User prompt
"It's not optimized, it's still lagging."
User prompt
"Run everything in the game in an optimized way so that there are no lag or freezing issues."
User prompt
Please remove the Winter season from the game’s season cycle and related features.
User prompt
Please help me optimize the entire game focusing on performance improvements. The game sometimes lags, most likely due to multiple consecutive actions and excessive spawning of objects. I need efficient resource management, optimized spawning systems, and reduced unnecessary calculations to ensure smooth gameplay without frame drops or slowdowns. Please provide suggestions or code improvements that minimize lag and handle many objects or events efficiently.
User prompt
Please optimize the entire game to improve performance and reduce lag. Focus on efficient resource management, minimizing unnecessary calculations, and ensuring smooth gameplay without frame drops or delays.
User prompt
I want to add a sequential season and day tracking system to my 2D farming game with these details: Seasons cycle in this order: Summer → Autumn → Winter. Each season lasts 3 in-game days. One in-game day equals 1 real-time minute. The day number shows how long the player has been playing (total days). Season changes automatically every 3 days. On the right side of the screen, display a clean UI showing: Current season name (e.g., "Summer", "Autumn", "Winter") Current day number (total days played) Visual and atmospheric changes per season (no changes to crop growth mechanics). The system should be optimized for minimal resource usage and smooth gameplay. Please help me implement this efficient and optimized season and day system with a simple UI. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
I want to add a day and season system to my 2D farming game. Each in-game day lasts 1 real-time minute. After 3 days, the season automatically changes to the next one (e.g., from Summer to Autumn). On the right side of the screen, display the current day number (Day 1, Day 2, etc.) and the current season name. Autumn should have warm colors (orange, red, brown), falling leaves, slower crop growth, and earlier nights. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add a time and season tracking system with UI display delet
User prompt
I’m creating a 2D farming simulation game using a tile/grid-based system. I want to add a season and day tracking system with these features: 🕒 Time System (for testing) One in-game day should last 1 real-time minute (for now, just for testing). When the player reaches Day 10, the season automatically changes to the next one. 🌤️ Season System The current season is Summer, and the next is Autumn. Autumn should have: A warm color palette (orange, red, brown) Falling leaf particles Dry grass tiles Crops grow slower Some crops may rot if not harvested in time Night starts earlier 📊 UI Display Show a simple UI panel on the right side of the screen with: Current season name (e.g. "Summer", "Autumn") Current day number (e.g. "Day 5") The UI should update automatically every new day. Please help me implement this time-based system with automatic season changes after 10 days and a clean, readable UI.
User prompt
“The game should save the places the player has unlocked. This way, even after exiting and reopening the game, those unlocked areas will remain accessible. Also, ensure this saving process is done in an optimized way to maintain good performance.” ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
“The game should save the places the player has unlocked. This way, even after exiting and reopening the game, those unlocked areas will remain accessible.” ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'TypeError: storage.setItem is not a function' in or related to this line: 'storage.setItem('farmerX', farmer.x);' Line Number: 1675 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'TypeError: storage.set is not a function' in or related to this line: 'storage.set('farmerX', farmer.x);' Line Number: 1675
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'farmer.x = storage.get('farmerX') || centerX;' Line Number: 1065 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var money = storage.get('money') || 0;' Line Number: 1005 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
“Also, make sure this is done in an optimized way.”
User prompt
“Additionally, the player’s money should not be lost when they exit the game.” ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
“The player should start from the same place when they close and reopen the game. It means the game should save their progress.” ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
"Please optimize everything in the game to improve performance."
User prompt
"There are too many actions happening one after another without a break, and that causes lag."
User prompt
Please fix the bug: 'tween is not defined' in or related to this line: 'tween(self, {' Line Number: 231 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
it gives this error Unable to load plugins
User prompt
Create a simple menu with only a Start button. When the player clicks Start, the game begins. No other buttons or options on the menu.
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'destroy')' in or related to this line: 'zombie.destroy();' Line Number: 1634
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'destroy')' in or related to this line: 'rooster.destroy();' Line Number: 1547
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// Removed plugin import to fix 'Unable to load plugins' error
var Animal = Container.expand(function () {
var self = Container.call(this);
self.animalAsset = null;
self.setAnimalImage = function (imageId) {
if (self.animalAsset) {
self.animalAsset.destroy();
}
self.animalAsset = self.attachAsset(imageId, {
anchorX: 0.5,
anchorY: 0.5
});
};
return self;
});
// Bird class
var Bird = Container.expand(function () {
var self = Container.call(this);
// Create the bird asset
var birdAsset = self.attachAsset('Bird', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1,
scaleX: 0.8,
scaleY: 0.8
});
// Variables for movement
self.speed = 1.0; // Faster than clouds
self.lifeTime = 3000; // 50 seconds at 60fps
self.lifeCounter = 0; // Track how long bird has been visible
self.flyHeight = 0; // Vertical position offset for flying pattern
// Initialize bird
self.init = function () {
self.lifeCounter = 0;
self.alpha = 1;
// Start movement animation using tween
self.startMoving();
};
// Start the left to right movement with slight up/down wave pattern
self.startMoving = function () {
// Move bird to the right side of screen
var targetX = 2048 + birdAsset.width / 2; // Move past right edge
// Create the movement tween
tween(self, {
x: targetX
}, {
duration: 20000,
// Faster than clouds - 20 seconds to cross screen
easing: tween.linear
});
};
// Update function called every frame - optimized
self.update = function () {
// Early return if invisible or not visible - prevents unnecessary calculations
if (self.alpha <= 0 || !self.visible) return;
// Increment life counter first for potential early returns
self.lifeCounter++;
// Only check edge crossing if we're near the edge - optimization
var edgeX = 2048 + birdAsset.width / 2;
if (self.x >= edgeX) {
// Stop any existing tweens on this bird
tween.stop(self);
// Fade out animation
tween(self, {
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
// Remove bird from game
self.destroy();
}
});
return; // Early return after starting fade out animation
}
// Create a small wavy flight pattern - only for visible, active birds
self.y = self.y + Math.sin(self.lifeCounter * 0.03) * 1.5;
};
return self;
});
// CarrotSlot class for area 2
var CarrotSlot = Container.expand(function () {
var self = Container.call(this);
self.slotAsset = self.attachAsset('carrot', {
anchorX: 0.5,
anchorY: 1
});
var sproutAsset = self.attachAsset('sprout', {
anchorX: 0.5,
anchorY: 1,
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
});
self.harvested = false;
self.regrowTime = 1800; // 30 seconds at 60fps
self.regrowCounter = 0;
self.fieldIndex = 1; // Area 2
self.regrowing = false;
// Show/hide carrot and handle regrow animation
self.setHarvested = function (harvested) {
self.harvested = harvested;
if (harvested) {
// Hide carrot with animation
tween(self.slotAsset, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 300,
easing: tween.easeOut
});
// Show sprout with animation
sproutAsset.alpha = 1;
sproutAsset.scaleX = 0.1;
sproutAsset.scaleY = 0.1;
// Animate sprout appearing
tween(sproutAsset, {
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 300,
easing: tween.easeOut
});
self.regrowCounter = self.regrowTime;
self.regrowing = true;
} else {
// Show carrot with animation
tween(self.slotAsset, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeIn
});
// Hide sprout with animation
tween(sproutAsset, {
alpha: 0
}, {
duration: 300,
easing: tween.easeIn
});
self.regrowing = false;
}
};
// Regrow logic
self.update = function () {
if (self.harvested && self.regrowing) {
if (self.regrowCounter > 0) {
// Animate sprout growing to carrot size
var t = 1 - self.regrowCounter / self.regrowTime;
sproutAsset.scaleX = 0.5 + 0.5 * t;
sproutAsset.scaleY = 0.5 + 0.5 * t;
self.regrowCounter--;
}
if (self.regrowCounter <= 0) {
// Sprout is now full size, switch back to carrot and allow harvest again
sproutAsset.scaleX = 1;
sproutAsset.scaleY = 1;
self.setHarvested(false);
}
}
};
// For hit detection
self.isHarvestable = function () {
return !self.harvested;
};
return self;
});
// Cloud class
var Cloud = Container.expand(function () {
var self = Container.call(this);
// Create the cloud asset
var cloudAsset = self.attachAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8 // Semi-transparent clouds
});
// Variables for movement
self.speed = 0.2; // Very slow speed for smooth movement
self.lifeTime = 6000; // 100 seconds at 60fps - longer lifetime
self.lifeCounter = 0; // Track how long cloud has been visible
self.layer = 0; // Layer for visual depth (0 = front, 1 = back)
// Initialize cloud
self.init = function () {
self.lifeCounter = 0;
self.alpha = 1;
// Apply layer-specific settings
if (self.layer === 1) {
// Back layer cloud (slightly smaller and more transparent)
self.scale.set(0.8, 0.8);
self.alpha = 0.7;
}
// Start movement animation using tween
self.startMoving();
};
// Start the left to right movement only
self.startMoving = function () {
// Move cloud to the right side of screen
var targetX = 2048 + cloudAsset.width / 2; // Move past right edge
// Create the movement tween
tween(self, {
x: targetX
}, {
duration: 60000,
// Slower movement - 60 seconds to cross screen
easing: tween.linear
});
};
// Update function called every frame - optimized
self.update = function () {
// Early return if invisible or not visible - saves processing
if (self.alpha <= 0 || !self.visible) return;
// Track lastX for edge detection - initialize once if undefined
if (typeof self.lastX === "undefined") self.lastX = self.x;
// Only check edge crossing if we're near the edge - optimization
var edgeX = 2048 + cloudAsset.width / 2;
if (self.x >= edgeX && self.lastX < edgeX) {
// Stop any existing tweens on this cloud to prevent conflicts
tween.stop(self);
// Fade out animation
tween(self, {
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
// Remove cloud from game
self.destroy();
}
});
}
// Update lastX for next frame
self.lastX = self.x;
};
return self;
});
// EggplantSlot class for area 4
var EggplantSlot = Container.expand(function () {
var self = Container.call(this);
self.slotAsset = self.attachAsset('eggplant', {
anchorX: 0.5,
anchorY: 1
});
var sproutAsset = self.attachAsset('sprout', {
anchorX: 0.5,
anchorY: 1,
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
});
self.harvested = false;
self.regrowTime = 1800; // 30 seconds at 60fps
self.regrowCounter = 0;
self.fieldIndex = 3; // Area 4
self.regrowing = false;
// Show/hide eggplant and handle regrow animation
self.setHarvested = function (harvested) {
self.harvested = harvested;
if (harvested) {
// Hide eggplant with animation
tween(self.slotAsset, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 300,
easing: tween.easeOut
});
// Show sprout with animation
sproutAsset.alpha = 1;
sproutAsset.scaleX = 0.1;
sproutAsset.scaleY = 0.1;
// Animate sprout appearing
tween(sproutAsset, {
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 300,
easing: tween.easeOut
});
self.regrowCounter = self.regrowTime;
self.regrowing = true;
} else {
// Show eggplant with animation
tween(self.slotAsset, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeIn
});
// Hide sprout with animation
tween(sproutAsset, {
alpha: 0
}, {
duration: 300,
easing: tween.easeIn
});
self.regrowing = false;
}
};
// Regrow logic
self.update = function () {
if (self.harvested && self.regrowing) {
if (self.regrowCounter > 0) {
// Animate sprout growing to eggplant size
var t = 1 - self.regrowCounter / self.regrowTime;
sproutAsset.scaleX = 0.5 + 0.5 * t;
sproutAsset.scaleY = 0.5 + 0.5 * t;
self.regrowCounter--;
}
if (self.regrowCounter <= 0) {
// Sprout is now full size, switch back to eggplant and allow harvest again
sproutAsset.scaleX = 1;
sproutAsset.scaleY = 1;
self.setHarvested(false);
}
}
};
// For hit detection
self.isHarvestable = function () {
return !self.harvested;
};
return self;
});
// Farmer class
var Farmer = Container.expand(function () {
var self = Container.call(this);
// Create animation frames
var idleFrame = self.attachAsset('farmer', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1
});
// Frame 2 (running)
var runningFrame = self.attachAsset('farmer_walk', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
// Frame 3 (right step)
var rightStepFrame = self.attachAsset('farmer_walk', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
rotation: 0.1
});
self.speed = 18; // px per move
self.targetX = self.x;
self.targetY = self.y;
self.moving = false;
self.lastMoving = false;
self.animationTimer = 0;
self.animationFrame = 0;
self.frameTime = 18; // 0.3 seconds at 60fps
// Animation frame switching
self.switchToFrame = function (frameNum) {
idleFrame.alpha = 0;
runningFrame.alpha = 0;
rightStepFrame.alpha = 0;
if (frameNum === 0) {
// Idle
idleFrame.alpha = 1;
} else if (frameNum === 1) {
// Running
runningFrame.alpha = 1;
} else if (frameNum === 2) {
// Right step
rightStepFrame.alpha = 1;
}
};
// Move farmer towards target
self.update = function () {
// Track movement direction and update image
if (self.moving) {
var dx = self.targetX - self.x;
// Check if moving right or left
if (dx > 0) {
// Moving right - use player_right asset
idleFrame.scaleX = 1;
runningFrame.scaleX = 1;
rightStepFrame.scaleX = 1;
// Switch to player_right image
if (self.currentAsset !== idleFrame || idleFrame.texture !== LK.getAsset('player_right', {}).texture) {
if (self.currentAsset) {
self.currentAsset.alpha = 0;
}
var rightAsset = LK.getAsset('player_right', {
anchorX: 0.5,
anchorY: 0.5
});
rightAsset.alpha = 1;
self.addChild(rightAsset);
self.currentAsset = rightAsset;
}
} else if (dx < 0) {
// Moving left - use player_left asset
idleFrame.scaleX = -1;
runningFrame.scaleX = -1;
rightStepFrame.scaleX = -1;
// Switch to player_left image
if (self.currentAsset !== idleFrame || idleFrame.texture !== LK.getAsset('player_left', {}).texture) {
if (self.currentAsset) {
self.currentAsset.alpha = 0;
}
var leftAsset = LK.getAsset('player_left', {
anchorX: 0.5,
anchorY: 0.5
});
leftAsset.alpha = 1;
self.addChild(leftAsset);
self.currentAsset = leftAsset;
}
}
// Animation handling
self.animationTimer++;
if (self.animationTimer >= self.frameTime) {
self.animationTimer = 0;
self.animationFrame = self.animationFrame === 1 ? 2 : 1; // Toggle between frames 1 and 2
self.switchToFrame(self.animationFrame);
}
} else if (!self.moving && self.lastMoving) {
// Just stopped moving - switch to idle
self.switchToFrame(0);
}
self.lastMoving = self.moving;
if (!self.moving) return;
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < self.speed) {
self.x = self.targetX;
self.y = self.targetY;
self.moving = false;
// Switch to idle frame when stopping
self.switchToFrame(0);
} else {
self.x += self.speed * dx / dist;
self.y += self.speed * dy / dist;
}
};
// Set movement target
self.moveTo = function (x, y) {
self.targetX = x;
self.targetY = y;
// Start movement
if (!self.moving) {
self.moving = true;
self.animationFrame = 1;
self.animationTimer = 0;
self.switchToFrame(self.animationFrame);
}
};
// Attach sickle to farmer's hand
var sickle = self.attachAsset('sickle', {
anchorX: 0.2,
// hand position, left side of ellipse
anchorY: 0.7,
// slightly below center
x: 0,
y: 30
});
sickle.alpha = 1;
// Add attack animation for sickle
self.attack = function () {
tween(sickle, {
rotation: Math.PI * 2
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
sickle.rotation = 0;
}
});
};
return self;
});
// Field class
var Field = Container.expand(function () {
var self = Container.call(this);
self.index = 0; // 0-3
self.locked = false;
self.lockCost = 0;
self.lockNode = null;
self.fenceNodes = [];
self.wheats = [];
self.unlockBtn = null;
// Draw fences - Empty implementation to eliminate fences
self.drawFences = function (x, y, w, h) {
self.fenceNodes = [];
// No fences or gates are created
};
// Place wheat
self.placeWheats = function (x, y, w, h, count) {
self.wheats = [];
// Define grid size
var rows = 5;
var cols = 10;
// Choose vegetable asset per area
var vegAssetId = 'wheat';
if (self.index === 1) vegAssetId = 'carrot';
if (self.index === 2) vegAssetId = 'tomato';
if (self.index === 3) vegAssetId = 'eggplant';
// Fallback if asset not found, use wheat
if (!LK.assets || !LK.assets[vegAssetId]) vegAssetId = 'wheat';
// Calculate asset size for spacing (use wheat size as reference for all)
var vegAsset = LK.getAsset('wheat', {
anchorX: 0.5,
anchorY: 1
});
var wheatW = vegAsset.width;
var wheatH = vegAsset.height;
// Padding from fences
var padX = 60;
var padY = 60;
// Compute available area for wheat grid
var gridW = w - 2 * padX;
var gridH = h - 2 * padY;
// Compute spacing between wheat plants
var spacingX = (gridW - wheatW) / (cols - 1);
var spacingY = (gridH - wheatH) / (rows - 1);
// Place appropriate vegetable in grid based on field index
for (var row = 0; row < rows; ++row) {
for (var col = 0; col < cols; ++col) {
var wx = x + padX + col * spacingX + wheatW / 2;
var wy = y + padY + row * spacingY + wheatH;
var veg;
// Create appropriate vegetable based on area/field index
if (self.index === 1) {
veg = new CarrotSlot();
} else if (self.index === 2) {
veg = new TomatoSlot();
} else if (self.index === 3) {
veg = new EggplantSlot();
} else {
veg = new Wheat();
veg.fieldIndex = self.index;
veg.vegAssetId = vegAssetId;
veg.setVegAsset && veg.setVegAsset(vegAssetId);
}
veg.x = wx;
veg.y = wy;
self.addChild(veg);
self.wheats.push(veg);
}
}
};
// Lock overlay
self.showLock = function (centerX, centerY) {
if (self.lockNode) return;
self.lockNode = LK.getAsset('lock', {
anchorX: 0.5,
anchorY: 0.5,
x: centerX,
y: centerY
});
self.addChild(self.lockNode);
// Unlock text
var unlockTxt = new Text2('Unlock\n$' + self.lockCost, {
size: 60,
fill: "#fff"
});
unlockTxt.anchor.set(0.5, 0.5);
unlockTxt.x = centerX;
unlockTxt.y = centerY + 70;
self.unlockBtn = unlockTxt;
self.addChild(unlockTxt);
};
self.hideLock = function () {
if (self.lockNode) {
self.lockNode.destroy();
self.lockNode = null;
}
if (self.unlockBtn) {
self.unlockBtn.destroy();
self.unlockBtn = null;
}
};
return self;
});
// Rooster class with 4-frame animation cycling smoothly
var Rooster = Container.expand(function () {
var self = Container.call(this);
// Animation frame asset ids
var frameIds = ['rooster_1', 'rooster_2', 'rooster_3', 'rooster_4'];
self.roosterFrames = [];
self.currentFrame = 0;
self.frameTimer = 0;
self.frameInterval = 10; // ~0.16s per frame at 60fps (smooth)
// Attach all frames, only show the first
for (var i = 0; i < frameIds.length; ++i) {
var frame = self.attachAsset(frameIds[i], {
anchorX: 0.5,
anchorY: 0.5,
alpha: i === 0 ? 1 : 0
});
self.roosterFrames.push(frame);
}
// Animation update
self.update = function () {
self.frameTimer++;
if (self.frameTimer >= self.frameInterval) {
// Hide current frame
self.roosterFrames[self.currentFrame].alpha = 0;
// Advance to next frame
self.currentFrame = (self.currentFrame + 1) % self.roosterFrames.length;
// Show new frame
self.roosterFrames[self.currentFrame].alpha = 1;
self.frameTimer = 0;
}
};
return self;
});
// TomatoSlot class for area 3
var TomatoSlot = Container.expand(function () {
var self = Container.call(this);
self.slotAsset = self.attachAsset('tomato', {
anchorX: 0.5,
anchorY: 1
});
var sproutAsset = self.attachAsset('sprout', {
anchorX: 0.5,
anchorY: 1,
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
});
self.harvested = false;
self.regrowTime = 1800; // 30 seconds at 60fps
self.regrowCounter = 0;
self.fieldIndex = 2; // Area 3
self.regrowing = false;
// Show/hide tomato and handle regrow animation
self.setHarvested = function (harvested) {
self.harvested = harvested;
if (harvested) {
// Hide tomato with animation
tween(self.slotAsset, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 300,
easing: tween.easeOut
});
// Show sprout with animation
sproutAsset.alpha = 1;
sproutAsset.scaleX = 0.1;
sproutAsset.scaleY = 0.1;
// Animate sprout appearing
tween(sproutAsset, {
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 300,
easing: tween.easeOut
});
self.regrowCounter = self.regrowTime;
self.regrowing = true;
} else {
// Show tomato with animation
tween(self.slotAsset, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeIn
});
// Hide sprout with animation
tween(sproutAsset, {
alpha: 0
}, {
duration: 300,
easing: tween.easeIn
});
self.regrowing = false;
}
};
// Regrow logic
self.update = function () {
if (self.harvested && self.regrowing) {
if (self.regrowCounter > 0) {
// Animate sprout growing to tomato size
var t = 1 - self.regrowCounter / self.regrowTime;
sproutAsset.scaleX = 0.5 + 0.5 * t;
sproutAsset.scaleY = 0.5 + 0.5 * t;
self.regrowCounter--;
}
if (self.regrowCounter <= 0) {
// Sprout is now full size, switch back to tomato and allow harvest again
sproutAsset.scaleX = 1;
sproutAsset.scaleY = 1;
self.setHarvested(false);
}
}
};
// For hit detection
self.isHarvestable = function () {
return !self.harvested;
};
return self;
});
// Wheat class
var Wheat = Container.expand(function () {
var self = Container.call(this);
self.vegAssetId = 'wheat';
self.wheatAsset = self.attachAsset('wheat', {
anchorX: 0.5,
anchorY: 1
});
var sproutAsset = self.attachAsset('sprout', {
anchorX: 0.5,
anchorY: 1,
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
});
self.harvested = false;
self.regrowTime = 1800; // 30 seconds at 60fps
self.regrowCounter = 0;
self.fieldIndex = 0; // which field this wheat belongs to
self.regrowing = false;
self.removeAfter = 0;
// Change vegetable asset if needed
self.setVegAsset = function (assetId) {
if (self.wheatAsset) {
self.wheatAsset.destroy();
}
self.vegAssetId = assetId || 'wheat';
// Only allow wheat, carrot, tomato, eggplant
var validAssets = {
wheat: 1,
carrot: 1,
tomato: 1,
eggplant: 1
};
if (!validAssets[self.vegAssetId]) self.vegAssetId = 'wheat';
self.wheatAsset = self.attachAsset(self.vegAssetId, {
anchorX: 0.5,
anchorY: 1
});
// Make sure sprout is on top
self.removeChild(sproutAsset);
self.addChild(sproutAsset);
};
// Show/hide wheat and handle regrow animation
self.setHarvested = function (harvested) {
self.harvested = harvested;
if (harvested) {
// Hide wheat, show sprout
if (self.wheatAsset) {
// Animate wheat harvesting with tween
tween(self.wheatAsset, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 300,
easing: tween.easeOut
});
}
// Show and animate sprout growing from nothing
sproutAsset.alpha = 1;
sproutAsset.scaleX = 0.1;
sproutAsset.scaleY = 0.1;
// Animate sprout appearing
tween(sproutAsset, {
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 300,
easing: tween.easeOut
});
self.regrowCounter = self.regrowTime;
self.regrowing = true;
} else {
// Show wheat/veg, hide sprout with animation
if (self.wheatAsset) {
tween(self.wheatAsset, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeIn
});
}
// Fade out sprout
tween(sproutAsset, {
alpha: 0
}, {
duration: 300,
easing: tween.easeIn
});
self.regrowing = false;
}
};
// Regrow logic and removal after 5 seconds - highly optimized
self.update = function () {
// Early return if not harvested or not regrowing - prevents unnecessary checks
if (!self.harvested || !self.regrowing) return;
if (self.regrowCounter > 0) {
// Optimize calculations by using cached values and only calculating once
var t = 1 - self.regrowCounter / self.regrowTime;
var newScale = 0.5 + 0.5 * t;
sproutAsset.scaleX = newScale;
sproutAsset.scaleY = newScale;
self.regrowCounter--;
} else {
// Sprout is now full size, switch back to wheat/veg and allow harvest again
sproutAsset.scaleX = 1;
sproutAsset.scaleY = 1;
self.setHarvested(false);
}
};
// For hit detection
self.isHarvestable = function () {
return !self.harvested;
};
return self;
});
var Zombie = Container.expand(function () {
var self = Container.call(this);
// Create the zombie frames (two different assets)
var zombieFrame1 = self.attachAsset('zombie_1', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1
});
var zombieFrame2 = self.attachAsset('zombie_2', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
// Animation variables
self.currentFrame = 0;
self.frameTimer = 0;
self.frameInterval = 15; // Frame switch interval
self.speed = 2; // Movement speed
self.lastX = 0; // Track previous X for collision detection
self.lastY = 0; // Track previous Y for collision detection
self.lastWasIntersecting = false; // Track previous intersection state
self.isDead = false; // Track if zombie is dead
// Handle click/tap on zombie
self.down = function (x, y, obj) {
// Mark zombie as clicked and initiate death sequence
if (!self.isDead) {
self.isDead = true;
// Flash zombie yellow to indicate hit
LK.effects.flashObject(self, 0xFFFF00, 300);
// Death animation - fade out and scale down
tween(self, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
// Remove zombie from game
self.destroy();
// Create new zombie after a 40s delay
LK.setTimeout(createZombie, 40000);
}
});
// Prevent event from bubbling to game (stop farmer movement)
return true;
}
};
// Zombie animation and movement
self.update = function () {
// Don't update if dead or not visible
if (self.isDead || !self.visible) return;
// Save previous position for collision detection
self.lastX = self.x;
self.lastY = self.y;
// Frame animation
self.frameTimer++;
if (self.frameTimer >= self.frameInterval) {
// Toggle between frames
self.currentFrame = self.currentFrame === 0 ? 1 : 0;
// Show current frame
zombieFrame1.alpha = self.currentFrame === 0 ? 1 : 0;
zombieFrame2.alpha = self.currentFrame === 1 ? 1 : 0;
self.frameTimer = 0;
}
// Move zombie toward the farmer
if (farmer) {
var dx = farmer.x - self.x;
var dy = farmer.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > self.speed) {
self.x += self.speed * dx / dist;
self.y += self.speed * dy / dist;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x4caf50 // Grass green
});
/****
* Game Code
****/
// Area 4
// Area 3
// Area 2
// Lock icon (ellipse, gray)
// Sickle (ellipse, yellow)
// House (box)
// Farmer (box)
// Wheat (ellipse)
// Field fence (rectangle)
// --- Game constants ---
// Rooster animation frames (replace id values with your own image ids)
var FIELD_W = 900;
var FIELD_H = 900;
var FIELD_GAP = 120; // Increased gap to move fences further from center
var FIELD_COUNT = 4;
var WHEAT_PER_FIELD = 10;
// Area unlock prices and reward multipliers
var FIELD_LOCK_COSTS = [0, 20000, 40000, 60000]; // Area 1 open, others locked
var FIELD_REWARD_MULT = [1, 2, 3, 4]; // Area 1=1x, 2=2x, 3=3x, 4=4x
// --- Area constants ---
// Define the distance from center for all areas (equal distance)
var AREA_DISTANCE = 600;
// Create an array to hold the areas
var areas = [];
var animals = [];
// --- Game state ---
var fields = [];
var farmer = null;
var money = storage.money || 0;
var moneyTxt = null;
var sickle = null;
var dragging = false;
var dragOffsetX = 0;
var dragOffsetY = 0;
var unlockFieldIndex = -1;
var playerMovementBlockedByUIClick = false; // Flag to indicate UI handled the click
// --- Layout calculation ---
// Fields: 2x2 grid, with house in center
// [0][1]
// [2][3]
var fieldPositions = [{
x: 0,
y: 0
},
// top-left
{
x: FIELD_W + FIELD_GAP,
y: 0
},
// top-right
{
x: 0,
y: FIELD_H + FIELD_GAP
},
// bottom-left
{
x: FIELD_W + FIELD_GAP,
y: FIELD_H + FIELD_GAP
} // bottom-right
];
// Center everything in game area
var totalW = FIELD_W * 2 + FIELD_GAP;
var totalH = FIELD_H * 2 + FIELD_GAP;
var offsetX = Math.floor((2048 - totalW) / 2);
var offsetY = Math.floor((2732 - totalH) / 2);
// --- Create fields ---
// Load unlocked fields from storage, default to [true, false, false, false] (only first field unlocked)
// Defensive: ensure unlockedFields is an array of length 4
var unlockedFields = storage.unlockedFields;
if (!Array.isArray(unlockedFields) || unlockedFields.length !== 4) {
unlockedFields = [true, false, false, false];
storage.unlockedFields = unlockedFields;
}
for (var i = 0; i < FIELD_COUNT; ++i) {
var f = new Field();
f.index = i;
// Use unlockedFields to determine locked state
f.locked = !unlockedFields[i];
f.lockCost = FIELD_LOCK_COSTS[i];
var pos = fieldPositions[i];
var fx = offsetX + pos.x;
var fy = offsetY + pos.y;
// Skip drawing fences
f.placeWheats(fx, fy, FIELD_W, FIELD_H, WHEAT_PER_FIELD);
if (f.locked) {
// Center of field
f.showLock(fx + FIELD_W / 2, fy + FIELD_H / 2);
}
game.addChild(f);
fields.push(f);
}
// Center reference point for positions
var centerX = offsetX + FIELD_W;
var centerY = offsetY + FIELD_H - 250;
// --- Create farmer ---
farmer = new Farmer();
farmer.x = storage.farmerX || centerX;
farmer.y = storage.farmerY || centerY - 120; // Start at center area
game.addChild(farmer);
// --- Create sickle (attached to farmer's hand) ---
sickle = LK.getAsset('sickle', {
anchorX: 0.2,
// hand position, left side of ellipse
anchorY: 0.7,
// slightly below center
x: 0,
y: 30
});
sickle.alpha = 1;
// --- Money display ---
moneyTxt = new Text2('$0', {
size: 100,
fill: "#fff"
});
moneyTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(moneyTxt);
// --- Information message on right side ---
// Create the info message text
var infoMsgTxt = new Text2('Game controls: Use mouse to move.\nFor mobile, tap to move.', {
size: 80,
fill: "#fff"
});
infoMsgTxt.anchor.set(1, 0.5); // Right align, vertically centered
// Position at right side, vertically centered (avoid top 100px for menu)
infoMsgTxt.x = 2048 - 40; // 40px padding from right edge
infoMsgTxt.y = 2732 / 2;
game.addChild(infoMsgTxt);
// Hide after 30 seconds (1800 frames at 60fps)
LK.setTimeout(function () {
if (infoMsgTxt && infoMsgTxt.parent) {
infoMsgTxt.destroy();
}
}, 30000);
// --- Missions UI ---
// "Missions" title
var missionsTitle = new Text2('Missions', {
size: 90,
fill: "#fff"
});
missionsTitle.anchor.set(0, 0); // Left align, top
// Place on the left side of the center part of the screen
var missionAreaX = 180; // 180px from left edge, safe from menu
var missionAreaY = 120; // Below top menu area
missionsTitle.x = missionAreaX;
missionsTitle.y = missionAreaY;
game.addChild(missionsTitle);
// Mission bar background (smaller, left side)
var missionBarBg = LK.getAsset('centerCircle', {
anchorX: 0,
anchorY: 0,
x: missionAreaX,
y: missionsTitle.y + missionsTitle.height + 18,
scaleX: 2.2,
scaleY: 0.5,
alpha: 0.25
});
game.addChild(missionBarBg);
// Mission bar fill (progress)
var missionBarFill = LK.getAsset('centerCircle', {
anchorX: 0,
anchorY: 0,
x: missionAreaX,
y: missionsTitle.y + missionsTitle.height + 18,
scaleX: 0,
// Will be set dynamically
scaleY: 0.5,
tint: 0xFFD700,
// Gold color
alpha: 0.85
});
game.addChild(missionBarFill);
// Mission text
var missionText = new Text2('Reach $100,000', {
size: 60,
fill: "#fff"
});
missionText.anchor.set(0, 0);
missionText.x = missionAreaX + 10;
missionText.y = missionBarBg.y + missionBarBg.height + 8;
game.addChild(missionText);
// Store for update
var missionBarMaxWidth = 200; // px, visually (not used, but kept for reference)
var missionBarFillMaxScale = 2.2;
// --- Helper: update money display ---
function updateMoneyDisplay() {
moneyTxt.setText('$' + money);
// --- Missions progress update ---
if (typeof missionBarFill !== "undefined") {
// Clamp progress between 0 and 1
var progress = Math.max(0, Math.min(1, money / 100000));
missionBarFill.scaleX = missionBarFillMaxScale * progress;
}
// --- Mission complete: You Win! ---
if (money >= 100000 && !game._missionWinShown) {
game._missionWinShown = true;
LK.showYouWin();
}
}
// --- Helper: unlock field if enough money ---
function tryUnlockField(fieldIdx) {
var f = fields[fieldIdx];
if (!f.locked) return;
if (money >= f.lockCost) {
money -= f.lockCost;
updateMoneyDisplay();
f.locked = false;
f.hideLock();
// Update unlockedFields in storage only if changed
var unlockedFields = storage.unlockedFields || [true, false, false, false];
if (!unlockedFields[fieldIdx]) {
unlockedFields[fieldIdx] = true;
storage.unlockedFields = unlockedFields;
}
// Flash field green
for (var i = 0; i < f.fenceNodes.length; ++i) {
LK.effects.flashObject(f.fenceNodes[i], 0x00ff00, 600);
}
} else {
// Not enough money, flash red
LK.effects.flashScreen(0xff0000, 400);
}
}
// --- Touch/mouse handling ---
var lastDownX = 0,
lastDownY = 0;
var harvestMode = false;
var harvestWheat = null;
// Helper: find harvestable vegetable under (x, y) in unlocked fields
function findHarvestableWheat(x, y) {
for (var i = 0; i < fields.length; ++i) {
var f = fields[i];
if (f.locked) continue;
for (var j = 0; j < f.wheats.length; ++j) {
var w = f.wheats[j];
if (w.isHarvestable()) {
// Use bounding box for hit
var wx = w.x,
wy = w.y;
var ww = 60,
wh = 80;
if (x >= wx - ww / 2 && x <= wx + ww / 2 && y >= wy - wh && y <= wy) {
return w;
}
}
}
}
return null;
}
// Helper: find locked field under (x, y)
function findLockedField(x, y) {
for (var i = 0; i < fields.length; ++i) {
var f = fields[i];
if (!f.locked) continue;
// Use field area
var pos = fieldPositions[i];
var fx = offsetX + pos.x;
var fy = offsetY + pos.y;
if (x >= fx && x <= fx + FIELD_W && y >= fy && y <= fy + FIELD_H) {
return i;
}
}
return -1;
}
// --- Game event handlers ---
// Move farmer or harvest wheat
game.down = function (x, y, obj) {
// If UI handled this click, do nothing for game movement.
if (playerMovementBlockedByUIClick) {
playerMovementBlockedByUIClick = false; // Reset flag for next input
return;
}
// Shop system completely removed
// No shopButton references needed anymore
// Continue with normal game control flow
// No shop button checks needed
//
lastDownX = x;
lastDownY = y;
// Check if tapping on locked field unlock button
var lockedIdx = findLockedField(x, y);
if (lockedIdx >= 0) {
var f = fields[lockedIdx];
// If tap is near lock icon or unlock text
var centerX = offsetX + fieldPositions[lockedIdx].x + FIELD_W / 2;
var centerY = offsetY + fieldPositions[lockedIdx].y + FIELD_H / 2;
var dist = Math.sqrt((x - centerX) * (x - centerX) + (y - centerY) * (y - centerY));
if (dist < 120) {
tryUnlockField(lockedIdx);
return;
}
}
// Check for wheat
var w = findHarvestableWheat(x, y);
if (w) {
harvestMode = true;
harvestWheat = w;
// Change player to face forward during harvest
// Switch to player_down for harvesting
if (farmer.currentAsset) {
farmer.currentAsset.alpha = 0;
}
var playerDown = LK.getAsset('player_down', {
anchorX: 0.5,
anchorY: 0.5
});
playerDown.alpha = 1;
farmer.addChild(playerDown);
farmer.currentAsset = playerDown;
// Trigger sickle attack animation
farmer.attack();
// Show harvest animation effect
var harvestEffect = LK.getAsset('sprout', {
anchorX: 0.5,
anchorY: 0.5,
x: w.x,
y: w.y - 50,
alpha: 0.8,
scaleX: 2,
scaleY: 2
});
game.addChild(harvestEffect);
// Animate the harvest effect
tween(harvestEffect, {
alpha: 0,
y: harvestEffect.y - 100
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
harvestEffect.destroy();
}
});
// Harvest
w.setHarvested(true);
var reward = 100 * (FIELD_REWARD_MULT[w.fieldIndex] || 1);
money += reward;
updateMoneyDisplay();
// Flash wheat
LK.effects.flashObject(w, 0xffff00, 300);
// No setHarvested(false) here; regrow/removal handled in Wheat.update
harvestMode = false;
harvestWheat = null;
return;
}
// Move farmer with animation
farmer.moveTo(x, y);
dragging = true;
dragOffsetX = x - farmer.x;
dragOffsetY = y - farmer.y;
};
// Drag farmer
game.move = function (x, y, obj) {
// If UI interaction blocked the start of a drag, this helps.
if (playerMovementBlockedByUIClick) {
// Flag will be reset by the next 'down' event, or could be reset here if necessary,
// but typically 'move' follows a 'down' that wasn't blocked.
return;
}
// Shop system completely removed
//
if (dragging) {
farmer.moveTo(x - dragOffsetX, y - dragOffsetY);
}
if (harvestMode && harvestWheat) {
sickle.x = x;
sickle.y = y;
}
};
// End drag/harvest
game.up = function (x, y, obj) {
// If UI interaction blocked the 'down' event, 'up' should also be controlled.
if (playerMovementBlockedByUIClick) {
playerMovementBlockedByUIClick = false; // Reset flag here as well
return;
}
// Shop system completely removed
//
//
dragging = false;
harvestMode = false;
harvestWheat = null;
};
// --- Main update loop ---
// Defensive: If game is reset, clear win timer
game.update = function () {
// Update farmer
farmer.update();
// Update wheat regrow
for (var i = 0; i < fields.length; ++i) {
var f = fields[i];
f.wheats.forEach(function (wheat) {
wheat.update();
});
}
// Update clouds
for (var i = 0; i < clouds.length; i++) {
clouds[i].update();
}
// Update birds
for (var i = 0; i < birds.length; i++) {
birds[i].update();
}
};
// --- Create areas and place animals ---
// Calculate center of game screen
var gameWidth = 2048;
var gameHeight = 2732;
var gameCenterX = gameWidth / 2;
var gameCenterY = gameHeight / 2;
// Create the four areas at equal distances from center
// Area_Left
var areaLeft = new Container();
areaLeft.x = gameCenterX - AREA_DISTANCE;
areaLeft.y = gameCenterY;
areaLeft.name = "Area_Left";
game.addChild(areaLeft);
areas.push(areaLeft);
// Area_Right
var areaRight = new Container();
areaRight.x = gameCenterX + AREA_DISTANCE;
areaRight.y = gameCenterY;
areaRight.name = "Area_Right";
game.addChild(areaRight);
areas.push(areaRight);
// Area_Top
var areaTop = new Container();
areaTop.x = gameCenterX;
areaTop.y = gameCenterY - AREA_DISTANCE;
areaTop.name = "Area_Top";
game.addChild(areaTop);
areas.push(areaTop);
// Area_Bottom
var areaBottom = new Container();
areaBottom.x = gameCenterX;
areaBottom.y = gameCenterY + AREA_DISTANCE;
areaBottom.name = "Area_Bottom";
game.addChild(areaBottom);
areas.push(areaBottom);
// Place animals in the areas
// Animal_Right at bottom right of screen
var animalRight = new Animal();
animalRight.setAnimalImage('animal_right');
animalRight.name = "Animal_Right";
// Place at bottom right, accounting for anchor (0.5, 0.5) and asset size
var animalRightAsset = LK.getAsset('animal_right', {
anchorX: 0.5,
anchorY: 0.5
});
animalRight.x = gameWidth - animalRightAsset.width / 2 - 10; // 10px padding from right
animalRight.y = gameHeight - animalRightAsset.height / 2 - 10; // 10px padding from bottom
game.addChild(animalRight);
animals.push(animalRight);
// Area_Bottom has no animal
// --- Create clouds ---
var clouds = [];
// Create clouds at different positions with increased delay
function createClouds() {
// Reuse existing clouds or create new ones if pool is empty
var cloud;
if (clouds.length > 0) {
cloud = clouds.pop();
cloud.alpha = 1; // Reset alpha for visibility
cloud.visible = true; // Ensure cloud is visible
} else {
cloud = new Cloud();
game.addChild(cloud);
}
// Cloud width for calculations - cached outside for performance
var cloudWidth = 500;
cloud.x = -cloudWidth / 2; // Start from off-screen left
cloud.y = 180; // Higher position near the top
cloud.layer = 0; // Front layer - this will be in front
cloud.init(); // Initialize movement and timing
clouds.push(cloud);
// Schedule creation of new clouds after these disappear - extended time
LK.setTimeout(createClouds, 180000); // 180 seconds to spread out cloud creation more
}
// Start creating clouds
createClouds();
// Shop system completely removed
// --- Create zombie ---
var zombie = null;
var zombieDamageTimer = 0; // Timer to prevent continuous damage
var zombieDamageAmount = 500; // Initial zombie damage/cost
var zombieAppearCount = 0; // How many times zombie has appeared
// --- Create birds ---
var birds = [];
// Create a bird that starts at the top, flies across, disappears, and restarts in a loop
function createBird() {
// Avoid overlapping timers - clear any existing
if (window._birdCreationTimer) {
LK.clearTimeout(window._birdCreationTimer);
window._birdCreationTimer = null;
}
// Reuse existing birds or create new ones if pool is empty
var bird;
if (birds.length > 0) {
bird = birds.pop();
bird.alpha = 1; // Reset alpha for visibility
bird.visible = true; // Ensure bird is visible
} else {
bird = new Bird();
game.addChild(bird);
}
// Cache bird dimensions for better performance
var birdWidth = 350; // Use known width instead of creating temporary asset
var birdHeight = 350; // Use known height
bird.x = -birdWidth / 2;
bird.y = birdHeight / 2 + 20; // 20px padding from the very top
bird.init();
birds.push(bird);
// Simple flag to prevent duplicate scheduling
bird._nextBirdScheduled = false;
// Optimized check function that runs less frequently
bird._birdLoopCheck = function () {
// Only schedule new bird once if this one is gone
if ((!bird.parent || bird.alpha <= 0) && !bird._nextBirdScheduled) {
bird._nextBirdScheduled = true;
// Create new bird after a longer delay to reduce processing frequency
window._birdCreationTimer = LK.setTimeout(createBird, 240000); // 240 seconds (4 min) delay for less frequent processing
} else if (bird.parent && bird.alpha > 0) {
// Check much less frequently to reduce timer overhead
LK.setTimeout(bird._birdLoopCheck, 30000); // Check every 30 seconds instead of 15
}
};
// Start the check after a longer delay
LK.setTimeout(bird._birdLoopCheck, 30000);
}
// Start creating birds after 1 minute (60000 ms)
LK.setTimeout(createBird, 60000);
// Play background music in a loop
LK.playMusic('backgroundMusic', {
loop: true
});
// --- Initial money display ---
updateMoneyDisplay();
// --- Place trees at corners ---
// Tree size
var treeWidth = 400;
var treeHeight = 532;
// Top left corner tree
var topLeftTree = LK.getAsset('tree', {
anchorX: 0.5,
anchorY: 0.5,
x: offsetX / 2,
y: offsetY / 2
});
game.addChild(topLeftTree);
// Top right corner tree
var topRightTree = LK.getAsset('tree', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - offsetX / 2,
y: offsetY / 2
});
game.addChild(topRightTree);
// Bottom left corner tree
var bottomLeftTree = LK.getAsset('tree', {
anchorX: 0.5,
anchorY: 0.5,
x: offsetX / 2,
y: 2732 - offsetY / 2
});
game.addChild(bottomLeftTree);
// Bottom right corner tree
var bottomRightTree = LK.getAsset('tree', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - offsetX / 2,
y: 2732 - offsetY / 2
});
game.addChild(bottomRightTree);
// --- Place trees at middle sides aligned with corner trees ---
// Tree to the left of center
var leftCenterTree = LK.getAsset('tree', {
anchorX: 0.5,
anchorY: 0.5,
x: offsetX / 2,
y: topRightTree.y
});
game.addChild(leftCenterTree);
// Tree to the right of center
var rightCenterTree = LK.getAsset('tree', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - offsetX / 2,
y: topRightTree.y
});
game.addChild(rightCenterTree);
// --- Add Rooster that moves left-to-right, disappears at right edge, reappears after 40s and repeats ---
var rooster = null;
var roosterTimeout = null;
function spawnRooster() {
// Remove any existing rooster - with robust null check
if (rooster) {
// Only try to destroy if rooster exists and has a parent
if (rooster && rooster.parent) {
try {
rooster.destroy();
} catch (e) {
console.log("Error destroying rooster:", e);
}
}
rooster = null;
}
rooster = new Rooster();
// Start at the left center of the screen
rooster.y = 2732 / 2;
rooster.x = rooster.roosterFrames[0].width / 2 + 10;
game.addChild(rooster);
// Rooster path: left-to-right, horizontally centered
var roosterStartX = rooster.roosterFrames[0].width / 2 + 10;
var roosterEndX = 2048 - rooster.roosterFrames[0].width / 2 - 10;
var roosterSpeed = 1; // px per frame, very slow movement
rooster.targetX = roosterEndX;
rooster.direction = 1; // 1: moving right
rooster.updateRoosterMovement = function () {
// Track lastX for edge detection
if (typeof rooster.lastX === "undefined") rooster.lastX = rooster.x;
// Move only horizontally in the center
var dx = rooster.targetX - rooster.x;
var dist = Math.abs(dx);
if (dist < roosterSpeed) {
rooster.x = rooster.targetX;
} else {
rooster.x += roosterSpeed * (dx > 0 ? 1 : -1);
}
// Call animation update
if (typeof rooster.update === "function") {
rooster.update();
}
// Check if rooster just reached the right edge (disappear trigger)
if (rooster.lastX < roosterEndX && rooster.x >= roosterEndX) {
// Fade out and destroy, then respawn after 40s
tween(rooster, {
alpha: 0
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
if (rooster && rooster.parent) {
rooster.destroy();
}
roosterTimeout = LK.setTimeout(spawnRooster, 40000); // 40 seconds
}
});
}
// Update lastX for next frame
rooster.lastX = rooster.x;
};
}
// Add rooster update to main game loop
var oldGameUpdate = game.update;
game.update = function () {
if (typeof oldGameUpdate === "function") oldGameUpdate();
if (rooster && rooster.parent && typeof rooster.updateRoosterMovement === "function") {
rooster.updateRoosterMovement();
}
// Update zombie
if (zombie && zombie.parent) {
zombie.update();
// Collision detection with player (only triggers on state change)
var isIntersecting = zombie.intersects(farmer);
// Check if we just started intersecting
if (!zombie.lastWasIntersecting && isIntersecting && zombieDamageTimer <= 0) {
// Zombie just touched the player, deduct gold
money = Math.max(0, money - zombieDamageAmount);
updateMoneyDisplay();
// Flash both zombie and farmer red
LK.effects.flashObject(zombie, 0xff0000, 500);
LK.effects.flashObject(farmer, 0xff0000, 500);
// Set cooldown timer to prevent continuous damage (3 second cooldown)
zombieDamageTimer = 180;
}
// Update intersection state
zombie.lastWasIntersecting = isIntersecting;
// Update damage cooldown timer
if (zombieDamageTimer > 0) {
zombieDamageTimer--;
}
}
storage.farmerX = farmer.x;
storage.farmerY = farmer.y;
storage.money = money;
};
// Create the zombie
function createZombie() {
// Reuse existing zombie or create new one if pool is empty
if (!zombie) {
zombie = new Zombie();
game.addChild(zombie);
} else {
zombie.alpha = 1;
zombie.visible = true;
zombie.isDead = false;
}
// Reset zombie properties for reuse
zombie.alpha = 1;
zombie.isDead = false;
// Position zombie off-screen to the left
zombie.x = -100;
zombie.y = 2732 / 2;
// Initialize tracking variables
zombie.lastX = zombie.x;
zombie.lastY = zombie.y;
zombie.lastWasIntersecting = false;
// Increase zombie damage each time it spawns
zombieAppearCount++;
if (zombieAppearCount === 1) {
zombieDamageAmount = 500;
} else {
zombieDamageAmount = zombieDamageAmount * 2;
}
// Schedule next zombie creation with increased delay
LK.setTimeout(createZombie, 120000); // 120 seconds delay for next zombie
}
// Start the first rooster and create zombie
spawnRooster();
// Delay the first zombie spawn by 40 seconds after game start
LK.setTimeout(createZombie, 40000);
// Zombie respawn is now handled after being killed by the player;
// --- Time and Season System ---
// --- Day and Season Variables ---
var currentDay = storage.currentDay || 1;
var currentSeason = storage.currentSeason || "Summer";
var SEASONS = ["Summer", "Autumn"];
var seasonIndex = SEASONS.indexOf(currentSeason);
if (seasonIndex === -1) seasonIndex = 0;
var autumnColors = [0xC97A3A, 0xB94E2A, 0xA65C1B, 0xE07B39, 0xD2691E, 0xB22222, 0x8B4513];
var autumnLeafAssets = []; // Will hold leaf particles
var autumnLeavesActive = false;
var autumnCropSlowdown = 2; // Crops grow 2x slower in autumn
var autumnNightStartHour = 18; // Night starts earlier (not implemented, placeholder)
var autumnGrassColor = 0xB97A56; // Dry grass color
// --- UI Elements for Day and Season ---
var dayTxt = new Text2('Day ' + currentDay, {
size: 80,
fill: "#fff"
});
dayTxt.anchor.set(1, 0);
dayTxt.x = 2048 - 40; // Right side, 40px padding
dayTxt.y = 40; // Top, 40px padding
game.addChild(dayTxt);
var seasonTxt = new Text2(SEASONS[seasonIndex], {
size: 80,
fill: "#fff"
});
seasonTxt.anchor.set(1, 0);
seasonTxt.x = 2048 - 40; // Right side, 40px padding
seasonTxt.y = 120; // Below day text
game.addChild(seasonTxt);
// --- Autumn Effects: Falling Leaves ---
function spawnAutumnLeaves() {
if (autumnLeavesActive) return;
autumnLeavesActive = true;
// Remove any old leaves
for (var i = 0; i < autumnLeafAssets.length; ++i) {
if (autumnLeafAssets[i] && autumnLeafAssets[i].parent) {
try {
autumnLeafAssets[i].destroy();
} catch (e) {}
}
}
autumnLeafAssets = [];
// Spawn 20 leaves at random positions at the top
for (var i = 0; i < 20; ++i) {
var color = autumnColors[Math.floor(Math.random() * autumnColors.length)];
var leaf = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.25 + Math.random() * 0.2,
scaleY: 0.12 + Math.random() * 0.1,
tint: color,
alpha: 0.7 + Math.random() * 0.3,
x: Math.random() * 2048,
y: -30 - Math.random() * 100
});
leaf._fallSpeed = 1.5 + Math.random() * 1.5;
leaf._drift = (Math.random() - 0.5) * 2;
leaf._spin = (Math.random() - 0.5) * 0.1;
game.addChild(leaf);
autumnLeafAssets.push(leaf);
}
}
// --- Remove Autumn Leaves ---
function removeAutumnLeaves() {
autumnLeavesActive = false;
for (var i = 0; i < autumnLeafAssets.length; ++i) {
if (autumnLeafAssets[i] && autumnLeafAssets[i].parent) {
try {
autumnLeafAssets[i].destroy();
} catch (e) {}
}
}
autumnLeafAssets = [];
}
// --- Update Autumn Leaves ---
function updateAutumnLeaves() {
if (!autumnLeavesActive) return;
for (var i = 0; i < autumnLeafAssets.length; ++i) {
var leaf = autumnLeafAssets[i];
if (!leaf) continue;
leaf.y += leaf._fallSpeed;
leaf.x += leaf._drift;
leaf.rotation += leaf._spin;
// Respawn leaf at top if it falls below screen
if (leaf.y > 2732 + 30) {
leaf.y = -30 - Math.random() * 100;
leaf.x = Math.random() * 2048;
leaf._fallSpeed = 1.5 + Math.random() * 1.5;
leaf._drift = (Math.random() - 0.5) * 2;
leaf._spin = (Math.random() - 0.5) * 0.1;
}
}
}
// --- Crop Growth Slowdown Helper ---
function getCropGrowthModifier() {
return SEASONS[seasonIndex] === "Autumn" ? autumnCropSlowdown : 1;
}
// --- Update Day and Season ---
function updateDayAndSeason() {
currentDay++;
// Change season every 3 days
if (currentDay > 3) {
currentDay = 1;
seasonIndex = (seasonIndex + 1) % SEASONS.length;
currentSeason = SEASONS[seasonIndex];
// Visual changes for each season
if (currentSeason === "Autumn") {
game.setBackgroundColor(autumnGrassColor);
spawnAutumnLeaves();
} else {
// Summer: restore green grass, remove leaves
game.setBackgroundColor(0x4caf50);
removeAutumnLeaves();
}
}
dayTxt.setText('Day ' + currentDay);
seasonTxt.setText(currentSeason);
storage.currentDay = currentDay;
storage.currentSeason = currentSeason;
}
// --- Apply Crop Growth Slowdown in Autumn ---
// Patch all crop regrowTime on season change
function applySeasonalCropGrowth() {
for (var i = 0; i < fields.length; ++i) {
var f = fields[i];
for (var j = 0; j < f.wheats.length; ++j) {
var crop = f.wheats[j];
if (typeof crop._baseRegrowTime === "undefined") {
crop._baseRegrowTime = crop.regrowTime;
}
crop.regrowTime = crop._baseRegrowTime * getCropGrowthModifier();
}
}
}
// --- Patch updateDayAndSeason to also update crop growth ---
var _oldUpdateDayAndSeason = updateDayAndSeason;
updateDayAndSeason = function updateDayAndSeason() {
_oldUpdateDayAndSeason();
applySeasonalCropGrowth();
};
// --- Initial Season Visuals and Crop Growth ---
if (currentSeason === "Autumn") {
game.setBackgroundColor(autumnGrassColor);
spawnAutumnLeaves();
} else {
game.setBackgroundColor(0x4caf50);
removeAutumnLeaves();
}
applySeasonalCropGrowth();
// --- Set interval to update day and season every minute (for testing) ---
LK.setInterval(updateDayAndSeason, 60000);
// --- Patch main game update to animate autumn leaves ---
var _oldGameUpdateForSeason = game.update;
game.update = function () {
if (typeof _oldGameUpdateForSeason === "function") _oldGameUpdateForSeason();
updateAutumnLeaves();
}; ===================================================================
--- original.js
+++ change.js
@@ -59,10 +59,10 @@
});
};
// Update function called every frame - optimized
self.update = function () {
- // Early return if invisible - prevents unnecessary calculations
- if (self.alpha <= 0) return;
+ // Early return if invisible or not visible - prevents unnecessary calculations
+ if (self.alpha <= 0 || !self.visible) return;
// Increment life counter first for potential early returns
self.lifeCounter++;
// Only check edge crossing if we're near the edge - optimization
var edgeX = 2048 + birdAsset.width / 2;
@@ -218,10 +218,10 @@
});
};
// Update function called every frame - optimized
self.update = function () {
- // Early return if invisible - saves processing
- if (self.alpha <= 0) return;
+ // Early return if invisible or not visible - saves processing
+ if (self.alpha <= 0 || !self.visible) return;
// Track lastX for edge detection - initialize once if undefined
if (typeof self.lastX === "undefined") self.lastX = self.x;
// Only check edge crossing if we're near the edge - optimization
var edgeX = 2048 + cloudAsset.width / 2;
@@ -881,10 +881,10 @@
}
};
// Zombie animation and movement
self.update = function () {
- // Don't update if dead
- if (self.isDead) return;
+ // Don't update if dead or not visible
+ if (self.isDead || !self.visible) return;
// Save previous position for collision detection
self.lastX = self.x;
self.lastY = self.y;
// Frame animation
@@ -1382,8 +1382,9 @@
var cloud;
if (clouds.length > 0) {
cloud = clouds.pop();
cloud.alpha = 1; // Reset alpha for visibility
+ cloud.visible = true; // Ensure cloud is visible
} else {
cloud = new Cloud();
game.addChild(cloud);
}
@@ -1418,8 +1419,9 @@
var bird;
if (birds.length > 0) {
bird = birds.pop();
bird.alpha = 1; // Reset alpha for visibility
+ bird.visible = true; // Ensure bird is visible
} else {
bird = new Bird();
game.addChild(bird);
}
@@ -1609,8 +1611,12 @@
// Reuse existing zombie or create new one if pool is empty
if (!zombie) {
zombie = new Zombie();
game.addChild(zombie);
+ } else {
+ zombie.alpha = 1;
+ zombie.visible = true;
+ zombie.isDead = false;
}
// Reset zombie properties for reuse
zombie.alpha = 1;
zombie.isDead = false;