Code edit (10 edits merged)
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Please fix the bug: 'TypeError: flower is undefined' in or related to this line: 'console.log("Flower position ".concat(i, ",").concat(j, ":"), flower.x, flower.y);' Line Number: 83
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Please fix the bug: 'TypeError: flower is undefined' in or related to this line: 'flower.x = garden.soil[i][j].x + garden.soilSize / 2;' Line Number: 81
Code edit (1 edits merged)
Please save this source code
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The touch detection seems to be offset by 400 pixels right and 400 pixels down.
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The touch detection seems to be offset by about 400 pixels left and 400 pixels up
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Add the condition to touch event that the isFlower must be true.
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On touch of the Basic Flower change adjacent bud asset into basic flower asset.
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Increase the spread of pollen particles during burst event.
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Remove test flower and pollen particle animation from title screen.
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Please fix the bug: 'Script error.' in or related to this line: 'pollenParticle.x = flower.x + garden.soilSize / 2;' Line Number: 213
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How was it incorrect? Reinstate the offset and debug
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Please fix the bug: 'Script error.' in or related to this line: 'pollenParticle.x = flower.x + garden.soilSize / 2;' Line Number: 213
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Okay so the coordinates from the play pollen animation are wrong. Compare against the coordinates of the garden cells.
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Debug animation trigger logic.
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Debug event handling associated with the touch event on the flowet
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Still not lining up. Debug flower identification logic.
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Debug bounds calculation.
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Debug 2
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Ok debug 1
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Why error?
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Please fix the bug: 'Script error.' in or related to this line: 'var gardenPos = {' Line Number: 90
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Please fix the bug: 'Script error.' in or related to this line: 'var gardenPos = {' Line Number: 90
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Please fix the bug: 'Script error.' in or related to this line: 'var gardenPos = {' Line Number: 90
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Please fix the bug: 'Script error.' in or related to this line: 'var gardenPos = {' Line Number: 90
/****
* Classes
****/
// BasicFlower class
var BasicFlower = Container.expand(function () {
var self = Container.call(this);
var flowerGraphics = self.attachAsset('BasicFlower', {
anchorX: 0.5,
anchorY: 0.5
});
self.pollenPattern = 'cross';
});
// Bud class
var Bud = Container.expand(function () {
var self = Container.call(this);
var budGraphics = self.attachAsset('Bud', {
anchorX: 0.5,
anchorY: 0.5
});
// Add a quick, pronounced jiggle animation to buds
self.update = function () {
var delay = Math.floor(Math.random() * 240 + 240);
// Define a counter for the number of jiggles
var jiggleCount = 0;
// If the current tick is a multiple of the delay
if (LK.ticks % delay == 0) {
// Increment the jiggle count
jiggleCount++;
// If the jiggle count is less than or equal to 2
if (jiggleCount <= 2) {
// Jiggle the bud quickly in one direction and then the other
self.rotation += 0.1;
LK.setTimeout(function () {
self.rotation -= 0.1;
}, 200);
} else {
jiggleCount = 0;
self.rotation = 0;
}
}
};
});
// FlowerManager class to control flower stages and pollination
var FlowerManager = Container.expand(function () {
var self = Container.call(this);
self.flowers = [];
// Initialize flowers in the garden
self.init = function (garden) {
for (var i = 0; i < garden.rows; i++) {
self.flowers[i] = [];
for (var j = 0; j < garden.cols; j++) {
var xPos = (j + 1) * garden.soilSize; // This gives us 200, 400, 600, etc.
var yPos = i * garden.soilSize + 527.84; // This gives us the exact Y offset we see in logs
if (i === Math.floor(garden.rows / 2) && j === Math.floor(garden.cols / 2)) {
var flower = new BasicFlower();
flower.x = xPos;
flower.y = yPos;
flower.isBud = false;
flower.isFlower = true;
self.flowers[i][j] = flower;
} else {
var bud = new Bud();
bud.x = xPos;
bud.y = yPos;
bud.isBud = true;
bud.isFlower = false;
self.flowers[i][j] = bud;
}
game.addChild(self.flowers[i][j]);
console.log("Bud/Flower position ".concat(i, ",").concat(j, ":"), xPos, yPos);
}
}
};
// Handle touch events on flowers
self.handleTouch = function (x, y, obj) {
for (var i = 0; i < self.flowers.length; i++) {
for (var j = 0; j < self.flowers[i].length; j++) {
var flower = self.flowers[i][j];
// Convert touch position to local coordinates in the garden space
var localPos = flower.parent.toLocal(obj.global);
// Get flower bounds
var bounds = flower.getBounds();
// Debug positions
console.log('Touch:', localPos.x, localPos.y);
console.log('Flower:', bounds.x, bounds.y, bounds.width, bounds.height);
if (flower.isFlower && localPos.x >= bounds.x && localPos.x <= bounds.x + bounds.width && localPos.y >= bounds.y && localPos.y <= bounds.y + bounds.height) {
// Play source burst pollen pattern animation
game.playPollenPatternAnimation('sourceBurst', {
x: flower.x,
y: flower.y
});
// Change adjacent Buds to BasicFlowers
var adjacentPositions = [{
x: i - 1,
y: j
},
// Up
{
x: i + 1,
y: j
},
// Down
{
x: i,
y: j - 1
},
// Left
{
x: i,
y: j + 1
} // Right
];
adjacentPositions.forEach(function (pos) {
if (self.flowers[pos.x] && self.flowers[pos.x][pos.y]) {
var adjacentFlower = self.flowers[pos.x][pos.y];
if (adjacentFlower.isBud) {
var newFlower = new BasicFlower();
newFlower.x = adjacentFlower.x;
newFlower.y = adjacentFlower.y;
newFlower.isBud = false;
newFlower.isFlower = true;
game.addChild(newFlower);
game.removeChild(adjacentFlower);
self.flowers[pos.x][pos.y] = newFlower;
}
}
});
}
}
}
};
});
//<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.soil = [];
self.rows = 9;
self.cols = 9;
self.soilSize = 200;
// Initialize the garden with soil
self.init = function () {
for (var i = 0; i < self.rows; i++) {
self.soil[i] = [];
for (var j = 0; j < self.cols; j++) {
self.soil[i][j] = {
x: j * self.soilSize + self.soilSize / 2,
y: i * self.soilSize + self.soilSize / 2
};
// Add debug log
console.log("Soil position ".concat(i, ",").concat(j, ":"), self.soil[i][j].x, self.soil[i][j].y);
}
}
};
});
// 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);
});
// Goal display class
var GoalDisplay = Container.expand(function () {
var self = Container.call(this);
self.goals = [];
self.init = function (goals) {
self.goals = goals;
for (var i = 0; i < self.goals.length; i++) {
var goalText = new Text2(self.goals[i].icon + ' ' + self.goals[i].collected + '/' + self.goals[i].needed, {
size: 100,
fill: "#ffffff"
});
goalText.anchor.set(0.5, 0);
goalText.y = i * 150;
self.addChild(goalText);
}
};
});
// PollenParticle class
var PollenParticle = Container.expand(function () {
var self = Container.call(this);
var pollenGraphics = self.attachAsset('PollenSparkle', {
anchorX: 0.5,
anchorY: 0.5,
scale: 0.5 // Start with a smaller scale
});
self.pattern = '';
// Initialize with random rotation
self.rotation = Math.random() * Math.PI * 2;
// Initialize with slight random offset
self.offset = {
x: Math.random() * 10 - 5,
y: Math.random() * 10 - 5
};
self.update = function () {
if (self.pattern === 'sourceBurst') {
var angle = Math.random() * Math.PI * 2;
var speed = Math.random() * 5;
self.x += Math.cos(angle) * speed + self.offset.x * 0.1;
self.y += Math.sin(angle) * speed + self.offset.y * 0.1;
self.rotation += 0.05;
}
self.alpha -= 0.05;
if (self.alpha <= 0) {
self.destroy();
}
};
});
// Level display class
var LevelDisplay = Text2.expand(function () {
var self = Text2.call(this, 'Level 1', {
size: 150,
fill: "#ffffff"
});
});
// Score display class
var ScoreDisplay = Text2.expand(function () {
var self = Text2.call(this, '0', {
size: 150,
fill: "#ffffff"
});
});
/****
* 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();
// Method to play pollen pattern animation
game.playPollenPatternAnimation = function (pattern, position) {
switch (pattern) {
case 'sourceBurst':
for (var i = 0; i < 10; i++) {
var pollenParticle = new PollenParticle();
// Convert position to local space for the particle
var localPos = game.toLocal(position);
pollenParticle.x = localPos.x;
pollenParticle.y = localPos.y;
pollenParticle.pattern = pattern;
pollenParticle.alpha = 1;
// Update particle behavior
pollenParticle.update = function () {
if (this.pattern === 'sourceBurst') {
var angle = Math.random() * Math.PI * 2;
var speed = Math.random() * 5;
this.x += Math.cos(angle) * speed;
this.y += Math.sin(angle) * speed;
// Add rotation for more organic movement
this.rotation += Math.random() * 0.1;
// Add slight scale variation
this.scale.x = this.scale.y = 1 + Math.sin(LK.ticks * 0.1) * 0.2;
}
this.alpha -= 0.05;
if (this.alpha <= 0) {
this.destroy();
}
};
game.addChild(pollenParticle);
}
break;
case 'cross':
// Similar updates for cross pattern...
break;
}
};
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);
// Initialize garden
var garden = new Garden();
garden.x = (2048 - garden.cols * garden.soilSize) / 2;
garden.y = (2732 - garden.rows * garden.soilSize) / 2 + 2732 * 0.12;
game.addChild(garden);
garden.init();
// Initialize flower manager
flowerManager.init(garden);
// Handle touch events on flowers
game.down = function (x, y, obj) {
flowerManager.handleTouch(x, y, obj);
};
// Initialize score display
var scoreDisplay = new ScoreDisplay();
scoreDisplay.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreDisplay);
// Initialize level display
var levelDisplay = new LevelDisplay();
levelDisplay.anchor.set(0.5, 1);
LK.gui.bottom.addChild(levelDisplay);
// Initialize goal display
var goalDisplay = new GoalDisplay();
goalDisplay.x = 2048 - 150;
goalDisplay.y = 0;
game.addChild(goalDisplay);
goalDisplay.init([{
icon: '🌼',
collected: 0,
needed: 10
}, {
icon: '🌸',
collected: 0,
needed: 5
}, {
icon: '🌺',
collected: 0,
needed: 3
}]);
// Initialize menu button
var menuButton = LK.getAsset('menuButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 100 + 2048 * 0.01,
y: 250 + 2732 * 0.04
});
menuButton.down = function (x, y, obj) {
// Remove all game elements
game.removeChildren();
// Remove score, level and goal display from GUI
LK.gui.top.removeChild(scoreDisplay);
LK.gui.topRight.removeChild(levelDisplay);
game.removeChild(goalDisplay);
// Add the title screen back
game.addChild(titleScreen);
};
game.addChild(menuButton);
};
tutorialButton.down = function (x, y, obj) {
// Open tutorial
};
// Removed duplicate playPollenPatternAnimation method ===================================================================
--- original.js
+++ change.js
@@ -48,31 +48,27 @@
self.init = function (garden) {
for (var i = 0; i < garden.rows; i++) {
self.flowers[i] = [];
for (var j = 0; j < garden.cols; j++) {
+ var xPos = (j + 1) * garden.soilSize; // This gives us 200, 400, 600, etc.
+ var yPos = i * garden.soilSize + 527.84; // This gives us the exact Y offset we see in logs
if (i === Math.floor(garden.rows / 2) && j === Math.floor(garden.cols / 2)) {
var flower = new BasicFlower();
- flower.x = garden.soil[i][j].x + garden.soilSize / 2;
- flower.y = garden.soil[i][j].y + garden.soilSize / 2 + 2732 * 0.12;
- flower.isBud = false; // BasicFlower is not a bud
- flower.isFlower = true; // BasicFlower is a flower
+ flower.x = xPos;
+ flower.y = yPos;
+ flower.isBud = false;
+ flower.isFlower = true;
self.flowers[i][j] = flower;
- game.addChild(flower);
} else {
var bud = new Bud();
- bud.x = garden.soil[i][j].x + garden.soilSize / 2;
- bud.y = garden.soil[i][j].y + garden.soilSize / 2 + 2732 * 0.12;
- bud.isBud = true; // Bud is a bud
- bud.isFlower = false; // Bud is not a flower
+ bud.x = xPos;
+ bud.y = yPos;
+ bud.isBud = true;
+ bud.isFlower = false;
self.flowers[i][j] = bud;
- game.addChild(bud);
}
- if (self.flowers[i][j].isFlower) {
- console.log("Flower position ".concat(i, ",").concat(j, ":"), self.flowers[i][j].x, self.flowers[i][j].y);
- } else {
- console.log("Bud position ".concat(i, ",").concat(j, ":"), self.flowers[i][j].x, self.flowers[i][j].y);
- }
game.addChild(self.flowers[i][j]);
+ console.log("Bud/Flower position ".concat(i, ",").concat(j, ":"), xPos, yPos);
}
}
};
// Handle touch events on flowers
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