User prompt
Make the shapes move away from the cursor very slowly at all time
User prompt
Please fix the bug: 'TypeError: game.contains is not a function. (In 'game.contains(oldestShape)', 'game.contains' is undefined)' in or related to this line: 'if (oldestShape !== undefined && game.contains(oldestShape)) {' Line Number: 224
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (oldestShape && self.contains(oldestShape)) {' Line Number: 61
User prompt
Please fix the bug: 'TypeError: self.contains is not a function. (In 'self.contains(trailShape)', 'self.contains' is undefined)' in or related to this line: 'if (self.contains(trailShape)) {' Line Number: 49
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (oldestShape !== undefined && self.contains(oldestShape)) {' Line Number: 61
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (oldestShape && self.contains(oldestShape)) {' Line Number: 61
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (oldestShape !== undefined && self.contains(oldestShape)) {' Line Number: 61
User prompt
Fix the bug where dragging to make patterns only makes one normal shape then tiny circles to make both normal squares and circles without mini shapes
User prompt
Remove pattern creation bugs
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (self.contains(oldestShape)) {' Line Number: 62
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (oldestShape && self.contains(oldestShape)) {' Line Number: 61
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (oldestShape && self.contains(oldestShape)) {' Line Number: 61
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (oldestShape && self.contains(oldestShape)) {' Line Number: 61
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (oldestShape && self.contains(oldestShape)) {' Line Number: 61
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (oldestShape && self.contains(oldestShape)) {' Line Number: 61
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (self.contains(oldestShape)) {' Line Number: 60
Code edit (1 edits merged)
Please save this source code
User prompt
Un-Game: The Anti-Game Experience
Initial prompt
I don't want to make a game
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
var ColorTrail = Container.expand(function () {
	var self = Container.call(this);
	var points = [];
	var maxPoints = 7;
	var trailShapes = [];
	self.addPoint = function (x, y) {
		// Add a new point to the trail
		points.unshift({
			x: x,
			y: y
		});
		// Create a visual for this point
		var shape = self.shapeType === 'floatingSquare' ? 'floatingSquare' : 'floatingCircle';
		var trailShape = LK.getAsset(shape, {
			anchorX: 0.5,
			anchorY: 0.5,
			alpha: 0.3,
			tint: 0xFFFFFF * Math.random(),
			scaleX: 0.3,
			scaleY: 0.3
		});
		trailShape.x = x;
		trailShape.y = y;
		self.addChild(trailShape);
		trailShapes.unshift(trailShape);
		// Animate the new point
		tween(trailShape, {
			alpha: 0
		}, {
			duration: 66,
			easing: tween.linear,
			onFinish: function onFinish() {
				if (self.children.includes(trailShape)) {
					self.removeChild(trailShape);
				}
			}
		});
		// Remove oldest points if we exceed maxPoints
		if (points.length > maxPoints) {
			points.pop();
		}
		// Remove oldest trail shapes if we exceed the maximum allowed
		var maxTrailShapes = self.shapeType === 'floatingCircle' ? 100 : 14;
		if (trailShapes.length > maxTrailShapes) {
			var oldestShape = trailShapes.pop();
			if (oldestShape && self.children.includes(oldestShape)) {
				self.removeChild(oldestShape);
			}
		}
	};
	return self;
});
var FloatingShape = Container.expand(function (shapeType, color) {
	var self = Container.call(this);
	self.shapeType = shapeType || 'floatingCircle';
	self.color = color || 0xFFFFFF;
	// Create and attach the shape asset
	var shape = self.attachAsset(self.shapeType, {
		anchorX: 0.5,
		anchorY: 0.5,
		tint: self.color,
		alpha: 0.7
	});
	// Initial properties
	self.vx = Math.random() * 2 - 1; // Random x velocity
	self.vy = Math.random() * 2 - 1; // Random y velocity
	self.rotationSpeed = Math.random() * 0.02 - 0.01; // Random rotation speed
	self.scalePulse = 0;
	self.scalePulseSpeed = Math.random() * 0.03 + 0.01;
	// Update method for floating behavior
	self.update = function () {
		// Calculate distance from cursor
		var dx = self.x - lastX;
		var dy = self.y - lastY;
		var distance = Math.sqrt(dx * dx + dy * dy);
		// Move away from cursor if within a certain range
		if (distance < 300) {
			var moveAwaySpeed = 0.5; // Slow speed
			self.vx += dx / distance * moveAwaySpeed;
			self.vy += dy / distance * moveAwaySpeed;
		}
		// Update position based on velocity
		self.x += self.vx;
		self.y += self.vy;
		// Add trail effect
		if (self.shapeType === 'floatingCircle' && (Math.abs(self.x - self.lastX) > 5 || Math.abs(self.y - self.lastY) > 5)) {
			var trailShape = LK.getAsset(self.shapeType, {
				anchorX: 0.5,
				anchorY: 0.5,
				alpha: 0.2,
				tint: self.color,
				scaleX: 0.5,
				scaleY: 0.5
			});
			trailShape.x = self.x;
			trailShape.y = self.y;
			game.addChild(trailShape);
			// Fade out and remove trail shape
			tween(trailShape, {
				alpha: 0
			}, {
				duration: 1000,
				easing: tween.linear,
				onFinish: function onFinish() {
					if (game.children.includes(trailShape)) {
						game.removeChild(trailShape);
					}
				}
			});
		}
		// Update last known positions
		self.lastX = self.x;
		self.lastY = self.y;
		// Removed the script that prevents perfect x and y traveling
		// Check for collisions with other shapes
		shapes.forEach(function (otherShape) {
			if (otherShape !== self && self.intersects(otherShape)) {
				// Calculate collision response
				var dx = self.x - otherShape.x;
				var dy = self.y - otherShape.y;
				var distance = Math.sqrt(dx * dx + dy * dy);
				var overlap = self.width / 2 + otherShape.width / 2 - distance;
				if (overlap > 0) {
					// Move shapes apart
					var moveX = dx / distance * overlap / 2;
					var moveY = dy / distance * overlap / 2;
					self.x += moveX;
					self.y += moveY;
					otherShape.x -= moveX;
					otherShape.y -= moveY;
					// Reverse direction and increase speed
					self.vx = -self.vx * 2;
					self.vy = -self.vy * 2;
					// Slow down to default speed over time
					tween(self, {
						vx: self.vx / 2,
						vy: self.vy / 2
					}, {
						duration: 1000,
						easing: tween.easeOut
					});
					// Random chance for collision to not work and cause spin
					if (Math.random() > 0.5) {
						self.rotationSpeed += 0.05;
					}
				}
			}
		});
		// Apply rotation based on direction only if touching something
		if (shapes.some(function (otherShape) {
			return otherShape !== self && self.intersects(otherShape);
		})) {
			var angle = Math.atan2(self.vy, self.vx);
			self.rotation = angle;
		}
		// Pulsing scale effect
		self.scalePulse += self.scalePulseSpeed;
		var scaleFactor = 1 + Math.sin(self.scalePulse) * 0.1;
		self.scale.set(scaleFactor, scaleFactor);
		// Bounce off edges
		if (self.x < 0 || self.x > 2048) {
			self.vx *= -1;
		}
		if (self.y < 0 || self.y > 2732) {
			self.vy *= -1;
		}
	};
	// Interactive events
	self.down = function (x, y, obj) {
		// Expand on touch
		tween(self.scale, {
			x: 1.5,
			y: 1.5
		}, {
			duration: 300,
			easing: tween.easeOutElastic
		});
		// Play a random sound
		var sounds = ['soft_ping', 'gentle_chime', 'water_drop'];
		var randomSound = sounds[Math.floor(Math.random() * sounds.length)];
		LK.getSound(randomSound).play();
		// Change color
		var newColor = 0xFFFFFF * Math.random();
		tween(shape, {
			tint: newColor
		}, {
			duration: 500,
			easing: tween.easeInOut
		});
	};
	self.up = function (x, y, obj) {
		// Return to original size, but with a different easing for visual interest
		tween(self.scale, {
			x: 1,
			y: 1
		}, {
			duration: 500,
			easing: tween.easeOutBounce
		});
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x111133
});
/**** 
* Game Code
****/ 
// Custom function to monitor frame rate
var lastFrameTime = Date.now();
var frameRate = 60;
function getFrameRate() {
	var now = Date.now();
	var delta = now - lastFrameTime;
	lastFrameTime = now;
	frameRate = 1000 / delta;
	return frameRate;
}
// Track if we're currently touching/dragging
var isDragging = false;
var lastX = 0;
var lastY = 0;
// Set up our floating shapes
var shapes = [];
var numShapes = 5; // Starting number of shapes
// Create color trail
var colorTrail = new ColorTrail();
game.addChild(colorTrail);
// Create welcome message
var welcomeText = new Text2("Touch anywhere to interact with shapes\nDrag to create patterns", {
	size: 60,
	fill: 0xFFFFFF
});
welcomeText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(welcomeText);
// Start the ambient music
LK.playMusic('ambient_melody', {
	fade: {
		start: 0,
		end: 0.6,
		duration: 3000
	}
});
// Hide welcome message after a delay
LK.setTimeout(function () {
	tween(welcomeText, {
		alpha: 0
	}, {
		duration: 2000,
		easing: tween.easeInOut,
		onFinish: function onFinish() {
			LK.gui.center.removeChild(welcomeText);
		}
	});
}, 5000);
// Initialize with some floating shapes
function createInitialShapes() {
	for (var i = 0; i < numShapes; i++) {
		var shapeType = Math.random() > 0.5 ? 'floatingCircle' : 'floatingSquare';
		var shape = new FloatingShape(shapeType, 0xFFFFFF * Math.random());
		// Random position within the game area
		shape.x = Math.random() * 2048;
		shape.y = Math.random() * 2732;
		// Random initial scale
		var initialScale = 0.5 + Math.random() * 1.5;
		shape.scale.set(initialScale, initialScale);
		game.addChild(shape);
		shapes.push(shape);
	}
}
// Create a new shape at a specific position
function createShapeAtPosition(x, y) {
	var shapeType = Math.random() > 0.5 ? 'floatingCircle' : 'floatingSquare';
	var newShape = new FloatingShape(shapeType, 0xFFFFFF * Math.random());
	newShape.x = x;
	newShape.y = y;
	// Start with small scale and tween to full size
	newShape.scale.set(1, 1);
	game.addChild(newShape);
	shapes.push(newShape);
	// Play a gentle sound
	LK.getSound('gentle_chime').play();
	// Limit the maximum number of shapes to prevent performance issues
	if (shapes.length > 15) {
		var oldestShape = shapes.shift();
		// Fade out the oldest shape
		tween(oldestShape, {
			alpha: 0
		}, {
			duration: 500,
			easing: tween.easeOut,
			onFinish: function onFinish() {
				if (oldestShape !== undefined && game.children.includes(oldestShape)) {
					game.removeChild(oldestShape);
				}
			}
		});
	}
}
// Touch/drag handlers
game.down = function (x, y, obj) {
	isDragging = true;
	lastX = x;
	lastY = y;
	// Create a new shape occasionally on touch
	if (Math.random() > 0.7) {
		createShapeAtPosition(x, y);
	}
};
game.move = function (x, y, obj) {
	if (isDragging) {
		// Add to the color trail on significant movement
		if (Math.abs(x - lastX) > 10 || Math.abs(y - lastY) > 10) {
			colorTrail.addPoint(x, y);
			// Sometimes create a new shape as we drag
			if (colorTrail.shapeType === 'floatingCircle' && Math.random() > 0.95) {
				createShapeAtPosition(x, y);
			}
		}
		lastX = x;
		lastY = y;
	}
};
game.up = function (x, y, obj) {
	isDragging = false;
};
// Create a pulsing background effect
var backgroundPulse = LK.getAsset('floatingCircle', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2,
	scaleX: 15,
	scaleY: 15,
	alpha: 0.1,
	tint: 0x336699
});
game.addChild(backgroundPulse);
// Function to pulse the background
function pulseBackground() {
	var targetScale = 15 + Math.random() * 5;
	var targetColor = 0xFFFFFF * Math.random();
	tween(backgroundPulse, {
		tint: targetColor
	}, {
		duration: 5000,
		easing: tween.linear
	});
	tween(backgroundPulse.scale, {
		x: targetScale,
		y: targetScale
	}, {
		duration: 5000,
		easing: tween.easeInOut,
		onFinish: pulseBackground
	});
}
// Occasionally add new shapes over time
function addRandomShapeOverTime() {
	// Add a shape at a random position
	var x = Math.random() * 2048;
	var y = Math.random() * 2732;
	createShapeAtPosition(x, y);
	// Schedule the next shape addition
	var nextTime = 10000 + Math.random() * 10000;
	LK.setTimeout(addRandomShapeOverTime, nextTime);
}
// Periodically create gentle screen-wide color shifts
function createColorShift() {
	var newColor = 0x000000 + Math.floor(Math.random() * 0x222222);
	tween(game, {
		backgroundColor: newColor
	}, {
		duration: 8000,
		easing: tween.easeInOut,
		onFinish: function onFinish() {
			LK.setTimeout(createColorShift, 20000 + Math.random() * 10000);
		}
	});
}
// Initialize the game
createInitialShapes();
pulseBackground();
LK.setTimeout(addRandomShapeOverTime, 5000);
LK.setTimeout(createColorShift, 10000);
// Main update loop
game.update = function () {
	// All shape-specific updates are handled in their own update methods
	// Make the background pulse gently
	backgroundPulse.rotation += 0.0005;
	// Function to detect if the device is mobile
	function isMobileDevice() {
		return typeof navigator !== 'undefined' && navigator.userAgent && /Mobi|Android/i.test(navigator.userAgent);
	}
	// Monitor frame rate and reduce shape count if lag is detected
	if (getFrameRate() < 50 || isMobileDevice()) {
		// Remove excess shapes to improve performance
		while (shapes.length > 10) {
			var shapeToRemove = shapes.pop();
			if (shapeToRemove && game.children.includes(shapeToRemove)) {
				game.removeChild(shapeToRemove);
			}
		}
		// Optionally, reduce the number of new shapes being created
		numShapes = Math.max(1, numShapes - 1);
	}
}; /**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
var ColorTrail = Container.expand(function () {
	var self = Container.call(this);
	var points = [];
	var maxPoints = 7;
	var trailShapes = [];
	self.addPoint = function (x, y) {
		// Add a new point to the trail
		points.unshift({
			x: x,
			y: y
		});
		// Create a visual for this point
		var shape = self.shapeType === 'floatingSquare' ? 'floatingSquare' : 'floatingCircle';
		var trailShape = LK.getAsset(shape, {
			anchorX: 0.5,
			anchorY: 0.5,
			alpha: 0.3,
			tint: 0xFFFFFF * Math.random(),
			scaleX: 0.3,
			scaleY: 0.3
		});
		trailShape.x = x;
		trailShape.y = y;
		self.addChild(trailShape);
		trailShapes.unshift(trailShape);
		// Animate the new point
		tween(trailShape, {
			alpha: 0
		}, {
			duration: 66,
			easing: tween.linear,
			onFinish: function onFinish() {
				if (self.children.includes(trailShape)) {
					self.removeChild(trailShape);
				}
			}
		});
		// Remove oldest points if we exceed maxPoints
		if (points.length > maxPoints) {
			points.pop();
		}
		// Remove oldest trail shapes if we exceed the maximum allowed
		var maxTrailShapes = self.shapeType === 'floatingCircle' ? 100 : 14;
		if (trailShapes.length > maxTrailShapes) {
			var oldestShape = trailShapes.pop();
			if (oldestShape && self.children.includes(oldestShape)) {
				self.removeChild(oldestShape);
			}
		}
	};
	return self;
});
var FloatingShape = Container.expand(function (shapeType, color) {
	var self = Container.call(this);
	self.shapeType = shapeType || 'floatingCircle';
	self.color = color || 0xFFFFFF;
	// Create and attach the shape asset
	var shape = self.attachAsset(self.shapeType, {
		anchorX: 0.5,
		anchorY: 0.5,
		tint: self.color,
		alpha: 0.7
	});
	// Initial properties
	self.vx = Math.random() * 2 - 1; // Random x velocity
	self.vy = Math.random() * 2 - 1; // Random y velocity
	self.rotationSpeed = Math.random() * 0.02 - 0.01; // Random rotation speed
	self.scalePulse = 0;
	self.scalePulseSpeed = Math.random() * 0.03 + 0.01;
	// Update method for floating behavior
	self.update = function () {
		// Calculate distance from cursor
		var dx = self.x - lastX;
		var dy = self.y - lastY;
		var distance = Math.sqrt(dx * dx + dy * dy);
		// Move away from cursor if within a certain range
		if (distance < 300) {
			var moveAwaySpeed = 0.5; // Slow speed
			self.vx += dx / distance * moveAwaySpeed;
			self.vy += dy / distance * moveAwaySpeed;
		}
		// Update position based on velocity
		self.x += self.vx;
		self.y += self.vy;
		// Add trail effect
		if (self.shapeType === 'floatingCircle' && (Math.abs(self.x - self.lastX) > 5 || Math.abs(self.y - self.lastY) > 5)) {
			var trailShape = LK.getAsset(self.shapeType, {
				anchorX: 0.5,
				anchorY: 0.5,
				alpha: 0.2,
				tint: self.color,
				scaleX: 0.5,
				scaleY: 0.5
			});
			trailShape.x = self.x;
			trailShape.y = self.y;
			game.addChild(trailShape);
			// Fade out and remove trail shape
			tween(trailShape, {
				alpha: 0
			}, {
				duration: 1000,
				easing: tween.linear,
				onFinish: function onFinish() {
					if (game.children.includes(trailShape)) {
						game.removeChild(trailShape);
					}
				}
			});
		}
		// Update last known positions
		self.lastX = self.x;
		self.lastY = self.y;
		// Removed the script that prevents perfect x and y traveling
		// Check for collisions with other shapes
		shapes.forEach(function (otherShape) {
			if (otherShape !== self && self.intersects(otherShape)) {
				// Calculate collision response
				var dx = self.x - otherShape.x;
				var dy = self.y - otherShape.y;
				var distance = Math.sqrt(dx * dx + dy * dy);
				var overlap = self.width / 2 + otherShape.width / 2 - distance;
				if (overlap > 0) {
					// Move shapes apart
					var moveX = dx / distance * overlap / 2;
					var moveY = dy / distance * overlap / 2;
					self.x += moveX;
					self.y += moveY;
					otherShape.x -= moveX;
					otherShape.y -= moveY;
					// Reverse direction and increase speed
					self.vx = -self.vx * 2;
					self.vy = -self.vy * 2;
					// Slow down to default speed over time
					tween(self, {
						vx: self.vx / 2,
						vy: self.vy / 2
					}, {
						duration: 1000,
						easing: tween.easeOut
					});
					// Random chance for collision to not work and cause spin
					if (Math.random() > 0.5) {
						self.rotationSpeed += 0.05;
					}
				}
			}
		});
		// Apply rotation based on direction only if touching something
		if (shapes.some(function (otherShape) {
			return otherShape !== self && self.intersects(otherShape);
		})) {
			var angle = Math.atan2(self.vy, self.vx);
			self.rotation = angle;
		}
		// Pulsing scale effect
		self.scalePulse += self.scalePulseSpeed;
		var scaleFactor = 1 + Math.sin(self.scalePulse) * 0.1;
		self.scale.set(scaleFactor, scaleFactor);
		// Bounce off edges
		if (self.x < 0 || self.x > 2048) {
			self.vx *= -1;
		}
		if (self.y < 0 || self.y > 2732) {
			self.vy *= -1;
		}
	};
	// Interactive events
	self.down = function (x, y, obj) {
		// Expand on touch
		tween(self.scale, {
			x: 1.5,
			y: 1.5
		}, {
			duration: 300,
			easing: tween.easeOutElastic
		});
		// Play a random sound
		var sounds = ['soft_ping', 'gentle_chime', 'water_drop'];
		var randomSound = sounds[Math.floor(Math.random() * sounds.length)];
		LK.getSound(randomSound).play();
		// Change color
		var newColor = 0xFFFFFF * Math.random();
		tween(shape, {
			tint: newColor
		}, {
			duration: 500,
			easing: tween.easeInOut
		});
	};
	self.up = function (x, y, obj) {
		// Return to original size, but with a different easing for visual interest
		tween(self.scale, {
			x: 1,
			y: 1
		}, {
			duration: 500,
			easing: tween.easeOutBounce
		});
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x111133
});
/**** 
* Game Code
****/ 
// Custom function to monitor frame rate
var lastFrameTime = Date.now();
var frameRate = 60;
function getFrameRate() {
	var now = Date.now();
	var delta = now - lastFrameTime;
	lastFrameTime = now;
	frameRate = 1000 / delta;
	return frameRate;
}
// Track if we're currently touching/dragging
var isDragging = false;
var lastX = 0;
var lastY = 0;
// Set up our floating shapes
var shapes = [];
var numShapes = 5; // Starting number of shapes
// Create color trail
var colorTrail = new ColorTrail();
game.addChild(colorTrail);
// Create welcome message
var welcomeText = new Text2("Touch anywhere to interact with shapes\nDrag to create patterns", {
	size: 60,
	fill: 0xFFFFFF
});
welcomeText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(welcomeText);
// Start the ambient music
LK.playMusic('ambient_melody', {
	fade: {
		start: 0,
		end: 0.6,
		duration: 3000
	}
});
// Hide welcome message after a delay
LK.setTimeout(function () {
	tween(welcomeText, {
		alpha: 0
	}, {
		duration: 2000,
		easing: tween.easeInOut,
		onFinish: function onFinish() {
			LK.gui.center.removeChild(welcomeText);
		}
	});
}, 5000);
// Initialize with some floating shapes
function createInitialShapes() {
	for (var i = 0; i < numShapes; i++) {
		var shapeType = Math.random() > 0.5 ? 'floatingCircle' : 'floatingSquare';
		var shape = new FloatingShape(shapeType, 0xFFFFFF * Math.random());
		// Random position within the game area
		shape.x = Math.random() * 2048;
		shape.y = Math.random() * 2732;
		// Random initial scale
		var initialScale = 0.5 + Math.random() * 1.5;
		shape.scale.set(initialScale, initialScale);
		game.addChild(shape);
		shapes.push(shape);
	}
}
// Create a new shape at a specific position
function createShapeAtPosition(x, y) {
	var shapeType = Math.random() > 0.5 ? 'floatingCircle' : 'floatingSquare';
	var newShape = new FloatingShape(shapeType, 0xFFFFFF * Math.random());
	newShape.x = x;
	newShape.y = y;
	// Start with small scale and tween to full size
	newShape.scale.set(1, 1);
	game.addChild(newShape);
	shapes.push(newShape);
	// Play a gentle sound
	LK.getSound('gentle_chime').play();
	// Limit the maximum number of shapes to prevent performance issues
	if (shapes.length > 15) {
		var oldestShape = shapes.shift();
		// Fade out the oldest shape
		tween(oldestShape, {
			alpha: 0
		}, {
			duration: 500,
			easing: tween.easeOut,
			onFinish: function onFinish() {
				if (oldestShape !== undefined && game.children.includes(oldestShape)) {
					game.removeChild(oldestShape);
				}
			}
		});
	}
}
// Touch/drag handlers
game.down = function (x, y, obj) {
	isDragging = true;
	lastX = x;
	lastY = y;
	// Create a new shape occasionally on touch
	if (Math.random() > 0.7) {
		createShapeAtPosition(x, y);
	}
};
game.move = function (x, y, obj) {
	if (isDragging) {
		// Add to the color trail on significant movement
		if (Math.abs(x - lastX) > 10 || Math.abs(y - lastY) > 10) {
			colorTrail.addPoint(x, y);
			// Sometimes create a new shape as we drag
			if (colorTrail.shapeType === 'floatingCircle' && Math.random() > 0.95) {
				createShapeAtPosition(x, y);
			}
		}
		lastX = x;
		lastY = y;
	}
};
game.up = function (x, y, obj) {
	isDragging = false;
};
// Create a pulsing background effect
var backgroundPulse = LK.getAsset('floatingCircle', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2,
	scaleX: 15,
	scaleY: 15,
	alpha: 0.1,
	tint: 0x336699
});
game.addChild(backgroundPulse);
// Function to pulse the background
function pulseBackground() {
	var targetScale = 15 + Math.random() * 5;
	var targetColor = 0xFFFFFF * Math.random();
	tween(backgroundPulse, {
		tint: targetColor
	}, {
		duration: 5000,
		easing: tween.linear
	});
	tween(backgroundPulse.scale, {
		x: targetScale,
		y: targetScale
	}, {
		duration: 5000,
		easing: tween.easeInOut,
		onFinish: pulseBackground
	});
}
// Occasionally add new shapes over time
function addRandomShapeOverTime() {
	// Add a shape at a random position
	var x = Math.random() * 2048;
	var y = Math.random() * 2732;
	createShapeAtPosition(x, y);
	// Schedule the next shape addition
	var nextTime = 10000 + Math.random() * 10000;
	LK.setTimeout(addRandomShapeOverTime, nextTime);
}
// Periodically create gentle screen-wide color shifts
function createColorShift() {
	var newColor = 0x000000 + Math.floor(Math.random() * 0x222222);
	tween(game, {
		backgroundColor: newColor
	}, {
		duration: 8000,
		easing: tween.easeInOut,
		onFinish: function onFinish() {
			LK.setTimeout(createColorShift, 20000 + Math.random() * 10000);
		}
	});
}
// Initialize the game
createInitialShapes();
pulseBackground();
LK.setTimeout(addRandomShapeOverTime, 5000);
LK.setTimeout(createColorShift, 10000);
// Main update loop
game.update = function () {
	// All shape-specific updates are handled in their own update methods
	// Make the background pulse gently
	backgroundPulse.rotation += 0.0005;
	// Function to detect if the device is mobile
	function isMobileDevice() {
		return typeof navigator !== 'undefined' && navigator.userAgent && /Mobi|Android/i.test(navigator.userAgent);
	}
	// Monitor frame rate and reduce shape count if lag is detected
	if (getFrameRate() < 50 || isMobileDevice()) {
		// Remove excess shapes to improve performance
		while (shapes.length > 10) {
			var shapeToRemove = shapes.pop();
			if (shapeToRemove && game.children.includes(shapeToRemove)) {
				game.removeChild(shapeToRemove);
			}
		}
		// Optionally, reduce the number of new shapes being created
		numShapes = Math.max(1, numShapes - 1);
	}
};