User prompt
Parameters for AI: Speed: Extremely slow. Think of water barely stirring. Amplitude: Very low, creating subtle undulations rather than waves. Frequency: Infrequent, natural-looking pulses of movement. Direction: Radial outwards from subtle, random points, or a gentle, consistent drift. Visual Effect: Causes subtle, elongated reflections of the sky and distant land to gently shift. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Mechanism: Shader-based animation. A ripple texture or noise pattern will be applied to the water's surface, slowly scrolling and distorting to simulate gentle movement. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Technical Specifications for AI (if generating code/assets): "Utilize shader-based animations where possible for performance and seamless integration." "Ensure all particle systems are optimized for low impact on performance, maintaining the smooth, relaxing experience." "Animations should be scalable and responsive to different screen resolutions." ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Specific Animation Elements (with parameters for AI): Water Ripples: "Implement a shader-based ripple effect on the lake surface. Parameters: ripple_speed: very_slow, ripple_amplitude: minimal, fade_rate: slow." Luminescent Particles: "Generate small, glowing particles (particle_size: tiny, glow_intensity: soft, color: #E0FFFF (light cyan) or random_pastel), with a continuous upward and lateral drift (drift_speed: very_slow, drift_variance: low). Spawning density: sparse." Tree Sway: "Apply a gentle, continuous sway to tree foliage and branches (sway_angle: 1-3 degrees, sway_frequency: 0.1-0.2 Hz)." Distant Cloud Movement: "Clouds in the background should drift horizontally (cloud_speed: extremely_slow)." Light Shimmer: "Implement a subtle, slow pulsing/shimmering effect on the main light source in the sky (pulse_frequency: 0.05 Hz, intensity_variance: 5-10%)." Aura Wisps: "When an aura is spawned, animate a small, colored particle cluster (aura_color: matching aura type) to float towards the player (float_speed: slow). Upon collection, trigger a rapid, soft fade-out animation." Ephemeral Creature Glimmer: "Upon appearance/disappearance, apply a brief, soft, sparkling particle burst (sparkle_duration: 1-2 seconds, particle_count: low, color: white/gold)." Rare Aura Bloom Pulse: "The bloom should exhibit a slow, rhythmic glow pulse (pulse_frequency: 0.5 Hz, intensity_variance: 20-30%). Upon collection, emit a larger, short-lived burst of glowing particles (burst_duration: 1 second, particle_count: medium, color: vibrant_pastel_mix)." Hidden Vignette Animations: "Each vignette will have unique, subtle animations (e.g., fireflies: random_path_movement, soft_glow_pulse; waterfall: gentle_mist_swirl, rainbow_fade_in_out)." ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: LK.stopSound is not a function' in or related to this line: 'LK.stopSound(soundName);' Line Number: 1412
User prompt
Visuals - Animation Principles: "All animations should adhere to a principle of subtle, slow, and organic movement. Avoid fast, jerky, or high-contrast animations. The goal is to enhance tranquility, not stimulate excitement." "Animations should seamlessly integrate with the hand-drawn, watercolor aesthetic, appearing as natural extensions of the environment." "Particle effects should be soft, ethereal, and sparse, using colors that complement the existing palette." ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'alpha' in null' in or related to this line: 'tween(zenText, {' Line Number: 1667 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Rare Aura Bloom Pulse: When a "Rare Aura Bloom" appears, it will have a more pronounced, slow, and rhythmic pulsating glow, drawing the player's eye without being urgent. Upon collection, it will release a burst of larger, more vibrant glowing particles that quickly dissipate. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ephemeral Creature Glimmers: When an "Ephemeral Creature" appears (as described in the previous turn), it will emerge with a soft, sparkling shimmer effect and then fade away with a similar, gentle dissipation animation. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Aura Wisps: As the player moves, small, glowing "aura wisps" will emerge from various points in the environment (e.g., from under a rock, near a patch of glowing mushrooms, or from within a tree trunk). These wisps will gently float towards the player, dissolving upon collection. Their color will match the aura types mentioned previously (green, blue, yellow, etc.). ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Subtle Light Shimmer: A very faint, almost imperceptible shimmering or pulsing effect will be applied to the light source (e.g., the sun or moon glow) in the sky, creating a soft, breathing ambiance. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Soft Tree Sway: The leaves and branches of the trees, especially those in the foreground and mid-ground, will exhibit a very gentle, rhythmic sway, as if a faint, warm breeze is passing through them. This will be a slow, continuous motion. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Floating Luminescent Particles: Throughout the air, particularly over the water and near the trees, tiny, soft, glowing particles (like fireflies or dust motes) will slowly drift upwards and across the scene, adding a magical, ethereal quality. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Gentle Water Ripples: The surface of the lake will have very slow, subtle ripples that gently expand and fade, reflecting the light from the sky and surrounding elements. This will be almost imperceptible but add a living quality to the water. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Zen Moments: After a certain amount of continuous exploration or Haven building, a "Zen Moment" might trigger. The screen subtly desaturates slightly, the music becomes even more minimalistic, and a short, positive affirmation appears on screen (e.g., "Find your calm," "Embrace tranquility," "You are here."). This is a gentle prompt to simply observe and breathe. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Weather Transformations: While generally clear, there's a small chance for the weather to subtly shift to a gentle rain shower or a soft snowfall, affecting the visuals and adding a new layer of ambient ASMR sounds. This transformation is always calming, never harsh. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Hidden Vignettes: Tucked away in obscure corners of the map are small, beautifully animated vignettes. These could be: A tiny, glowing mushroom ring where fireflies dance. A hidden waterfall that creates a rainbow in the mist. A sleeping creature (e.g., a large, gentle bear) that emits soft, rhythmic breathing sounds. Discovering these triggers a unique, brief, and very peaceful soundscape. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ephemeral Creatures: Very rarely, unique, non-interactive "Ephemeral Creatures" (e.g., a glowing fox, a sparkling hummingbird, a shy forest spirit) will briefly appear in a biome, observe the player, and then gently fade away. Seeing one is a special, calming moment. They don't provide a reward, but seeing them is the reward. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Rare Aura Blooms: Occasionally, a large, pulsating "Rare Aura Bloom" will appear in a random location. Collecting it yields a significant amount of auras and triggers a unique, brief visual spectacle (e.g., a burst of gentle light, a swirl of colored particles) and a particularly serene musical flourish. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ASMR Effects: Subtle & Contextual: ASMR sounds are integrated naturally into the environment and actions. Examples: Footsteps: Gentle rustling of leaves when walking through grass, soft crunch on pebbles, subtle plash in shallow water. Environment: Distant, gentle crackling of a soft fire, subtle dripping in caverns, very light rain on leaves, the soft hum of fireflies. Interaction: A faint, pleasant ding when collecting an aura, the soft click or whoosh when placing an item in the Haven, the gentle rustle of interacting with a plant. Nature Sounds: Delicate bird chirps, the distant murmur of a stream, soft wind chimes.
User prompt
Dynamic Looping: The music shifts subtly based on the biome the player is in, maintaining a consistent calm tone but with variations in instrumentation and melody. Instruments: Focus on instruments like soft pianos, gentle strings, flutes, chimes, and ambient pads. Avoid sharp or jarring sounds. BPM: Very low BPM (beats per minute) to encourage slow, deliberate movement. Themes: Melodies that evoke feelings of peace, wonder, and warmth.
User prompt
Visuals: Art Style: Soft, watercolor-inspired hand-drawn graphics with gentle animations (e.g., swaying trees, rippling water, subtle dust motes in the air). Color Palette: Predominantly pastel and earthy tones, with soft glows from auras and lighting. Particle Effects: Subtle, ethereal particle effects for auras, gentle snowfall/rainfall, or floating pollen. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Aura Haven - Peaceful Exploration & Sanctuary Building
Initial prompt
Exploration: Players gently glide through various themed biomes (e.g., Whispering Woods, Crystal Caverns, Serene Shoreline, Starfall Sanctuary). Each biome has unique visual aesthetics and ambient sounds. Aura Collection: Wisps of colored "auras" (glowing particles representing positive energy) are scattered throughout the environment. Players simply move over them to collect them. Different aura colors might have different symbolic meanings (e.g., green for growth, blue for peace, yellow for joy). Haven Cultivation: Collected auras are used to unlock and place decorative elements within the player's personal "Haven." The Haven starts as a blank canvas and can be customized with plants, small structures, water features, ambient lights, and even gentle, animated creatures.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var AuraParticle = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'green'; self.collected = false; var assetName = 'aura' + self.type.charAt(0).toUpperCase() + self.type.slice(1); var auraGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); auraGraphics.alpha = 0.8; self.floatOffset = Math.random() * Math.PI * 2; self.floatSpeed = 0.02 + Math.random() * 0.03; self.pulseOffset = Math.random() * Math.PI * 2; self.initialY = 0; self.initialScale = 1.0; // Start gentle pulsing animation tween(auraGraphics, { scaleX: 1.2, scaleY: 1.2, alpha: 1.0 }, { duration: 1500 + Math.random() * 1000, easing: tween.easeInOut, onFinish: function onFinish() { if (!self.collected) { tween(auraGraphics, { scaleX: 0.8, scaleY: 0.8, alpha: 0.6 }, { duration: 1500 + Math.random() * 1000, easing: tween.easeInOut, onFinish: function onFinish() { if (!self.collected) { tween(auraGraphics, { scaleX: 1.0, scaleY: 1.0, alpha: 0.8 }, { duration: 1000, easing: tween.easeInOut }); } } }); } } }); self.update = function () { if (!self.collected) { self.y = self.initialY + Math.sin(LK.ticks * self.floatSpeed + self.floatOffset) * 8; auraGraphics.rotation += 0.015; } }; return self; }); var FloatingParticle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('floatingParticle', { anchorX: 0.5, anchorY: 0.5 }); particleGraphics.alpha = 0.3 + Math.random() * 0.4; self.driftSpeed = 0.5 + Math.random() * 1.0; self.floatOffset = Math.random() * Math.PI * 2; self.floatSpeed = 0.01 + Math.random() * 0.02; self.initialX = 0; self.update = function () { self.y -= self.driftSpeed; self.x = self.initialX + Math.sin(LK.ticks * self.floatSpeed + self.floatOffset) * 20; particleGraphics.rotation += 0.01; // Reset particle when it goes off screen if (self.y < -50) { self.y = 2800; self.x = Math.random() * 2048; self.initialX = self.x; } }; return self; }); var HavenDecoration = Container.expand(function (decorationType) { var self = Container.call(this); self.decorationType = decorationType || 'plant'; var assetName = self.decorationType + 'Decoration'; var decorationGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 1.0 }); decorationGraphics.alpha = 0.9; self.swayOffset = Math.random() * Math.PI * 2; self.swaySpeed = 0.01 + Math.random() * 0.02; self.update = function () { // Gentle swaying animation for plants and light decorations if (self.decorationType === 'plant' || self.decorationType === 'light') { decorationGraphics.rotation = Math.sin(LK.ticks * self.swaySpeed + self.swayOffset) * 0.05; } // Subtle pulsing for light decorations if (self.decorationType === 'light') { decorationGraphics.alpha = 0.7 + Math.sin(LK.ticks * 0.03 + self.swayOffset) * 0.2; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.targetX = 0; self.targetY = 0; self.update = function () { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1B5E20 }); /**** * Game Code ****/ // Game state var gameState = 'exploration'; // 'exploration' or 'haven' var currentBiome = 0; var biomes = ['Whispering Woods', 'Crystal Caverns', 'Serene Shoreline', 'Starfall Sanctuary']; var biomeColors = [0xd7e4bd, 0xe1bee7, 0xb2dfdb, 0xc5cae9]; var biomeMusicTracks = ['whisperingWoods', 'crystalCaverns', 'sereneShore', 'starfallSanctuary']; var currentMusicTrack = null; var musicFadeTime = 2000; // Player and game objects var player = new Player(); var auraParticles = []; var havenDecorations = []; var floatingParticles = []; var biomeBackground = null; var havenBackground = null; // Aura collection tracking var auraCount = storage.auraCount || { green: 0, blue: 0, yellow: 0 }; var totalAuras = auraCount.green + auraCount.blue + auraCount.yellow; // UI elements var auraCountText = new Text2('Auras: ' + totalAuras, { size: 80, fill: 0xFFFFFF }); auraCountText.anchor.set(0.5, 0); var biomeText = new Text2(biomes[currentBiome], { size: 60, fill: 0xFFFFFF }); biomeText.anchor.set(0.5, 0); var havenButton = new Text2('Haven', { size: 70, fill: 0xFFEB3B }); havenButton.anchor.set(1, 0); var exploreButton = new Text2('Explore', { size: 70, fill: 0x4CAF50 }); exploreButton.anchor.set(0, 0); // Add UI to GUI LK.gui.top.addChild(auraCountText); LK.gui.top.addChild(biomeText); LK.gui.topRight.addChild(havenButton); LK.gui.topLeft.addChild(exploreButton); // Position UI elements auraCountText.y = 20; biomeText.y = 120; havenButton.x = -20; havenButton.y = 20; exploreButton.x = 120; exploreButton.y = 20; // Initialize game function initializeExploration() { gameState = 'exploration'; // Clear existing objects if (biomeBackground) biomeBackground.destroy(); if (havenBackground) havenBackground.destroy(); // Create biome background biomeBackground = game.addChild(LK.getAsset('biomeBackground', { anchorX: 0, anchorY: 0, x: 0, y: 0, tint: biomeColors[currentBiome] })); // Add player player.x = 1024; player.y = 1366; player.targetX = player.x; player.targetY = player.y; game.addChild(player); // Generate aura particles generateAuraParticles(); // Generate floating ambient particles generateFloatingParticles(); // Update UI biomeText.setText(biomes[currentBiome]); biomeText.visible = true; exploreButton.visible = false; havenButton.visible = true; // Play biome-specific music playBiomeMusic(currentBiome); } function initializeHaven() { gameState = 'haven'; // Clear existing objects if (biomeBackground) biomeBackground.destroy(); clearAuraParticles(); clearFloatingParticles(); // Create haven background havenBackground = game.addChild(LK.getAsset('havenBackground', { anchorX: 0, anchorY: 0, x: 0, y: 0 })); // Remove player from haven if (player.parent) player.parent.removeChild(player); // Load existing decorations loadHavenDecorations(); // Update UI biomeText.visible = false; exploreButton.visible = true; havenButton.visible = false; // Play haven ambient music playHavenMusic(); } function generateAuraParticles() { clearAuraParticles(); var particleCount = 15 + Math.floor(Math.random() * 10); var auraTypes = ['green', 'blue', 'yellow']; for (var i = 0; i < particleCount; i++) { var auraType = auraTypes[Math.floor(Math.random() * auraTypes.length)]; var aura = new AuraParticle(auraType); aura.x = 100 + Math.random() * 1848; aura.y = 200 + Math.random() * 2332; aura.initialY = aura.y; auraParticles.push(aura); game.addChild(aura); } } function clearAuraParticles() { for (var i = auraParticles.length - 1; i >= 0; i--) { auraParticles[i].destroy(); auraParticles.splice(i, 1); } } function generateFloatingParticles() { clearFloatingParticles(); var particleCount = 20 + Math.floor(Math.random() * 15); for (var i = 0; i < particleCount; i++) { var particle = new FloatingParticle(); particle.x = Math.random() * 2048; particle.y = Math.random() * 2732; particle.initialX = particle.x; floatingParticles.push(particle); game.addChild(particle); } } function clearFloatingParticles() { for (var i = floatingParticles.length - 1; i >= 0; i--) { floatingParticles[i].destroy(); floatingParticles.splice(i, 1); } } function loadHavenDecorations() { var savedDecorations = storage.havenDecorations || []; for (var i = 0; i < savedDecorations.length; i++) { var decorationData = savedDecorations[i]; var decoration = new HavenDecoration(decorationData.type); decoration.x = decorationData.x; decoration.y = decorationData.y; havenDecorations.push(decoration); game.addChild(decoration); } } function saveHavenDecorations() { var decorationData = []; for (var i = 0; i < havenDecorations.length; i++) { var decoration = havenDecorations[i]; decorationData.push({ type: decoration.decorationType, x: decoration.x, y: decoration.y }); } storage.havenDecorations = decorationData; } function updateUI() { totalAuras = auraCount.green + auraCount.blue + auraCount.yellow; auraCountText.setText('Auras: ' + totalAuras); storage.auraCount = auraCount; } function playBiomeMusic(biomeIndex) { var targetTrack = biomeMusicTracks[biomeIndex]; if (currentMusicTrack === targetTrack) return; if (currentMusicTrack) { // Fade out current music LK.playMusic(currentMusicTrack, { fade: { start: 0.7, end: 0, duration: musicFadeTime } }); LK.setTimeout(function () { // Fade in new music LK.playMusic(targetTrack, { fade: { start: 0, end: 0.7, duration: musicFadeTime } }); currentMusicTrack = targetTrack; }, musicFadeTime); } else { // First time playing music LK.playMusic(targetTrack, { fade: { start: 0, end: 0.7, duration: musicFadeTime } }); currentMusicTrack = targetTrack; } } function playHavenMusic() { if (currentMusicTrack === 'havenAmbient') return; if (currentMusicTrack) { // Fade out current music var prevTrack = currentMusicTrack; LK.playMusic(prevTrack, { fade: { start: 0.7, end: 0, duration: musicFadeTime } }); LK.setTimeout(function () { // Fade in haven music LK.playMusic('havenAmbient', { fade: { start: 0, end: 0.6, duration: musicFadeTime } }); currentMusicTrack = 'havenAmbient'; }, musicFadeTime); } else { // First time playing music LK.playMusic('havenAmbient', { fade: { start: 0, end: 0.6, duration: musicFadeTime } }); currentMusicTrack = 'havenAmbient'; } } // Touch/Mouse handlers var draggedDecoration = null; var isPlacingDecoration = false; game.move = function (x, y, obj) { if (gameState === 'exploration') { player.targetX = x; player.targetY = y; } else if (gameState === 'haven' && draggedDecoration) { draggedDecoration.x = x; draggedDecoration.y = y; } }; game.down = function (x, y, obj) { if (gameState === 'haven') { // Check if touching a decoration for (var i = 0; i < havenDecorations.length; i++) { var decoration = havenDecorations[i]; var dx = x - decoration.x; var dy = y - decoration.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 60) { draggedDecoration = decoration; break; } } // Try to place new decoration if not dragging if (!draggedDecoration && totalAuras >= 10) { var decorationTypes = ['plant', 'light', 'water']; var randomType = decorationTypes[Math.floor(Math.random() * decorationTypes.length)]; var newDecoration = new HavenDecoration(randomType); newDecoration.x = x; newDecoration.y = y; havenDecorations.push(newDecoration); game.addChild(newDecoration); auraCount.green = Math.max(0, auraCount.green - 4); auraCount.blue = Math.max(0, auraCount.blue - 3); auraCount.yellow = Math.max(0, auraCount.yellow - 3); updateUI(); saveHavenDecorations(); } } }; game.up = function (x, y, obj) { if (draggedDecoration) { saveHavenDecorations(); draggedDecoration = null; } }; // Button handlers havenButton.down = function (x, y, obj) { if (gameState === 'exploration') { initializeHaven(); } }; exploreButton.down = function (x, y, obj) { if (gameState === 'haven') { initializeExploration(); } }; // Main game update loop game.update = function () { if (gameState === 'exploration') { // Check aura collection for (var i = auraParticles.length - 1; i >= 0; i--) { var aura = auraParticles[i]; if (!aura.collected && player.intersects(aura)) { aura.collected = true; auraCount[aura.type]++; updateUI(); // Collect animation with gentle glow effect tween(aura, { scaleX: 2.0, scaleY: 2.0, alpha: 1.0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(aura, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { aura.destroy(); } }); } }); auraParticles.splice(i, 1); LK.getSound('collectAura').play(); } } // Check if all auras collected if (auraParticles.length === 0) { LK.setTimeout(function () { currentBiome = (currentBiome + 1) % biomes.length; generateAuraParticles(); // Update biome display and music biomeText.setText(biomes[currentBiome]); if (biomeBackground) { biomeBackground.tint = biomeColors[currentBiome]; } playBiomeMusic(currentBiome); }, 1000); } } }; // Start the game initializeExploration();
===================================================================
--- original.js
+++ change.js
@@ -145,8 +145,11 @@
var gameState = 'exploration'; // 'exploration' or 'haven'
var currentBiome = 0;
var biomes = ['Whispering Woods', 'Crystal Caverns', 'Serene Shoreline', 'Starfall Sanctuary'];
var biomeColors = [0xd7e4bd, 0xe1bee7, 0xb2dfdb, 0xc5cae9];
+var biomeMusicTracks = ['whisperingWoods', 'crystalCaverns', 'sereneShore', 'starfallSanctuary'];
+var currentMusicTrack = null;
+var musicFadeTime = 2000;
// Player and game objects
var player = new Player();
var auraParticles = [];
var havenDecorations = [];
@@ -221,8 +224,10 @@
biomeText.setText(biomes[currentBiome]);
biomeText.visible = true;
exploreButton.visible = false;
havenButton.visible = true;
+ // Play biome-specific music
+ playBiomeMusic(currentBiome);
}
function initializeHaven() {
gameState = 'haven';
// Clear existing objects
@@ -243,8 +248,10 @@
// Update UI
biomeText.visible = false;
exploreButton.visible = true;
havenButton.visible = false;
+ // Play haven ambient music
+ playHavenMusic();
}
function generateAuraParticles() {
clearAuraParticles();
var particleCount = 15 + Math.floor(Math.random() * 10);
@@ -310,8 +317,78 @@
totalAuras = auraCount.green + auraCount.blue + auraCount.yellow;
auraCountText.setText('Auras: ' + totalAuras);
storage.auraCount = auraCount;
}
+function playBiomeMusic(biomeIndex) {
+ var targetTrack = biomeMusicTracks[biomeIndex];
+ if (currentMusicTrack === targetTrack) return;
+ if (currentMusicTrack) {
+ // Fade out current music
+ LK.playMusic(currentMusicTrack, {
+ fade: {
+ start: 0.7,
+ end: 0,
+ duration: musicFadeTime
+ }
+ });
+ LK.setTimeout(function () {
+ // Fade in new music
+ LK.playMusic(targetTrack, {
+ fade: {
+ start: 0,
+ end: 0.7,
+ duration: musicFadeTime
+ }
+ });
+ currentMusicTrack = targetTrack;
+ }, musicFadeTime);
+ } else {
+ // First time playing music
+ LK.playMusic(targetTrack, {
+ fade: {
+ start: 0,
+ end: 0.7,
+ duration: musicFadeTime
+ }
+ });
+ currentMusicTrack = targetTrack;
+ }
+}
+function playHavenMusic() {
+ if (currentMusicTrack === 'havenAmbient') return;
+ if (currentMusicTrack) {
+ // Fade out current music
+ var prevTrack = currentMusicTrack;
+ LK.playMusic(prevTrack, {
+ fade: {
+ start: 0.7,
+ end: 0,
+ duration: musicFadeTime
+ }
+ });
+ LK.setTimeout(function () {
+ // Fade in haven music
+ LK.playMusic('havenAmbient', {
+ fade: {
+ start: 0,
+ end: 0.6,
+ duration: musicFadeTime
+ }
+ });
+ currentMusicTrack = 'havenAmbient';
+ }, musicFadeTime);
+ } else {
+ // First time playing music
+ LK.playMusic('havenAmbient', {
+ fade: {
+ start: 0,
+ end: 0.6,
+ duration: musicFadeTime
+ }
+ });
+ currentMusicTrack = 'havenAmbient';
+ }
+}
// Touch/Mouse handlers
var draggedDecoration = null;
var isPlacingDecoration = false;
game.move = function (x, y, obj) {
@@ -410,11 +487,16 @@
if (auraParticles.length === 0) {
LK.setTimeout(function () {
currentBiome = (currentBiome + 1) % biomes.length;
generateAuraParticles();
+ // Update biome display and music
+ biomeText.setText(biomes[currentBiome]);
+ if (biomeBackground) {
+ biomeBackground.tint = biomeColors[currentBiome];
+ }
+ playBiomeMusic(currentBiome);
}, 1000);
}
}
};
// Start the game
-initializeExploration();
-LK.playMusic('ambientNature');
\ No newline at end of file
+initializeExploration();
\ No newline at end of file
auraBlue top view. In-Game asset. 2d. High contrast. No shadows
auraGreen top view. In-Game asset. 2d. High contrast. No shadows
auraWisp top view. In-Game asset. 2d. High contrast. No shadows
auraYellow top view. In-Game asset. 2d. High contrast. No shadows
biomeBackground top view. In-Game asset. 2d. High contrast. No shadows
distantCloud top view. In-Game asset. 2d. High contrast. No shadows
waterRipple top view. In-Game asset. 2d. High contrast. No shadows
waterDecoration top view. In-Game asset. 2d. High contrast. No shadows
tree Sway Branch top view. In-Game asset. 2d. High contrast. No shadows
rare Bloom Pulse top view. In-Game asset. 2d. High contrast. No shadows
snow Flake top view. In-Game asset. 2d. High contrast. No shadows
rare Bloom Burst Particle top view. In-Game asset. 2d. High contrast. No shadows
rare Bloom Burst top view. In-Game asset. 2d. High contrast. No shadows
sleeping Bear top view. In-Game asset. 2d. High contrast. No shadows
rare Aura Bloom top view. In-Game asset. 2d. High contrast. No shadows
raindrops. In-Game asset. 2d. High contrast. No shadows
light Shimmer top view. In-Game asset. 2d. High contrast. No shadows
light Decoration top view. In-Game asset. 2d. High contrast. No shadows
hiddenWaterfall. In-Game asset. 2d. High contrast. No shadows
havenBackground. In-Game asset. 2d. High contrast. No shadows
floatingParticle. In-Game asset. 2d. High contrast. No shadows
ephemeralHummingbird. In-Game asset. 2d. High contrast. No shadows
ephemeralFox. In-Game asset. 2d. High contrast. No shadows
ephemeralSpirit. In-Game asset. 2d. High contrast. No shadows
ephemeralShimmer. In-Game asset. 2d. High contrast. No shadows
plantDecoration. In-Game asset. 2d. High contrast. No shadows
mushroomRing. In-Game asset. 2d. High contrast. No shadows
luminescentParticleAlt. In-Game asset. 2d. High contrast. No shadows
luminescentParticle. In-Game asset. 2d. High contrast. No shadows
player aura image top view in space game.