User prompt
Change garden cell size to 250x250
User prompt
Adjust garden cell size to 300x300
User prompt
Make the garden 8x8 instead of 9x9
User prompt
Increase bee movement offset by 100%
User prompt
Update using: // Modify the target position to be offset above the touch point game.move = function(x, y, obj) { if (bee.isMoving) { bee.targetX = x; bee.targetY = y - 100; // Offset up by 100 pixels } };
User prompt
Update with this: // Have the bee lead ahead of the touch point game.move = function(x, y, obj) { if (bee.isMoving) { bee.targetX = x; bee.targetY = y + 100; // Offset down by 100 pixels } };
User prompt
Update with this:// Have the bee lead ahead of the touch point game.move = function(x, y, obj) { if (bee.isMoving) { bee.targetX = x; bee.targetY = y + 100; // Offset down by 100 pixels } };
User prompt
Update with this: // Add a trailing distance to the bee's movement self.update = function() { if (self.isMoving) { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 50) { // Keep bee 50 pixels behind touch var angle = Math.atan2(dy, dx); var targetX = self.targetX - Math.cos(angle) * 50; var targetY = self.targetY - Math.sin(angle) * 50; self.x += (targetX - self.x) * self.moveSpeed; self.y += (targetY - self.y) * self.moveSpeed; } self.rotation = Math.atan2(dy, dx) + Math.PI/2; } };
User prompt
Update with this: // In the Bee class, modify the update function 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); // Add PI/2 to correct the rotation (90 degrees) self.rotation = angle + Math.PI/2; } };
User prompt
Replace touch controls with: // Remove old touch handlers and add new ones for bee movement 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; } }; game.up = function(x, y, obj) { bee.isMoving = false; };
User prompt
Update bee class as necessary with: // In the Bee class, add movement properties var Bee = Container.expand(function() { var self = Container.call(this); 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; 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; } }; return self; });
User prompt
Move hive down 2%
User prompt
Move hive position up 5%
User prompt
Move hive position up 10%
User prompt
Add this code and update any that needs 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 }); // Add any bee-specific properties self.isMoving = false; // Basic update function - we'll expand this self.update = function() { // Movement code will go here }; return self; }); 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; }); // Initialize game scene var game = new LK.Game({ backgroundColor: 0x000000 }); // Create and position hive var hive = new Hive(); hive.x = 2048 / 2; // Center horizontally hive.y = 2732 - 200; // Near bottom with some padding // 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); // Add basic game update loop game.update = function() { // Update all game objects if (bee && bee.update) { bee.update(); } };
User prompt
Shrink the size of the fairy particles.
User prompt
Make updates to code as necessary with: var BasicFlower = Container.expand(function () { var self = Container.call(this); // ... keep existing initialization ... 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 }); } }); }; });
User prompt
Make changes as necessary with: 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.getSpawnRate = function () { return 16; // Spawn every frame for immediate filling }; 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.update = function () { self.gameTime = LK.ticks / 60; if (LK.ticks % Math.floor(self.getSpawnRate() / (1000 / 60)) === 0) { var spot = self.findEmptySpot(); if (spot) { var bud = new Bud(); // Match flower removal coordinate system bud.x = spot.x * self.garden.cellSize + self.garden.cellSize / 2; bud.y = spot.y * 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 }); // Match flower removal coordinate system [gridY][gridX] self.garden.grid[spot.y][spot.x] = bud; self.garden.addChild(bud); } } }; });
User prompt
Replace budspawner update with: garden.budSpawner = new BudSpawner(); garden.budSpawner.init(garden);
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: budSpawner' in or related to this line: 'if (budSpawner) {' Line Number: 662
User prompt
Add this to game but keep var: game.budSpawner = new BudSpawner(); game.budSpawner.init(garden);
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: budSpawner' in or related to this line: 'if (budSpawner) {' Line Number: 662
User prompt
Add this to game: game.budSpawner = new BudSpawner(); game.budSpawner.init(garden);
User prompt
Update as necessary with: 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.getSpawnRate = function () { // Keep original timing logic return 16; // Spawn every frame for immediate filling }; 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; if (LK.ticks % Math.floor(self.getSpawnRate() / (1000 / 60)) === 0) { 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); } } }; });
User prompt
Update as necessary using this: 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.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; 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); } }; });
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var BasicFlower = Container.expand(function () {
var self = Container.call(this);
var flowerGraphics = self.attachAsset('BasicFlower', {
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;
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;
}
};
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
});
// Simple periodic animation
self.update = function () {
self.rotation = Math.sin(LK.ticks * 0.05) * 0.1;
};
});
// 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.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;
var spot = self.findEmptySpot();
if (spot) {
var bud = new Bud();
// Match flower removal coordinate system
bud.x = spot.x * self.garden.cellSize + self.garden.cellSize / 2;
bud.y = spot.y * 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
});
// Match flower removal coordinate system [gridY][gridX]
self.garden.grid[spot.y][spot.x] = bud;
self.garden.addChild(bud);
}
};
});
// 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 = 250;
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 centerFlower = new BasicFlower();
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.trailStartTime = 0; // Add this to track when trail started
self.startTime = 0;
self.TRAIL_DURATION = 2500; // 2.5s as specified
self.currentGarden = null; // Store reference to garden
self.TRAIL_DURATION = 2500; // 2.5 seconds in milliseconds
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 () {
// Add time check to update
if (self.active && self.currentGarden) {
var currentTime = Date.now();
if (currentTime - self.trailStartTime >= self.TRAIL_DURATION) {
// Time's up - end the trail
self.endTrail();
}
}
// Remove points older than TRAIL_DURATION
var currentTime = Date.now();
self.points = self.points.filter(function (point) {
return currentTime - point.time < self.TRAIL_DURATION;
});
// 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
@@ -243,9 +243,9 @@
};
self.grid = [];
self.rows = 8;
self.cols = 8;
- self.cellSize = 300;
+ self.cellSize = 250;
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;
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.