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Update as necessary: self.update = function() { self.gameTime = LK.ticks / 60; // Handle bud timers and blooming 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) { var budId = i + ',' + j; if (self.budTimers[budId] !== undefined) { // Only update if timer exists self.budTimers[budId]--; if (self.budTimers[budId] <= 0) { var flowerColors = ['red', 'blue', 'yellow']; var randomColor = flowerColors[Math.floor(Math.random() * flowerColors.length)]; var newFlower = new BasicFlower(randomColor); newFlower.x = gridItem.x; newFlower.y = gridItem.y; newFlower.isFlower = true; newFlower.hasActivePollen = false; // All auto-blooms after first start without pollen self.garden.removeChild(gridItem); self.garden.grid[i][j] = newFlower; self.garden.addChild(newFlower); newFlower.bloom(); delete self.budTimers[budId]; } } } } } };
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Update as necessary: self.usePollen = function(bud) { 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]; pType.amount -= pollenUsed; // 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 pType.color; } return null; };
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Update as necessary with: self.usePollen = function(bud) { var pollenUsed = 7; if (self.currentPollen > 0 && self.pollenTypes.length > 0) { // If we have less than pollenUsed, use all remaining pollen if (self.currentPollen < pollenUsed) { pollenUsed = self.currentPollen; } // Keep track of color before clearing var color = self.pollenTypes[0].color; self.currentPollen = 0; self.pollenTypes = []; // Only end trail AFTER successful pollination self.pollenTrail.active = false; self.pollenTrail.points = []; return color; } return null; }; ``` 2. In bee's movement/update: ```javascript 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; // 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); } // Check collision after moving self.checkFlowerCollision(); } };
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Update as necessary with: self.usePollen = function(bud) { var pollenUsed = 7; // If we have less than standard amount but more than 0, use remaining pollen if (self.currentPollen > 0 && self.pollenTypes.length > 0) { // If we have less than pollenUsed, use all remaining pollen if (self.currentPollen < pollenUsed) { pollenUsed = self.currentPollen; } self.currentPollen = 0; // Empty the bee // Update pollen types array var pType = self.pollenTypes[0]; pType.amount = 0; // Empty this type self.pollenTypes = []; // Clear all types // End trail since we're out of pollen self.pollenTrail.active = false; self.pollenTrail.points = []; return pType.color; } return null; };
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Update as necessary with: self.usePollen = function(bud) { var pollenUsed = 7; if (self.currentPollen >= pollenUsed && self.pollenTypes.length > 0) { self.currentPollen -= pollenUsed; // Update pollen types array var pType = self.pollenTypes[0]; pType.amount -= pollenUsed; // If this type is depleted, remove it if (pType.amount <= 0) { self.pollenTypes.shift(); // If we have no more pollen types, ensure currentPollen is 0 if (self.pollenTypes.length === 0) { self.currentPollen = 0; } } // Only end trail if truly out of all pollen if (self.pollenTypes.length === 0) { self.pollenTrail.active = false; self.pollenTrail.points = []; } return pType.color; } return null; }; 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(); } };
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Update as necessary with: if (gridItem && gridItem.isBud && self.currentPollen > 0) { // Add immediate state check and lock if (gridItem.isBeingPollinated) return; // Skip if already being converted gridItem.isBeingPollinated = true; var pollenColor = self.usePollen(gridItem); if (pollenColor) { // Ensure the bud hasn't auto-bloomed if (garden.grid[gridY][gridX] === gridItem) { var newFlower = new BasicFlower(pollenColor); newFlower.x = gridItem.x; newFlower.y = gridItem.y; newFlower.isFlower = true; garden.removeChild(gridItem); garden.grid[gridY][gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); } } }
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Make changes as necessary with: if (gridItem.isBud && self.currentPollen > 0) { var pollenColor = self.usePollen(gridItem); if (pollenColor) { var newFlower = new BasicFlower(pollenColor); newFlower.x = gridItem.x; newFlower.y = gridItem.y; newFlower.isFlower = true; // Remove the immediate hasActivePollen set // Let bloom() handle the pollen activation garden.removeChild(gridItem); garden.grid[gridY][gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); } }
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Update as necessary using: self.checkFlowerCollision = function() { // Convert bee position to garden's local space var localPos = garden.toLocal({x: self.x, y: self.y}, game); // Calculate grid position var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); console.log('Grid Position:', gridX, gridY); // Debug // Check if position is within grid bounds if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { var gridItem = garden.grid[gridY][gridX]; if (gridItem) { console.log('Grid Item:', gridItem.isBud, self.currentPollen); // Debug if (gridItem.isFlower && gridItem.hasActivePollen) { // Collect pollen from flower self.collectPollen(gridItem); } else if (gridItem.isBud && self.currentPollen > 0) { console.log('Attempting pollination'); // Debug // Try to pollinate bud var pollenColor = self.usePollen(gridItem); if (pollenColor) { console.log('Pollination successful'); // Debug // Convert bud to flower var newFlower = new BasicFlower(pollenColor); newFlower.x = gridItem.x; newFlower.y = gridItem.y; newFlower.isFlower = true; garden.removeChild(gridItem); garden.grid[gridY][gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); } } } } };
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Update as necessary using: // In Bee class self.collectPollen = function(flower) { // ... existing collection code ... console.log('Current Pollen:', self.currentPollen); // Temporary debug console.log('Pollen Types:', self.pollenTypes); // Temporary debug }; self.usePollen = function(bud) { // Add debug logs console.log('Trying to use pollen. Amount:', self.currentPollen); console.log('Pollen types:', self.pollenTypes); var pollenUsed = 7; if (self.currentPollen >= pollenUsed && self.pollenTypes.length > 0) { // ... rest of usePollen code ... console.log('After using pollen:', self.currentPollen); // Debug return pType.color; } return null; };
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Please fix the bug: 'TypeError: setTimeout is not a function. (In 'setTimeout(function () { __$(18); self.hasActivePollen = true; // Create fairy particles after delay __$(19); for (var i = 0; i < self.FAIRY_COUNT; i++) { __$(20); var fairy = new PollenParticle().init('fairy'); __$(21); fairy.scale.set(0.3 + Math.random() * 0.2); __$(22); fairy.x += (Math.random() - 0.5) * 60; __$(23); fairy.y += (Math.random() - 0.5) * 60; __$(24); fairy.rotation = Math.random() * Math.PI * 2; __$(25); fairy.rotationSpeed = (Math.random() - 0.5) * 0.2; __$(26); self.addChild(fairy); __$(27); self.fairyParticles.push(fairy); } }, 1000)', 'setTimeout' is undefined)' in or related to this line: 'setTimeout(function () {' Line Number: 65
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Update as necessary using this: var BasicFlower = Container.expand(function(color) { var self = Container.call(this); self.color = color || 'red'; self.hasActivePollen = false; self.pollenCollected = false; self.fairyParticles = []; self.FAIRY_COUNT = 3; self.bloom = function() { self.scale.set(0.3, 0.3); // First tween for bloom animation tween(self.scale, {x: 1, y: 1}, { duration: 1000, onFinish: function() { // After bloom animation, delay before activating pollen 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); }; // Rest of the BasicFlower code... });
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Update using: } else if (gridItem.isBud && self.currentPollen > 0) { var pollenColor = self.usePollen(gridItem); if (pollenColor) { // Convert bud to flower with the correct color var newFlower = new BasicFlower(pollenColor); newFlower.x = gridItem.x; newFlower.y = gridItem.y; newFlower.isFlower = true; newFlower.hasActivePollen = true; // Make sure pollen is active garden.removeChild(gridItem); garden.grid[gridY][gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); // This should now create fairy particles properly } }
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Update as necessary: self.collectPollen = function(flower) { if (self.currentPollen < self.maxPollen && flower.hasActivePollen && !flower.pollenCollected) { var collectAmount = 25; self.currentPollen += collectAmount; // Track pollen type var existingType = self.pollenTypes.find(p => p.color === flower.color); if (existingType) { existingType.amount += collectAmount; } else { self.pollenTypes.push({ color: flower.color, amount: collectAmount }); } // Ensure we don't exceed max if (self.currentPollen > self.maxPollen) { self.currentPollen = self.maxPollen; } // Mark that we've collected from this flower and remove particles flower.pollenCollected = true; flower.hasActivePollen = false; // Make sure to set this false flower.removeFairyParticles(); // Start trail if not already active if (!self.pollenTrail.active) { self.pollenTrail.startTrail(self.x, self.y, garden); } } }; self.usePollen = function(bud) { var pollenUsed = 7; if (self.currentPollen >= pollenUsed && self.pollenTypes.length > 0) { // Make sure we have pollen types self.currentPollen -= pollenUsed; // Update pollen types array var pType = self.pollenTypes[0]; pType.amount -= pollenUsed; if (pType.amount <= 0) { self.pollenTypes.shift(); } // Handle trail if (self.currentPollen <= 0 || self.pollenTypes.length === 0) { self.pollenTrail.active = false; self.pollenTrail.points = []; } return pType.color; } return null; };
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Make updates a necessary using: 1. For the fairy particles, we'll modify BasicFlower: ```javascript var BasicFlower = Container.expand(function(color) { var self = Container.call(this); // Store flower color and initialize pollen status self.color = color || 'red'; self.hasActivePollen = false; self.pollenCollected = false; self.fairyParticles = []; self.FAIRY_COUNT = 3; // Rest of the BasicFlower setup... self.bloom = function() { // Scale animation self.scale.set(0.3, 0.3); tween(self.scale, {x: 1, y: 1}, {duration: 1000}); // Create burst particles self.createPollenBurst(self.x, self.y); // Initialize with active pollen self.hasActivePollen = true; self.pollenCollected = false; // Create 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); } }; self.removeFairyParticles = function() { self.fairyParticles.forEach(function(fairy) { self.removeChild(fairy); }); self.fairyParticles = []; }; });
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Remove fairy particles when pollen is collected.
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Update code using this: 2. Then modify the Bee's collectPollen to use this: ```javascript self.collectPollen = function(flower) { if (self.currentPollen < self.maxPollen && flower.hasActivePollen && !flower.pollenCollected) { var collectAmount = 25; self.currentPollen += collectAmount; // Track pollen type var existingType = self.pollenTypes.find(p => p.color === flower.color); if (existingType) { existingType.amount += collectAmount; } else { self.pollenTypes.push({ color: flower.color, amount: collectAmount }); } // Ensure we don't exceed max if (self.currentPollen > self.maxPollen) { self.currentPollen = self.maxPollen; } // Mark that we've collected from this flower flower.pollenCollected = true; // Start trail if not already active if (!self.pollenTrail.active) { self.pollenTrail.startTrail(self.x, self.y, garden); } } };
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Please fix the bug: 'TypeError: flower.usePollen is not a function. (In 'flower.usePollen()', 'flower.usePollen' is undefined)' in or related to this line: 'flower.usePollen();' Line Number: 142
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Update as necessary using this: 1. First, in BasicFlower, remove the usePollen method I added and just track if we've collected from it: ```javascript var BasicFlower = Container.expand(function(color) { var self = Container.call(this); // Store flower color and initialize pollen status self.color = color || 'red'; self.hasActivePollen = false; self.pollenCollected = false; // New flag to track if we've collected from it // Rest of the BasicFlower setup... self.bloom = function() { // Scale animation self.scale.set(0.3, 0.3); tween(self.scale, {x: 1, y: 1}, {duration: 1000}); // Create burst particles self.createPollenBurst(self.x, self.y); // Initialize with active pollen self.hasActivePollen = true; self.pollenCollected = false; // Create fairy particles like before... }; });
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Update as necessary using: // In Bee class, modify collectPollen: self.collectPollen = function(flower) { if (self.currentPollen < self.maxPollen && flower.hasActivePollen) { // Amount to collect (we can tune this) var collectAmount = 25; // Add to current total self.currentPollen += collectAmount; // Track pollen type var existingType = self.pollenTypes.find(p => p.color === flower.color); if (existingType) { existingType.amount += collectAmount; } else { self.pollenTypes.push({ color: flower.color, amount: collectAmount }); } // Ensure we don't exceed max if (self.currentPollen > self.maxPollen) { self.currentPollen = self.maxPollen; } // Mark the flower's pollen as used flower.usePollen(); // Start trail if not already active if (!self.pollenTrail.active) { self.pollenTrail.startTrail(self.x, self.y, garden); } } }; // And modify usePollen: self.usePollen = function(bud) { var pollenUsed = 7; if (self.currentPollen >= pollenUsed) { self.currentPollen -= pollenUsed; // Update pollen types array first if (self.pollenTypes.length > 0) { var pType = self.pollenTypes[0]; pType.amount -= pollenUsed; if (pType.amount <= 0) { self.pollenTypes.shift(); } } // If no more pollen, stop trail if (self.currentPollen <= 0 || self.pollenTypes.length === 0) { self.pollenTrail.active = false; self.pollenTrail.points = []; return null; } return self.pollenTypes[0].color; // Return the color we're using } return null; };
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Update as necessary using: // In BasicFlower, at the start: self.bloom = function() { // Scale animation self.scale.set(0.3, 0.3); tween(self.scale, {x: 1, y: 1}, {duration: 1000}); // Create burst particles self.createPollenBurst(self.x, self.y); // Initialize with active pollen self.hasActivePollen = true; // Make sure this is set // Create 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); // Reduced size for fairy particles fairy.x += (Math.random() - 0.5) * 60; // Further spread out fairy.y += (Math.random() - 0.5) * 60; // Further spread out fairy.rotation = Math.random() * Math.PI * 2; // Add random rotation fairy.rotationSpeed = (Math.random() - 0.5) * 0.2; // Add random rotation speed self.addChild(fairy); self.fairyParticles.push(fairy); } }; // Add method to remove pollen: self.usePollen = function() { if (!self.hasActivePollen) { return; } self.hasActivePollen = false; // Remove fairy particles self.fairyParticles.forEach(function(fairy) { self.removeChild(fairy); }); self.fairyParticles = []; };
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Please fix the bug: 'ReferenceError: Can't find variable: pType' in or related to this line: 'return pType.color; // Return the color we used' Line Number: 267
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Make changes as necesssry with: // In Bee's collectPollen method, add debug log: self.collectPollen = function(flower) { if (self.currentPollen < self.maxPollen && flower.hasActivePollen) { var collectAmount = 25; // Enough for ~3-4 pollinations self.currentPollen += collectAmount; // Track pollen type var existingType = self.pollenTypes.find(p => p.color === flower.color); if (existingType) { existingType.amount += collectAmount; } else { self.pollenTypes.push({ color: flower.color, amount: collectAmount }); } if (self.currentPollen > self.maxPollen) { self.currentPollen = self.maxPollen; } // Start trail if not already active if (!self.pollenTrail.active) { self.pollenTrail.startTrail(self.x, self.y, garden); } } }; // In usePollen method: self.usePollen = function(bud) { var pollenUsed = 7; // Using about 1/4 of collected amount per pollination if (self.currentPollen >= pollenUsed) { self.currentPollen -= pollenUsed; // Create burst effect at bud location var burstParticle = new PollenParticle().init('burst'); burstParticle.x = bud.x; burstParticle.y = bud.y; game.addChild(burstParticle); // Update pollen types array if (self.pollenTypes.length > 0) { // Get first available pollen type var pType = self.pollenTypes[0]; pType.amount -= pollenUsed; if (pType.amount <= 0) { self.pollenTypes.shift(); } return pType.color; // Return the color we used } // If no more pollen, stop trail if (self.currentPollen <= 0) { self.pollenTrail.active = false; self.pollenTrail.points = []; } return null; } return null; }; // Then in checkFlowerCollision, use the returned color: } else if (gridItem.isBud && self.currentPollen > 0) { // Try to pollinate bud var pollenColor = self.usePollen(gridItem); if (pollenColor) { // Convert bud to flower with the correct color var newFlower = new BasicFlower(pollenColor); newFlower.x = gridItem.x; newFlower.y = gridItem.y; newFlower.isFlower = true; newFlower.hasActivePollen = true; // New blooms should have active pollen garden.removeChild(gridItem); garden.grid[gridY][gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); } }
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Update as necessary using: // In Bee's checkFlowerCollision method: 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.isBud && self.currentPollen > 0) { // Try to pollinate bud if (self.usePollen(gridItem)) { // Convert bud to flower var newFlower = new BasicFlower('red'); // For now just red newFlower.x = gridItem.x; newFlower.y = gridItem.y; newFlower.isFlower = true; garden.removeChild(gridItem); garden.grid[gridY][gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); } } } } };
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Update as necessary using: 1. First, let's remove that center flower. This is happening in the Garden's init function: ```javascript // In Garden init, remove this part: // if (i === centerRow && j === centerCol) { // ... center flower creation ... // } // Instead, just create buds for all positions: self.init = function() { // Center the grid 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); } } };
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2. Then let's adjust the pollen collection amount in the Bee class: ```javascript // In Bee's collectPollen method: var collectAmount = 25; // Enough for ~3-4 pollinations // In Bee's usePollen method: var pollenUsed = 7; // Using about 1/4 of collected amount per pollination
/****
* 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'
};
// 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 = 100; // Maximum pollen capacity
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 (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();
}
};
self.checkFlowerCollision = function () {
// Convert bee position to garden's local space
var localPos = garden.toLocal({
x: self.x,
y: self.y
}, game);
// Calculate grid position
var gridX = Math.floor(localPos.x / garden.cellSize);
var gridY = Math.floor(localPos.y / garden.cellSize);
console.log('Grid Position:', gridX, gridY); // Debug
// Check if position is within grid bounds
if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) {
var gridItem = garden.grid[gridY][gridX];
if (gridItem) {
console.log('Grid Item:', gridItem.isBud, self.currentPollen); // Debug
if (gridItem.isFlower && gridItem.hasActivePollen) {
// Collect pollen from flower
self.collectPollen(gridItem);
} else if (gridItem && gridItem.isBud && self.currentPollen > 0) {
// Add immediate state check and lock
if (gridItem.isBeingPollinated) {
return;
} // Skip if already being converted
gridItem.isBeingPollinated = true;
console.log('Attempting pollination'); // Debug
var pollenColor = self.usePollen(gridItem);
if (pollenColor) {
// Ensure the bud hasn't auto-bloomed
if (garden.grid[gridY][gridX] === gridItem) {
console.log('Pollination successful'); // Debug
// Convert bud to flower with the correct color
var newFlower = new BasicFlower(pollenColor);
newFlower.x = gridItem.x;
newFlower.y = gridItem.y;
newFlower.isFlower = true;
garden.removeChild(gridItem);
garden.grid[gridY][gridX] = newFlower;
garden.addChild(newFlower);
newFlower.bloom();
}
}
}
}
}
};
self.update = function () {
if (self.isMoving) {
// Smooth movement towards target
self.x += (self.targetX - self.x) * self.moveSpeed;
self.y += (self.targetY - self.y) * self.moveSpeed;
// Calculate rotation based on movement direction
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var angle = Math.atan2(dy, dx);
self.rotation = angle + Math.PI / 2;
// Update trail when carrying pollen
if (self.currentPollen > 0) {
// Make sure trail starts if not already active
if (!self.pollenTrail.active) {
self.pollenTrail.startTrail(self.x, self.y, garden);
}
self.pollenTrail.updateTrail(self.x, self.y);
}
// Add collision check
self.checkFlowerCollision();
}
};
// Pollen usage method
self.usePollen = function (bud) {
// Add debug logs
console.log('Trying to use pollen. Amount:', self.currentPollen);
console.log('Pollen types:', self.pollenTypes);
var pollenUsed = 7;
if (self.currentPollen > 0 && self.pollenTypes.length > 0) {
// If we have less than pollenUsed, use remaining pollen
if (self.currentPollen < pollenUsed) {
pollenUsed = self.currentPollen;
}
// Reduce pollen instead of zeroing it
self.currentPollen -= pollenUsed;
// Update pollen types properly
var pType = self.pollenTypes[0];
pType.amount -= pollenUsed;
// 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 pType.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;
// Update timer
if (self.bloomTimer > 0) {
self.bloomTimer--;
// Optional: Add visual feedback of timer
// Could use scale or tint to show timer progress
var timerProgress = self.bloomTimer / (5 * 60);
self.scale.set(0.8 + timerProgress * 0.2);
} else {
// Time to auto-bloom
self.autoBloom();
}
};
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.budTimers = {};
self.firstBloom = false; // Track if we've done the first bloom
// Initialize timer for first bloom only (1-2 seconds)
var randomRow = Math.floor(Math.random() * self.garden.rows);
var randomCol = Math.floor(Math.random() * self.garden.cols);
self.budTimers[randomRow + ',' + randomCol] = 90; // ~1.5 seconds at 60fps
// Initialize much longer timers for other buds
for (var i = 0; i < self.garden.rows; i++) {
for (var j = 0; j < self.garden.cols; j++) {
if (i !== randomRow || j !== randomCol) {
self.budTimers[i + ',' + j] = (10 + Math.random() * 10) * 60; // 10-20 seconds
}
}
}
};
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;
// Handle bud timers and blooming
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) {
var budId = i + ',' + j;
// Initialize timer if needed
if (!self.budTimers[budId]) {
self.budTimers[budId] = 5 * 60; // 5 seconds at 60fps
}
// Update timer
self.budTimers[budId]--;
// Update bud scale for visual feedback
if (self.budTimers[budId] < 60) {
var finalProgress = self.budTimers[budId] / 60;
gridItem.scale.set(1 + 0.2 * (1 - finalProgress));
// Add color change as visual feedback
var colorProgress = Math.floor(0xFF * (1 - finalProgress));
gridItem.tint = colorProgress << 16 | colorProgress << 8 | colorProgress;
}
// Time to bloom
if (self.budTimers[budId] <= 0) {
var flowerColors = ['red', 'blue', 'yellow'];
var randomColor = flowerColors[Math.floor(Math.random() * flowerColors.length)];
var newFlower = new BasicFlower(randomColor);
newFlower.x = gridItem.x;
newFlower.y = gridItem.y;
newFlower.isFlower = true;
// First bloom (or player-pollinated blooms) get active pollen
newFlower.hasActivePollen = !self.firstBloom;
self.garden.removeChild(gridItem);
self.garden.grid[i][j] = newFlower;
self.garden.addChild(newFlower);
newFlower.bloom();
if (!self.firstBloom) {
self.firstBloom = true;
}
delete self.budTimers[budId];
}
}
}
}
// Handle spawning new buds
var spot = self.findEmptySpot();
if (spot) {
var bud = new Bud();
bud.x = spot.y * self.garden.cellSize + self.garden.cellSize / 2;
bud.y = spot.x * self.garden.cellSize + self.garden.cellSize / 2;
bud.isBud = true;
bud.isFlower = false;
bud.scale.set(0, 0);
tween(bud.scale, {
x: 1,
y: 1
}, {
duration: 1000
});
self.garden.grid[spot.x][spot.y] = bud;
self.garden.addChild(bud);
// Initialize timer for new bud
self.budTimers[spot.x + ',' + spot.y] = (15 + Math.random() * 15) * 60; // 15-30 seconds
}
};
});
// 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 () {};
});
//<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);
// Create hive sprite
var hiveSprite = self.attachAsset('Hive', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// PollenParticle class
var PollenParticle = Container.expand(function () {
var self = Container.call(this);
// Particle properties
self.velocity = {
x: 0,
y: 0
};
self.lifespan = 1; // Goes from 1 to 0
self.decayRate = 0.02; // How fast the particle fades
self.type = 'trail'; // Can be 'trail' or 'burst'
// Create the visual element
var pollenGraphics = self.attachAsset('PollenSparkle', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize with random properties for more organic feel
self.init = function (type) {
self.type = type || 'trail';
// Set initial scale based on type
if (self.type === 'trail') {
self.scale.set(0.7 + Math.random() * 0.3); // Larger for trail
self.decayRate = 0.03; // Faster decay for trail
// Slight random velocity for trail movement
self.velocity = {
x: (Math.random() - 0.5) * 2,
y: (Math.random() - 0.5) * 2
};
} else if (self.type === 'burst') {
self.scale.set(0.5 + Math.random() * 0.3); // Smaller initial size for bursts
self.decayRate = 0.01; // Slower decay for longer travel
// Radial burst velocity
var angle = Math.random() * Math.PI * 2;
var speed = 3 + Math.random() * 5; // Increased speed for further travel
self.velocity = {
x: Math.cos(angle) * speed,
y: Math.sin(angle) * speed
};
} else if (self.type === 'fairy') {
self.lifespan = undefined; // Don't fade out
self.startAngle = Math.random() * Math.PI * 2; // Random start position
self.orbitRadius = 20 + Math.random() * 40; // Increase orbit radius variation
self.orbitSpeed = 0.005 + Math.random() * 0.03; // Increase orbit speed variation
self.update = function () {
var time = LK.ticks * self.orbitSpeed;
// Orbit motion
self.x = Math.cos(time + self.startAngle) * self.orbitRadius;
self.y = Math.sin(time + self.startAngle) * self.orbitRadius;
// Add bobbing
self.y += Math.sin(time * 2 + self.startAngle) * 10;
};
}
// Random rotation speed
self.rotationSpeed = (Math.random() - 0.5) * 0.2;
// Random starting rotation
self.rotation = Math.random() * Math.PI * 2;
// Add random rotation speed for dynamic movement
self.rotationSpeed = (Math.random() - 0.5) * 0.2;
// Full opacity to start
self.alpha = 1;
return self;
};
self.update = function () {
// Update position based on velocity
self.x += self.velocity.x;
self.y += self.velocity.y;
// Add rotation
self.rotation += self.rotationSpeed;
// Slow down velocity over time
self.velocity.x *= 0.95;
self.velocity.y *= 0.95;
// Update lifespan and alpha
self.lifespan -= self.decayRate;
self.alpha = self.lifespan;
// Scale slightly varies with life
var scalePulse = 1 + Math.sin(LK.ticks * 0.2) * 0.1;
pollenGraphics.scale.set(scalePulse * self.scale.x);
// Remove when lifecycle complete
if (self.lifespan <= 0) {
self.destroy();
}
};
});
// First, let's add a PollenTrail class to handle the dragging mechanic
var PollenTrail = Container.expand(function () {
var self = Container.call(this);
self.points = [];
self.active = false;
self.currentGarden = null; // Store reference to garden
self.MAX_SPEED = 15; // Adjust this value for proper feel
self.startTrail = function (x, y, garden) {
self.active = true;
self.points = [{
x: x,
y: y,
time: Date.now()
}];
self.startTime = Date.now();
self.trailStartTime = Date.now(); // Record start time
self.currentGarden = garden; // Store garden reference
self.lastPoint = {
x: x,
y: y
};
};
self.updateTrail = function (x, y) {
if (!self.active) {
return;
}
// Enforce maximum speed
var dx = x - self.lastPoint.x;
var dy = y - self.lastPoint.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.MAX_SPEED) {
var ratio = self.MAX_SPEED / distance;
x = self.lastPoint.x + dx * ratio;
y = self.lastPoint.y + dy * ratio;
}
self.points.push({
x: x,
y: y,
time: Date.now()
});
self.lastPoint = {
x: x,
y: y
};
// Create particle effect along trail
var particle = new PollenParticle().init('trail');
particle.x = x;
particle.y = y;
game.addChild(particle);
};
// Add the burst effect function
self.createPollenBurst = function (x, y) {
for (var i = 0; i < 12; i++) {
var particle = new PollenParticle().init('burst');
var angle = i / 12 * Math.PI * 2;
var distance = 30;
particle.x = x + Math.cos(angle) * distance;
particle.y = y + Math.sin(angle) * distance;
// Give particles outward velocity
particle.vx = Math.cos(angle) * 3;
particle.vy = Math.sin(angle) * 3;
game.addChild(particle);
}
};
self.endTrail = function () {
if (!self.active) {
return;
}
var affectedBuds = [];
var checkedPositions = {};
self.points.forEach(function (point) {
var localPos = self.currentGarden.toLocal({
x: point.x,
y: point.y
}, game);
var gridX = Math.floor(localPos.x / self.currentGarden.cellSize);
var gridY = Math.floor(localPos.y / self.currentGarden.cellSize);
var posKey = gridX + ',' + gridY;
if (!checkedPositions[posKey] && gridX >= 0 && gridX < self.currentGarden.cols && gridY >= 0 && gridY < self.currentGarden.rows) {
checkedPositions[posKey] = true;
var gridItem = self.currentGarden.grid[gridY][gridX];
// Verify it's a valid bud
if (gridItem && gridItem.isBud === true && gridItem.isFlower === false) {
affectedBuds.push({
bud: gridItem,
gridX: gridX,
gridY: gridY
});
}
}
});
if (affectedBuds.length >= 2) {
affectedBuds.forEach(function (budInfo) {
// IMPORTANT: Clear the grid position first
self.currentGarden.grid[budInfo.gridY][budInfo.gridX] = null;
// Remove the bud from display list
self.currentGarden.removeChild(budInfo.bud);
// Create new flower
var newFlower = new BasicFlower();
newFlower.x = budInfo.bud.x;
newFlower.y = budInfo.bud.y;
newFlower.isFlower = true;
// Update grid position and add to display list
self.currentGarden.grid[budInfo.gridY][budInfo.gridX] = newFlower;
self.currentGarden.addChild(newFlower);
// Start bloom animation
newFlower.bloom();
});
}
self.active = false;
self.points = [];
};
self.update = function () {
// Just update particles, no time checks
// Update all children particles
for (var i = self.children.length - 1; i >= 0; i--) {
var particle = self.children[i];
if (particle && particle.update) {
particle.update();
}
}
};
});
// 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);
// 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;
};
// Create and position hive
var hive = new Hive();
hive.x = 2048 / 2; // Center horizontally
hive.y = 2732 * 0.97 - 200; // Move hive down by 2% of the screen height
// Create bee and position above hive
var bee = new Bee();
bee.x = hive.x; // Start above hive
bee.y = hive.y - 150;
// Add objects to game
game.addChild(hive);
game.addChild(bee);
// 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();
}
};
};
tutorialButton.down = function (x, y, obj) {
// Open tutorial
};
// Removed duplicate playPollenPatternAnimation method ===================================================================
--- original.js
+++ change.js
@@ -343,8 +343,11 @@
// Update bud scale for visual feedback
if (self.budTimers[budId] < 60) {
var finalProgress = self.budTimers[budId] / 60;
gridItem.scale.set(1 + 0.2 * (1 - finalProgress));
+ // Add color change as visual feedback
+ var colorProgress = Math.floor(0xFF * (1 - finalProgress));
+ gridItem.tint = colorProgress << 16 | colorProgress << 8 | colorProgress;
}
// Time to bloom
if (self.budTimers[budId] <= 0) {
var flowerColors = ['red', 'blue', 'yellow'];
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.