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make updates using this code: var PollenTrail = Container.expand(function () { var self = Container.call(this); self.points = []; self.active = false; self.trailStartTime = 0; self.startTime = 0; self.TRAIL_DURATION = 2500; // 2.5s as specified self.currentGarden = null; self.MAX_SPEED = 15; self.lastPoint = null; 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(); self.currentGarden = garden; self.lastPoint = { x: x, y: y }; // Create initial particle var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; game.addChild(particle); }; self.updateTrail = function (x, y) { if (!self.active || !self.lastPoint) 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 var particle = new PollenParticle().init('trail'); particle.x = x; particle.y = y; game.addChild(particle); }; self.endTrail = function () { if (!self.active || !self.currentGarden) return; var garden = self.currentGarden; var affectedBuds = []; var checkedPositions = {}; // Process each point in the trail self.points.forEach(function (point) { // Convert screen coordinates to grid coordinates // Adjust point coordinates relative to garden position var relativeX = point.x - garden.x; var relativeY = point.y - garden.y; // Convert to grid coordinates var gridX = Math.floor(relativeX / garden.cellSize); var gridY = Math.floor(relativeY / garden.cellSize); var posKey = gridX + ',' + gridY; // Check if we haven't processed this position and it's within bounds if (!checkedPositions[posKey] && gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { checkedPositions[posKey] = true; var gridItem = garden.grid[gridY][gridX]; // Verify the item is a bud that can be pollinated if (gridItem && gridItem.isBud === true && !gridItem.isFlower) { console.log('Found pollination candidate at:', gridX, gridY); affectedBuds.push({ bud: gridItem, gridX: gridX, gridY: gridY }); } } }); // Convert buds to flowers if we have enough for a chain console.log('Affected buds count:', affectedBuds.length); if (affectedBuds.length >= 2) { affectedBuds.forEach(function (budInfo) { // Remove the original bud garden.removeChild(budInfo.bud); // Create and position the new flower var newFlower = new BasicFlower(); newFlower.x = budInfo.bud.x; newFlower.y = budInfo.bud.y; newFlower.isFlower = true; // Update the grid and add the flower garden.grid[budInfo.gridY][budInfo.gridX] = newFlower; garden.addChild(newFlower); // Trigger the bloom effect newFlower.bloom(); }); } self.active = false; self.points = []; }; self.update = function () { if (self.active && self.currentGarden) { var currentTime = Date.now(); if (currentTime - self.trailStartTime >= self.TRAIL_DURATION) { self.endTrail(); } } // Remove old points var currentTime = Date.now(); self.points = self.points.filter(function (point) { return currentTime - point.time < self.TRAIL_DURATION; }); }; });
Code edit (1 edits merged)
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update code as necessary with this code: // Update Garden's grid management methods var Garden = Container.expand(function () { // ... existing initialization code ... // Add method to check if a grid position is occupied self.isOccupied = function (row, col) { return row >= 0 && row < self.rows && col >= 0 && col < self.cols && self.grid[row][col] !== null; }; // Update gridToWorld to be more precise self.gridToWorld = function (gridX, gridY) { return { x: self.x + gridX * self.cellSize + self.cellSize / 2, y: self.y + gridY * self.cellSize + self.cellSize / 2 }; }; // Update worldToGrid to be more precise 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) }; }; });
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update code as necessary using this code block: // Update PollenTrail's grid checking logic var PollenTrail = Container.expand(function () { // ... existing initialization code ... self.endTrail = function () { if (!self.active) return; var affectedBuds = []; var checkedPositions = {}; self.points.forEach(function (point) { // Use garden's worldToGrid for consistent coordinate conversion var gridPos = garden.worldToGrid(point.x, point.y); var posKey = gridPos.x + ',' + gridPos.y; if (!checkedPositions[posKey] && gridPos.x >= 0 && gridPos.x < garden.cols && gridPos.y >= 0 && gridPos.y < garden.rows) { checkedPositions[posKey] = true; var gridItem = garden.grid[gridPos.y][gridPos.x]; if (gridItem && gridItem.isBud && !gridItem.isFlower) { affectedBuds.push({ bud: gridItem, gridX: gridPos.x, gridY: gridPos.y }); } } }); // Convert buds to flowers if we have at least 2 if (affectedBuds.length >= 2) { affectedBuds.forEach(function (budInfo) { garden.removeChild(budInfo.bud); 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(); }); } self.active = false; self.points = []; }; });
Code edit (1 edits merged)
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Add random rotation to fairy particles.
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Vary travel distances and orbits even more.
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They’re too clumped together. They should follow different orbits.
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Create more of a spread between the fairy particles by increasing max distance traveled outwards from center of flower.
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Buds are still growing in occupied cells
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Make sure buds cannot grow in a cell that has either a flower or bud in it.
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'garden.grid[gridPos.y][gridPos.x] = null')' in or related to this line: 'garden.grid[gridPos.y][gridPos.x] = null;' Line Number: 101
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The first flower should also have fairy particles to show pollen readiness.
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Spread the fairy particles out a lot. The maximum travel from center should be edge of asset.
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Increase spread even further and have their orbits not follow one another.
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The fairy particles are too clumped up. Increase spread.
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Move fairy particles out even more.
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Fairy particles should be smaller and slightly more spread out towards edges of asset.
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Okay the greyscale animation is working, but after that the flower should shrink down to nothing.
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Okay the greyscale animation is working, but after that the flower should shrink down to nothing.
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When the pollen of a flower is used up, the order of events should be: gradual shift to grey scale over 1 second, shrinking animation for 1 second, then set the garden cell to null. Make sure this doesn’t happen before the two animation phases.
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The flower is still being destroyed before the shrink animation.
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The flower should slowly fade away once the pollen is used. Try a tween animation shrink.
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The first flower should be set to have pollen.
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Update touch handler with this: game.down = function(x, y, obj) { var localPos = garden.toLocal({x: x, y: 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 touchedFlower = garden.grid[gridY][gridX]; if (touchedFlower && touchedFlower.isFlower && touchedFlower.hasActivePollen) { pollenTrail.startTrail(x, y, garden); touchedFlower.usePollen(); } } };
/**** * 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 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; } self.hasActivePollen = false; // Remove fairy particles self.fairyParticles.forEach(function (fairy) { self.removeChild(fairy); }); self.fairyParticles = []; // Shift to grey scale tween(self, { tint: 0x808080 }, { duration: 1000, onFinish: function onFinish() { // Shrink and fade out tween(self.scale, { x: 0, y: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { if (self.parent) { var gridPos = garden.worldToGrid(self.x, self.y); if (gridPos.x >= 0 && gridPos.x < garden.cols && gridPos.y >= 0 && gridPos.y < garden.rows) { garden.grid[gridPos.y][gridPos.x] = null; } self.parent.removeChild(self); } } }); 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; }; }); // BudSpawner class with fixed coordinate system 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 () { if (self.gameTime < 30) { // Early game return Math.random() * 1000 + 3000; // 3-4s } else if (self.gameTime < 90) { // Mid game return Math.random() * 1000 + 2000; // 2-3s } else { // Late game return Math.random() * 1000 + 1000; // 1-2s } }; self.findEmptySpot = function () { var validSpots = []; // Use consistent coordinate system with Garden for (var row = 0; row < self.garden.rows; row++) { for (var col = 0; col < self.garden.cols; col++) { if (!self.garden.grid[row][col]) { validSpots.push({ row: row, col: col }); } } } 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(); // Use garden's gridToWorld for consistent coordinate conversion var worldPos = self.garden.gridToWorld(spot.col, spot.row); bud.x = worldPos.x; bud.y = worldPos.y; bud.isBud = true; bud.isFlower = false; // Start invisible for growth animation bud.scale.set(0, 0); tween(bud.scale, { x: 1, y: 1 }, { duration: 1000 }); // Update grid with correct coordinates self.garden.grid[spot.row][spot.col] = 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); 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 empty grid for (var i = 0; i < self.rows; i++) { self.grid[i] = []; for (var j = 0; j < self.cols; j++) { self.grid[i][j] = null; } } // Add method to check if a grid position is occupied self.isOccupied = function (row, col) { return row >= 0 && row < self.rows && col >= 0 && col < self.cols && self.grid[row][col] !== null; }; // Add center flower var centerFlower = new BasicFlower(); var centerRow = Math.floor(self.rows / 2); var centerCol = Math.floor(self.cols / 2); centerFlower.x = centerCol * self.cellSize + self.cellSize / 2; centerFlower.y = centerRow * self.cellSize + self.cellSize / 2; centerFlower.isFlower = true; self.grid[centerRow][centerCol] = centerFlower; centerFlower.hasActivePollen = true; // Create fairy particles for the first flower for (var i = 0; i < centerFlower.FAIRY_COUNT; i++) { var fairy = new PollenParticle().init('fairy'); fairy.scale.set(0.5 + Math.random() * 0.2); // Smaller size fairy.x += (Math.random() - 0.5) * 20; // Spread out more fairy.y += (Math.random() - 0.5) * 20; // Spread out more centerFlower.addChild(fairy); centerFlower.fairyParticles.push(fairy); } self.addChild(centerFlower); }; // 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; } // Find affected buds var affectedBuds = []; var checkedPositions = {}; self.points.forEach(function (point) { // Use garden's worldToGrid for consistent coordinate conversion var gridPos = garden.worldToGrid(point.x, point.y); var posKey = gridPos.x + ',' + gridPos.y; if (!checkedPositions[posKey] && gridPos.x >= 0 && gridPos.x < garden.cols && gridPos.y >= 0 && gridPos.y < garden.rows) { checkedPositions[posKey] = true; var gridItem = garden.grid[gridPos.y][gridPos.x]; if (gridItem && gridItem.isBud && !gridItem.isFlower) { affectedBuds.push({ bud: gridItem, gridX: gridPos.x, gridY: gridPos.y }); } } }); // Convert buds to flowers if we have at least 2 if (affectedBuds.length >= 2) { affectedBuds.forEach(function (budInfo) { // Remove the bud garden.removeChild(budInfo.bud); // Create new flower var newFlower = new BasicFlower(); newFlower.x = budInfo.bud.x; newFlower.y = budInfo.bud.y; newFlower.isFlower = true; // Add to garden first so parent is set garden.grid[budInfo.gridY][budInfo.gridX] = newFlower; garden.addChild(newFlower); // Call bloom after adding to garden 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 var budSpawner = new BudSpawner(); budSpawner.init(garden); game.addChild(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 (budSpawner) { 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
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.