PollenTrail = Container.expand(function () { var self = Container.call(this); self.points = []; self.active = false; self.currentGarden = null; // Store reference to garden self.MAX_SPEED = 15; // Adjust this value for proper feel self.startTrail = function (x, y, garden) { self.active = true; self.points = [{ x: x, y: y, time: Date.now() }]; self.startTime = Date.now(); self.trailStartTime = Date.now(); // Record start time self.currentGarden = garden; // Store garden reference self.lastPoint = { x: x, y: y }; }; self.updateTrail = function (x, y) { if (!self.active) { return; } // Enforce maximum speed var dx = x - self.lastPoint.x; var dy = y - self.lastPoint.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.MAX_SPEED) { var ratio = self.MAX_SPEED / distance; x = self.lastPoint.x + dx * ratio; y = self.lastPoint.y + dy * ratio; } self.points.push({ x: x, y: y, time: Date.now() }); self.lastPoint = { x: x, y: y }; // Create particle effect along trail var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; game.addChild(particle); }; // Add the burst effect function self.createPollenBurst = function (x, y) { for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); var angle = i / 12 * Math.PI * 2; var distance = 30; particle.x = x + Math.cos(angle) * distance; particle.y = y + Math.sin(angle) * distance; // Give particles outward velocity particle.vx = Math.cos(angle) * 3; particle.vy = Math.sin(angle) * 3; game.addChild(particle); } }; self.endTrail = function () { if (!self.active) { return; } var affectedBuds = []; var checkedPositions = {}; self.points.forEach(function (point) { var localPos = self.currentGarden.toLocal({ x: point.x, y: point.y }, game); var gridX = Math.floor(localPos.x / self.currentGarden.cellSize); var gridY = Math.floor(localPos.y / self.currentGarden.cellSize); var posKey = gridX + ',' + gridY; if (!checkedPositions[posKey] && gridX >= 0 && gridX < self.currentGarden.cols && gridY >= 0 && gridY < self.currentGarden.rows) { checkedPositions[posKey] = true; var gridItem = self.currentGarden.grid[gridY][gridX]; // Verify it's a valid bud if (gridItem && gridItem.isBud === true && gridItem.isFlower === false) { affectedBuds.push({ bud: gridItem, gridX: gridX, gridY: gridY }); } } }); if (affectedBuds.length >= 2) { affectedBuds.forEach(function (budInfo) { // IMPORTANT: Clear the grid position first self.currentGarden.grid[budInfo.gridY][budInfo.gridX] = null; // Remove the bud from display list self.currentGarden.removeChild(budInfo.bud); // Create new flower var newFlower = new BasicFlower(); newFlower.x = budInfo.bud.x; newFlower.y = budInfo.bud.y; newFlower.isFlower = true; // Update grid position and add to display list self.currentGarden.grid[budInfo.gridY][budInfo.gridX] = newFlower; self.currentGarden.addChild(newFlower); // Start bloom animation newFlower.bloom(); }); } self.active = false; self.points = []; }; self.update = function () { // Just update particles, no time checks // Update all children particles for (var i = self.children.length - 1; i >= 0; i--) { var particle = self.children[i]; if (particle && particle.update) { particle.update(); } } }; }); var PollenUI = Container.expand(function () { var self = Container.call(this); // Create cells with their fill indicators // Red cell and fill // Red cell initialization and position var redCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5, x: -300 // Set position in initialization }); redCell.tint = 0xFF0000; redCell.alpha = 0.4; self.addChild(redCell); self.redFill = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0, x: -300 // Set position in initialization }); self.redFill.tint = 0xFF0000; self.redFill.alpha = 0.7; self.redFill.y = 90; self.redFill.scale.y = 0; self.addChild(self.redFill); // Blue cell initialization and position var blueCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5, x: 0 // Set position in initialization }); blueCell.tint = 0x0000FF; blueCell.alpha = 0.4; self.addChild(blueCell); self.blueFill = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0, x: 0 // Set position in initialization }); self.blueFill.tint = 0x0000FF; self.blueFill.alpha = 0.7; self.blueFill.y = 90; self.blueFill.scale.y = 0; self.addChild(self.blueFill); // Yellow cell initialization and position var yellowCell = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0.5, x: 300 // Set position in initialization }); yellowCell.tint = 0xFFFF00; yellowCell.alpha = 0.4; self.addChild(yellowCell); self.yellowFill = LK.getAsset('pollenCellBase', { anchorX: 0.5, anchorY: 0, x: 300 // Set position in initialization }); self.yellowFill.tint = 0xFFFF00; self.yellowFill.alpha = 0.7; self.yellowFill.y = 90; self.yellowFill.scale.y = 0; self.addChild(self.yellowFill); // Add update method self.updatePollen = function (color, amount, max) { var fillAmount = Math.min(amount / max, 1); if (color === 'red') { self.redFill.scale.y = fillAmount; self.redFill.y = 90 - 180 * fillAmount; // Start at 90, move up as it fills } else if (color === 'blue') { self.blueFill.scale.y = fillAmount; self.blueFill.y = 90 - 180 * fillAmount; } else if (color === 'yellow') { self.yellowFill.scale.y = fillAmount; self.yellowFill.y = 90 - 180 * fillAmount; } }; return self; }); // Add ScoreManager to handle chain reactions and scoring var ScoreManager = Container.expand(function () { var self = Container.call(this); self.currentScore = 0; self.currentChain = 0; self.chainMultiplier = 1; self.addToChain = function () { self.currentChain++; self.chainMultiplier = Math.min(1 + self.currentChain * 0.5, 5); // Cap at 5x self.addScore(100 * self.chainMultiplier); }; self.resetChain = function () { self.currentChain = 0; self.chainMultiplier = 1; }; self.addScore = function (points) { self.currentScore += Math.floor(points); // Update score display if (game.scoreDisplay) { game.scoreDisplay.text = self.currentScore.toString(); } }; }); // Level display class var LevelDisplay = Text2.expand(function () { var self = Text2.call(this, 'Level 1', { size: 150, fill: 0xFFFFFF }); }); // Score display class var ScoreDisplay = Text2.expand(function () { var self = Text2.call(this, '0', { size: 150, fill: 0xFFFFFF }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Declare and initialize flowerManager in global scope var flowerManager = new FlowerManager(); var titleScreen = new Container(); var background = LK.getAsset('titlebackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); titleScreen.addChild(background); var logo = LK.getAsset('logo', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); titleScreen.addChild(logo); var playButton = LK.getAsset('playButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 200 }); titleScreen.addChild(playButton); var tutorialButton = LK.getAsset('tutorialButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 400 }); titleScreen.addChild(tutorialButton); game.addChild(titleScreen); playButton.down = function (x, y, obj) { game.removeChild(titleScreen); var gardenBackground = new GardenBackground(); game.addChild(gardenBackground); garden = new Garden(); garden.init(); game.addChild(garden); var flowerManager = new FlowerManager(); game.flowerManager = flowerManager; var pollenTrail = new PollenTrail(); game.addChild(pollenTrail); // Create and position hive var hive = new Hive(); hive.x = 2048 / 2; hive.y = 2732 * 0.97 - 200; // Create bee and position above hive var bee = new Bee(); bee.x = hive.x; bee.y = hive.y - 150; // Create UI and attach to game object so it's globally accessible game.beeUI = new PollenUI(); game.beeUI.position.set(hive.x - 600, hive.y + 100); game.beeUI.scale.set(0.8); game.addChild(game.beeUI); game.hiveUI = new PollenUI(); game.hiveUI.position.set(hive.x + 600, hive.y + 100); game.addChild(game.hiveUI); // Add objects to game game.flowerMatcher = new FlowerMatcher(); game.addChild(game.flowerMatcher); game.addChild(hive); game.addChild(bee); // Ensure pollen particles are rendered on top by adding them last game.setChildIndex(pollenTrail, game.children.length - 1); // Initialize bud spawner garden.budSpawner = new BudSpawner(); garden.budSpawner.init(garden); game.addChild(garden.budSpawner); // Touch handlers game.down = function (x, y, obj) { bee.isMoving = true; bee.targetX = x; bee.targetY = y; }; game.move = function (x, y, obj) { if (bee.isMoving) { bee.targetX = x; bee.targetY = y - 200; } }; game.up = function (x, y, obj) { bee.isMoving = false; }; // Initialize score display var scoreDisplay = new ScoreDisplay(); scoreDisplay.anchor.set(0.5, 0); LK.gui.top.addChild(scoreDisplay); game.scoreDisplay = scoreDisplay; // Add the main update loop game.update = function () { // Update spawning system if (game.budSpawner) { game.budSpawner.update(); } // Update trail system if (pollenTrail) { pollenTrail.update(); } // Update garden elements if (garden) { // Update all flowers and buds in the grid for (var i = 0; i < garden.rows; i++) { for (var j = 0; j < garden.cols; j++) { var gridItem = garden.grid[i][j]; if (gridItem && gridItem.update) { gridItem.update(); } } } } // Update all children that have update methods for (var i = 0; i < game.children.length; i++) { var child = game.children[i]; if (child && child.update) { child.update(); } } // Update all particles if (game.particlesToUpdate) { for (var i = game.particlesToUpdate.length - 1; i >= 0; i--) { var particle = game.particlesToUpdate[i]; if (particle && particle.update) { particle.update(); } } } // Update bee if (bee && bee.update) { bee.update(); // Collision detection between bee and hive if (hive) { var dx = bee.x - hive.x; var dy = bee.y - hive.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 100) { // Adjust collection radius as needed hive.collectFromBee(bee); } } } }; }; tutorialButton.down = function (x, y, obj) { // Open tutorial }; // Removed duplicate playPollenPatternAnimation method
===================================================================
--- original.js
+++ change.js
@@ -131,17 +131,8 @@
}, 0);
flower.pollenCollected = true;
flower.hasActivePollen = false;
flower.removeFairyParticles();
- var localPos = garden.toLocal({
- x: flower.x,
- y: flower.y
- }, game);
- var gridX = Math.floor(localPos.x / garden.cellSize);
- var gridY = Math.floor(localPos.y / garden.cellSize);
- if (game.flowerMatcher) {
- game.flowerMatcher.checkForMatches(garden, gridX, gridY);
- }
// Add this new block for match checking
var localPos = garden.toLocal({
x: flower.x,
y: flower.y
@@ -173,9 +164,9 @@
if (gridItem) {
if (gridItem.isFlower && gridItem.hasActivePollen) {
// Collect pollen from flower
self.collectPollen(gridItem);
- } else if (gridItem && gridItem.isBud && self.currentPollen > 0) {
+ } else if (gridItem && gridItem.constructor.name === "Bud" && self.currentPollen > 0) {
// Add immediate state check and lock
if (gridItem.isBeingPollinated) {
return;
}
@@ -190,21 +181,21 @@
if (garden.grid[gridY][gridX] === gridItem) {
// Remove bud first
garden.removeChild(gridItem);
garden.grid[gridY][gridX] = null;
- // Wait to ensure removal is complete before adding flower
- LK.setTimeout(function () {
- // Double check grid position is still empty
- 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();
- }
- }, 50);
+ // Force synchronous removal of bud
+ garden.removeChild(gridItem);
+ garden.grid[gridY][gridX] = null;
+ // Only add flower if grid 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();
+ }
}
}
}
}
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.