User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(explosion).to({' Line Number: 167 โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(explosion).to({' Line Number: 162 โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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make bazooka that can shoot by clicking the bazooka and the bullet go toward the enemy an make range attack
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make a sound when heal and take ammo
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in endless nightmare, do not let the boss appear
User prompt
at 06:00 make the boss appear, and after the boss defeated, game over, btw the boss health will be 100000 and show it when boss fight start
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make a sound when shooting
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make a music for menu
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add a music to in game
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not fast enough
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make the enemy faster
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let the bullets go toward the enemy and let enemy down in one hit
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'healthText.style.fill = player.health > 30 ? 0x00ff00 : 0xff0000;' Line Number: 644
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create a function of each mode by your own
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make a choosing mode screen after pressing the start button
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make a menu screen
Code edit (1 edits merged)
Please save this source code
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remove all codes and assets
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remove the pickup
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Please fix the bug: 'TypeError: player.getBounds(...).intersects is not a function' in or related to this line: 'if (player.getBounds().intersects(pickup.getBounds())) {' Line Number: 653
Code edit (1 edits merged)
Please save this source code
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Night of the Massacre 3: Blood Moon Rising
Initial prompt
the 3rd game of my game series called the night of the massacre
/**** 
* Classes
****/ 
var AmmoBox = Container.expand(function () {
	var self = Container.call(this);
	var ammoGraphics = self.attachAsset('ammoBox', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.ammoAmount = 15;
	self.lifetime = 600; // 10 seconds at 60fps
	self.update = function () {
		self.lifetime--;
		// Pulsing effect
		ammoGraphics.alpha = 0.7 + Math.sin(self.lifetime * 0.2) * 0.3;
		if (self.lifetime <= 0) {
			return true; // Should be removed
		}
		return false;
	};
	return self;
});
var Bullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('bullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 12;
	self.damage = 100; // Ensure one-hit kills
	self.directionX = 0;
	self.directionY = 0;
	self.lastX = 0;
	self.lastY = 0;
	self.update = function () {
		self.lastX = self.x;
		self.lastY = self.y;
		self.x += self.directionX * self.speed;
		self.y += self.directionY * self.speed;
		// Remove if out of bounds
		if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
			return true; // Should be removed
		}
		return false;
	};
	return self;
});
var Enemy = Container.expand(function () {
	var self = Container.call(this);
	var enemyGraphics = self.attachAsset('enemy', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.health = 50; // Will be one-shot by 100 damage bullets
	self.speed = 8;
	self.damage = 20;
	self.attackCooldown = 0;
	self.lastX = 0;
	self.lastY = 0;
	self.lastPlayerDistance = 1000;
	self.update = function () {
		self.lastX = self.x;
		self.lastY = self.y;
		if (self.attackCooldown > 0) {
			self.attackCooldown--;
		}
		// Move towards player
		if (player) {
			var dx = player.x - self.x;
			var dy = player.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance > 0) {
				self.x += dx / distance * self.speed;
				self.y += dy / distance * self.speed;
			}
			// Attack if close enough
			var currentDistance = distance;
			if (currentDistance < 50 && self.attackCooldown <= 0) {
				player.takeDamage(self.damage);
				self.attackCooldown = 60;
			}
			self.lastPlayerDistance = currentDistance;
		}
	};
	self.takeDamage = function (amount) {
		self.health -= amount;
		LK.effects.flashObject(self, 0xffffff, 200);
		if (self.health <= 0) {
			return true; // Enemy died
		}
		return false;
	};
	return self;
});
var HealthPack = Container.expand(function () {
	var self = Container.call(this);
	var healthGraphics = self.attachAsset('healthPack', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.healAmount = 30;
	self.lifetime = 600; // 10 seconds at 60fps
	self.update = function () {
		self.lifetime--;
		// Pulsing effect
		healthGraphics.alpha = 0.7 + Math.sin(self.lifetime * 0.2) * 0.3;
		if (self.lifetime <= 0) {
			return true; // Should be removed
		}
		return false;
	};
	return self;
});
var MenuScreen = Container.expand(function () {
	var self = Container.call(this);
	// Dark background
	var background = self.attachAsset('menuBackground', {
		x: 0,
		y: 0
	});
	// Blood moon effect in top right
	var moon = self.attachAsset('moonGlow', {
		x: 1600,
		y: 300,
		alpha: 0.7,
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Blood splatter decorations
	var splatter1 = self.attachAsset('bloodSplatter', {
		x: 200,
		y: 500,
		alpha: 0.6,
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.8,
		scaleY: 1.2
	});
	var splatter2 = self.attachAsset('bloodSplatter', {
		x: 1700,
		y: 1800,
		alpha: 0.4,
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 0.7
	});
	// Main title
	var titleText = new Text2('NIGHT OF THE\nMASSACRE 3', {
		size: 120,
		fill: 0xFF4444,
		align: 'center'
	});
	titleText.anchor.set(0.5, 0.5);
	titleText.x = 1024;
	titleText.y = 800;
	self.addChild(titleText);
	// Subtitle
	var subtitleText = new Text2('BLOOD MOON RISING', {
		size: 60,
		fill: 0xFFFFFF,
		align: 'center'
	});
	subtitleText.anchor.set(0.5, 0.5);
	subtitleText.x = 1024;
	subtitleText.y = 1000;
	self.addChild(subtitleText);
	// Start instruction
	var startText = new Text2('TAP ANYWHERE TO BEGIN', {
		size: 40,
		fill: 0xCCCCCC,
		align: 'center'
	});
	startText.anchor.set(0.5, 0.5);
	startText.x = 1024;
	startText.y = 1800;
	self.addChild(startText);
	// Pulsing effect for start text
	self.pulseTimer = 0;
	self.update = function () {
		self.pulseTimer += 0.1;
		startText.alpha = 0.5 + Math.sin(self.pulseTimer) * 0.3;
		// Subtle moon glow animation
		moon.alpha = 0.5 + Math.sin(self.pulseTimer * 0.5) * 0.2;
	};
	// Handle tap to start
	self.down = function (x, y, obj) {
		// Transition to game (this will be handled by destroying menu and starting game)
		self.destroy();
		startGame();
	};
	return self;
});
var ModeSelectionScreen = Container.expand(function () {
	var self = Container.call(this);
	// Dark background
	var background = self.attachAsset('menuBackground', {
		x: 0,
		y: 0
	});
	// Blood moon effect in top right
	var moon = self.attachAsset('moonGlow', {
		x: 1600,
		y: 300,
		alpha: 0.7,
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Main title
	var titleText = new Text2('CHOOSE YOUR NIGHTMARE', {
		size: 80,
		fill: 0xFF4444,
		align: 'center'
	});
	titleText.anchor.set(0.5, 0.5);
	titleText.x = 1024;
	titleText.y = 600;
	self.addChild(titleText);
	// Mode 1 - Classic Survival
	var mode1Text = new Text2('CLASSIC SURVIVAL', {
		size: 60,
		fill: 0xFFFFFF,
		align: 'center'
	});
	mode1Text.anchor.set(0.5, 0.5);
	mode1Text.x = 1024;
	mode1Text.y = 1000;
	self.addChild(mode1Text);
	var mode1Desc = new Text2('Survive until dawn with limited resources', {
		size: 30,
		fill: 0xCCCCCC,
		align: 'center'
	});
	mode1Desc.anchor.set(0.5, 0.5);
	mode1Desc.x = 1024;
	mode1Desc.y = 1080;
	self.addChild(mode1Desc);
	// Mode 2 - Endless Nightmare
	var mode2Text = new Text2('ENDLESS NIGHTMARE', {
		size: 60,
		fill: 0xFFFFFF,
		align: 'center'
	});
	mode2Text.anchor.set(0.5, 0.5);
	mode2Text.x = 1024;
	mode2Text.y = 1300;
	self.addChild(mode2Text);
	var mode2Desc = new Text2('Face endless waves of increasing horror', {
		size: 30,
		fill: 0xCCCCCC,
		align: 'center'
	});
	mode2Desc.anchor.set(0.5, 0.5);
	mode2Desc.x = 1024;
	mode2Desc.y = 1380;
	self.addChild(mode2Desc);
	// Mode 3 - Blood Eclipse
	var mode3Text = new Text2('BLOOD ECLIPSE', {
		size: 60,
		fill: 0xFFFFFF,
		align: 'center'
	});
	mode3Text.anchor.set(0.5, 0.5);
	mode3Text.x = 1024;
	mode3Text.y = 1600;
	self.addChild(mode3Text);
	var mode3Desc = new Text2('Ultimate challenge with eclipse phases', {
		size: 30,
		fill: 0xCCCCCC,
		align: 'center'
	});
	mode3Desc.anchor.set(0.5, 0.5);
	mode3Desc.x = 1024;
	mode3Desc.y = 1680;
	self.addChild(mode3Desc);
	// Back instruction
	var backText = new Text2('TAP TO SELECT MODE', {
		size: 40,
		fill: 0xFF6666,
		align: 'center'
	});
	backText.anchor.set(0.5, 0.5);
	backText.x = 1024;
	backText.y = 2000;
	self.addChild(backText);
	// Pulsing effect
	self.pulseTimer = 0;
	self.update = function () {
		self.pulseTimer += 0.1;
		backText.alpha = 0.5 + Math.sin(self.pulseTimer) * 0.3;
		moon.alpha = 0.5 + Math.sin(self.pulseTimer * 0.5) * 0.2;
	};
	// Handle mode selection
	self.down = function (x, y, obj) {
		var selectedMode = 1;
		if (y > 1200 && y < 1400) {
			selectedMode = 2; // Endless Nightmare
		} else if (y > 1500 && y < 1700) {
			selectedMode = 3; // Blood Eclipse
		}
		self.destroy();
		startGameWithMode(selectedMode);
	};
	return self;
});
var Player = Container.expand(function () {
	var self = Container.call(this);
	var playerGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.health = 100;
	self.maxHealth = 100;
	self.ammo = 30;
	self.maxAmmo = 30;
	self.speed = 8;
	self.shootCooldown = 0;
	self.lastX = 0;
	self.lastY = 0;
	self.update = function () {
		self.lastX = self.x;
		self.lastY = self.y;
		if (self.shootCooldown > 0) {
			self.shootCooldown--;
		}
		// Keep player in bounds
		if (self.x < 40) self.x = 40;
		if (self.x > 2008) self.x = 2008;
		if (self.y < 40) self.y = 40;
		if (self.y > 2692) self.y = 2692;
	};
	self.takeDamage = function (amount) {
		self.health -= amount;
		if (self.health <= 0) {
			self.health = 0;
			LK.showGameOver();
		}
		LK.effects.flashObject(self, 0xff0000, 500);
	};
	self.heal = function (amount) {
		self.health = Math.min(self.maxHealth, self.health + amount);
	};
	self.addAmmo = function (amount) {
		self.ammo = Math.min(self.maxAmmo, self.ammo + amount);
	};
	self.canShoot = function () {
		return self.ammo > 0 && self.shootCooldown <= 0;
	};
	self.shoot = function () {
		if (self.canShoot()) {
			self.ammo--;
			self.shootCooldown = 15;
			return true;
		}
		return false;
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x0400ff
});
/**** 
* Game Code
****/ 
var menuScreen = null;
var modeSelectionScreen = null;
var gameStarted = false;
var selectedGameMode = 1;
// Game variables
var player = null;
var enemies = [];
var bullets = [];
var healthPacks = [];
var ammoBoxes = [];
var gameTimer = 0;
var enemySpawnTimer = 0;
var waveNumber = 1;
var enemiesKilled = 0;
var survivalTime = 0;
var eclipsePhase = 0; // 0=normal, 1=blood moon, 2=eclipse
var eclipseTimer = 0;
// UI elements
var healthText = null;
var ammoText = null;
var waveText = null;
var timeText = null;
var eclipseText = null;
function startGame() {
	// Show mode selection screen instead of starting game directly
	showModeSelection();
}
function showMenu() {
	if (!menuScreen) {
		menuScreen = new MenuScreen();
		game.addChild(menuScreen);
		LK.playMusic('menumusic');
	}
}
function showModeSelection() {
	if (!modeSelectionScreen) {
		modeSelectionScreen = new ModeSelectionScreen();
		game.addChild(modeSelectionScreen);
		LK.playMusic('menumusic');
	}
}
function startGameWithMode(mode) {
	selectedGameMode = mode;
	gameStarted = true;
	initializeGame();
}
function initializeGame() {
	// Clear game state
	enemies = [];
	bullets = [];
	healthPacks = [];
	ammoBoxes = [];
	gameTimer = 0;
	enemySpawnTimer = 0;
	waveNumber = 1;
	enemiesKilled = 0;
	survivalTime = 0;
	eclipsePhase = 0;
	eclipseTimer = 0;
	// Create player
	player = new Player();
	player.x = 1024;
	player.y = 1366;
	game.addChild(player);
	// Create UI
	healthText = new Text2('Health: 100', {
		size: 40,
		fill: 0x00ff00
	});
	healthText.x = 150;
	healthText.y = 150;
	LK.gui.topLeft.addChild(healthText);
	ammoText = new Text2('Ammo: 30', {
		size: 40,
		fill: 0xffff00
	});
	ammoText.x = 150;
	ammoText.y = 200;
	LK.gui.topLeft.addChild(ammoText);
	waveText = new Text2('Wave: 1', {
		size: 40,
		fill: 0xffffff
	});
	waveText.anchor.set(0.5, 0);
	LK.gui.top.addChild(waveText);
	timeText = new Text2('Time: 0:00', {
		size: 40,
		fill: 0xffffff
	});
	timeText.anchor.set(1, 0);
	timeText.x = -50;
	timeText.y = 150;
	LK.gui.topRight.addChild(timeText);
	if (selectedGameMode === 3) {
		eclipseText = new Text2('Phase: Normal', {
			size: 40,
			fill: 0xff6666
		});
		eclipseText.anchor.set(1, 0);
		eclipseText.x = -50;
		eclipseText.y = 200;
		LK.gui.topRight.addChild(eclipseText);
	}
	// Start background music
	LK.playMusic('bgmusic');
}
function spawnEnemy() {
	var enemy = new Enemy();
	// Spawn from random edge
	var edge = Math.floor(Math.random() * 4);
	switch (edge) {
		case 0:
			// Top
			enemy.x = Math.random() * 2048;
			enemy.y = -30;
			break;
		case 1:
			// Right
			enemy.x = 2078;
			enemy.y = Math.random() * 2732;
			break;
		case 2:
			// Bottom
			enemy.x = Math.random() * 2048;
			enemy.y = 2762;
			break;
		case 3:
			// Left
			enemy.x = -30;
			enemy.y = Math.random() * 2732;
			break;
	}
	// Adjust enemy stats based on mode and wave
	if (selectedGameMode === 2) {
		// Endless Nightmare
		enemy.health += waveNumber * 10;
		enemy.speed += waveNumber * 0.3;
		enemy.damage += waveNumber * 5;
	} else if (selectedGameMode === 3) {
		// Blood Eclipse
		enemy.health += waveNumber * 15;
		enemy.speed += waveNumber * 0.5;
		enemy.damage += waveNumber * 8;
		if (eclipsePhase === 1) {
			// Blood moon
			enemy.health *= 1.5;
			enemy.speed *= 1.3;
		} else if (eclipsePhase === 2) {
			// Eclipse
			enemy.health *= 2;
			enemy.speed *= 1.5;
			enemy.damage *= 1.5;
		}
	}
	enemies.push(enemy);
	game.addChild(enemy);
}
function spawnHealthPack() {
	var healthPack = new HealthPack();
	healthPack.x = 100 + Math.random() * 1848;
	healthPack.y = 100 + Math.random() * 2532;
	healthPacks.push(healthPack);
	game.addChild(healthPack);
}
function spawnAmmoBox() {
	var ammoBox = new AmmoBox();
	ammoBox.x = 100 + Math.random() * 1848;
	ammoBox.y = 100 + Math.random() * 2532;
	ammoBoxes.push(ammoBox);
	game.addChild(ammoBox);
}
function fireBullet(targetX, targetY) {
	if (player && player.shoot()) {
		var bullet = new Bullet();
		bullet.x = player.x;
		bullet.y = player.y;
		// Find nearest enemy to target
		var nearestEnemy = null;
		var nearestDistance = Infinity;
		for (var i = 0; i < enemies.length; i++) {
			var enemy = enemies[i];
			var dx = enemy.x - player.x;
			var dy = enemy.y - player.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance < nearestDistance) {
				nearestDistance = distance;
				nearestEnemy = enemy;
			}
		}
		// If we found an enemy, target it; otherwise use tap location
		var dx, dy, distance;
		if (nearestEnemy) {
			dx = nearestEnemy.x - player.x;
			dy = nearestEnemy.y - player.y;
		} else {
			dx = targetX - player.x;
			dy = targetY - player.y;
		}
		distance = Math.sqrt(dx * dx + dy * dy);
		if (distance > 0) {
			bullet.directionX = dx / distance;
			bullet.directionY = dy / distance;
		}
		bullets.push(bullet);
		game.addChild(bullet);
	}
}
function updateGameMode() {
	gameTimer++;
	survivalTime = Math.floor(gameTimer / 60);
	// Mode specific logic
	if (selectedGameMode === 1) {
		// Classic Survival
		// Win condition: survive 5 minutes
		if (survivalTime >= 300) {
			LK.showYouWin();
			return;
		}
		// Spawn enemies based on time
		if (gameTimer % Math.max(30, 120 - survivalTime) === 0) {
			spawnEnemy();
		}
		// Spawn resources occasionally
		if (gameTimer % 600 === 0) spawnHealthPack();
		if (gameTimer % 900 === 0) spawnAmmoBox();
	} else if (selectedGameMode === 2) {
		// Endless Nightmare
		// New wave every 30 seconds
		var newWave = Math.floor(survivalTime / 30) + 1;
		if (newWave > waveNumber) {
			waveNumber = newWave;
		}
		// Spawn enemies more frequently as waves progress
		var spawnRate = Math.max(10, 60 - waveNumber * 3);
		if (gameTimer % spawnRate === 0) {
			spawnEnemy();
		}
		// Spawn resources based on wave
		if (gameTimer % (600 - waveNumber * 20) === 0) spawnHealthPack();
		if (gameTimer % (900 - waveNumber * 30) === 0) spawnAmmoBox();
	} else if (selectedGameMode === 3) {
		// Blood Eclipse
		eclipseTimer++;
		// Eclipse phases: 90s normal, 60s blood moon, 30s eclipse, repeat
		var cycleTime = eclipseTimer % (180 * 60); // 3 minutes cycle
		if (cycleTime < 90 * 60) {
			eclipsePhase = 0; // Normal
		} else if (cycleTime < 150 * 60) {
			eclipsePhase = 1; // Blood moon
		} else {
			eclipsePhase = 2; // Eclipse
		}
		// Spawn rate increases with phase
		var spawnRate = [60, 30, 15][eclipsePhase];
		if (gameTimer % spawnRate === 0) {
			spawnEnemy();
		}
		// Resources spawn less during eclipse phases
		var resourceRate = [600, 800, 1200][eclipsePhase];
		if (gameTimer % resourceRate === 0) spawnHealthPack();
		if (gameTimer % (resourceRate * 1.5) === 0) spawnAmmoBox();
	}
}
function updateUI() {
	if (healthText) {
		healthText.setText('Health: ' + player.health);
		healthText.fill = player.health > 30 ? 0x00ff00 : 0xff0000;
	}
	if (ammoText) {
		ammoText.setText('Ammo: ' + player.ammo);
		ammoText.fill = player.ammo > 5 ? 0xffff00 : 0xff0000;
	}
	if (waveText) {
		waveText.setText('Wave: ' + waveNumber);
	}
	if (timeText) {
		var minutes = Math.floor(survivalTime / 60);
		var seconds = survivalTime % 60;
		timeText.setText('Time: ' + minutes + ':' + (seconds < 10 ? '0' : '') + seconds);
	}
	if (eclipseText && selectedGameMode === 3) {
		var phases = ['Normal', 'Blood Moon', 'Eclipse'];
		eclipseText.setText('Phase: ' + phases[eclipsePhase]);
		eclipseText.fill = [0xffffff, 0xff6666, 0x660000][eclipsePhase];
	}
}
// Show menu on game start
showMenu();
game.down = function (x, y, obj) {
	if (gameStarted && player) {
		fireBullet(x, y);
	}
};
game.move = function (x, y, obj) {
	if (gameStarted && player) {
		player.x = x;
		player.y = y;
	}
};
game.update = function () {
	if (!gameStarted) {
		return;
	}
	if (!player) return;
	// Update game mode logic
	updateGameMode();
	// Update enemies
	for (var i = enemies.length - 1; i >= 0; i--) {
		enemies[i].update();
		// Check if enemy should be removed
		if (enemies[i].health <= 0) {
			enemies[i].destroy();
			enemies.splice(i, 1);
			enemiesKilled++;
		}
	}
	// Update bullets
	for (var i = bullets.length - 1; i >= 0; i--) {
		var bullet = bullets[i];
		var shouldRemove = bullet.update();
		if (shouldRemove) {
			bullet.destroy();
			bullets.splice(i, 1);
			continue;
		}
		// Check bullet-enemy collisions
		for (var j = enemies.length - 1; j >= 0; j--) {
			if (bullet.intersects(enemies[j])) {
				var enemyDied = enemies[j].takeDamage(bullet.damage);
				bullet.destroy();
				bullets.splice(i, 1);
				if (enemyDied) {
					enemies[j].destroy();
					enemies.splice(j, 1);
					enemiesKilled++;
				}
				break;
			}
		}
	}
	// Update health packs
	for (var i = healthPacks.length - 1; i >= 0; i--) {
		var pack = healthPacks[i];
		var shouldRemove = pack.update();
		if (shouldRemove) {
			pack.destroy();
			healthPacks.splice(i, 1);
			continue;
		}
		// Check player collision
		if (player.intersects(pack)) {
			player.heal(pack.healAmount);
			pack.destroy();
			healthPacks.splice(i, 1);
		}
	}
	// Update ammo boxes
	for (var i = ammoBoxes.length - 1; i >= 0; i--) {
		var box = ammoBoxes[i];
		var shouldRemove = box.update();
		if (shouldRemove) {
			box.destroy();
			ammoBoxes.splice(i, 1);
			continue;
		}
		// Check player collision
		if (player.intersects(box)) {
			player.addAmmo(box.ammoAmount);
			box.destroy();
			ammoBoxes.splice(i, 1);
		}
	}
	// Update UI
	updateUI();
}; ===================================================================
--- original.js
+++ change.js
@@ -397,14 +397,16 @@
 function showMenu() {
 	if (!menuScreen) {
 		menuScreen = new MenuScreen();
 		game.addChild(menuScreen);
+		LK.playMusic('menumusic');
 	}
 }
 function showModeSelection() {
 	if (!modeSelectionScreen) {
 		modeSelectionScreen = new ModeSelectionScreen();
 		game.addChild(modeSelectionScreen);
+		LK.playMusic('menumusic');
 	}
 }
 function startGameWithMode(mode) {
 	selectedGameMode = mode;