User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var localPos = self.toLocal(obj.parent.toGlobal({' Line Number: 76
User prompt
make the bazooka click collision same as the bazooka shape
User prompt
make the bazooka to 100% shoot at enemy
User prompt
practice text to all capital
User prompt
change the practice mode text to practice
User prompt
move the practice mode to difficulty choosing
User prompt
make the enemy give no damage to player and NPC
User prompt
add practice mode
User prompt
MORE SPEED TO ENEMY BRUH
User prompt
make the impossible mode enemy speed to crazy SPEED like 20X
User prompt
tidy up the difficulty choosing
User prompt
add impossible difficulty and their function
User prompt
make the NPC shooting range more easier more far
User prompt
NPC shooting range is more difficult more near and more easier more far
User prompt
every difficulty have their own NPC speed more difficult more slow
User prompt
every difficulty have their own NPC shooting range
User prompt
make the bazooka chance balanced to 100
User prompt
NPC can dead because of bazooka in one hit
User prompt
add bazooka shoot at NPC chance in instruction text
User prompt
update bazooka chance instruction since now bazooka have chance to explode at NPC
User prompt
bazooka now have a chance to shoot at NPC
User prompt
every difficulty have their own NPC bullet
User prompt
npc have limited ammo and they can take supply for themselve (but still have more for player
User prompt
every difficulty have their own enemy health
User prompt
every difficulty have their own NPC health
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* 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 Bazooka = Container.expand(function () {
	var self = Container.call(this);
	var bazookaGraphics = self.attachAsset('bazooka', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.ammo = 5;
	self.maxAmmo = 5;
	self.cooldown = 0;
	self.lastX = 0;
	self.lastY = 0;
	self.update = function () {
		self.lastX = self.x;
		self.lastY = self.y;
		// Reset bazooka usage flag 
		usingBazooka = false;
		// Always ready to fire pulsing effect
		bazookaGraphics.alpha = 0.8 + Math.sin(LK.ticks * 0.2) * 0.2;
	};
	self.down = function (x, y, obj) {
		self.fireBazooka();
	};
	self.fireBazooka = function () {
		// Get difficulty-based bazooka chances
		var bazookaChances = [{
			target: 0.85,
			blank: 0.12,
			explode: 0.03
		},
		// Easy: 85% target, 12% blank, 3% explode
		{
			target: 0.75,
			blank: 0.15,
			explode: 0.10
		},
		// Normal: 75% target, 15% blank, 10% explode
		{
			target: 0.65,
			blank: 0.20,
			explode: 0.15
		},
		// Hard: 65% target, 20% blank, 15% explode
		{
			target: 0.50,
			blank: 0.25,
			explode: 0.25
		},
		// Nightmare: 50% target, 25% blank, 25% explode
		{
			target: 0.30,
			blank: 0.30,
			explode: 0.40
		} // Impossible: 30% target, 30% blank, 40% explode
		];
		var chances = bazookaChances[selectedDifficulty - 1];
		// Random outcome based on difficulty
		var randomOutcome = Math.random();
		if (randomOutcome < chances.explode) {
			// 10% chance: Self-explosion and death
			// Create explosion at bazooka position
			var explosion = LK.getAsset('explosion', {
				anchorX: 0.5,
				anchorY: 0.5
			});
			explosion.x = self.x;
			explosion.y = self.y;
			explosion.alpha = 0.8;
			game.addChild(explosion);
			// Animate explosion
			tween(explosion, {
				alpha: 0,
				scaleX: 2,
				scaleY: 2
			}, {
				duration: 500,
				onFinish: function onFinish() {
					explosion.destroy();
				}
			});
			// Play explosion sound
			LK.getSound('explosion').play();
			// Kill player
			if (player) {
				player.takeDamage(player.health); // Deal enough damage to kill
			}
			// Flash effect
			LK.effects.flashObject(self, 0xff0000, 300);
			// Set bazooka usage flag
			usingBazooka = true;
			return;
		} else if (randomOutcome < chances.explode + chances.blank) {
			// 15% chance: Blank ammo (do nothing)
			// Play a different sound or visual effect for blank
			LK.getSound('bazookaShoot').play();
			// Flash effect with different color
			LK.effects.flashObject(self, 0x888888, 300);
			// Create blank ammo text
			var blankText = new Text2('blank ammo, try again', {
				size: 40,
				fill: 0xffffff
			});
			blankText.anchor.set(0.5, 0.5);
			blankText.x = self.x;
			blankText.y = self.y - 60;
			game.addChild(blankText);
			// Fade out blank text after 2 seconds
			tween(blankText, {
				alpha: 0
			}, {
				duration: 2000,
				onFinish: function onFinish() {
					blankText.destroy();
				}
			});
			// Set bazooka usage flag
			usingBazooka = true;
			return;
		}
		// 75% chance: Normal behavior - target enemy
		// 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 - self.x;
			var dy = enemy.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance < nearestDistance) {
				nearestDistance = distance;
				nearestEnemy = enemy;
			}
		}
		// Target boss if no enemies or boss is closer
		if (boss) {
			var dx = boss.x - self.x;
			var dy = boss.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (!nearestEnemy || distance < nearestDistance) {
				nearestEnemy = boss;
				nearestDistance = distance;
			}
		}
		if (nearestEnemy) {
			var bullet = new BazookaBullet();
			bullet.x = self.x;
			bullet.y = self.y;
			var dx = nearestEnemy.x - self.x;
			var dy = nearestEnemy.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance > 0) {
				bullet.directionX = dx / distance;
				bullet.directionY = dy / distance;
			}
			bazookaBullets.push(bullet);
			game.addChild(bullet);
			// Play bazooka sound
			LK.getSound('bazookaShoot').play();
			// Flash effect
			LK.effects.flashObject(self, 0xff8800, 300);
			// Set bazooka usage flag
			usingBazooka = true;
		}
	};
	self.addAmmo = function (amount) {
		self.ammo = Math.min(self.maxAmmo, self.ammo + amount);
	};
	return self;
});
var BazookaBullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('bazookaBullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 8;
	self.damage = 200;
	self.explosionRadius = 300;
	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;
	};
	self.explode = function () {
		// Create explosion visual effect
		var explosion = LK.getAsset('explosion', {
			anchorX: 0.5,
			anchorY: 0.5
		});
		explosion.x = self.x;
		explosion.y = self.y;
		explosion.alpha = 0.8;
		game.addChild(explosion);
		// Animate explosion
		tween(explosion, {
			alpha: 0,
			scaleX: 2,
			scaleY: 2
		}, {
			duration: 500,
			onFinish: function onFinish() {
				explosion.destroy();
			}
		});
		// Play explosion sound
		LK.getSound('explosion').play();
		// Damage all enemies in radius
		for (var i = 0; i < enemies.length; i++) {
			var enemy = enemies[i];
			var dx = enemy.x - self.x;
			var dy = enemy.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance <= self.explosionRadius) {
				enemy.takeDamage(self.damage);
			}
		}
		// Damage boss if in radius
		if (boss) {
			var dx = boss.x - self.x;
			var dy = boss.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance <= self.explosionRadius) {
				boss.takeDamage(self.damage);
			}
		}
	};
	return self;
});
var Boss = Container.expand(function () {
	var self = Container.call(this);
	var bossGraphics = self.attachAsset('enemy', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 3,
		scaleY: 3,
		tint: 0x800080
	});
	// Apply difficulty-based boss health values
	var difficultyBossHealth = [50000, 100000, 150000, 200000, 300000]; // Easy, Normal, Hard, Nightmare, Impossible
	var bossHealth = difficultyBossHealth[selectedDifficulty - 1];
	self.health = bossHealth;
	self.maxHealth = bossHealth;
	self.speed = 4;
	self.damage = 50;
	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--;
		}
		// Find nearest NPC first, then player
		var targetEntity = null;
		var nearestDistance = Infinity;
		// Check NPCs first (priority targets)
		for (var k = 0; k < npcs.length; k++) {
			var npc = npcs[k];
			var dx = npc.x - self.x;
			var dy = npc.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance < nearestDistance) {
				nearestDistance = distance;
				targetEntity = npc;
			}
		}
		// If no NPCs found or player is closer, target player
		if (player) {
			var dx = player.x - self.x;
			var dy = player.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (!targetEntity || distance < nearestDistance) {
				nearestDistance = distance;
				targetEntity = player;
			}
		}
		// Move towards target entity
		if (targetEntity) {
			var dx = targetEntity.x - self.x;
			var dy = targetEntity.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 < 100 && self.attackCooldown <= 0) {
				// Practice mode: boss does no damage
				if (selectedGameMode === 4) {
					// No damage in practice mode
				} else {
					targetEntity.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; // Boss died
		}
		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 DifficultySelectionScreen = 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 DIFFICULTY', {
		size: 80,
		fill: 0xFF4444,
		align: 'center'
	});
	titleText.anchor.set(0.5, 0.5);
	titleText.x = 1024;
	titleText.y = 500;
	self.addChild(titleText);
	// Practice Mode
	var practiceText = new Text2('practice', {
		size: 60,
		fill: 0x00FFFF,
		align: 'center'
	});
	practiceText.anchor.set(0.5, 0.5);
	practiceText.x = 1024;
	practiceText.y = 750;
	self.addChild(practiceText);
	var practiceDesc = new Text2('Learn the game with no pressure', {
		size: 50,
		fill: 0xCCCCCC,
		align: 'center'
	});
	practiceDesc.anchor.set(0.5, 0.5);
	practiceDesc.x = 1024;
	practiceDesc.y = 830;
	self.addChild(practiceDesc);
	// Easy
	var easyText = new Text2('EASY', {
		size: 60,
		fill: 0x00FF00,
		align: 'center'
	});
	easyText.anchor.set(0.5, 0.5);
	easyText.x = 1024;
	easyText.y = 1000;
	self.addChild(easyText);
	var easyDesc = new Text2('Slower enemies, more resources', {
		size: 50,
		fill: 0xCCCCCC,
		align: 'center'
	});
	easyDesc.anchor.set(0.5, 0.5);
	easyDesc.x = 1024;
	easyDesc.y = 1080;
	self.addChild(easyDesc);
	// Normal
	var normalText = new Text2('NORMAL', {
		size: 60,
		fill: 0xFFFF00,
		align: 'center'
	});
	normalText.anchor.set(0.5, 0.5);
	normalText.x = 1024;
	normalText.y = 1250;
	self.addChild(normalText);
	var normalDesc = new Text2('Balanced challenge', {
		size: 50,
		fill: 0xCCCCCC,
		align: 'center'
	});
	normalDesc.anchor.set(0.5, 0.5);
	normalDesc.x = 1024;
	normalDesc.y = 1330;
	self.addChild(normalDesc);
	// Hard
	var hardText = new Text2('HARD', {
		size: 60,
		fill: 0xFF8800,
		align: 'center'
	});
	hardText.anchor.set(0.5, 0.5);
	hardText.x = 1024;
	hardText.y = 1500;
	self.addChild(hardText);
	var hardDesc = new Text2('Faster enemies, less resources', {
		size: 50,
		fill: 0xCCCCCC,
		align: 'center'
	});
	hardDesc.anchor.set(0.5, 0.5);
	hardDesc.x = 1024;
	hardDesc.y = 1580;
	self.addChild(hardDesc);
	// Nightmare
	var nightmareText = new Text2('NIGHTMARE', {
		size: 60,
		fill: 0xFF0000,
		align: 'center'
	});
	nightmareText.anchor.set(0.5, 0.5);
	nightmareText.x = 1024;
	nightmareText.y = 1750;
	self.addChild(nightmareText);
	var nightmareDesc = new Text2('For the truly insane', {
		size: 50,
		fill: 0xCCCCCC,
		align: 'center'
	});
	nightmareDesc.anchor.set(0.5, 0.5);
	nightmareDesc.x = 1024;
	nightmareDesc.y = 1830;
	self.addChild(nightmareDesc);
	// Impossible
	var impossibleText = new Text2('IMPOSSIBLE', {
		size: 60,
		fill: 0x660066,
		align: 'center'
	});
	impossibleText.anchor.set(0.5, 0.5);
	impossibleText.x = 1024;
	impossibleText.y = 2000;
	self.addChild(impossibleText);
	var impossibleDesc = new Text2('Death awaits all who dare', {
		size: 50,
		fill: 0xCCCCCC,
		align: 'center'
	});
	impossibleDesc.anchor.set(0.5, 0.5);
	impossibleDesc.x = 1024;
	impossibleDesc.y = 2080;
	self.addChild(impossibleDesc);
	// Selection instruction
	var selectText = new Text2('TAP TO SELECT DIFFICULTY', {
		size: 40,
		fill: 0xFF6666,
		align: 'center'
	});
	selectText.anchor.set(0.5, 0.5);
	selectText.x = 1024;
	selectText.y = 2300;
	self.addChild(selectText);
	// Pulsing effect
	self.pulseTimer = 0;
	self.update = function () {
		self.pulseTimer += 0.1;
		selectText.alpha = 0.5 + Math.sin(self.pulseTimer) * 0.3;
		moon.alpha = 0.5 + Math.sin(self.pulseTimer * 0.5) * 0.2;
	};
	// Handle difficulty selection
	self.down = function (x, y, obj) {
		var selectedDifficulty = 2; // Default to normal
		if (y > 700 && y < 900) {
			// Practice mode - set to easy difficulty but with practice mode flag
			startGameWithModeAndDifficulty(4, 1); // Practice mode with easy difficulty
			self.destroy();
			return;
		} else if (y > 950 && y < 1150) {
			selectedDifficulty = 1; // Easy
		} else if (y > 1200 && y < 1400) {
			selectedDifficulty = 2; // Normal
		} else if (y > 1450 && y < 1650) {
			selectedDifficulty = 3; // Hard
		} else if (y > 1700 && y < 1900) {
			selectedDifficulty = 4; // Nightmare
		} else if (y > 1950 && y < 2150) {
			selectedDifficulty = 5; // Impossible
		}
		self.destroy();
		startGameWithModeAndDifficulty(selectedGameMode, selectedDifficulty);
	};
	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--;
		}
		// Find nearest NPC first, then player
		var targetEntity = null;
		var nearestDistance = Infinity;
		// Check NPCs first (priority targets)
		for (var k = 0; k < npcs.length; k++) {
			var npc = npcs[k];
			var dx = npc.x - self.x;
			var dy = npc.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance < nearestDistance) {
				nearestDistance = distance;
				targetEntity = npc;
			}
		}
		// If no NPCs found or player is closer, target player
		if (player) {
			var dx = player.x - self.x;
			var dy = player.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (!targetEntity || distance < nearestDistance) {
				nearestDistance = distance;
				targetEntity = player;
			}
		}
		// Move towards target entity
		if (targetEntity) {
			var dx = targetEntity.x - self.x;
			var dy = targetEntity.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) {
				// Practice mode: enemies do no damage
				if (selectedGameMode === 4) {
					// No damage in practice mode
				} else {
					targetEntity.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: 50,
		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: 50,
		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: 50,
		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 = 2200;
	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) {
		selectedGameMode = 1; // Default to Classic Survival
		if (y > 1200 && y < 1400) {
			selectedGameMode = 2; // Endless Nightmare
		} else if (y > 1500 && y < 1700) {
			selectedGameMode = 3; // Blood Eclipse
		}
		self.destroy();
		showDifficultySelection();
	};
	return self;
});
var NPC = Container.expand(function () {
	var self = Container.call(this);
	var npcGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5,
		tint: 0x00ff00
	});
	// Apply difficulty-based health values
	var difficultyHealthValues = [120, 80, 60, 40, 25]; // Easy, Normal, Hard, Nightmare, Impossible
	var baseHealth = difficultyHealthValues[selectedDifficulty - 1];
	self.health = baseHealth;
	self.maxHealth = baseHealth;
	// Apply difficulty-based speed values - more difficult = slower NPCs, except impossible which is crazy fast
	var difficultySpeedValues = [8, 6, 4, 3, 40]; // Easy, Normal, Hard, Nightmare, Impossible (40X insane speed)
	self.speed = difficultySpeedValues[selectedDifficulty - 1];
	self.ammo = 20; // NPCs start with limited ammo
	self.maxAmmo = 25; // Maximum ammo NPCs can carry
	self.shootCooldown = 0;
	self.lastX = 0;
	self.lastY = 0;
	self.lastPlayerDistance = 1000;
	self.update = function () {
		self.lastX = self.x;
		self.lastY = self.y;
		if (self.shootCooldown > 0) {
			self.shootCooldown--;
		}
		// Find nearest enemy to move towards
		var nearestEnemy = null;
		var nearestDistance = Infinity;
		for (var i = 0; i < enemies.length; i++) {
			var enemy = enemies[i];
			var dx = enemy.x - self.x;
			var dy = enemy.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance < nearestDistance) {
				nearestDistance = distance;
				nearestEnemy = enemy;
			}
		}
		// Also consider boss
		if (boss) {
			var dx = boss.x - self.x;
			var dy = boss.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (!nearestEnemy || distance < nearestDistance) {
				nearestEnemy = boss;
				nearestDistance = distance;
			}
		}
		// Calculate repulsion force from other NPCs to maintain distance
		var repulsionX = 0;
		var repulsionY = 0;
		var minNPCDistance = 80; // Minimum distance to maintain from other NPCs
		for (var k = 0; k < npcs.length; k++) {
			var otherNPC = npcs[k];
			if (otherNPC !== self) {
				var dx = self.x - otherNPC.x;
				var dy = self.y - otherNPC.y;
				var distance = Math.sqrt(dx * dx + dy * dy);
				if (distance < minNPCDistance && distance > 0) {
					// Apply repulsion force (stronger when closer)
					var repulsionStrength = (minNPCDistance - distance) / minNPCDistance;
					repulsionX += dx / distance * repulsionStrength * 3;
					repulsionY += dy / distance * repulsionStrength * 3;
				}
			}
		}
		// Move towards nearest enemy
		if (nearestEnemy && nearestDistance > 100) {
			var dx = nearestEnemy.x - self.x;
			var dy = nearestEnemy.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance > 0) {
				// Combine enemy attraction with NPC repulsion
				var moveX = dx / distance * self.speed + repulsionX;
				var moveY = dy / distance * self.speed + repulsionY;
				self.x += moveX;
				self.y += moveY;
			}
		} else if (repulsionX !== 0 || repulsionY !== 0) {
			// If no enemy target, just apply repulsion
			self.x += repulsionX;
			self.y += repulsionY;
		}
		// Keep NPC 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;
		// Auto-shoot at enemies
		if (self.shootCooldown <= 0) {
			self.shootAtEnemies();
		}
	};
	self.shootAtEnemies = function () {
		// Difficulty-based shooting ranges - easier = farther range, more difficult = closer range
		var difficultyShootingRanges = [700, 550, 450, 300, 200]; // Easy, Normal, Hard, Nightmare, Impossible
		var shootingRange = difficultyShootingRanges[selectedDifficulty - 1];
		// Find nearest enemy
		var nearestEnemy = null;
		var nearestDistance = Infinity;
		for (var i = 0; i < enemies.length; i++) {
			var enemy = enemies[i];
			var dx = enemy.x - self.x;
			var dy = enemy.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance < nearestDistance && distance < shootingRange) {
				// Only shoot at enemies within difficulty-based shooting range
				nearestDistance = distance;
				nearestEnemy = enemy;
			}
		}
		// Also consider boss
		if (boss) {
			var dx = boss.x - self.x;
			var dy = boss.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if ((!nearestEnemy || distance < nearestDistance) && distance < shootingRange) {
				nearestEnemy = boss;
				nearestDistance = distance;
			}
		}
		// Shoot at nearest enemy only if we have ammo
		if (nearestEnemy && self.ammo > 0) {
			var bullet = new NPCBullet();
			bullet.x = self.x;
			bullet.y = self.y;
			var dx = nearestEnemy.x - self.x;
			var dy = nearestEnemy.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance > 0) {
				bullet.directionX = dx / distance;
				bullet.directionY = dy / distance;
			}
			npcBullets.push(bullet);
			game.addChild(bullet);
			self.ammo--; // Consume ammo
			self.shootCooldown = 30; // Slower than player
			LK.getSound('shoot').play();
		}
	};
	self.addAmmo = function (amount) {
		self.ammo = Math.min(self.maxAmmo, self.ammo + amount);
	};
	self.takeDamage = function (amount) {
		self.health -= amount;
		LK.effects.flashObject(self, 0xff0000, 300);
		if (self.health <= 0) {
			return true; // NPC died
		}
		return false;
	};
	return self;
});
var NPCBullet = Container.expand(function () {
	var self = Container.call(this);
	// Difficulty-based bullet properties
	var difficultyAssets = ['npcBulletEasy', 'npcBulletNormal', 'npcBulletHard', 'npcBulletNightmare', 'npcBulletImpossible'];
	var difficultyProps = [{
		speed: 10,
		damage: 80,
		color: 0x00ff88
	},
	// Easy: slower, less damage
	{
		speed: 12,
		damage: 100,
		color: 0x88ff00
	},
	// Normal: standard
	{
		speed: 14,
		damage: 120,
		color: 0xffaa00
	},
	// Hard: faster, more damage
	{
		speed: 16,
		damage: 140,
		color: 0xff4400
	},
	// Nightmare: fastest, most damage
	{
		speed: 18,
		damage: 160,
		color: 0x660066
	} // Impossible: insanely fast, devastating damage
	];
	var props = difficultyProps[selectedDifficulty - 1];
	var assetId = difficultyAssets[selectedDifficulty - 1];
	var bulletGraphics = self.attachAsset(assetId, {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = props.speed;
	self.damage = props.damage;
	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 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 difficultySelectionScreen = null;
var gameStarted = false;
var selectedGameMode = 1;
var selectedDifficulty = 2; // 1=easy, 2=normal, 3=hard, 4=nightmare 
// Game variables
var player = null;
var enemies = [];
var bullets = [];
var npcBullets = [];
var bazookaBullets = [];
var bazooka = null;
var healthPacks = [];
var ammoBoxes = [];
var boss = null;
var bossSpawned = false;
var npcs = [];
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;
var usingBazooka = false;
// UI elements
var healthText = null;
var ammoText = null;
var waveText = null;
var timeText = null;
var eclipseText = null;
var bossHealthText = null;
var bazookaInstructionText = 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 showDifficultySelection() {
	if (!difficultySelectionScreen) {
		difficultySelectionScreen = new DifficultySelectionScreen();
		game.addChild(difficultySelectionScreen);
		LK.playMusic('menumusic');
	}
}
function startGameWithMode(mode) {
	selectedGameMode = mode;
	gameStarted = true;
	initializeGame();
}
function startGameWithModeAndDifficulty(mode, difficulty) {
	selectedGameMode = mode;
	selectedDifficulty = difficulty;
	gameStarted = true;
	initializeGame();
}
function initializeGame() {
	// Clear game state
	enemies = [];
	bullets = [];
	npcBullets = [];
	bazookaBullets = [];
	healthPacks = [];
	ammoBoxes = [];
	npcs = [];
	boss = null;
	bossSpawned = false;
	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 bazooka
	bazooka = new Bazooka();
	bazooka.x = 1024;
	bazooka.y = 2000;
	game.addChild(bazooka);
	// 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);
	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);
	}
	// Spawn 10 NPCs at game start
	for (var i = 0; i < 10; i++) {
		spawnNPC();
	}
	// Create bazooka instruction text
	bazookaInstructionText = new Text2('BAZOOKA, CLICK TO LAUNCH', {
		size: 50,
		fill: 0xffaa00
	});
	bazookaInstructionText.anchor.set(0.5, 0);
	bazookaInstructionText.x = bazooka.x;
	bazookaInstructionText.y = bazooka.y + 30;
	game.addChild(bazookaInstructionText);
	// Create bazooka description text with difficulty-based percentages
	var bazookaChances = [{
		target: 85,
		blank: 12,
		explode: 3
	},
	// Easy
	{
		target: 75,
		blank: 15,
		explode: 10
	},
	// Normal
	{
		target: 65,
		blank: 20,
		explode: 15
	},
	// Hard
	{
		target: 50,
		blank: 25,
		explode: 25
	},
	// Nightmare
	{
		target: 30,
		blank: 30,
		explode: 40
	} // Impossible
	];
	var chances = bazookaChances[selectedDifficulty - 1];
	var bazookaDescriptionText = new Text2(chances.target + '% target enemy, ' + chances.blank + '% blank ammo, ' + chances.explode + '% self explode', {
		size: 40,
		fill: 0xffcc66
	});
	bazookaDescriptionText.anchor.set(0.5, 0);
	bazookaDescriptionText.x = bazooka.x;
	bazookaDescriptionText.y = bazooka.y + 80;
	game.addChild(bazookaDescriptionText);
	// Fade out instruction text after 3 seconds
	tween(bazookaInstructionText, {
		alpha: 0
	}, {
		duration: 3000,
		onFinish: function onFinish() {
			if (bazookaInstructionText) {
				bazookaInstructionText.destroy();
				bazookaInstructionText = null;
			}
		}
	});
	// Fade out description text after 3 seconds
	tween(bazookaDescriptionText, {
		alpha: 0
	}, {
		duration: 3000,
		onFinish: function onFinish() {
			if (bazookaDescriptionText) {
				bazookaDescriptionText.destroy();
				bazookaDescriptionText = null;
			}
		}
	});
	// 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;
	}
	// Apply difficulty-based health, speed and damage values
	var difficultyMultipliers = [{
		health: 35,
		// Easy: 35 health
		speed: 0.8,
		damage: 0.7
	},
	// Easy
	{
		health: 50,
		// Normal: 50 health (default)
		speed: 1.0,
		damage: 1.0
	},
	// Normal
	{
		health: 75,
		// Hard: 75 health
		speed: 1.2,
		damage: 1.3
	},
	// Hard
	{
		health: 100,
		// Nightmare: 100 health
		speed: 1.4,
		damage: 1.6
	},
	// Nightmare
	{
		health: 150,
		// Impossible: 150 health
		speed: 4.0,
		damage: 2.0
	} // Impossible: maximum challenge with insane speed
	];
	var multiplier = difficultyMultipliers[selectedDifficulty - 1];
	enemy.health = multiplier.health;
	enemy.speed *= multiplier.speed;
	enemy.damage = Math.floor(enemy.damage * multiplier.damage);
	// Practice mode adjustments - make enemies very weak for learning
	if (selectedGameMode === 4) {
		enemy.health = 25; // Very low health
		enemy.speed *= 0.5; // Half speed
		enemy.damage = 5; // Very low damage
	}
	// 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 spawnNPC() {
	var npc = new NPC();
	// Spawn near player but not too close
	var angle = Math.random() * Math.PI * 2;
	var distance = 150 + Math.random() * 100; // 150-250 pixels from player
	npc.x = player.x + Math.cos(angle) * distance;
	npc.y = player.y + Math.sin(angle) * distance;
	// Keep in bounds
	if (npc.x < 40) npc.x = 40;
	if (npc.x > 2008) npc.x = 2008;
	if (npc.y < 40) npc.y = 40;
	if (npc.y > 2692) npc.y = 2692;
	npcs.push(npc);
	game.addChild(npc);
}
function spawnBoss() {
	boss = new Boss();
	boss.x = 1024;
	boss.y = 100;
	bossSpawned = true;
	game.addChild(boss);
	// Create boss health UI
	bossHealthText = new Text2('BOSS: 100000 / 100000', {
		size: 50,
		fill: 0xff0000
	});
	bossHealthText.anchor.set(0.5, 0);
	LK.gui.top.addChild(bossHealthText);
}
function fireBullet(targetX, targetY) {
	if (player && player.shoot() && !usingBazooka) {
		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);
		// Play shooting sound
		LK.getSound('shoot').play();
	}
}
function updateGameMode() {
	gameTimer++;
	survivalTime = Math.floor(gameTimer / 60);
	// Spawn boss at 06:00 (360 seconds) - but not in endless nightmare mode
	if (survivalTime >= 360 && !bossSpawned && selectedGameMode !== 2) {
		spawnBoss();
	}
	// 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 (adjusted by difficulty)
		var resourceMultipliers = [0.7, 1.0, 1.4, 2.0, 3.0]; // Easy, Normal, Hard, Nightmare, Impossible
		var resourceDelay = resourceMultipliers[selectedDifficulty - 1];
		if (gameTimer % Math.floor(600 * resourceDelay) === 0) spawnHealthPack();
		if (gameTimer % Math.floor(900 * resourceDelay) === 0) spawnAmmoBox();
		// NPCs already spawned at game start - no additional spawning needed
	} 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 (adjusted by difficulty)
		var resourceMultipliers = [0.7, 1.0, 1.4, 2.0, 3.0]; // Easy, Normal, Hard, Nightmare, Impossible
		var resourceDelay = resourceMultipliers[selectedDifficulty - 1];
		if (gameTimer % Math.floor((600 - waveNumber * 20) * resourceDelay) === 0) spawnHealthPack();
		if (gameTimer % Math.floor((900 - waveNumber * 30) * resourceDelay) === 0) spawnAmmoBox();
		// NPCs already spawned at game start - no additional spawning needed
	} 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 (adjusted by difficulty)
		var resourceRate = [600, 800, 1200][eclipsePhase];
		var resourceMultipliers = [0.7, 1.0, 1.4, 2.0, 3.0]; // Easy, Normal, Hard, Nightmare, Impossible
		var adjustedRate = Math.floor(resourceRate * resourceMultipliers[selectedDifficulty - 1]);
		if (gameTimer % adjustedRate === 0) spawnHealthPack();
		if (gameTimer % Math.floor(adjustedRate * 1.5) === 0) spawnAmmoBox();
		// NPCs already spawned at game start - no additional spawning needed
	} else if (selectedGameMode === 4) {
		// Practice Mode
		// Very slow enemy spawning for learning
		if (gameTimer % 300 === 0) {
			// Every 5 seconds
			spawnEnemy();
		}
		// Frequent resource spawning to help learning
		if (gameTimer % 300 === 0) spawnHealthPack();
		if (gameTimer % 450 === 0) spawnAmmoBox();
		// No win condition - practice indefinitely
		// No boss spawning in practice mode
	}
}
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 (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];
	}
	if (bossHealthText && boss) {
		bossHealthText.setText('BOSS: ' + boss.health + ' / ' + boss.maxHealth);
	}
}
// 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 NPCs
	for (var i = npcs.length - 1; i >= 0; i--) {
		var npc = npcs[i];
		npc.update();
		// Check if NPC died
		if (npc.health <= 0) {
			npc.destroy();
			npcs.splice(i, 1);
			continue;
		}
		// Check NPC-enemy collisions (enemies can attack NPCs)
		for (var j = 0; j < enemies.length; j++) {
			var enemy = enemies[j];
			var dx = enemy.x - npc.x;
			var dy = enemy.y - npc.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance < 50 && enemy.attackCooldown <= 0) {
				// Practice mode: enemies do no damage to NPCs
				if (selectedGameMode === 4) {
					// No damage in practice mode
				} else {
					npc.takeDamage(enemy.damage);
				}
				enemy.attackCooldown = 60;
				break;
			}
		}
		// Check NPC-boss collision
		if (boss) {
			var dx = boss.x - npc.x;
			var dy = boss.y - npc.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance < 100 && boss.attackCooldown <= 0) {
				// Practice mode: boss does no damage to NPCs
				if (selectedGameMode === 4) {
					// No damage in practice mode
				} else {
					npc.takeDamage(boss.damage);
				}
				boss.attackCooldown = 60;
			}
		}
	}
	// Update boss
	if (boss) {
		boss.update();
		// Check if boss died
		if (boss.health <= 0) {
			boss.destroy();
			boss = null;
			bossSpawned = false;
			if (bossHealthText) {
				bossHealthText.destroy();
				bossHealthText = null;
			}
			LK.showGameOver();
		}
	}
	// 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;
			}
		}
		// Check bullet-boss collision
		if (boss && bullet.intersects(boss)) {
			var bossDied = boss.takeDamage(bullet.damage);
			bullet.destroy();
			bullets.splice(i, 1);
			if (bossDied) {
				boss.destroy();
				boss = null;
				bossSpawned = false;
				if (bossHealthText) {
					bossHealthText.destroy();
					bossHealthText = null;
				}
				LK.showGameOver();
			}
			break;
		}
	}
	// Update NPC bullets
	for (var i = npcBullets.length - 1; i >= 0; i--) {
		var bullet = npcBullets[i];
		var shouldRemove = bullet.update();
		if (shouldRemove) {
			bullet.destroy();
			npcBullets.splice(i, 1);
			continue;
		}
		// Check NPC 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();
				npcBullets.splice(i, 1);
				if (enemyDied) {
					enemies[j].destroy();
					enemies.splice(j, 1);
					enemiesKilled++;
				}
				break;
			}
		}
		// Check NPC bullet-boss collision
		if (boss && bullet.intersects(boss)) {
			var bossDied = boss.takeDamage(bullet.damage);
			bullet.destroy();
			npcBullets.splice(i, 1);
			if (bossDied) {
				boss.destroy();
				boss = null;
				bossSpawned = false;
				if (bossHealthText) {
					bossHealthText.destroy();
					bossHealthText = null;
				}
				LK.showGameOver();
			}
			break;
		}
	}
	// Update bazooka bullets
	for (var i = bazookaBullets.length - 1; i >= 0; i--) {
		var bullet = bazookaBullets[i];
		var shouldRemove = bullet.update();
		if (shouldRemove) {
			bullet.explode();
			bullet.destroy();
			bazookaBullets.splice(i, 1);
			continue;
		}
		// Check bazooka bullet-enemy collisions
		for (var j = enemies.length - 1; j >= 0; j--) {
			if (bullet.intersects(enemies[j])) {
				bullet.explode();
				bullet.destroy();
				bazookaBullets.splice(i, 1);
				break;
			}
		}
		// Check bazooka bullet-boss collision
		if (boss && bullet.intersects(boss)) {
			bullet.explode();
			bullet.destroy();
			bazookaBullets.splice(i, 1);
			break;
		}
	}
	// Update bazooka
	if (bazooka) {
		bazooka.update();
	}
	// 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);
			LK.getSound('heal').play();
			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;
		}
		var collected = false;
		// Check player collision first (priority)
		if (player.intersects(box)) {
			player.addAmmo(box.ammoAmount);
			LK.getSound('ammo').play();
			box.destroy();
			ammoBoxes.splice(i, 1);
			collected = true;
		}
		// Check NPC collisions if not collected by player and NPC needs ammo
		if (!collected) {
			for (var k = 0; k < npcs.length; k++) {
				var npc = npcs[k];
				if (npc.intersects(box) && npc.ammo < npc.maxAmmo - 5) {
					// NPCs only take if they really need ammo (leave some for player)
					npc.addAmmo(Math.floor(box.ammoAmount * 0.6)); // NPCs get 60% of ammo amount
					LK.getSound('ammo').play();
					box.destroy();
					ammoBoxes.splice(i, 1);
					collected = true;
					break;
				}
			}
		}
	}
	// Update UI
	updateUI();
}; ===================================================================
--- original.js
+++ change.js
@@ -395,9 +395,9 @@
 	titleText.x = 1024;
 	titleText.y = 500;
 	self.addChild(titleText);
 	// Practice Mode
-	var practiceText = new Text2('PRACTICE MODE', {
+	var practiceText = new Text2('practice', {
 		size: 60,
 		fill: 0x00FFFF,
 		align: 'center'
 	});