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"It's not optimized, it's still lagging."
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"Run everything in the game in an optimized way so that there are no lag or freezing issues."
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Please remove the Winter season from the game’s season cycle and related features.
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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.
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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.
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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
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Add a time and season tracking system with UI display delet
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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
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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
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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
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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
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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
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“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
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"Please optimize everything in the game to improve performance."
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"There are too many actions happening one after another without a break, and that causes lag."
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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
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it gives this error Unable to load plugins
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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.
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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
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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;