User prompt
Still not spawning new buds after flower is removed.
User prompt
Not working. Analyze and debug
User prompt
Fix budspawner to spawn a new bud in an empty space after flower is removed.
User prompt
Update code with this as necessary: var BudSpawner = Container.expand(function () { var self = Container.call(this); self.garden = null; self.init = function (garden) { self.garden = garden; }; // When a space becomes empty, spawn a bud there immediately self.spawnBudAt = function (x, y) { var bud = new Bud(); bud.x = y * self.garden.cellSize + self.garden.cellSize / 2; bud.y = 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[x][y] = bud; self.garden.addChild(bud); }; // Check for empty spaces each update self.update = function () { for (var i = 0; i < self.garden.rows; i++) { for (var j = 0; j < self.garden.cols; j++) { if (self.garden.grid[i][j] === null) { self.spawnBudAt(i, j); } } } }; });
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Please fix the bug: 'Script error.' in or related to this line: 'if (self.garden && self.garden.grid[gridX][gridY] === null) {' Line Number: 151
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Please fix the bug: 'Script error.' in or related to this line: 'if (self.garden.grid[gridX][gridY] === null) {' Line Number: 151
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Please fix the bug: 'Can't find variable: garden' in or related to this line: 'budSpawner.init(garden);' Line Number: 572
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Please fix the bug: 'Can't find variable: garden' in or related to this line: 'budSpawner.init(garden);' Line Number: 572
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Add budspawner reference to global scope as seen here. Make no other changes: // Make sure BudSpawner is initialized in game setup // In your game initialization: var game = new LK.Game({ backgroundColor: 0x000000 }); // ... other initialization code ... var budSpawner = new BudSpawner(); budSpawner.init(garden); game.budSpawner = budSpawner; // Store reference for easy access
User prompt
Please fix the bug: 'Can't find variable: garden' in or related to this line: 'budSpawner.init(garden);' Line Number: 572
User prompt
Please fix the bug: 'Can't find variable: garden' in or related to this line: 'budSpawner.init(garden);' Line Number: 572
User prompt
Please fix the bug: 'Can't find variable: garden' in or related to this line: 'budSpawner.init(garden);' Line Number: 572
User prompt
Make changes as necessary with: // Make sure BudSpawner is initialized in game setup // In your game initialization: var game = new LK.Game({ backgroundColor: 0x000000 }); // ... other initialization code ... var budSpawner = new BudSpawner(); budSpawner.init(garden); game.budSpawner = budSpawner; // Store reference for easy access
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Please fix the bug: 'Script error.' in or related to this line: 'game.budSpawner.spawnBudAt(pos.x, pos.y);' Line Number: 492
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Please fix the bug: 'Script error.' in or related to this line: 'game.budSpawner.spawnBudAt(pos.x, pos.y);' Line Number: 492
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Update as necessary using this: // Update PollenTrail's endTrail for matched flower clearing var PollenTrail = Container.expand(function () { // ... keep existing initialization ... self.endTrail = function () { if (!self.active) return; var affectedBuds = []; var checkedPositions = {}; // ... existing bud finding code ... if (affectedBuds.length >= 2) { var positionsToRespawn = []; // Track positions that need new buds affectedBuds.forEach(function (budInfo) { // Clear grid and remove bud garden.grid[budInfo.gridY][budInfo.gridX] = null; garden.removeChild(budInfo.bud); // Create new flower var newFlower = new BasicFlower(); newFlower.x = budInfo.bud.x; newFlower.y = budInfo.bud.y; newFlower.isFlower = true; garden.grid[budInfo.gridY][budInfo.gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); // Add position to respawn list positionsToRespawn.push({ x: budInfo.gridY, y: budInfo.gridX }); }); // After flowers are cleared, spawn new buds in their positions positionsToRespawn.forEach(function(pos) { game.budSpawner.spawnBudAt(pos.x, pos.y); }); } self.active = false; self.points = []; }; });
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'game.budSpawner.spawnBudAt')' in or related to this line: 'game.budSpawner.spawnBudAt(spawnPosition.x, spawnPosition.y);' Line Number: 119
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Please fix the bug: 'ReferenceError: Can't find variable: spawnPosition' in or related to this line: 'if (spawnPosition) {' Line Number: 114
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Make updates as necessary with: // Update BasicFlower's usePollen method var BasicFlower = Container.expand(function () { // ... keep existing initialization ... self.usePollen = function () { if (!self.hasActivePollen) return; // Get grid position before starting animations if (self.parent) { 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); // Save position for later bud spawning var spawnPosition = {x: gridY, y: gridX}; // Clear grid position immediately if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows && garden.grid[gridY][gridX] === self) { garden.grid[gridY][gridX] = null; } } 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 () { tween(self.scale, { x: 0, y: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function () { if (self.parent) { self.parent.removeChild(self); // Spawn new bud after flower is removed if (spawnPosition) { game.budSpawner.spawnBudAt(spawnPosition.x, spawnPosition.y); } } } }); tween(self, { alpha: 0 }, { duration: 1000, easing: tween.easeOut }); } }); }; });
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Please fix the bug: 'ReferenceError: Can't find variable: budSpawner' in or related to this line: 'budSpawner.spawnBudAt(gridPos.y, gridPos.x);' Line Number: 116
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When a flower is removed, grow a new bud using tween animation.
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Only upgrade as necessary with this code: var Garden = Container.expand(function () { var self = Container.call(this); self.grid = []; self.rows = 9; self.cols = 9; self.cellSize = 200; 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); } } } }; // Keep existing helper methods self.gridToWorld = function (gridX, gridY) { return { x: gridX * self.cellSize + self.cellSize / 2, y: gridY * self.cellSize + self.cellSize / 2 }; }; 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) }; }; });
User prompt
Please fix the bug: 'TypeError: budSpawner.update is not a function. (In 'budSpawner.update()', 'budSpawner.update' is undefined)' in or related to this line: 'budSpawner.update();' Line Number: 616
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Update budspawner with this code: // Simplified BudSpawner that only handles respawning in cleared spaces var BudSpawner = Container.expand(function () { var self = Container.call(this); self.garden = null; self.init = function (garden) { self.garden = garden; }; // Method to spawn a new bud in a specific grid position self.spawnBudAt = function (gridX, gridY) { if (self.garden.grid[gridX][gridY] === null) { var bud = new Bud(); bud.x = gridY * self.garden.cellSize + self.garden.cellSize / 2; bud.y = gridX * self.garden.cellSize + self.garden.cellSize / 2; bud.isBud = true; bud.isFlower = false; // Start with scale animation since it's a respawn bud.scale.set(0, 0); tween(bud.scale, { x: 1, y: 1 }, { duration: 1000 }); self.garden.grid[gridX][gridY] = bud; self.garden.addChild(bud); } }; });
User prompt
Update code with this code block: // Updated Garden class to fill with buds initially var Garden = Container.expand(function () { var self = Container.call(this); self.grid = []; self.rows = 9; self.cols = 9; self.cellSize = 200; 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; // Start at full size since it's initial board setup self.grid[i][j] = bud; self.addChild(bud); } } }; // Keep existing helper methods self.gridToWorld = function (gridX, gridY) { return { x: gridX * self.cellSize + self.cellSize / 2, y: gridY * self.cellSize + self.cellSize / 2 }; }; 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) }; }; });
/****
* 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(0.5 + Math.random() * 0.3); // More variation in size
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;
}
if (self.parent) {
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);
if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows && garden.grid[gridY][gridX] === self) {
garden.grid[gridY][gridX] = null;
}
}
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) {
self.parent.removeChild(self);
if (self.parent instanceof Garden) {
var gridPos = self.parent.worldToGrid(self.x, self.y);
self.parent.grid[gridPos.y][gridPos.x] = null;
if (self.parent.budSpawner) {
self.parent.budSpawner.spawnBudAt(gridPos.y, gridPos.x);
}
}
}
}
});
tween(self, {
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut
});
}
});
};
});
// 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.init = function (garden) {
self.garden = garden;
};
// When a space becomes empty, spawn a bud there immediately
self.spawnBudAt = function (x, y) {
var bud = new Bud();
bud.x = y * self.garden.cellSize + self.garden.cellSize / 2;
bud.y = 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[x][y] = bud;
self.garden.addChild(bud);
};
// Check for empty spaces each update
self.update = function () {
for (var i = 0; i < self.garden.rows; i++) {
for (var j = 0; j < self.garden.cols; j++) {
if (self.garden.grid[i][j] === null) {
self.spawnBudAt(i, j);
}
}
}
};
});
// 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 = 9;
self.cols = 9;
self.cellSize = 200;
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);
if (!self.budSpawner) {
self.budSpawner = new BudSpawner();
self.budSpawner.init(self);
}
}
// 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);
});
// 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 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
if (!garden.budSpawner) {
garden.budSpawner = new BudSpawner();
garden.budSpawner.init(garden);
game.addChild(garden.budSpawner);
}
// Touch handlers
game.down = function (x, y, obj) {
// Convert global coordinates to garden's local space
var localPos = garden.toLocal({
x: x,
y: y
}, game);
// Calculate grid position
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 touchedFlower = garden.grid[gridY][gridX];
if (touchedFlower && touchedFlower.isFlower && touchedFlower.hasActivePollen) {
pollenTrail.startTrail(x, y, garden);
touchedFlower.usePollen();
}
}
};
game.move = function (x, y, obj) {
if (pollenTrail && pollenTrail.active) {
pollenTrail.updateTrail(x, y);
}
};
game.up = function (x, y, obj) {
if (pollenTrail && pollenTrail.active) {
pollenTrail.endTrail();
}
};
// 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 (garden && garden.budSpawner) {
garden.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();
}
}
}
};
};
tutorialButton.down = function (x, y, obj) {
// Open tutorial
};
// Removed duplicate playPollenPatternAnimation method ===================================================================
--- original.js
+++ change.js
@@ -235,10 +235,12 @@
centerFlower.fairyParticles.push(fairy);
}
self.grid[i][j] = centerFlower;
self.addChild(centerFlower);
- self.budSpawner = new BudSpawner();
- self.budSpawner.init(self);
+ if (!self.budSpawner) {
+ self.budSpawner = new BudSpawner();
+ self.budSpawner.init(self);
+ }
}
// Otherwise place a bud
else {
var bud = new Bud();
@@ -590,17 +592,18 @@
game.addChild(gardenBackground);
garden = new Garden();
garden.init();
game.addChild(garden);
- 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);
+ if (!garden.budSpawner) {
+ garden.budSpawner = new BudSpawner();
+ garden.budSpawner.init(garden);
+ game.addChild(garden.budSpawner);
+ }
// Touch handlers
game.down = function (x, y, obj) {
// Convert global coordinates to garden's local space
var localPos = garden.toLocal({
@@ -635,9 +638,9 @@
game.scoreDisplay = scoreDisplay;
// Add the main update loop
game.update = function () {
// Update spawning system
- if (garden.budSpawner) {
+ if (garden && garden.budSpawner) {
garden.budSpawner.update();
}
// Update trail system
if (pollenTrail) {
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.