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
****/
// Path: light blue box (for drawn path preview)
// Plant: green ellipse (pot) + stem (box) + flower (ellipse)
// Water droplet: blue ellipse
// --- Garden Layout ---
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);
var pdx = plant.x - x;
var pdy = plant.y - y;
if (pdx * pdx + pdy * pdy < 20000) {
// within ~140px
selectedPlant = plant;
} 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;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,333 @@
-/****
+/****
+* 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: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0xf1f8e9 // soft garden green
+});
+
+/****
+* Game Code
+****/
+// Path: light blue box (for drawn path preview)
+// Plant: green ellipse (pot) + stem (box) + flower (ellipse)
+// Water droplet: blue ellipse
+// --- Garden Layout ---
+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);
+ var pdx = plant.x - x;
+ var pdy = plant.y - y;
+ if (pdx * pdx + pdy * pdy < 20000) {
+ // within ~140px
+ selectedPlant = plant;
+ } 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;
+ }
+};
\ No newline at end of file