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Please fix the bug: 'TypeError: Sprite is not a constructor' in or related to this line: 'var separator = new Sprite();' Line Number: 299
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Please fix the bug: 'TypeError: Sprite is not a constructor' in or related to this line: 'var screen = new Sprite();' Line Number: 242
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Please fix the bug: 'TypeError: Sprite is not a constructor' in or related to this line: 'var monitor = new Sprite();' Line Number: 235
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var overlay = new Sprite();' Line Number: 964
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var overlay = new Sprite();' Line Number: 964
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var bg = new Sprite();' Line Number: 482
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var bg = new Sprite();' Line Number: 482
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var background = new Sprite();' Line Number: 729
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var background = new Sprite();' Line Number: 732
Code edit (8 edits merged)
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lose the vibe core pulsing when a card is played
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Add special cards to the card particles.
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Set the vibe core pulse to a true 4/4 time using the scale variables as they are.
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Code edit (3 edits merged)
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Slow the pulse down some more. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Slow the pulse down by half and make the scale change more pronounced.
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Give the vibe core a 4/4 time constant scale oulse. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update with: var VibeParticle = Container.expand(function(type, index) { var self = Container.call(this); var typeConfig = PARTICLE_TYPES[type]; var assetIndex = Math.floor(Math.random() * 3); var sprite = self.attachAsset(typeConfig.assets[assetIndex], { anchorX: 0.5, anchorY: 0.5 }); // Movement properties for electron-like orbits self.angle = (Math.PI * 2 * index) / typeConfig.count; self.speed = typeConfig.baseSpeed; self.radius = typeConfig.orbitRadius; // Random orbital plane (like electron shells) self.orbitTilt = (Math.random() * Math.PI); // Random tilt self.orbitRotation = Math.random() * Math.PI * 2; // Random rotation self.update = function() { var chaosLevel = Math.min(gameState.contextCollapse / MAX_CONTEXT_COLLAPSE, 1); // Faster angle updates for electron-like movement self.angle += 0.03 * self.speed; // Calculate position on orbital plane var orbitX = Math.cos(self.angle) * self.radius; var orbitY = Math.sin(self.angle) * self.radius; // Apply orbital plane rotation for electron shell effect var x = orbitX * Math.cos(self.orbitTilt) - orbitY * Math.sin(self.orbitTilt); var y = orbitX * Math.sin(self.orbitRotation) + orbitY * Math.cos(self.orbitRotation); // Depth calculation for scaling/alpha var depth = orbitX * Math.sin(self.orbitTilt) + orbitY * Math.cos(self.orbitTilt); var scaleFactor = (depth + self.radius) / (self.radius * 2); // Add slight chaos when context collapse is high if (chaosLevel > 0) { x += (Math.random() - 0.5) * chaosLevel * 15; y += (Math.random() - 0.5) * chaosLevel * 15; } self.x = x; self.y = y; self.scale.set(0.7 + scaleFactor * 0.3); // Less scaling variation self.alpha = 0.6 + scaleFactor * 0.4; // Keep particles more visible // Update pulse effect if active if (self.pulseScale > 1) { self.pulseScale = Math.max(1, self.pulseScale - 0.05); self.scale.set(self.pulseScale * scaleFactor); } }; return self; });
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Update as needed with: var VibeParticle = Container.expand(function(type, index) { var self = Container.call(this); var typeConfig = PARTICLE_TYPES[type]; // Randomly select particle asset var assetIndex = Math.floor(Math.random() * 3); var sprite = self.attachAsset(typeConfig.assets[assetIndex], { anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.angle = (Math.PI * 2 * index) / typeConfig.count; self.speed = typeConfig.baseSpeed; self.radius = typeConfig.orbitRadius * (0.8 + Math.random() * 0.4); // Random orbital plane for each particle self.orbitTilt = Math.random() * Math.PI * 2; // Random tilt angle self.orbitRotation = Math.random() * Math.PI * 2; // Random rotation of orbit self.update = function() { var chaosLevel = Math.min(gameState.contextCollapse / MAX_CONTEXT_COLLAPSE, 1); // Update angle self.angle += 0.005 * self.speed; // Slowed down movement // Calculate 3D position on tilted orbital plane var orbitX = Math.cos(self.angle) * self.radius; var orbitY = Math.sin(self.angle) * self.radius; // Apply orbital plane rotation var x = orbitX * Math.cos(self.orbitTilt) - orbitY * Math.sin(self.orbitTilt); var y = orbitX * Math.sin(self.orbitRotation) + orbitY * Math.cos(self.orbitRotation); // Scale and alpha based on position relative to "front" var depth = orbitX * Math.sin(self.orbitTilt) + orbitY * Math.cos(self.orbitTilt); var scaleFactor = (depth + self.radius) / (self.radius * 2); var alphaFactor = scaleFactor; // Add subtle chaos if (chaosLevel > 0) { x += (Math.random() - 0.5) * chaosLevel * 10; y += (Math.random() - 0.5) * chaosLevel * 10; } // Apply position and effects self.x = x; self.y = y; self.scale.set(0.6 + scaleFactor * 0.4); // Less extreme scaling self.alpha = 0.4 + alphaFactor * 0.6; // Less extreme alpha // Update pulse effect if active if (self.pulseScale > 1) { self.pulseScale = Math.max(1, self.pulseScale - 0.05); self.scale.set(self.pulseScale * scaleFactor); } }; return self; });
Code edit (2 edits merged)
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Update with: var VibeParticle = Container.expand(function(type, index) { var self = Container.call(this); var typeConfig = PARTICLE_TYPES[type]; // Randomly select particle asset var assetIndex = Math.floor(Math.random() * 3); var sprite = self.attachAsset(typeConfig.assets[assetIndex], { anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.angle = (Math.PI * 2 * index) / typeConfig.count; self.speed = typeConfig.baseSpeed; self.radius = typeConfig.orbitRadius * (0.9 + Math.random() * 0.2); // Add vertical angle for 3D effect self.verticalAngle = Math.random() * Math.PI * 2; self.verticalSpeed = 0.015; // Slow vertical orbit self.update = function() { var chaosLevel = Math.min(gameState.contextCollapse / MAX_CONTEXT_COLLAPSE, 1); // Update angles self.angle += 0.01 * self.speed; self.verticalAngle += self.verticalSpeed; // Calculate position with vertical offset for 3D effect var x = Math.cos(self.angle) * self.radius; var verticalOffset = Math.sin(self.verticalAngle) * self.radius * 0.5; var y = Math.sin(self.angle) * self.radius + verticalOffset; // Scale and alpha based on vertical position (behind/in front of core) var scaleFactor = (Math.sin(self.verticalAngle) + 2) / 3; // Range: 0.33 to 1 var alphaFactor = (Math.sin(self.verticalAngle) + 2) / 3; // Range: 0.33 to 1 // Add subtle chaos if (chaosLevel > 0) { x += (Math.random() - 0.5) * chaosLevel * 10; y += (Math.random() - 0.5) * chaosLevel * 10; } // Apply position and effects self.x = x; self.y = y; self.scale.set(scaleFactor); self.alpha = alphaFactor; // Update pulse effect if active if (self.pulseScale > 1) { self.pulseScale = Math.max(1, self.pulseScale - 0.05); self.scale.set(self.pulseScale * scaleFactor); } }; // Keep existing pulse function return self; });
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/**** 
* Initialize Game
****/ 
// Core game setup - stripped down to essentials
var game = new LK.Game({
	backgroundColor: 0x000000 // Dark background for terminal aesthetic
});
/**** 
* Game Code
****/ 
// Game states
var STATES = {
	TITLE: 'title',
	PLAYING: 'playing',
	GAME_OVER: 'gameOver'
};
// Game state object - much simplified
var gameState = {
	state: STATES.TITLE,
	day: 1,
	maxDays: 10,
	vibePoints: 100,
	codeCoherence: 100,
	bugs: 0,
	cardsPlayed: 0,
	maxCardsPerDay: 3,
	projectDescription: "",
	conceptCards: {
		platform: null,
		visual: null,
		genre: null,
		mechanic: null,
		feature: null
	},
	terminal: {
		log: [],
		statusLine: "",
		currentTask: "",
		featureTags: []
	}
};
// Card templates using actual prompts from your document
var cardTemplates = [
// Basic prompts
{
	type: 'basic',
	promptText: "Make the code run faster",
	vibePoints: 10,
	coherenceImpact: 5,
	bugChance: 0.2
}, {
	type: 'basic',
	promptText: "Use all the frameworks at the same time",
	vibePoints: 15,
	coherenceImpact: 15,
	bugChance: 0.3
},
// UI prompts
{
	type: 'UI',
	promptText: "Make the graphics better",
	vibePoints: 20,
	coherenceImpact: 10,
	bugChance: 0.2
}, {
	type: 'UI',
	promptText: "Add buttons that read user's minds",
	vibePoints: 25,
	coherenceImpact: 20,
	bugChance: 0.4
},
// Database prompts
{
	type: 'Database',
	promptText: "Store everything forever",
	vibePoints: 30,
	coherenceImpact: 15,
	bugChance: 0.3
}, {
	type: 'Database',
	promptText: "Make the database infinitely fast",
	vibePoints: 35,
	coherenceImpact: 25,
	bugChance: 0.5
}
// Add more cards from your prompt list document
];
// Concept cards for the 5 categories
var conceptCardTemplates = {
	platform: ["Mobile", "VR/AR", "Console", "PC", "Blockchain", "Web Browser", "Smart Watch", "Smart Fridge", "Metaverse"],
	visual: ["Pixel Art", "Voxel", "Realistic", "Hand-drawn", "Low-poly", "Claymation", "ASCII", "Demake", "Corporate PowerPoint"],
	genre: ["RPG", "Shooter", "Puzzle", "Platformer", "Roguelike", "Simulation", "Horror", "Dating Sim", "Educational", "Idle Clicker"],
	mechanic: ["Deckbuilding", "Physics-based", "Survival", "Tower Defense", "Match-3", "Rhythm", "Gacha", "Crafting", "Battle Royale", "Auto-battler"],
	feature: ["Multiplayer", "Procedural Generation", "Time Manipulation", "Player-created Content", "Perma-death", "AI Companions", "Weekly Challenges", "Social Media Integration", "Microtransactions", "Cloud Save"]
};
// Response templates for different card types at different coherence levels
var responseTemplates = {
	basic: {
		high: ["Implementing {feature} with standard protocols", "Adding {feature} functionality as requested", "Building core systems for {feature}"],
		medium: ["Attempting to create {feature} with questionable methods", "{platform} struggling with {feature} implementation", "Forcing {feature} despite {platform} limitations"],
		low: ["CRITICAL: {feature} IMPLEMENTATION CAUSING SYSTEM INSTABILITY", "{feature} NOW SENTIENT AND QUESTIONING PURPOSE", "{platform} REJECTING {feature} - ATTEMPTING OVERRIDE"]
	},
	UI: {
		high: ["Designing {visual} interface for {platform}", "Optimizing {visual} elements for {genre} feel", "Creating intuitive controls for {mechanic}"],
		medium: ["Stretching {platform} capabilities for {visual} rendering", "Users reporting eye strain from {visual} on {platform}", "{visual} clashing with {genre} expectations"],
		low: ["VISUALS EXCEEDING REALITY CONSTRAINTS", "{visual} CAUSING UNEXPLAINED PHENOMENA ON {platform}", "USERS REPORTING BEING PULLED INTO {genre} DIMENSION"]
	}
	// Add more for other card types
};
// Initialize game
function initGame() {
	// Clear screen
	while (game.children.length > 0) {
		game.removeChild(game.children[0]);
	}
	// Reset game state
	gameState = {
		state: STATES.PLAYING,
		day: 1,
		maxDays: 10,
		vibePoints: 100,
		codeCoherence: 100,
		bugs: 0,
		cardsPlayed: 0,
		maxCardsPerDay: 3,
		projectDescription: "New Project",
		conceptCards: {
			platform: null,
			visual: null,
			genre: null,
			mechanic: null,
			feature: null
		},
		terminal: {
			log: ["PROJECT INITIALIZED", "Waiting for instructions..."],
			statusLine: "",
			currentTask: "Awaiting first prompt",
			featureTags: []
		}
	};
	// Create main interface
	createInterface();
	// Initialize deck and draw cards
	initDeck();
	drawHand();
	// Initialize concept card selection if it's day 1
	if (gameState.day === 1) {
		showConceptCardSelection('platform');
	}
	// Update display
	updateTerminal();
}
// Create main interface
function createInterface() {
	// Create desk/monitor background
	var background = LK.getAsset('background', {});
	game.addChild(background);
	// Create terminal display
	createTerminal();
	// Create card area at bottom
	createCardArea();
	// Create day indicator
	var dayText = new Text2("DAY " + gameState.day + "/" + gameState.maxDays, {
		size: 60,
		fill: 0x00ff00 // Terminal green
	});
	dayText.x = 100;
	dayText.y = 100;
	game.addChild(dayText);
	gameState.dayText = dayText;
	// Create end day button
	var endDayButton = new Button("END DAY", 300, 80, function () {
		endDay();
	});
	endDayButton.x = 1848;
	endDayButton.y = 100;
	game.addChild(endDayButton);
}
// Create terminal display
function createTerminal() {
	// Create terminal container
	var terminal = new Container();
	terminal.x = 2048 / 2;
	terminal.y = 800; // Position in upper half of screen
	game.addChild(terminal);
	gameState.terminalContainer = terminal;
	// Create monitor frame
	var monitor = new Sprite();
	monitor.width = 1600;
	monitor.height = 1000;
	monitor.color = 0x333333; // Dark gray monitor
	terminal.addChild(monitor);
	// Create screen inside monitor
	var screen = new Sprite();
	screen.width = 1500;
	screen.height = 900;
	screen.color = 0x000000; // Black screen
	terminal.addChild(screen);
	// Create status line
	var statusLine = new Text2("PROJECT: [New Project] | VIBES: 100% | COHERENCE: 100%", {
		size: 30,
		fill: 0x00ff00 // Terminal green
	});
	statusLine.x = -700; // Relative to terminal container
	statusLine.y = -400;
	terminal.addChild(statusLine);
	gameState.statusLineText = statusLine;
	// Create terminal log area
	var logText = new Text2("PROJECT INITIALIZED\nAwaiting instructions...", {
		size: 24,
		fill: 0x00ff00,
		align: 'left',
		wordWrap: true,
		wordWrapWidth: 1400
	});
	logText.x = -700; // Relative to terminal container
	logText.y = -350;
	terminal.addChild(logText);
	gameState.logText = logText;
	// Create feature tags area
	var tagsText = new Text2("", {
		size: 24,
		fill: 0x00ff00
	});
	tagsText.x = -700;
	tagsText.y = 350;
	terminal.addChild(tagsText);
	gameState.tagsText = tagsText;
	// Create blinking cursor
	var cursor = new Text2("_", {
		size: 24,
		fill: 0x00ff00
	});
	cursor.x = -700;
	cursor.y = 300;
	terminal.addChild(cursor);
	// Make cursor blink
	LK.setInterval(function () {
		cursor.visible = !cursor.visible;
	}, 500);
}
// Create card area
function createCardArea() {
	// Create hand container
	var handContainer = new Container();
	handContainer.y = 2100; // Position in lower part of screen
	game.addChild(handContainer);
	gameState.handContainer = handContainer;
	// Create separator line
	var separator = new Sprite();
	separator.width = 2048;
	separator.height = 2;
	separator.color = 0x00ff00;
	separator.y = 1600;
	game.addChild(separator);
	// Create hand label
	var handLabel = new Text2("YOUR PROMPTS", {
		size: 40,
		fill: 0x00ff00
	});
	handLabel.x = 2048 / 2;
	handLabel.y = 1650;
	game.addChild(handLabel);
}
// Card class - simplified from your existing implementation
function Card(type, promptText, vibePoints, coherenceImpact, bugChance) {
	var card = new Container();
	// Card properties
	card.type = type;
	card.promptText = promptText;
	card.vibePoints = vibePoints;
	card.coherenceImpact = coherenceImpact;
	card.bugChance = bugChance;
	// Card visuals
	var cardAsset;
	switch (type.toLowerCase()) {
		case 'ui':
			cardAsset = 'uicard';
			break;
		case 'database':
			cardAsset = 'databasecard';
			break;
		case 'api':
			cardAsset = 'apicard';
			break;
		case 'security':
			cardAsset = 'securitycard';
			break;
		case 'special':
			cardAsset = 'specialcard';
			break;
		default:
			cardAsset = 'basiccard';
	}
	var cardBg = LK.getAsset(cardAsset, {
		anchorX: 0.5,
		anchorY: 0.5
	});
	card.addChild(cardBg);
	// Card title
	var titleText = new Text2(type.toUpperCase(), {
		size: 40,
		fill: 0xFFFFFF
	});
	titleText.anchor.set(0.5, 0);
	titleText.y = -250;
	card.addChild(titleText);
	// Card prompt text
	var promptTextObj = new Text2(promptText, {
		size: 30,
		fill: 0xFFFFFF,
		align: 'center',
		wordWrap: true,
		wordWrapWidth: 350
	});
	promptTextObj.anchor.set(0.5, 0);
	promptTextObj.y = -180;
	card.addChild(promptTextObj);
	// Make card interactive
	card.interactive = true;
	card.down = function () {
		card.scale.set(0.95);
	};
	card.up = function () {
		card.scale.set(1);
		playCard(card);
	};
	return card;
}
// Initialize the deck
function initDeck() {
	gameState.deck = [];
	gameState.hand = [];
	// Add multiple copies of each card template
	cardTemplates.forEach(function (template) {
		var count = template.type === 'basic' ? 4 : 2; // More basic cards
		for (var i = 0; i < count; i++) {
			gameState.deck.push(Object.assign({}, template));
		}
	});
	// Shuffle deck
	shuffleDeck();
}
// Shuffle the deck
function shuffleDeck() {
	for (var i = gameState.deck.length - 1; i > 0; i--) {
		var j = Math.floor(Math.random() * (i + 1));
		var temp = gameState.deck[i];
		gameState.deck[i] = gameState.deck[j];
		gameState.deck[j] = temp;
	}
}
// Draw a hand of cards
function drawHand() {
	// Clear existing hand
	while (gameState.handContainer.children.length > 0) {
		gameState.handContainer.removeChild(gameState.handContainer.children[0]);
	}
	gameState.hand = [];
	// Draw 5 cards
	for (var i = 0; i < 5; i++) {
		if (gameState.deck.length > 0) {
			var template = gameState.deck.pop();
			var card = new Card(template.type, template.promptText, template.vibePoints, template.coherenceImpact, template.bugChance);
			gameState.hand.push(card);
			gameState.handContainer.addChild(card);
		}
	}
	// Position cards
	positionCardsInHand();
}
// Position cards in hand
function positionCardsInHand() {
	var spacing = 420;
	var handWidth = gameState.hand.length * spacing;
	var startX = (2048 - handWidth) / 2 + spacing / 2;
	gameState.hand.forEach(function (card, index) {
		card.x = startX + index * spacing;
		card.y = 0;
	});
}
// Show concept card selection
function showConceptCardSelection(category) {
	// Create selection container
	var selectionContainer = new Container();
	selectionContainer.x = 2048 / 2;
	selectionContainer.y = 2732 / 2;
	game.addChild(selectionContainer);
	// Create background
	var bg = LK.getAsset('background', {
		width: 1800,
		height: 1200
	});
	bg.alpha = 0.9;
	selectionContainer.addChild(bg);
	// Create title
	var title = new Text2("SELECT " + category.toUpperCase(), {
		size: 60,
		fill: 0x00ff00
	});
	title.anchor.set(0.5, 0);
	title.y = -550;
	selectionContainer.addChild(title);
	// Get options for this category
	var options = conceptCardTemplates[category];
	// Choose 3 random options
	var selectedOptions = [];
	while (selectedOptions.length < 3 && options.length > 0) {
		var index = Math.floor(Math.random() * options.length);
		selectedOptions.push(options[index]);
		options.splice(index, 1);
	}
	// Create option buttons
	selectedOptions.forEach(function (option, index) {
		var button = new Button(option, 500, 100, function () {
			// Set concept card
			gameState.conceptCards[category] = option;
			// Update terminal
			addToTerminalLog("SELECTED " + category.toUpperCase() + ": " + option);
			updateTerminal();
			// Remove selection container
			game.removeChild(selectionContainer);
			// Add to feature tags
			updateFeatureTags();
		});
		button.x = 0;
		button.y = -200 + index * 200;
		selectionContainer.addChild(button);
	});
}
// Button class
function Button(text, width, height, callback) {
	var button = new Container();
	// Button background
	var bg = new Sprite();
	bg.width = width;
	bg.height = height;
	bg.color = 0x333333;
	button.addChild(bg);
	// Button text
	var textObj = new Text2(text, {
		size: 30,
		fill: 0x00ff00
	});
	textObj.anchor.set(0.5, 0.5);
	button.addChild(textObj);
	// Make button interactive
	button.interactive = true;
	button.down = function () {
		bg.color = 0x555555;
	};
	button.up = function () {
		bg.color = 0x333333;
		if (callback) {
			callback();
		}
	};
	return button;
}
// Play a card
function playCard(card) {
	if (gameState.cardsPlayed >= gameState.maxCardsPerDay) {
		addToTerminalLog("CANNOT PLAY MORE CARDS TODAY");
		return;
	}
	// Generate response for this card
	var response = generateResponse(card);
	// Apply card effects
	gameState.vibePoints = Math.max(0, gameState.vibePoints + card.vibePoints);
	gameState.codeCoherence = Math.max(0, gameState.codeCoherence - card.coherenceImpact);
	gameState.cardsPlayed++;
	// Add response to terminal
	addToTerminalLog("IMPLEMENTING: \"" + card.promptText + "\"");
	addToTerminalLog(response);
	// Check for bugs
	checkForBugs(card);
	// Remove card from hand
	var index = gameState.hand.indexOf(card);
	if (index !== -1) {
		gameState.hand.splice(index, 1);
		gameState.handContainer.removeChild(card);
	}
	// Update terminal
	updateTerminal();
	// Reposition remaining cards
	positionCardsInHand();
	// Check game state
	checkGameState();
}
// Generate response for a card
function generateResponse(card) {
	// Determine coherence level
	var coherenceLevel = getCoherenceLevel();
	// Get templates for this card type and coherence level
	var templates = responseTemplates[card.type.toLowerCase()] || responseTemplates.basic;
	var levelTemplates = templates[coherenceLevel];
	// Select random template
	var template = levelTemplates[Math.floor(Math.random() * levelTemplates.length)];
	// Replace placeholders with concept card values
	var response = template.replace(/{(\w+)}/g, function (match, term) {
		return gameState.conceptCards[term] || match;
	});
	return response;
}
// Get coherence level based on current code coherence
function getCoherenceLevel() {
	if (gameState.codeCoherence > 70) {
		return "high";
	}
	if (gameState.codeCoherence > 30) {
		return "medium";
	}
	return "low";
}
// Add text to terminal log
function addToTerminalLog(text) {
	gameState.terminal.log.push(text);
	// Keep only last 8 entries
	if (gameState.terminal.log.length > 8) {
		gameState.terminal.log.shift();
	}
}
// Update terminal display
function updateTerminal() {
	// Update status line
	var conceptString = "";
	for (var category in gameState.conceptCards) {
		if (gameState.conceptCards[category]) {
			if (conceptString) {
				conceptString += " ";
			}
			conceptString += gameState.conceptCards[category];
		}
	}
	var statusText = "PROJECT: [" + conceptString + "] | VIBES: " + gameState.vibePoints + "% | COHERENCE: " + gameState.codeCoherence + "% | BUGS: " + gameState.bugs;
	gameState.statusLineText.setText(statusText);
	// Update terminal log
	gameState.logText.setText(gameState.terminal.log.join('\n\n'));
	// Update feature tags
	updateFeatureTags();
}
// Update feature tags
function updateFeatureTags() {
	var tags = [];
	for (var category in gameState.conceptCards) {
		if (gameState.conceptCards[category]) {
			tags.push("#" + gameState.conceptCards[category].replace(/\s+/g, ''));
		}
	}
	gameState.tagsText.setText(tags.join(' '));
}
// Check for bugs
function checkForBugs(card) {
	var bugChance = card.bugChance * (1 + (100 - gameState.codeCoherence) / 100);
	if (Math.random() < bugChance) {
		gameState.bugs++;
		// Add bug message to terminal
		var bugMessages = ["WARNING: Bug detected in " + card.type + " implementation", "ERROR: Unexpected behavior in " + card.promptText, "CRITICAL: System instability increasing", "BUG ALERT: Code coherence affected"];
		addToTerminalLog(bugMessages[Math.floor(Math.random() * bugMessages.length)]);
	}
}
// Check game state
function checkGameState() {
	// Check for game over conditions
	if (gameState.bugs >= 10) {
		gameOver("TOO MANY BUGS - PROJECT CRASHED");
		return;
	}
	if (gameState.codeCoherence <= 0) {
		gameOver("CODE COHERENCE ZERO - AI HALLUCINATING");
		return;
	}
	// Check if all cards have been played for this day
	if (gameState.cardsPlayed >= gameState.maxCardsPerDay) {
		addToTerminalLog("DAILY CARD LIMIT REACHED - END DAY TO CONTINUE");
	}
}
// End the day
function endDay() {
	gameState.day++;
	if (gameState.day > gameState.maxDays) {
		evaluateProject();
		return;
	}
	// Update day text
	gameState.dayText.setText("DAY " + gameState.day + "/" + gameState.maxDays);
	// Reset cards played
	gameState.cardsPlayed = 0;
	// Recover some code coherence
	gameState.codeCoherence = Math.min(100, gameState.codeCoherence + 10);
	// Draw new hand
	drawHand();
	// Add day change to terminal
	addToTerminalLog("DAY " + gameState.day + " STARTED");
	updateTerminal();
	// Check if it's a concept card day
	var conceptDays = {
		1: 'platform',
		3: 'visual',
		5: 'genre',
		7: 'mechanic',
		9: 'feature'
	};
	if (conceptDays[gameState.day]) {
		showConceptCardSelection(conceptDays[gameState.day]);
	}
}
// Evaluate project at end of game
function evaluateProject() {
	// Calculate score based on vibes, features implemented, bugs, coherence
	var score = gameState.vibePoints * 0.4 + Object.values(gameState.conceptCards).filter(Boolean).length * 10 + (10 - gameState.bugs) * 5 + gameState.codeCoherence * 0.2;
	score = Math.round(score);
	// Generate review text
	var reviewText = generateReview(score);
	// Show game over with review
	gameOver("PROJECT COMPLETE! SCORE: " + score + "/100\n\n" + reviewText);
}
// Generate review text based on game results
function generateReview(score) {
	var platform = gameState.conceptCards.platform || "Unknown Platform";
	var visual = gameState.conceptCards.visual || "Unknown Visual Style";
	var genre = gameState.conceptCards.genre || "Unknown Genre";
	var mechanic = gameState.conceptCards.mechanic || "Unknown Mechanic";
	var feature = gameState.conceptCards.feature || "Unknown Feature";
	// Create compatibility assessment
	var compatibility = "surprisingly effective";
	if (platform === "Smart Watch" && visual === "Realistic" || platform === "Blockchain" && mechanic === "Rhythm") {
		compatibility = "technically impossible";
	} else if (platform === "Smart Fridge" && genre === "Horror" || visual === "ASCII" && feature === "Procedural Generation") {
		compatibility = "bizarrely compelling";
	}
	// Generate review based on score
	if (score >= 80) {
		return "GameDev Weekly Review: " + score + "%\n\n" + "The " + platform + " " + genre + " with " + visual + " visuals is a breakthrough hit! " + "The " + mechanic + " mechanics combined with " + feature + " create a " + compatibility + " experience. " + "Despite the odd bug, players can't stop talking about this unique creation.";
	} else if (score >= 50) {
		return "GameDev Weekly Review: " + score + "%\n\n" + "This " + visual + " " + genre + " for " + platform + " is an ambitious mess. " + "The " + mechanic + " system is interesting but poorly implemented, and " + feature + " feels tacked on as an afterthought. This " + compatibility + " combination " + "shows promise but needs serious bug fixing.";
	} else {
		return "GameDev Weekly Review: " + score + "%\n\n" + "What were they thinking? A " + genre + " game with " + visual + " visuals on " + platform + "?! " + "The " + mechanic + " mechanics are completely broken, and " + feature + " crashes constantly. " + "This " + compatibility + " disaster sets a new standard for technical problems. " + "However, it's so bad it might become a cult classic for ironic enjoyment.";
	}
}
// Game over
function gameOver(message) {
	gameState.state = STATES.GAME_OVER;
	// Create game over container
	var gameOverContainer = new Container();
	gameOverContainer.x = 2048 / 2;
	gameOverContainer.y = 2732 / 2;
	game.addChild(gameOverContainer);
	// Create background
	var bg = new Sprite();
	bg.width = 1800;
	bg.height = 1500;
	bg.color = 0x000000;
	bg.alpha = 0.9;
	gameOverContainer.addChild(bg);
	// Create game over text
	var gameOverText = new Text2(message, {
		size: 40,
		fill: 0x00ff00,
		align: 'left',
		wordWrap: true,
		wordWrapWidth: 1600
	});
	gameOverText.anchor.set(0.5, 0.5);
	gameOverContainer.addChild(gameOverText);
	// Create restart button
	var restartButton = new Button("NEW PROJECT", 400, 100, function () {
		initGame();
	});
	restartButton.y = 600;
	gameOverContainer.addChild(restartButton);
}
// Create title screen
function showTitleScreen() {
	// Clear screen
	while (game.children.length > 0) {
		game.removeChild(game.children[0]);
	}
	// Set state
	gameState.state = STATES.TITLE;
	// Create background
	var background = LK.getAsset('background', {
		width: 2048,
		height: 2732
	});
	game.addChild(background);
	// Create title
	var title = new Text2("VIBE CODER", {
		size: 120,
		fill: 0x00ff00
	});
	title.x = 2048 / 2;
	title.y = 800;
	game.addChild(title);
	// Create subtitle
	var subtitle = new Text2("The AI Coding Simulator", {
		size: 60,
		fill: 0x00ff00
	});
	subtitle.x = 2048 / 2;
	subtitle.y = 900;
	game.addChild(subtitle);
	// Create start button
	var startButton = new Button("START", 400, 100, function () {
		initGame();
	});
	startButton.x = 2048 / 2;
	startButton.y = 1200;
	game.addChild(startButton);
}
// Start the game
showTitleScreen();
// Game update function - called every frame
game.update = function () {
	if (gameState.state !== STATES.PLAYING) {
		return; // Skip updates if not in playing state
	}
	// Update blinking cursor position if needed
	updateCursorPosition();
	// Add any other frame-by-frame updates needed
};
// Update cursor position based on current terminal text
function updateCursorPosition() {
	if (!gameState.logText || !gameState.terminalContainer) {
		return;
	}
	var cursor = gameState.terminalContainer.children.find(function (child) {
		return child instanceof Text2 && child.text === "_";
	});
	if (cursor) {
		// Get last line of text
		var lines = gameState.terminal.log[gameState.terminal.log.length - 1] || "";
		var lastLine = lines.split("\n").pop();
		// Position cursor after the last line
		var textWidth = lastLine.length * 14; // Approximate width per character
		cursor.x = -700 + textWidth; // Start position + text width
		// Calculate y position based on number of lines in log
		var totalLines = 0;
		gameState.terminal.log.forEach(function (entry) {
			totalLines += entry.split("\n").length + 1; // +1 for spacing
		});
		cursor.y = -350 + totalLines * 30; // Starting y + line height * lines
	}
}
// Game touch/click event handlers
game.down = function (x, y, obj) {
	// Object-specific handlers will trigger first if clicked
};
game.move = function (x, y, obj) {
	// Handle drag operations if needed
};
game.up = function (x, y, obj) {
	// Handle any touch/click releases not caught by objects
};
// Add cards to hand with dragging functionality
function addCardToHand(cardData) {
	var card = new Card(cardData.type, cardData.promptText, cardData.vibePoints, cardData.coherenceImpact, cardData.bugChance);
	// Add dragging behavior
	card.isDragging = false;
	card.dragOffsetX = 0;
	card.dragOffsetY = 0;
	card.originalX = 0;
	card.originalY = 0;
	// Override default handlers with drag functionality
	card.down = function (x, y) {
		this.isDragging = true;
		this.dragOffsetX = this.x - x;
		this.dragOffsetY = this.y - y;
		this.originalX = this.x;
		this.originalY = this.y;
		// Bring to front
		if (this.parent) {
			this.parent.setChildIndex(this, this.parent.children.length - 1);
		}
		// Visual feedback
		this.scale.set(1.1);
	};
	card.move = function (x, y) {
		if (this.isDragging) {
			this.x = x + this.dragOffsetX;
			this.y = y + this.dragOffsetY;
		}
	};
	card.up = function (x, y) {
		this.isDragging = false;
		this.scale.set(1);
		// Check if dropped on terminal
		var terminalBounds = {
			x: gameState.terminalContainer.x - 800,
			y: gameState.terminalContainer.y - 500,
			width: 1600,
			height: 1000
		};
		if (x > terminalBounds.x && x < terminalBounds.x + terminalBounds.width && y > terminalBounds.y && y < terminalBounds.y + terminalBounds.height) {
			// Card dropped on terminal
			playCard(this);
		} else {
			// Return to original position
			this.x = this.originalX;
			this.y = this.originalY;
		}
	};
	gameState.hand.push(card);
	gameState.handContainer.addChild(card);
	return card;
}
// More detailed implementation of card drawing
// Enhanced terminal text handling with typing effect
function addToTerminalLogWithEffect(text) {
	// Store the text to be added
	var typingState = {
		fullText: text,
		currentPosition: 0,
		typingSpeed: 50 // ms per character
	};
	// Save reference to typing state
	gameState.currentTyping = typingState;
	// Add empty string to log first
	gameState.terminal.log.push("");
	// Start typing effect
	typeNextCharacter();
	function typeNextCharacter() {
		if (!typingState.fullText || !gameState.terminal) {
			return;
		}
		if (typingState.currentPosition < typingState.fullText.length) {
			// Get current log text
			var logEntry = gameState.terminal.log[gameState.terminal.log.length - 1];
			// Add next character
			logEntry += typingState.fullText[typingState.currentPosition];
			// Update log
			gameState.terminal.log[gameState.terminal.log.length - 1] = logEntry;
			// Update display
			updateTerminal();
			// Increment position
			typingState.currentPosition++;
			// Schedule next character
			LK.setTimeout(typeNextCharacter, typingState.typingSpeed);
		} else {
			// Typing complete
			gameState.currentTyping = null;
			// Keep only last 8 entries
			if (gameState.terminal.log.length > 8) {
				gameState.terminal.log.shift();
				updateTerminal();
			}
		}
	}
}
// Enhanced version of playCard with visual effects
// Enhanced day transition with effects
function endDayWithEffects() {
	// Animate day transition
	var dayTransition = new Text2("END OF DAY " + gameState.day, {
		size: 80,
		fill: 0x00ff00
	});
	dayTransition.x = 2048 / 2;
	dayTransition.y = 2732 / 2;
	dayTransition.alpha = 0;
	game.addChild(dayTransition);
	// Fade in
	tween(dayTransition, {
		alpha: 1
	}, {
		duration: 500,
		onFinish: function onFinish() {
			// Hold for a moment
			LK.setTimeout(function () {
				// Fade out
				tween(dayTransition, {
					alpha: 0
				}, {
					duration: 500,
					onFinish: function onFinish() {
						game.removeChild(dayTransition);
						// Proceed with day end
						gameState.day++;
						if (gameState.day > gameState.maxDays) {
							evaluateProject();
							return;
						}
						// Update day text
						gameState.dayText.setText("DAY " + gameState.day + "/" + gameState.maxDays);
						// Reset cards played
						gameState.cardsPlayed = 0;
						// Recover some code coherence
						gameState.codeCoherence = Math.min(100, gameState.codeCoherence + 10);
						// Draw new hand
						drawHand();
						// Add day change to terminal
						addToTerminalLogWithEffect("DAY " + gameState.day + " STARTED");
						updateTerminal();
						// Check if it's a concept card day
						var conceptDays = {
							1: 'platform',
							3: 'visual',
							5: 'genre',
							7: 'mechanic',
							9: 'feature'
						};
						if (conceptDays[gameState.day]) {
							LK.setTimeout(function () {
								showConceptCardSelection(conceptDays[gameState.day]);
							}, 500);
						}
					}
				});
			}, 1000);
		}
	});
}
// Launch Screen special effect
function showLaunchScreen() {
	// Black overlay
	var overlay = new Sprite();
	overlay.width = 2048;
	overlay.height = 2732;
	overlay.color = 0x000000;
	game.addChild(overlay);
	// "Booting up" text
	var bootText = new Text2("BOOTING VIBE CODER OS v1.0...", {
		size: 40,
		fill: 0x00ff00
	});
	bootText.x = 2048 / 2;
	bootText.y = 2732 / 2;
	game.addChild(bootText);
	// Simulate boot sequence
	LK.setTimeout(function () {
		bootText.setText(bootText.text + "\nINITIALIZING TERMINAL...");
		LK.setTimeout(function () {
			bootText.setText(bootText.text + "\nLOADING VIBE DATABASE...");
			LK.setTimeout(function () {
				bootText.setText(bootText.text + "\nCONNECTING TO AI SUBSYSTEMS...");
				LK.setTimeout(function () {
					bootText.setText(bootText.text + "\nREADY!");
					LK.setTimeout(function () {
						// Fade out
						tween(overlay, {
							alpha: 0
						}, {
							duration: 500,
							onFinish: function onFinish() {
								game.removeChild(overlay);
								game.removeChild(bootText);
								// Show the title screen
								showTitleScreen();
							}
						});
					}, 800);
				}, 800);
			}, 800);
		}, 800);
	}, 800);
}
// Enhanced game initialization with intro sequence
function initGameWithIntro() {
	// Reset game state
	gameState = {
		state: STATES.PLAYING,
		day: 1,
		maxDays: 10,
		vibePoints: 100,
		codeCoherence: 100,
		bugs: 0,
		cardsPlayed: 0,
		maxCardsPerDay: 3,
		projectDescription: "New Project",
		conceptCards: {
			platform: null,
			visual: null,
			genre: null,
			mechanic: null,
			feature: null
		},
		terminal: {
			log: [],
			statusLine: "",
			currentTask: "Awaiting first prompt",
			featureTags: []
		},
		deck: [],
		hand: []
	};
	// Clear screen with fade effect
	var fadeOverlay = new Sprite();
	fadeOverlay.width = 2048;
	fadeOverlay.height = 2732;
	fadeOverlay.color = 0x000000;
	fadeOverlay.alpha = 0;
	game.addChild(fadeOverlay);
	// Fade to black
	tween(fadeOverlay, {
		alpha: 1
	}, {
		duration: 500,
		onFinish: function onFinish() {
			// Clear screen
			while (game.children.length > 0) {
				game.removeChild(game.children[0]);
			}
			// Create main interface
			createInterface();
			// Initialize deck and draw cards
			initDeck();
			drawHand();
			// Add initial terminal messages
			addToTerminalLogWithEffect("VIBE CODER OS v1.0 INITIALIZED");
			LK.setTimeout(function () {
				addToTerminalLogWithEffect("NEW PROJECT CREATED");
				LK.setTimeout(function () {
					addToTerminalLogWithEffect("AWAITING CONCEPT SELECTION...");
					updateTerminal();
					// Initialize concept card selection for day 1
					LK.setTimeout(function () {
						showConceptCardSelection('platform');
					}, 500);
				}, 1000);
			}, 1000);
			// Fade from black
			fadeOverlay.alpha = 1;
			game.addChild(fadeOverlay);
			tween(fadeOverlay, {
				alpha: 0
			}, {
				duration: 500,
				onFinish: function onFinish() {
					game.removeChild(fadeOverlay);
				}
			});
		}
	});
}
// Start the application with boot sequence
showLaunchScreen(); ===================================================================
--- original.js
+++ change.js
@@ -393,12 +393,12 @@
 	selectionContainer.x = 2048 / 2;
 	selectionContainer.y = 2732 / 2;
 	game.addChild(selectionContainer);
 	// Create background
-	var bg = new Sprite();
-	bg.width = 1800;
-	bg.height = 1200;
-	bg.color = 0x000000;
+	var bg = LK.getAsset('background', {
+		width: 1800,
+		height: 1200
+	});
 	bg.alpha = 0.9;
 	selectionContainer.addChild(bg);
 	// Create title
 	var title = new Text2("SELECT " + category.toUpperCase(), {
vibebeat1
Music
vibebeat2
Music
vibebeat3
Music
vibebeat4
Music
vibebeat5
Music
vibebeat6
Music
buttonsound
Sound effect
endday
Sound effect
startsound
Sound effect
bugsquish
Sound effect
conceptbutton
Sound effect
wheelstart
Sound effect
wheelspin
Sound effect
wheelstop
Sound effect
keytype
Sound effect