User prompt
Place objects in random places that will block the ball's progress.
User prompt
Let there be obstacles where the ball moves
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'var pdx = plant.x - x;' Line Number: 283
Code edit (1 edits merged)
Please save this source code
User prompt
Zen Garden Flow
Initial prompt
I want a simple mobile game. A relaxing mobile game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // PathPreview: shows the path as the user draws var PathPreview = Container.expand(function () { var self = Container.call(this); self.dots = []; self.setPath = function (path) { // Remove old dots for (var i = 0; i < self.dots.length; i++) { self.dots[i].destroy(); } self.dots = []; // Add new dots for (var j = 0; j < path.length; j += 2) { // skip every other for performance var dot = self.attachAsset('pathDot', { anchorX: 0.5, anchorY: 0.5, x: path[j].x, y: path[j].y, alpha: 0.5 }); self.dots.push(dot); } }; self.clear = function () { for (var i = 0; i < self.dots.length; i++) { self.dots[i].destroy(); } self.dots = []; }; return self; }); // Plant: has a pot, stem, and flower. Grows when watered. var Plant = Container.expand(function () { var self = Container.call(this); // Pot var pot = self.attachAsset('plantPot', { anchorX: 0.5, anchorY: 1 }); pot.y = 0; // Stem var stem = self.attachAsset('plantStem', { anchorX: 0.5, anchorY: 1 }); stem.y = -pot.height + 10; // Flower (starts small, grows) var flower = self.attachAsset('plantFlower', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.2, scaleY: 0.2, alpha: 0.7 }); flower.y = stem.y - stem.height + 30; self.growth = 0; // 0 to 1 // Called when watered self.water = function () { if (self.growth < 1) { self.growth += 0.25; if (self.growth > 1) self.growth = 1; // Animate flower growth tween(flower, { scaleX: 0.2 + 0.8 * self.growth, scaleY: 0.2 + 0.8 * self.growth, alpha: 0.7 + 0.3 * self.growth }, { duration: 600, easing: tween.easeOut }); // Animate stem color (greener as it grows) tween(stem, { tint: 0x388e3c + Math.floor(0x007700 * self.growth) }, { duration: 600, easing: tween.linear }); } }; // For intersection, treat the flower as the main hit area self.intersects = function (obj) { return flower.intersects(obj); }; return self; }); // WaterDrop: follows a path of points, moves smoothly, and waters a plant if it reaches it var WaterDrop = Container.expand(function () { var self = Container.call(this); var drop = self.attachAsset('waterDrop', { anchorX: 0.5, anchorY: 0.5 }); self.path = []; // Array of {x, y} self.pathIndex = 0; self.speed = 8; // pixels per frame self.targetPlant = null; self.active = true; // Set path and target self.setPath = function (path, plant) { self.path = path; self.pathIndex = 0; self.targetPlant = plant; if (self.path.length > 0) { self.x = self.path[0].x; self.y = self.path[0].y; } }; // Called every tick self.update = function () { if (!self.active || self.path.length < 2) return; // Move along path var nextIdx = self.pathIndex + 1; if (nextIdx >= self.path.length) { // At end of path if (self.targetPlant && self.intersects(self.targetPlant)) { self.active = false; self.targetPlant.water(); // Animate droplet fade out tween(self, { alpha: 0 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); } else { // Not on plant, just fade out self.active = false; tween(self, { alpha: 0 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); } return; } var curr = self.path[self.pathIndex]; var next = self.path[nextIdx]; var dx = next.x - self.x; var dy = next.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < self.speed) { // Move to next point self.x = next.x; self.y = next.y; self.pathIndex++; } else { // Move towards next point self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf1f8e9 // soft garden green }); /**** * Game Code ****/ // --- Garden Layout --- // Water droplet: blue ellipse // Plant: green ellipse (pot) + stem (box) + flower (ellipse) // Path: light blue box (for drawn path preview) var plants = []; var plantPositions = [{ x: 512, y: 2200 }, { x: 1024, y: 2000 }, { x: 1536, y: 2200 }]; // Create plants for (var i = 0; i < plantPositions.length; i++) { var plant = new Plant(); plant.x = plantPositions[i].x; plant.y = plantPositions[i].y; plants.push(plant); game.addChild(plant); } // --- Water Source --- var waterSource = LK.getAsset('waterDrop', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 400, alpha: 0.9, scaleX: 1.2, scaleY: 1.2 }); game.addChild(waterSource); // --- Path Drawing State --- var isDrawing = false; var currentPath = []; var pathPreview = new PathPreview(); game.addChild(pathPreview); var selectedPlant = null; // --- Water Drops in Play --- var waterDrops = []; // --- Helper: Find nearest plant to a point --- function findNearestPlant(x, y) { var minDist = 999999; var nearest = null; for (var i = 0; i < plants.length; i++) { var dx = plants[i].x - x; var dy = plants[i].y - y; var dist = dx * dx + dy * dy; if (dist < minDist) { minDist = dist; nearest = plants[i]; } } return nearest; } // --- Touch/Drag Handlers --- // Only start drawing if touch/click is near the water source game.down = function (x, y, obj) { var dx = x - waterSource.x; var dy = y - waterSource.y; var r = waterSource.width * 0.6; if (dx * dx + dy * dy < r * r) { isDrawing = true; currentPath = [{ x: waterSource.x, y: waterSource.y }]; pathPreview.setPath(currentPath); selectedPlant = null; } }; game.move = function (x, y, obj) { if (!isDrawing) return; // Only add point if moved enough var last = currentPath[currentPath.length - 1]; var dx = x - last.x; var dy = y - last.y; if (dx * dx + dy * dy > 100) { currentPath.push({ x: x, y: y }); pathPreview.setPath(currentPath); } // Highlight nearest plant if close to end var plant = findNearestPlant(x, y); if (plant) { var pdx = plant.x - x; var pdy = plant.y - y; if (pdx * pdx + pdy * pdy < 20000) { // within ~140px selectedPlant = plant; } else { selectedPlant = null; } } else { selectedPlant = null; } }; game.up = function (x, y, obj) { if (!isDrawing) return; isDrawing = false; pathPreview.clear(); // Only create a water drop if path is long enough and ends near a plant if (currentPath.length > 3 && selectedPlant) { // Snap last point to plant center currentPath[currentPath.length - 1] = { x: selectedPlant.x, y: selectedPlant.y }; // Create water drop var drop = new WaterDrop(); drop.setPath(currentPath, selectedPlant); waterDrops.push(drop); game.addChild(drop); // Animate water source pulse tween(waterSource, { scaleX: 1.4, scaleY: 1.4 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { tween(waterSource, { scaleX: 1.2, scaleY: 1.2 }, { duration: 180, easing: tween.easeIn }); } }); } currentPath = []; selectedPlant = null; }; // --- No GUI overlays needed (no score, no timer) --- // --- Game Update Loop --- game.update = function () { // Update all water drops for (var i = waterDrops.length - 1; i >= 0; i--) { var drop = waterDrops[i]; if (drop.active) { drop.update(); } else { waterDrops.splice(i, 1); } } // Optionally, animate plants gently (sway) var t = LK.ticks / 60; for (var i = 0; i < plants.length; i++) { var plant = plants[i]; var sway = Math.sin(t + i) * 6 * (0.5 + 0.5 * plant.growth); plant.rotation = sway * 0.01; } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// PathPreview: shows the path as the user draws
var PathPreview = Container.expand(function () {
var self = Container.call(this);
self.dots = [];
self.setPath = function (path) {
// Remove old dots
for (var i = 0; i < self.dots.length; i++) {
self.dots[i].destroy();
}
self.dots = [];
// Add new dots
for (var j = 0; j < path.length; j += 2) {
// skip every other for performance
var dot = self.attachAsset('pathDot', {
anchorX: 0.5,
anchorY: 0.5,
x: path[j].x,
y: path[j].y,
alpha: 0.5
});
self.dots.push(dot);
}
};
self.clear = function () {
for (var i = 0; i < self.dots.length; i++) {
self.dots[i].destroy();
}
self.dots = [];
};
return self;
});
// Plant: has a pot, stem, and flower. Grows when watered.
var Plant = Container.expand(function () {
var self = Container.call(this);
// Pot
var pot = self.attachAsset('plantPot', {
anchorX: 0.5,
anchorY: 1
});
pot.y = 0;
// Stem
var stem = self.attachAsset('plantStem', {
anchorX: 0.5,
anchorY: 1
});
stem.y = -pot.height + 10;
// Flower (starts small, grows)
var flower = self.attachAsset('plantFlower', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.2,
scaleY: 0.2,
alpha: 0.7
});
flower.y = stem.y - stem.height + 30;
self.growth = 0; // 0 to 1
// Called when watered
self.water = function () {
if (self.growth < 1) {
self.growth += 0.25;
if (self.growth > 1) self.growth = 1;
// Animate flower growth
tween(flower, {
scaleX: 0.2 + 0.8 * self.growth,
scaleY: 0.2 + 0.8 * self.growth,
alpha: 0.7 + 0.3 * self.growth
}, {
duration: 600,
easing: tween.easeOut
});
// Animate stem color (greener as it grows)
tween(stem, {
tint: 0x388e3c + Math.floor(0x007700 * self.growth)
}, {
duration: 600,
easing: tween.linear
});
}
};
// For intersection, treat the flower as the main hit area
self.intersects = function (obj) {
return flower.intersects(obj);
};
return self;
});
// WaterDrop: follows a path of points, moves smoothly, and waters a plant if it reaches it
var WaterDrop = Container.expand(function () {
var self = Container.call(this);
var drop = self.attachAsset('waterDrop', {
anchorX: 0.5,
anchorY: 0.5
});
self.path = []; // Array of {x, y}
self.pathIndex = 0;
self.speed = 8; // pixels per frame
self.targetPlant = null;
self.active = true;
// Set path and target
self.setPath = function (path, plant) {
self.path = path;
self.pathIndex = 0;
self.targetPlant = plant;
if (self.path.length > 0) {
self.x = self.path[0].x;
self.y = self.path[0].y;
}
};
// Called every tick
self.update = function () {
if (!self.active || self.path.length < 2) return;
// Move along path
var nextIdx = self.pathIndex + 1;
if (nextIdx >= self.path.length) {
// At end of path
if (self.targetPlant && self.intersects(self.targetPlant)) {
self.active = false;
self.targetPlant.water();
// Animate droplet fade out
tween(self, {
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
} else {
// Not on plant, just fade out
self.active = false;
tween(self, {
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
}
return;
}
var curr = self.path[self.pathIndex];
var next = self.path[nextIdx];
var dx = next.x - self.x;
var dy = next.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < self.speed) {
// Move to next point
self.x = next.x;
self.y = next.y;
self.pathIndex++;
} else {
// Move towards next point
self.x += self.speed * dx / dist;
self.y += self.speed * dy / dist;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xf1f8e9 // soft garden green
});
/****
* Game Code
****/
// --- Garden Layout ---
// Water droplet: blue ellipse
// Plant: green ellipse (pot) + stem (box) + flower (ellipse)
// Path: light blue box (for drawn path preview)
var plants = [];
var plantPositions = [{
x: 512,
y: 2200
}, {
x: 1024,
y: 2000
}, {
x: 1536,
y: 2200
}];
// Create plants
for (var i = 0; i < plantPositions.length; i++) {
var plant = new Plant();
plant.x = plantPositions[i].x;
plant.y = plantPositions[i].y;
plants.push(plant);
game.addChild(plant);
}
// --- Water Source ---
var waterSource = LK.getAsset('waterDrop', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 400,
alpha: 0.9,
scaleX: 1.2,
scaleY: 1.2
});
game.addChild(waterSource);
// --- Path Drawing State ---
var isDrawing = false;
var currentPath = [];
var pathPreview = new PathPreview();
game.addChild(pathPreview);
var selectedPlant = null;
// --- Water Drops in Play ---
var waterDrops = [];
// --- Helper: Find nearest plant to a point ---
function findNearestPlant(x, y) {
var minDist = 999999;
var nearest = null;
for (var i = 0; i < plants.length; i++) {
var dx = plants[i].x - x;
var dy = plants[i].y - y;
var dist = dx * dx + dy * dy;
if (dist < minDist) {
minDist = dist;
nearest = plants[i];
}
}
return nearest;
}
// --- Touch/Drag Handlers ---
// Only start drawing if touch/click is near the water source
game.down = function (x, y, obj) {
var dx = x - waterSource.x;
var dy = y - waterSource.y;
var r = waterSource.width * 0.6;
if (dx * dx + dy * dy < r * r) {
isDrawing = true;
currentPath = [{
x: waterSource.x,
y: waterSource.y
}];
pathPreview.setPath(currentPath);
selectedPlant = null;
}
};
game.move = function (x, y, obj) {
if (!isDrawing) return;
// Only add point if moved enough
var last = currentPath[currentPath.length - 1];
var dx = x - last.x;
var dy = y - last.y;
if (dx * dx + dy * dy > 100) {
currentPath.push({
x: x,
y: y
});
pathPreview.setPath(currentPath);
}
// Highlight nearest plant if close to end
var plant = findNearestPlant(x, y);
if (plant) {
var pdx = plant.x - x;
var pdy = plant.y - y;
if (pdx * pdx + pdy * pdy < 20000) {
// within ~140px
selectedPlant = plant;
} else {
selectedPlant = null;
}
} else {
selectedPlant = null;
}
};
game.up = function (x, y, obj) {
if (!isDrawing) return;
isDrawing = false;
pathPreview.clear();
// Only create a water drop if path is long enough and ends near a plant
if (currentPath.length > 3 && selectedPlant) {
// Snap last point to plant center
currentPath[currentPath.length - 1] = {
x: selectedPlant.x,
y: selectedPlant.y
};
// Create water drop
var drop = new WaterDrop();
drop.setPath(currentPath, selectedPlant);
waterDrops.push(drop);
game.addChild(drop);
// Animate water source pulse
tween(waterSource, {
scaleX: 1.4,
scaleY: 1.4
}, {
duration: 120,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(waterSource, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 180,
easing: tween.easeIn
});
}
});
}
currentPath = [];
selectedPlant = null;
};
// --- No GUI overlays needed (no score, no timer) ---
// --- Game Update Loop ---
game.update = function () {
// Update all water drops
for (var i = waterDrops.length - 1; i >= 0; i--) {
var drop = waterDrops[i];
if (drop.active) {
drop.update();
} else {
waterDrops.splice(i, 1);
}
}
// Optionally, animate plants gently (sway)
var t = LK.ticks / 60;
for (var i = 0; i < plants.length; i++) {
var plant = plants[i];
var sway = Math.sin(t + i) * 6 * (0.5 + 0.5 * plant.growth);
plant.rotation = sway * 0.01;
}
};