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Update game up with this code: game.up = function(x, y, obj) { if (pollenTrail && pollenTrail.active) { pollenTrail.endTrail(garden); } };
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Please fix the bug: 'Script error.' in or related to this line: 'var localPos = garden.toLocal({' Line Number: 318
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Make updates to PollenTrail class with those code block, do not replace all code, just that which needs update: // Only modify the endTrail method in your working PollenTrail class var PollenTrail = Container.expand(function() { // Keep all your existing working code the same // Just replace the endTrail method with this: 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); }); } self.active = false; self.trailPoints = []; }; });
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Make updates with this code: // Declare pollenTrail in global scope var pollenTrail; var PollenTrail = Container.expand(function() { var self = Container.call(this); self.active = false; self.lastParticleTime = 0; self.trailPoints = []; self.TRAIL_DURATION = 2500; // 2.5 seconds in milliseconds self.MAX_DISTANCE = 200; // Maximum distance between points self.update = function() { // Remove points that are too old var currentTime = Date.now(); self.trailPoints = self.trailPoints.filter(function(point) { return currentTime - point.time < self.TRAIL_DURATION; }); // Update particles if any need updating if (game.particlesToUpdate) { for (var i = game.particlesToUpdate.length - 1; i >= 0; i--) { var particle = game.particlesToUpdate[i]; if (particle && particle.update) { particle.update(); } } } }; self.startTrail = function(x, y) { self.active = true; self.trailPoints = [{ x: x, y: y, time: Date.now() }]; self.createParticle(x, y); self.lastPoint = {x: x, y: y}; }; self.updateTrail = function(x, y) { if (!self.active) return; var currentTime = Date.now(); // Check distance from last point if (self.lastPoint) { var dx = x - self.lastPoint.x; var dy = y - self.lastPoint.y; var distance = Math.sqrt(dx * dx + dy * dy); // Only add new point if we've moved far enough if (distance > 10) { // Minimum distance between points self.trailPoints.push({ x: x, y: y, time: currentTime }); self.lastPoint = {x: x, y: y}; // Create particle if (currentTime - self.lastParticleTime >= 50) { // Control particle creation rate self.createParticle(x, y); self.lastParticleTime = currentTime; } } } }; self.createParticle = function(x, y) { var particle = new PollenParticle(); particle.x = x; particle.y = y; game.addChild(particle); }; self.endTrail = function(garden) { if (!self.active) return; // Filter out old points var currentTime = Date.now(); self.trailPoints = self.trailPoints.filter(function(point) { return currentTime - point.time < self.TRAIL_DURATION; }); // Find all buds affected by the valid trail points 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.isBloomStarted) { affectedBuds.push({ bud: gridItem, gridX: gridX, gridY: gridY }); } } }); // Convert buds to flowers if we have at least 2 and points aren't too old if (affectedBuds.length >= 2) { affectedBuds.forEach(function(budInfo) { budInfo.bud.isBloomStarted = true; // Prevent double-blooming // 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(); // Add to garden garden.grid[budInfo.gridY][budInfo.gridX] = newFlower; garden.addChild(newFlower); // Create bloom effect self.createBloomEffect(newFlower.x, newFlower.y); if (game.scoreManager) { game.scoreManager.addToChain(); } }); } self.active = false; self.trailPoints = []; }; self.createBloomEffect = 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; particle.vx = Math.cos(angle) * 3; particle.vy = Math.sin(angle) * 3; game.addChild(particle); } }; }); // Update PollenParticle to be more visible var PollenParticle = Container.expand(function() { var self = Container.call(this); // Create larger, more visible particle var circle = new Graphics(); circle.beginFill(0xFFFF00, 0.8); circle.drawCircle(0, 0, 8); circle.endFill(); self.addChild(circle); self.lifespan = 60; self.vx = (Math.random() - 0.5) * 2; self.vy = (Math.random() - 0.5) * 2; self.update = function() { self.x += self.vx; self.y += self.vy; self.lifespan--; self.alpha = self.lifespan / 60; // Add slight rotation for more organic feel self.rotation += 0.1; if (self.lifespan <= 0) { self.parent.removeChild(self); } }; });
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Please fix the bug: 'TypeError: pollenTrail.update is not a function. (In 'pollenTrail.update()', 'pollenTrail.update' is undefined)' in or related to this line: 'pollenTrail.update();' Line Number: 511
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Please fix the bug: 'Can't find variable: pollenTrail' in or related to this line: 'if (pollenTrail) {' Line Number: 546
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Please fix the bug: 'Can't find variable: pollenTrail' in or related to this line: 'if (pollenTrail) {' Line Number: 545
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Please fix the bug: 'TypeError: pollenTrail.update is not a function. (In 'pollenTrail.update()', 'pollenTrail.update' is undefined)' in or related to this line: 'pollenTrail.update();' Line Number: 509
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Update PollenTrail class with this: // Update PollenTrail class to track points and handle blooming var PollenTrail = Container.expand(function() { var self = Container.call(this); self.active = false; self.lastParticleTime = 0; self.trailPoints = []; // Track points for collision detection self.startTrail = function(x, y) { self.active = true; self.trailPoints = [{x: x, y: y}]; self.createParticle(x, y); }; self.updateTrail = function(x, y) { if (!self.active) return; // Add point to trail self.trailPoints.push({x: x, y: y}); // Create particle every few frames var currentTime = LK.ticks; if (currentTime - self.lastParticleTime >= 3) { self.createParticle(x, y); self.lastParticleTime = currentTime; } }; self.createParticle = function(x, y) { var particle = new PollenParticle(); particle.x = x; particle.y = y; game.addChild(particle); }; self.endTrail = function(garden) { if (!self.active) return; // Find all buds affected by the trail var affectedBuds = []; var checkedPositions = {}; // To avoid checking same cell multiple times 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); // Create unique key for this grid position 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, index) { // 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); // Start small // Add bloom animation LK.tween(newFlower.scale) .to({x: 1, y: 1}, 1000) // 1 second bloom animation .start(); // Add to garden garden.grid[budInfo.gridY][budInfo.gridX] = newFlower; garden.addChild(newFlower); // Create bloom particle effect self.createBloomEffect(newFlower.x, newFlower.y); // Update score if we have a score manager if (game.scoreManager) { game.scoreManager.addToChain(); } }); } self.active = false; self.trailPoints = []; }; self.createBloomEffect = function(x, y) { // Create burst of particles for bloom effect 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 game.up handler to pass garden reference game.up = function(x, y, obj) { if (pollenTrail && pollenTrail.active) { pollenTrail.endTrail(garden); } };
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Make pollen particles bigger
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Remove debug visualization from game down.
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Please fix the bug: 'Script error.' in or related to this line: 'var marker = new Graphics();' Line Number: 436
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Update garden class with this: 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) }; }; });
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Update game move with this: game.move = function(x, y, obj) { if (pollenTrail && pollenTrail.active) { pollenTrail.updateTrail(x, y); } };
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Replace game down with this: 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); // Debug visualization (optional) var marker = new Graphics(); marker.beginFill(0x00FF00); marker.drawCircle(0, 0, 15); marker.endFill(); marker.x = garden.x + (gridX * garden.cellSize) + (garden.cellSize / 2); marker.y = garden.y + (gridY * garden.cellSize) + (garden.cellSize / 2); game.addChild(marker); // Remove marker after 1 second LK.setTimeout(function() { marker.destroy(); }, 1000); 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); } } };
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For testing let’s add a Basic Flower asset wherever I touch.
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Add to game 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(); } } }
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Debug game logic for creating pollen particles
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Debug the rendering order of the pollen particles to make sure they are on top
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Please fix the bug: 'ReferenceError: Can't find variable: tween' in or related to this line: 'tween(bud.scale, {' Line Number: 95 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Debug update loop of pollen particles.
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Please fix the bug: 'ReferenceError: Can't find variable: tween' in or related to this line: 'tween(bud.scale, {' Line Number: 95 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Debug positioning of the pollen particles during touch.
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Please fix the bug: 'ReferenceError: Can't find variable: tween' in or related to this line: 'tween(bud.scale, {' Line Number: 95 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Debug initialization issues with pollen particle.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * 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.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; }; }); // 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); 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(0.5 + 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(0.7 + Math.random() * 0.4); // Even larger for bursts self.decayRate = 0.015; // Slower decay for bursts // Radial burst velocity var angle = Math.random() * Math.PI * 2; var speed = 2 + Math.random() * 4; self.velocity = { x: Math.cos(angle) * speed, y: Math.sin(angle) * speed }; } // 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.startTime = 0; self.TRAIL_DURATION = 2500; // 2.5s as specified self.MAX_SPEED = 15; // Adjust this value for proper feel self.startTrail = function (x, y) { self.active = true; self.points = [{ x: x, y: y, time: Date.now() }]; self.startTime = Date.now(); 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); }; self.endTrail = function (garden) { 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; newFlower.scale.set(0.3, 0.3); // Add bloom animation tween(newFlower.scale, { x: 1, y: 1 }, { duration: 1000 }); garden.grid[budInfo.gridY][budInfo.gridX] = newFlower; garden.addChild(newFlower); }); } self.active = false; self.points = []; }; self.update = function () { // 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); var 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); } } }; 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(garden); } }; // 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
@@ -299,12 +299,12 @@
// Find affected buds
var affectedBuds = [];
var checkedPositions = {};
self.points.forEach(function (point) {
- var localPos = self.toLocal({
+ var localPos = garden.toLocal({
x: point.x,
y: point.y
- }, garden);
+ }, 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) {
@@ -479,9 +479,9 @@
}
};
game.up = function (x, y, obj) {
if (pollenTrail && pollenTrail.active) {
- pollenTrail.endTrail();
+ pollenTrail.endTrail(garden);
}
};
// Initialize score display
var scoreDisplay = new ScoreDisplay();
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.