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Make changes as necessary based on: var BudSpawner = Container.expand(function() { var self = Container.call(this); self.garden = null; self.gameTime = 0; self.firstBloom = false; // Track if we've done the first bloom self.init = function(garden) { self.garden = garden; self.gameTime = 0; self.budTimers = {}; self.firstBloom = false; // 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.update = function() { // 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]) { 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; // 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 in empty spots 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); // New buds get longer timers self.budTimers[spot.x + ',' + spot.y] = (15 + Math.random() * 15) * 60; // 15-30 seconds } }; });
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Make changes as necessary with: // In BudSpawner: var BudSpawner = Container.expand(function() { var self = Container.call(this); self.garden = null; self.gameTime = 0; self.budTimers = {}; self.init = function(garden) { self.garden = garden; self.gameTime = 0; self.budTimers = {}; // Initialize timers for all existing buds with extreme spread 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) { // Spread from 5 to 30 seconds, much wider range self.budTimers[i + ',' + j] = (5 + Math.random() * 25) * 60; gridItem.scale.set(1, 1); // Reset scale to prevent initial random sizes } } } }; 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]) { self.budTimers[budId]--; // Subtle scale feedback only in last second if (self.budTimers[budId] < 60) { var finalProgress = self.budTimers[budId] / 60; gridItem.scale.set(1 + (0.2 * (1 - finalProgress))); } 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; self.garden.removeChild(gridItem); self.garden.grid[i][j] = newFlower; self.garden.addChild(newFlower); newFlower.bloom(); 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); // New buds get 10-20 second timers self.budTimers[spot.x + ',' + spot.y] = (10 + Math.random() * 10) * 60; } }; });
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Make updates and changes using: // In BudSpawner's init function, make initial spread much wider: self.init = function(garden) { self.garden = garden; self.gameTime = 0; self.budTimers = {}; // Initialize timers for all existing buds with much wider spread 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) { // Spread from 3 to 15 seconds self.budTimers[i + ',' + j] = (3 + Math.random() * 12) * 60; } } } }; // In the update function, where new buds are spawned: // Change the timer setting to also be more varied: var spot = self.findEmptySpot(); if (spot) { var bud = new Bud(); // ... existing bud setup code ... // Set a wider range for new bud timers (5-12 seconds) self.budTimers[spot.x + ',' + spot.y] = (5 + Math.random() * 7) * 60; }
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self.init = function(garden) { self.garden = garden; self.gameTime = 0; self.budTimers = {}; // Initialize timers for all existing buds 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) { self.budTimers[i + ',' + j] = (3 + Math.random() * 4) * 60; } } } }; ``` Remove the timer initialization from the Garden class and just let BudSpawner handle it when it starts up. This should fix the reference error and still give us the staggered blooming we want!
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Please fix the bug: 'Script error.' in or related to this line: 'garden.budSpawner.budTimers[i + ',' + j] = (3 + Math.random() * 4) * 60;' Line Number: 504
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Please fix the bug: 'Script error.' in or related to this line: 'self.budSpawner.budTimers[i + ',' + j] = (3 + Math.random() * 4) * 60;' Line Number: 504
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Please fix the bug: 'Script error.' in or related to this line: 'garden.budSpawner.budTimers[i + ',' + j] = (3 + Math.random() * 4) * 60;' Line Number: 504
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Update and add changes as necessary using: // In BudSpawner, modify where we set the initial timer in the update function: // Instead of: self.budTimers[spot.x + ',' + spot.y] = 5 * 60; // Use this: self.budTimers[spot.x + ',' + spot.y] = (3 + Math.random() * 4) * 60; // Random time between 3-7 seconds ``` And for the initial board setup, let's modify the Garden init function to give each starting bud a random timer: ```javascript // In Garden init, after creating each bud: 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); // Add this line after adding each bud: budSpawner.budTimers[i + ',' + j] = (3 + Math.random() * 4) * 60;
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Please fix the bug: 'Script error.' in or related to this line: 'budSpawner.budTimers[i + ',' + j] = (3 + Math.random() * 4) * 60; // Random time between 3-7 seconds' Line Number: 504
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Make changes as necessary using: // In BudSpawner, modify where we set the initial timer in the update function: // Instead of: self.budTimers[spot.x + ',' + spot.y] = 5 * 60; // Use this: self.budTimers[spot.x + ',' + spot.y] = (3 + Math.random() * 4) * 60; // Random time between 3-7 seconds ``` And for the initial board setup, let's modify the Garden init function to give each starting bud a random timer: ```javascript // In Garden init, after creating each bud: 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); // Add this line after adding each bud: budSpawner.budTimers[i + ',' + j] = (3 + Math.random() * 4) * 60;
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Make changes based on this: var BudSpawner = Container.expand(function() { var self = Container.call(this); self.garden = null; self.gameTime = 0; // Add array to track bud timers self.budTimers = {}; // Will store {budId: timeRemaining} self.init = function(garden) { self.garden = garden; self.gameTime = 0; self.budTimers = {}; }; self.findEmptySpot = function() { var validSpots = []; for (var i = 0; i < self.garden.rows; i++) { for (var j = 0; j < self.garden.cols; j++) { if (!self.garden.grid[i][j]) { validSpots.push({x: i, y: j}); } } } if (validSpots.length > 0) { return validSpots[Math.floor(Math.random() * validSpots.length)]; } return null; }; 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 var timerProgress = self.budTimers[budId] / (5 * 60); gridItem.scale.set(0.8 + (timerProgress * 0.2)); // 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; newFlower.hasActivePollen = false; // Auto-bloomed flowers start dead self.garden.removeChild(gridItem); self.garden.grid[i][j] = newFlower; self.garden.addChild(newFlower); newFlower.bloom(); 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] = 5 * 60; } }; });
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Update as necessary using this: // Modify the Bud class to include timer and auto-bloom 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; });
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Make updates as necessary with this: 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; // Rest of the existing BasicFlower code... // (update, bloom, createPollenBurst, usePollen methods stay the same) }); // Then in Garden init, we can create flowers like: var flowerColors = ['red', 'blue', 'yellow']; var randomColor = flowerColors[Math.floor(Math.random() * flowerColors.length)]; var centerFlower = new BasicFlower(randomColor);
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Without changing the asset name, make sure all references to RedFlower in game code are changed back to BasicFlower.
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Rename the RedFlower class back to BasicFlower, but do not change the name of the asset.
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Make changes as necessary with: // In PollenTrail class, modify updateTrail: 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}); self.lastPoint = {x: x, y: y}; // Create particle at bee's position but offset slightly behind var angle = Math.atan2(dy, dx); var particle = new PollenParticle().init('trail'); particle.x = x - Math.cos(angle) * 20; // Offset behind bee particle.y = y - Math.sin(angle) * 20; game.addChild(particle); };
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Update as necessary with this: // Modify checkFlowerCollision to handle both collection and pollination: self.checkFlowerCollision = function() { 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); 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 RedFlower(); // 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 with: // In Bee class, add pollen loss handling: self.usePollen = function(bud) { var pollenUsed = 5; // Amount used 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) { // For now, just reduce from first type self.pollenTypes[0].amount -= pollenUsed; if (self.pollenTypes[0].amount <= 0) { self.pollenTypes.shift(); } } // If no more pollen, stop trail if (self.currentPollen <= 0) { self.pollenTrail.active = false; self.pollenTrail.points = []; } return true; } return false; };
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Update as necessary with this: // First, in PollenTrail class, remove timer-related code: var PollenTrail = Container.expand(function() { var self = Container.call(this); self.points = []; self.active = false; self.currentGarden = null; self.MAX_SPEED = 15; self.startTrail = function(x, y, garden) { self.active = true; self.points = [{x: x, y: y}]; self.currentGarden = garden; self.lastPoint = {x: x, y: y}; }; // Remove TRAIL_DURATION checks from update self.update = function() { if (self.active) { // Just update particles, no time checks for (var i = self.children.length - 1; i >= 0; i--) { var particle = self.children[i]; if (particle && particle.update) { particle.update(); } } } }; });
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Update code as needed: // In the Bee class, add trail handling var Bee = Container.expand(function() { var self = Container.call(this); // Existing bee sprite and properties... // Add trail property self.pollenTrail = new PollenTrail(); game.addChild(self.pollenTrail); // Add to game so it renders behind bee // Modify update to update trail when carrying pollen self.update = function() { if (self.isMoving) { self.x += (self.targetX - self.x) * self.moveSpeed; self.y += (self.targetY - self.y - 100) * self.moveSpeed; var dx = self.targetX - self.x; var dy = (self.targetY - 100) - self.y; self.rotation = Math.atan2(dy, dx) + Math.PI/2; // Update trail when carrying pollen if (self.currentPollen > 0) { self.pollenTrail.updateTrail(self.x, self.y); } self.checkFlowerCollision(); } }; // Modify collectPollen to start trail self.collectPollen = function(flower) { if (self.currentPollen < self.maxPollen && flower.hasActivePollen) { var collectAmount = 10; self.currentPollen += collectAmount; var existingType = self.pollenTypes.find(p => p.color === flower.color); if (existingType) { existingType.amount += collectAmount; } else { self.pollenTypes.push({ color: 'red', // For now just red 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); } } }; return self; });
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Make sure all instances of basic flower in code are changed to RedFlower
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Rename basic flower asset and class as RedFlower and change where appropriate
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Make updates as necessary with this: // In the Bee class, add this after the other properties 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 touchedFlower = garden.grid[gridY][gridX]; // If we hit a flower with active pollen if (touchedFlower && touchedFlower.isFlower && touchedFlower.hasActivePollen) { self.collectPollen(touchedFlower); } } }; // Add collision check to update function self.update = function() { if (self.isMoving) { self.x += (self.targetX - self.x) * self.moveSpeed; self.y += (self.targetY - self.y - 100) * self.moveSpeed; var dx = self.targetX - self.x; var dy = (self.targetY - 100) - self.y; self.rotation = Math.atan2(dy, dx) + Math.PI/2; // Add collision check self.checkFlowerCollision(); } };
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Make updates with this: var Bee = Container.expand(function() { var self = Container.call(this); var beeSprite = self.attachAsset('Bee', { anchorX: 0.5, anchorY: 0.5 }); // Movement properties (existing) self.targetX = self.x; self.targetY = self.y; self.moveSpeed = 0.1; 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}, ...] // Pollen collection method self.collectPollen = function(flower) { if (self.currentPollen < self.maxPollen && flower.hasActivePollen) { // Amount to collect (we can tune this) var collectAmount = 10; // 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; } console.log('Collected pollen:', self.pollenTypes); // For testing } }; // Existing update function self.update = function() { if (self.isMoving) { self.x += (self.targetX - self.x) * self.moveSpeed; self.y += (self.targetY - self.y - 100) * self.moveSpeed; var dx = self.targetX - self.x; var dy = (self.targetY - 100) - self.y; self.rotation = Math.atan2(dy, dx) + Math.PI/2; } }; return self; });
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Change garden cell size to 225x225
/**** * 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 }); // Create burst particles self.createPollenBurst(self.x, self.y); // Initialize with active pollen self.hasActivePollen = true; // 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); } }; 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); } } }; self.usePollen = function () { if (!self.hasActivePollen) { return; } // Get grid position for later use var localPos = { x: self.x - garden.x, y: self.y - garden.y }; var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); self.hasActivePollen = false; // Remove fairy particles self.fairyParticles.forEach(function (fairy) { self.removeChild(fairy); }); self.fairyParticles = []; // Start fade out animations tween(self, { tint: 0x808080 }, { duration: 1000, onFinish: function onFinish() { tween(self.scale, { x: 0, y: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { if (self.parent) { // Clear grid position AFTER animations complete if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows && garden.grid[gridY][gridX] === self) { garden.grid[gridY][gridX] = null; } self.parent.removeChild(self); } } }); tween(self, { alpha: 0 }, { duration: 1000, easing: tween.easeOut }); } }); }; }); 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) { // Amount to collect (we can tune this) var collectAmount = 10; // Add to current total self.currentPollen += collectAmount; // Track pollen type 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 }); } // Ensure we don't exceed max if (self.currentPollen > self.maxPollen) { self.currentPollen = self.maxPollen; } console.log('Collected pollen:', self.pollenTypes); // For testing // Start trail if not already active if (!self.pollenTrail.active) { self.pollenTrail.startTrail(self.x, self.y, garden); } } }; 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(); // 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(); } } } } }; 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) { self.pollenTrail.updateTrail(self.x, self.y); } // Add collision check self.checkFlowerCollision(); } }; // Pollen usage method self.usePollen = function (bud) { var pollenUsed = 5; // Amount used 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) { // For now, just reduce from first type self.pollenTypes[0].amount -= pollenUsed; if (self.pollenTypes[0].amount <= 0) { self.pollenTypes.shift(); } } // If no more pollen, stop trail if (self.currentPollen <= 0) { self.pollenTrail.active = false; self.pollenTrail.points = []; } return true; } return false; }; 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)); } // 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++) { // Calculate center positions var centerRow = Math.floor(self.rows / 2); var centerCol = Math.floor(self.cols / 2); // If this is the center position, place a flower if (i === centerRow && j === centerCol) { var flowerColors = ['red', 'blue', 'yellow']; var randomColor = flowerColors[Math.floor(Math.random() * flowerColors.length)]; var centerFlower = new BasicFlower(randomColor); centerFlower.x = j * self.cellSize + self.cellSize / 2; centerFlower.y = i * self.cellSize + self.cellSize / 2; centerFlower.isFlower = true; centerFlower.hasActivePollen = true; // Create fairy particles for the first flower for (var k = 0; k < centerFlower.FAIRY_COUNT; k++) { var fairy = new PollenParticle().init('fairy'); fairy.scale.set(0.5 + Math.random() * 0.2); fairy.x += (Math.random() - 0.5) * 20; fairy.y += (Math.random() - 0.5) * 20; centerFlower.addChild(fairy); centerFlower.fairyParticles.push(fairy); } self.grid[i][j] = centerFlower; self.addChild(centerFlower); } // Otherwise place a bud else { 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
@@ -312,15 +312,18 @@
self.init = function (garden) {
self.garden = garden;
self.gameTime = 0;
self.budTimers = {};
- // Initialize timers for all existing buds
+ 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++) {
- var gridItem = self.garden.grid[i][j];
- if (gridItem && gridItem.isBud) {
- self.budTimers[i + ',' + j] = (5 + Math.random() * 25) * 60;
- gridItem.scale.set(1, 1); // Reset scale to prevent initial random sizes
+ if (i !== randomRow || j !== randomCol) {
+ self.budTimers[i + ',' + j] = (10 + Math.random() * 10) * 60; // 10-20 seconds
}
}
}
};
@@ -372,13 +375,17 @@
var newFlower = new BasicFlower(randomColor);
newFlower.x = gridItem.x;
newFlower.y = gridItem.y;
newFlower.isFlower = true;
- newFlower.hasActivePollen = false; // Auto-bloomed flowers start dead
+ // 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];
}
}
}
@@ -400,9 +407,9 @@
});
self.garden.grid[spot.x][spot.y] = bud;
self.garden.addChild(bud);
// Initialize timer for new bud
- self.budTimers[spot.x + ',' + spot.y] = (10 + Math.random() * 10) * 60;
+ self.budTimers[spot.x + ',' + spot.y] = (15 + Math.random() * 15) * 60; // 15-30 seconds
}
};
});
// Simplified FlowerManager - mainly for flower conversion and management
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.