Show a growing plant in stages of different lengths, with skips and boosts that fit
A seed becomes a sprout, a bud and a fruit, and each step takes a different time. Working out which picture belongs to the elapsed time looks easy until a boundary falls exactly on the clock, the fruit is done, or a fertiliser should take off a share of what remains. Here are the small functions that keep it all consistent.
Why this works
Growth is a single amount of time passed, and everything else can be read from it. With only that stored, skips, boosts and time away all become simple changes to one number, so they can never disagree.
When not to use it
Do not use one shared clock when growth depends on care, such as water, weather or feeding that can pause or set the plant back. Then keep progress as something earned, and add or remove it by events.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 35 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Show a growing plant in stages of different lengths, with skips and boosts that fit" (read_entry casual-crop-growth-stages-of-unequal-length) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP