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Update with this code: 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); LK.tween(self.scale) .to({x: 1, y: 1}, 1000) .start(); // 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'); 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 = []; // Clear animation LK.tween(self) .to({alpha: 0, scale: 0.1}, 1000) .call(function() { if (self.parent) { var gridPos = garden.worldToGrid(self.x, self.y); garden.grid[gridPos.y][gridPos.x] = null; self.parent.removeChild(self); } }) .start(); }; });
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// Update PollenParticle to add fairy behavior var PollenParticle = Container.expand(function() { var self = Container.call(this); self.init = function(type) { var pollenGraphics = self.attachAsset('PollenSparkle', { anchorX: 0.5, anchorY: 0.5 }); switch(type) { case 'trail': // Keep existing trail behavior self.lifespan = 1; break; case 'burst': // Keep existing burst behavior self.lifespan = 1; break; case 'fairy': self.lifespan = undefined; // Don't fade out self.startAngle = Math.random() * Math.PI * 2; // Random start position self.update = function() { var time = LK.ticks * 0.02; var radius = 30; // Orbit motion self.x = Math.cos(time + self.startAngle) * radius; self.y = Math.sin(time + self.startAngle) * radius; // Add bobbing self.y += Math.sin(time * 2 + self.startAngle) * 10; }; break; } return self; }; })
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Please fix the bug: 'Script error.' in or related to this line: 'self.createBloomEffect();' Line Number: 49
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Make updates using this: // Update PollenParticle to add fairy behavior var PollenParticle = Container.expand(function() { var self = Container.call(this); self.init = function(type) { var pollenGraphics = self.attachAsset('PollenSparkle', { anchorX: 0.5, anchorY: 0.5 }); switch(type) { case 'trail': // Keep existing trail behavior self.lifespan = 1; break; case 'burst': // Keep existing burst behavior self.lifespan = 1; break; case 'fairy': self.lifespan = undefined; // Don't fade out self.startAngle = Math.random() * Math.PI * 2; // Random start position self.update = function() { var time = LK.ticks * 0.02; var radius = 30; // Orbit motion self.x = Math.cos(time + self.startAngle) * radius; self.y = Math.sin(time + self.startAngle) * radius; // Add bobbing self.y += Math.sin(time * 2 + self.startAngle) * 10; }; break; } return self; }; }); // Simplify BasicFlower to just create fairy-type particles var BasicFlower = Container.expand(function() { // ... keep existing setup code ... self.createFairyParticles = function() { for (var i = 0; i < self.FAIRY_COUNT; i++) { var fairy = new PollenParticle().init('fairy'); self.addChild(fairy); self.fairyParticles.push(fairy); } }; // ... rest of BasicFlower remains the same ... });
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Please fix the bug: 'Script error.' in or related to this line: 'var circle = new Graphics();' Line Number: 229
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Update code with this: // Update PollenParticle to support fairy type var PollenParticle = Container.expand(function() { var self = Container.call(this); self.init = function(type) { switch(type) { case 'trail': // Keep your existing trail setup var circle = new Graphics(); circle.beginFill(0xFFFF00); circle.drawCircle(0, 0, 10); circle.endFill(); self.addChild(circle); self.lifespan = 1; break; case 'burst': // Keep your existing burst setup var circle = new Graphics(); circle.beginFill(0xFFFF00); circle.drawCircle(0, 0, 10); circle.endFill(); self.addChild(circle); self.lifespan = 1; break; case 'fairy': var fairy = new Graphics(); fairy.beginFill(0xFFFFFF); fairy.drawCircle(0, 0, 4); fairy.endFill(); var glow = new Graphics(); glow.beginFill(0xFFFFFF, 0.3); glow.drawCircle(0, 0, 6); glow.endFill(); self.addChild(glow); self.addChild(fairy); self.alpha = 0.8; break; } return self; }; // Keep your existing update method self.update = function() { if (self.lifespan !== undefined) { self.lifespan -= 0.02; self.alpha = self.lifespan; if (self.lifespan <= 0) { self.destroy(); } } }; });
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Make updates or changes using this code: // Update PollenParticle to support fairy type var PollenParticle = Container.expand(function() { var self = Container.call(this); self.init = function(type) { switch(type) { case 'trail': // Keep your existing trail setup var circle = new Graphics(); circle.beginFill(0xFFFF00); circle.drawCircle(0, 0, 10); circle.endFill(); self.addChild(circle); self.lifespan = 1; break; case 'burst': // Keep your existing burst setup var circle = new Graphics(); circle.beginFill(0xFFFF00); circle.drawCircle(0, 0, 10); circle.endFill(); self.addChild(circle); self.lifespan = 1; break; case 'fairy': var fairy = new Graphics(); fairy.beginFill(0xFFFFFF); fairy.drawCircle(0, 0, 4); fairy.endFill(); var glow = new Graphics(); glow.beginFill(0xFFFFFF, 0.3); glow.drawCircle(0, 0, 6); glow.endFill(); self.addChild(glow); self.addChild(fairy); self.alpha = 0.8; break; } return self; }; // Keep your existing update method self.update = function() { if (self.lifespan !== undefined) { self.lifespan -= 0.02; self.alpha = self.lifespan; if (self.lifespan <= 0) { self.destroy(); } } }; }); // Update BasicFlower with new lifecycle 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() { // Breathing animation 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; // Update fairy particles if (self.hasActivePollen) { self.updateFairyParticles(); } }; self.updateFairyParticles = function() { var time = LK.ticks * 0.02; self.fairyParticles.forEach(function(fairy, index) { var angle = time + (index * (Math.PI * 2) / self.FAIRY_COUNT); var radius = 30; fairy.x = Math.cos(angle) * radius; fairy.y = Math.sin(angle) * radius; fairy.y += Math.sin(time * 2 + index) * 10; }); }; self.createFairyParticles = function() { for (var i = 0; i < self.FAIRY_COUNT; i++) { var fairy = new PollenParticle().init('fairy'); self.addChild(fairy); self.fairyParticles.push(fairy); } }; self.bloom = function() { flowerGraphics.tint = 0xFF0000; self.scale.set(0.3, 0.3); LK.tween(self.scale) .to({x: 1, y: 1}, 1000) .start(); self.hasActivePollen = true; self.createFairyParticles(); }; self.usePollen = function() { if (!self.hasActivePollen) return; self.hasActivePollen = false; // Remove fairy particles self.fairyParticles.forEach(function(fairy) { self.removeChild(fairy); }); self.fairyParticles = []; // Fade out and clear LK.tween(self) .to({alpha: 0, scale: 0.1}, 1000) .call(function() { if (self.parent) { var gridPos = garden.worldToGrid(self.x, self.y); garden.grid[gridPos.y][gridPos.x] = null; self.parent.removeChild(self); } }) .start(); }; }); // Update the touch handler to check for active pollen 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(); } } };
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Make the trail particles a little bit bigger.
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Make the initial size of the burst particles a bit smaller and have them travel a little further out before they fade.
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Update with this: // In BasicFlower class: self.createBloomEffect = function() { for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); // Add the init call var angle = (i / 12) * Math.PI * 2; particle.x = self.x; particle.y = self.y; // Set velocities for burst pattern particle.vx = Math.cos(angle) * 5; particle.vy = Math.sin(angle) * 5; if (self.parent) { self.parent.addChild(particle); } } };
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Update with this: // In BasicFlower class: self.createBloomEffect = function() { for (var i = 0; i < 12; i++) { var particle = new PollenParticle().init('burst'); // Add the init call var angle = (i / 12) * Math.PI * 2; particle.x = self.x; particle.y = self.y; // Set velocities for burst pattern particle.vx = Math.cos(angle) * 5; particle.vy = Math.sin(angle) * 5; if (self.parent) { self.parent.addChild(particle); } } };
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Make updates using this: var BasicFlower = Container.expand(function() { var self = Container.call(this); var flowerGraphics = self.attachAsset('BasicFlower', { anchorX: 0.5, anchorY: 0.5 }); 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() { // Test - make the flower red-tinted flowerGraphics.tint = 0xFF0000; self.scale.set(0.3, 0.3); LK.tween(self.scale) .to({x: 1, y: 1}, 1000) .start(); // Just log position to make sure we have correct coordinates var pos = {x: self.x, y: self.y}; // Try an immediate particle just to test var testParticle = new PollenParticle(); testParticle.x = self.x; testParticle.y = self.y; if (self.parent) { self.parent.addChild(testParticle); } }; });
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I’m not seeing the burst animation when a new flower blooms. Debug
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Update with this code: // In BasicFlower class, update the createBloomEffect method: self.createBloomEffect = function() { for (var i = 0; i < 12; i++) { var particle = new PollenParticle(); var angle = (i / 12) * Math.PI * 2; // Position relative to flower particle.x = self.x; particle.y = self.y; // Set velocities - make them move outward from center particle.vx = Math.cos(angle) * 5; // Increased speed for visibility particle.vy = Math.sin(angle) * 5; if (self.parent) { self.parent.addChild(particle); } } };
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Update with this code: // In the endTrail method, replace the flower creation part with: 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(); }); }
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Update with this code: var BasicFlower = Container.expand(function() { var self = Container.call(this); var flowerGraphics = self.attachAsset('BasicFlower', { anchorX: 0.5, anchorY: 0.5 }); // Only keep breathing animation 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() { // Start small self.scale.set(0.3, 0.3); // Add bloom animation LK.tween(self.scale) .to({x: 1, y: 1}, 1000) .start(); // Create bloom effect self.createBloomEffect(); }; self.createBloomEffect = function() { for (var i = 0; i < 12; i++) { var particle = new PollenParticle(); var angle = (i / 12) * Math.PI * 2; var distance = 30; particle.x = self.x + Math.cos(angle) * distance; particle.y = self.y + Math.sin(angle) * distance; // Give particles outward velocity particle.vx = Math.cos(angle) * 3; particle.vy = Math.sin(angle) * 3; self.parent.addChild(particle); } }; });
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Make updates using this: var PollenTrail = Container.expand(function() { var self = Container.call(this); // Keep your existing properties // Add the burst effect function self.createPollenBurst = function(x, y) { for (var i = 0; i < 12; i++) { var particle = new PollenParticle(); 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); } }; // Update the endTrail method to add burst effects self.endTrail = function(garden) { if (!self.active) return; // Find affected buds var affectedBuds = []; var checkedPositions = {}; self.trailPoints.forEach(function(point) { var localPos = garden.toLocal({x: point.x, y: point.y}, game); var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); var posKey = gridX + ',' + gridY; if (!checkedPositions[posKey] && gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { checkedPositions[posKey] = true; var gridItem = garden.grid[gridY][gridX]; if (gridItem && gridItem.isBud && !gridItem.isFlower) { affectedBuds.push({ bud: gridItem, gridX: gridX, gridY: gridY }); } } }); // 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; newFlower.scale.set(0.3, 0.3); // Add bloom animation LK.tween(newFlower.scale) .to({x: 1, y: 1}, 1000) .start(); garden.grid[budInfo.gridY][budInfo.gridX] = newFlower; garden.addChild(newFlower); // Create burst effect when flower blooms self.createPollenBurst(newFlower.x, newFlower.y); }); } self.active = false; self.trailPoints = []; }; });
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Add this for when a new flower blooms: // When a flower blooms: createPollenBurst(flower.x, flower.y);
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Please fix the bug: 'ReferenceError: Can't find variable: garden' in or related to this line: 'var localPos = garden.toLocal({' Line Number: 323
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Please fix the bug: 'ReferenceError: Can't find variable: garden' in or related to this line: 'self.endTrail(garden);' Line Number: 373
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Make these changes to affected code: var PollenTrail = Container.expand(function() { var self = Container.call(this); self.active = false; self.lastParticleTime = 0; self.trailPoints = []; self.trailStartTime = 0; self.TRAIL_DURATION = 2500; // 2.5 seconds self.currentGarden = null; // Store reference to garden self.startTrail = function(x, y, garden) { self.active = true; self.trailPoints = [{x: x, y: y}]; self.createParticle(x, y); self.trailStartTime = Date.now(); self.currentGarden = garden; // Store garden reference }; self.update = function() { if (self.active && self.currentGarden) { var currentTime = Date.now(); if (currentTime - self.trailStartTime >= self.TRAIL_DURATION) { self.endTrail(self.currentGarden); } } }; // Keep your existing updateTrail, createParticle, and endTrail methods the same }); // Update your game.down handler to pass garden: 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) { pollenTrail.startTrail(x, y, garden); } } };
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'garden.toLocal')' in or related to this line: 'var localPos = garden.toLocal({' Line Number: 321
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Please fix the bug: 'ReferenceError: Can't find variable: garden' in or related to this line: 'self.endTrail(garden);' Line Number: 371
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Please fix the bug: 'ReferenceError: Can't find variable: garden' in or related to this line: 'self.endTrail(garden);' Line Number: 371
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Make changes using this, only changing affected code: var PollenTrail = Container.expand(function() { var self = Container.call(this); self.active = false; self.lastParticleTime = 0; self.trailPoints = []; self.trailStartTime = 0; // Add this to track when trail started self.TRAIL_DURATION = 2500; // 2.5 seconds in milliseconds self.startTrail = function(x, y) { self.active = true; self.trailPoints = [{x: x, y: y}]; self.createParticle(x, y); self.trailStartTime = Date.now(); // Record start time }; // Add time check to update self.update = function() { if (self.active) { var currentTime = Date.now(); if (currentTime - self.trailStartTime >= self.TRAIL_DURATION) { // Time's up - end the trail self.endTrail(garden); } } }; // Keep your existing updateTrail, createParticle, and endTrail methods the same });
/**** * 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'); 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 = []; // Clear animation tween(self, { alpha: 0, scale: 0.1 }, { duration: 1000, onFinish: function onFinish() { if (self.parent) { var gridPos = garden.worldToGrid(self.x, self.y); garden.grid[gridPos.y][gridPos.x] = null; self.parent.removeChild(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.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 = []; 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; // Convert ticks to seconds 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); // Start invisible for growth animation // Add growth animation tween(bud.scale, { x: 1, y: 1 }, { duration: 1000 }); self.garden.grid[spot.x][spot.y] = 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 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; 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.update = function () { var time = LK.ticks * 0.02; var radius = 30; // Orbit motion self.x = Math.cos(time + self.startAngle) * radius; self.y = Math.sin(time + self.startAngle) * radius; // 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; // 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) { var localPos = garden.toLocal({ x: point.x, y: point.y }, game); var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); var posKey = gridX + ',' + gridY; if (!checkedPositions[posKey] && gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { checkedPositions[posKey] = true; var gridItem = garden.grid[gridY][gridX]; if (gridItem && gridItem.isBud && !gridItem.isFlower) { affectedBuds.push({ bud: gridItem, gridX: gridX, gridY: gridY }); } } }); // 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) { pollenTrail.startTrail(x, y, garden); } } }; 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
@@ -5,50 +5,81 @@
/****
* Classes
****/
-// BasicFlower class
var BasicFlower = Container.expand(function () {
var self = Container.call(this);
var flowerGraphics = self.attachAsset('BasicFlower', {
anchorX: 0.5,
anchorY: 0.5
});
- // Only keep breathing animation
+ 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 () {
- // Start small
+ // Scale animation
self.scale.set(0.3, 0.3);
- // Add bloom animation
tween(self.scale, {
x: 1,
y: 1
}, {
duration: 1000
});
- // Create bloom effect
- self.createBloomEffect();
+ // 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');
+ self.addChild(fairy);
+ self.fairyParticles.push(fairy);
+ }
};
- self.createBloomEffect = function () {
+ self.createPollenBurst = function (x, y) {
for (var i = 0; i < 12; i++) {
- var particle = new PollenParticle().init('burst'); // Add the init call
+ var particle = new PollenParticle().init('burst');
var angle = i / 12 * Math.PI * 2;
- // Position relative to flower
- particle.x = self.x;
- particle.y = self.y;
- // Set velocities - make them move outward from center
- particle.vx = Math.cos(angle) * 5; // Increased speed for visibility
- particle.vy = Math.sin(angle) * 5;
+ 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 = [];
+ // Clear animation
+ tween(self, {
+ alpha: 0,
+ scale: 0.1
+ }, {
+ duration: 1000,
+ onFinish: function onFinish() {
+ if (self.parent) {
+ var gridPos = garden.worldToGrid(self.x, self.y);
+ garden.grid[gridPos.y][gridPos.x] = null;
+ self.parent.removeChild(self);
+ }
+ }
+ });
+ };
});
// Bud class
var Bud = Container.expand(function () {
var self = Container.call(this);
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