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Update as needed: let newBud = new Bud(); let worldPos = self.garden.gridToWorld(targetCol, targetRow); newBud.x = worldPos.x - 400; newBud.y = worldPos.y - 400;
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Update as needed: let worldPos = self.garden.gridToWorld(targetCol, targetRow); let warning = self.createWarning(worldPos.x - 400, worldPos.y - 400);
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Update as needed: In BudSpawner's update method, modify both coordinate calculations to include the full offset: 1. For warnings: ```javascript let worldPos = self.garden.gridToWorld(targetCol, targetRow); let warning = self.createWarning(worldPos.x - 400, worldPos.y - 400 + (2732 * 0.12)); ``` 2. For buds: ```javascript let newBud = new Bud(); let worldPos = self.garden.gridToWorld(targetCol, targetRow); newBud.x = worldPos.x - 400; newBud.y = worldPos.y - 400 + (2732 * 0.12);
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Update as necessary: let newBud = new Bud(); let worldPos = self.garden.gridToWorld(targetCol, targetRow); newBud.x = worldPos.x; newBud.y = worldPos.y; ``` And replace it with: ```javascript let newBud = new Bud(); let worldPos = self.garden.gridToWorld(targetCol, targetRow); newBud.x = worldPos.x; newBud.y = worldPos.y - 400; // Adjust Y position to match game coordinate system
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Update as needed: // In BudSpawner update method, change this part: if(spawnInfo && spawnInfo.x !== undefined && spawnInfo.y !== undefined) { ``` to: ```javascript if(spawnInfo && spawnInfo.row !== undefined && spawnInfo.col !== undefined) { ``` And then adjust the following line: ```javascript self.nextSpawnPosition = { row: parseInt(spawnInfo.row), col: parseInt(spawnInfo.col) };
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Update as necessary: // In BudSpawner class self.selectSpawnPosition = function() { // Count empty spaces let emptySpaces = 0; let emptyPositions = []; for(let row = 0; row < self.garden.rows; row++) { for(let col = 0; col < self.garden.cols; col++) { if(self.garden.grid[row][col] === null) { emptySpaces++; emptyPositions.push({row, col}); } } } // No empty spaces if(emptySpaces === 0) return null; // Select pattern size based on empty spaces let patternPool; if(emptySpaces >= 3 && Math.random() < 0.3) { patternPool = self.patterns.triples; } else if(emptySpaces >= 2 && Math.random() < 0.5) { patternPool = self.patterns.pairs; } else { patternPool = self.patterns.single; } // Find valid positions for selected pattern pool let validPositions = []; for(let {row, col} of emptyPositions) { patternCheck: for(let pattern of patternPool) { // Check if pattern fits at this position for(let [drow, dcol] of pattern) { let nrow = row + drow; let ncol = col + dcol; if(nrow >= self.garden.rows || ncol >= self.garden.cols || self.garden.grid[nrow][ncol] !== null) { continue patternCheck; } } validPositions.push({row, col, pattern}); } } // If no patterns fit, fall back to single bud if(validPositions.length === 0 && emptySpaces > 0) { let randomEmpty = emptyPositions[Math.floor(Math.random() * emptyPositions.length)]; return { row: randomEmpty.row, col: randomEmpty.col, pattern: self.patterns.single[0] }; } return validPositions.length > 0 ? validPositions[Math.floor(Math.random() * validPositions.length)] : null; };
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Update as needed: // In BudSpawner class self.selectSpawnPosition = function() { // Count empty spaces let emptySpaces = 0; let emptyPositions = []; for(let row = 0; row < self.garden.rows; row++) { for(let col = 0; col < self.garden.cols; col++) { if(self.garden.grid[row][col] === null) { emptySpaces++; emptyPositions.push({row, col}); } } } // No empty spaces if(emptySpaces === 0) return null; // Select pattern size based on empty spaces let patternPool; if(emptySpaces >= 3 && Math.random() < 0.3) { patternPool = self.patterns.triples; } else if(emptySpaces >= 2 && Math.random() < 0.5) { patternPool = self.patterns.pairs; } else { patternPool = self.patterns.single; } // Find valid positions for selected pattern pool let validPositions = []; for(let {row, col} of emptyPositions) { patternCheck: for(let pattern of patternPool) { // Check if pattern fits at this position for(let [drow, dcol] of pattern) { let nrow = row + drow; let ncol = col + dcol; if(nrow >= self.garden.rows || ncol >= self.garden.cols || self.garden.grid[nrow][ncol] !== null) { continue patternCheck; } } validPositions.push({row, col, pattern}); } } // If no patterns fit, fall back to single bud if(validPositions.length === 0 && emptySpaces > 0) { let randomEmpty = emptyPositions[Math.floor(Math.random() * emptyPositions.length)]; return { row: randomEmpty.row, col: randomEmpty.col, pattern: self.patterns.single[0] }; } return validPositions.length > 0 ? validPositions[Math.floor(Math.random() * validPositions.length)] : null; };
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Update a needed: self.update = function() { if(!self.currentPattern) { // Select new spawn position and pattern let spawnInfo = self.selectSpawnPosition(); if(spawnInfo && spawnInfo.x !== undefined && spawnInfo.y !== undefined) { self.currentPattern = spawnInfo.pattern; self.nextSpawnPosition = { row: parseInt(spawnInfo.y), col: parseInt(spawnInfo.x) }; self.warningTime = 180; // Reset warning timer // Create warning indicators for pattern self.warningSprites = []; if(self.currentPattern) { for(let [drow, dcol] of self.currentPattern) { if(dcol !== undefined && drow !== undefined) { let targetRow = self.nextSpawnPosition.row + drow; let targetCol = self.nextSpawnPosition.col + dcol; let worldPos = self.garden.gridToWorld(targetCol, targetRow); let warning = self.createWarning(worldPos.x, worldPos.y); self.warningSprites.push(warning); } } } } } else if(self.nextSpawnPosition && self.currentPattern) { self.warningTime--; self.updateWarningEffects(); if(self.warningTime <= 0) { // Spawn animation self.warningSprites.forEach(sprite => { tween(sprite.scale, { x: 1.5, y: 1.5 }, { duration: 300, onFinish: () => { tween(sprite, { alpha: 0 }, { duration: 200, onFinish: () => sprite.destroy() }); } }); }); // Cache spawn position before clearing let spawnRow = self.nextSpawnPosition.row; let spawnCol = self.nextSpawnPosition.col; let pattern = self.currentPattern; // Clear state before spawning to prevent timing issues self.warningSprites = []; self.currentPattern = null; self.nextSpawnPosition = null; // Spawn buds with delay between each pattern.forEach((pos, index) => { let [drow, dcol] = pos; LK.setTimeout(() => { // Verify grid position is still empty let targetRow = spawnRow + drow; let targetCol = spawnCol + dcol; if(targetRow >= 0 && targetRow < self.garden.rows && targetCol >= 0 && targetCol < self.garden.cols && !self.garden.grid[targetRow][targetCol]) { let newBud = new Bud(); let worldPos = self.garden.gridToWorld(targetCol, targetRow); newBud.x = worldPos.x; newBud.y = worldPos.y; newBud.scale.set(0); self.garden.grid[targetRow][targetCol] = newBud; self.garden.addChild(newBud); tween(newBud.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut' }); } }, index * 200); }); } } };
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Update as needed: // Inside BudSpawner's update method, in the spawning section, change: pattern.forEach((pos, index) => { let [dy, dx] = pos; LK.setTimeout(() => { // Verify grid position is still empty let targetY = spawnY + dy; let targetX = spawnX + dx; if(targetY >= 0 && targetY < self.garden.rows && targetX >= 0 && targetX < self.garden.cols && !self.garden.grid[targetX][targetY]) { // Swap X and Y here let newBud = new Bud(); let worldPos = self.garden.gridToWorld(targetX, targetY); newBud.x = worldPos.x; newBud.y = worldPos.y; newBud.scale.set(0); self.garden.grid[targetX][targetY] = newBud; // Swap X and Y here self.garden.addChild(newBud); tween(newBud.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut' }); } }, index * 200); }); ``` Also update the warning creation part earlier in the method: ```javascript // In the warning creation section: if(self.currentPattern) { for(let [dy, dx] of self.currentPattern) { if(dx !== undefined && dy !== undefined) { let gridX = self.nextSpawnPosition.x + dx; let gridY = self.nextSpawnPosition.y + dy; let worldPos = self.garden.gridToWorld(gridX, gridY); // Verify the position is valid before creating warning if(!self.garden.grid[gridX][gridY]) { // Swap X and Y here let warning = self.createWarning(worldPos.x, worldPos.y); self.warningSprites.push(warning); } } } }
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Now let's fix the BudSpawner's update method. Replace it entirely with: ```javascript self.update = function() { if(!self.currentPattern) { // Select new spawn position and pattern let spawnInfo = self.selectSpawnPosition(); if(spawnInfo && spawnInfo.x !== undefined && spawnInfo.y !== undefined) { self.currentPattern = spawnInfo.pattern; self.nextSpawnPosition = { x: parseInt(spawnInfo.x), y: parseInt(spawnInfo.y) }; self.warningTime = 180; // Reset warning timer // Create warning indicators for pattern self.warningSprites = []; if(self.currentPattern) { for(let [dy, dx] of self.currentPattern) { if(dx !== undefined && dy !== undefined) { let gridX = self.nextSpawnPosition.x + dx; let gridY = self.nextSpawnPosition.y + dy; let worldPos = self.garden.gridToWorld(gridX, gridY); let warning = self.createWarning(worldPos.x, worldPos.y); self.warningSprites.push(warning); } } } } } else if(self.nextSpawnPosition && self.currentPattern) { self.warningTime--; self.updateWarningEffects(); if(self.warningTime <= 0) { // Spawn animation self.warningSprites.forEach(sprite => { tween(sprite.scale, { x: 1.5, y: 1.5 }, { duration: 300, onFinish: () => { tween(sprite, { alpha: 0 }, { duration: 200, onFinish: () => sprite.destroy() }); } }); }); // Cache spawn position before clearing let spawnX = self.nextSpawnPosition.x; let spawnY = self.nextSpawnPosition.y; let pattern = self.currentPattern; // Clear state before spawning to prevent timing issues self.warningSprites = []; self.currentPattern = null; self.nextSpawnPosition = null; // Spawn buds with delay between each pattern.forEach((pos, index) => { let [dy, dx] = pos; LK.setTimeout(() => { // Verify grid position is still empty let targetY = spawnY + dy; let targetX = spawnX + dx; if(targetY >= 0 && targetY < self.garden.rows && targetX >= 0 && targetX < self.garden.cols && !self.garden.grid[targetY][targetX]) { let newBud = new Bud(); let worldPos = self.garden.gridToWorld(targetX, targetY); newBud.x = worldPos.x; newBud.y = worldPos.y; newBud.scale.set(0); self.garden.grid[targetY][targetX] = newBud; self.garden.addChild(newBud); tween(newBud.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut' }); } }, index * 200); }); } } };
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Update as needed: First, let's modify the `gridToWorld` method in the Garden class to be more robust: ```javascript self.gridToWorld = function(gridX, gridY) { if (typeof gridX !== 'number' || typeof gridY !== 'number') { console.log('Invalid grid coordinates:', gridX, gridY); return { x: self.x, y: self.y }; // Return default position if invalid } return { x: self.x + gridX * self.cellSize + self.cellSize / 2, y: self.y + gridY * self.cellSize + self.cellSize / 2 }; };
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Please fix the bug: 'Timeout.tick error: null is not an object (evaluating 'self.nextSpawnPosition.x')' in or related to this line: 'var worldPos = self.garden.gridToWorld(self.nextSpawnPosition.x + dx, self.nextSpawnPosition.y + dy);' Line Number: 604
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Update as needed with: // Inside BudSpawner's update method, in the warningTime <= 0 section if(self.warningTime <= 0 && self.nextSpawnPosition) { // Add null check // Spawn animation self.warningSprites.forEach(sprite => { tween(sprite.scale, { x: 1.5, y: 1.5 }, { duration: 300, onFinish: () => { tween(sprite, { alpha: 0 }, { duration: 200, onFinish: () => sprite.destroy() }); } }); }); // Spawn buds with delay between each if(self.currentPattern) { // Add pattern check self.currentPattern.forEach((pos, index) => { if(!pos) return; // Add position check LK.setTimeout(() => { let [dy, dx] = pos; if(typeof dx === 'undefined' || typeof dy === 'undefined') return; // Add coordinate check let newBud = new Bud(); let worldPos = self.garden.gridToWorld( self.nextSpawnPosition.x + dx, self.nextSpawnPosition.y + dy ); newBud.x = worldPos.x; newBud.y = worldPos.y; newBud.scale.set(0); self.garden.grid[self.nextSpawnPosition.y + dy][self.nextSpawnPosition.x + dx] = newBud; self.garden.addChild(newBud); tween(newBud.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut' }); }, index * 200); }); } self.warningSprites = []; self.currentPattern = null; self.nextSpawnPosition = null; }
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Please fix the bug: 'Timeout.tick error: null is not an object (evaluating 'self.nextSpawnPosition.x')' in or related to this line: 'var worldPos = self.garden.gridToWorld(self.nextSpawnPosition.x + dx, self.nextSpawnPosition.y + dy);' Line Number: 597
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Please fix the bug: 'Timeout.tick error: null is not an object (evaluating 'self.nextSpawnPosition.x')' in or related to this line: 'var worldPos = self.garden.gridToWorld(self.nextSpawnPosition.x + dx, self.nextSpawnPosition.y + dy);' Line Number: 595
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Update as needed: self.init = function() { // Center the grid on screen self.x = (2048 - self.cols * self.cellSize) / 2; self.y = (2732 - self.rows * self.cellSize) / 2 + 2732 * 0.12 - 400; // Initialize empty grid for (var i = 0; i < self.rows; i++) { self.grid[i] = []; for (var j = 0; j < self.cols; j++) { self.grid[i][j] = null; } } };
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Update as needed with: else { self.warningTime--; self.updateWarningEffects(); if(self.warningTime <= 0) { // Spawn animation self.warningSprites.forEach(sprite => { tween(sprite.scale, { x: 1.5, y: 1.5 }, { duration: 300, onFinish: () => { tween(sprite, { alpha: 0 }, { duration: 200, onFinish: () => sprite.destroy() }); } }); }); // Spawn buds with delay between each self.currentPattern.forEach((pos, index) => { LK.setTimeout(() => { let [dy, dx] = pos; let newBud = new Bud(); let worldPos = self.garden.gridToWorld( self.nextSpawnPosition.x + dx, self.nextSpawnPosition.y + dy ); newBud.x = worldPos.x; newBud.y = worldPos.y; newBud.scale.set(0); self.garden.grid[self.nextSpawnPosition.y + dy][self.nextSpawnPosition.x + dx] = newBud; self.garden.addChild(newBud); tween(newBud.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut' }); }, index * 200); // 200ms delay between each bud spawn }); self.warningSprites = []; self.currentPattern = null; self.nextSpawnPosition = null; } } };
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Update as needed: self.update = function() { if(!self.currentPattern) { // Select new spawn position and pattern let spawnInfo = self.selectSpawnPosition(); if(spawnInfo) { self.currentPattern = spawnInfo.pattern; self.nextSpawnPosition = {x: spawnInfo.x, y: spawnInfo.y}; self.warningTime = 180; // Reset warning timer // Create warning indicators for pattern self.warningSprites = []; for(let [dy, dx] of self.currentPattern) { let worldPos = self.garden.gridToWorld( self.nextSpawnPosition.x + dx, self.nextSpawnPosition.y + dy ); let warning = self.createWarning(worldPos.x, worldPos.y); self.warningSprites.push(warning); } } }
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Update as necessary: Finally, modify the BudSpawner's update method to replace the existing one: ```javascript self.update = function() { if(!self.currentPattern) { // Select new spawn position and pattern let spawnInfo = self.selectSpawnPosition(); if(spawnInfo) { self.currentPattern = spawnInfo.pattern; self.nextSpawnPosition = {x: spawnInfo.x, y: spawnInfo.y}; self.warningTime = 180; // Reset warning timer // Create warning indicators for pattern self.warningSprites = []; for(let [dy, dx] of self.currentPattern) { let worldPos = self.garden.gridToWorld( self.nextSpawnPosition.x + dx, self.nextSpawnPosition.y + dy ); let warning = self.createWarning(worldPos.x, worldPos.y); self.warningSprites.push(warning); } } } else { // Update warning effect self.warningTime--; // Pulse warning sprites let pulse = 0.3 + Math.abs(Math.sin(LK.ticks * 0.05)) * 0.3; self.warningSprites.forEach(sprite => { sprite.scale.set(pulse); sprite.rotation = Math.sin(LK.ticks * 0.03) * 0.1; }); // When warning time expires, spawn buds if(self.warningTime <= 0) { // Remove warning sprites self.warningSprites.forEach(sprite => sprite.destroy()); self.warningSprites = []; // Spawn buds in pattern for(let [dy, dx] of self.currentPattern) { let newBud = new Bud(); let worldPos = self.garden.gridToWorld( self.nextSpawnPosition.x + dx, self.nextSpawnPosition.y + dy ); newBud.x = worldPos.x; newBud.y = worldPos.y; newBud.scale.set(0); self.garden.grid[self.nextSpawnPosition.y + dy][self.nextSpawnPosition.x + dx] = newBud; self.garden.addChild(newBud); // Grow animation tween(newBud.scale, {x: 1, y: 1}, { duration: 1000, ease: 'elasticOut' }); } // Reset for next spawn self.currentPattern = null; self.nextSpawnPosition = null; } } };
Code edit (1 edits merged)
Please save this source code
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Add this function directly into the BudSpawner class: self.updateWarningEffects = function() { let timeProgress = (180 - self.warningTime) / 180; // 0 to 1 let intensity = Math.sin(timeProgress * Math.PI * 4) * 0.5 + 0.5; // Pulsing effect self.warningSprites.forEach(sprite => { // Increase glow and intensity as spawn time approaches sprite.children[0].alpha = 0.3 + (intensity * 0.7); sprite.children[0].scale.set(0.8 + (intensity * 0.4)); // Add subtle shake when close to spawning if(self.warningTime < 60) { // Last second sprite.x += (Math.random() - 0.5) * 2; sprite.y += (Math.random() - 0.5) * 2; } }); };
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Add this function to the budspawner class: self.updateWarningEffects = function() { let timeProgress = (180 - self.warningTime) / 180; // 0 to 1 let intensity = Math.sin(timeProgress * Math.PI * 4) * 0.5 + 0.5; // Pulsing effect self.warningSprites.forEach(sprite => { // Increase glow and intensity as spawn time approaches sprite.children[0].alpha = 0.3 + (intensity * 0.7); sprite.children[0].scale.set(0.8 + (intensity * 0.4)); // Add subtle shake when close to spawning if(self.warningTime < 60) { // Last second sprite.x += (Math.random() - 0.5) * 2; sprite.y += (Math.random() - 0.5) * 2; } }); };
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Update with: 4. Add this glow effect method for the warnings: ```javascript self.updateWarningEffects = function() { let timeProgress = (180 - self.warningTime) / 180; // 0 to 1 let intensity = Math.sin(timeProgress * Math.PI * 4) * 0.5 + 0.5; // Pulsing effect self.warningSprites.forEach(sprite => { // Increase glow and intensity as spawn time approaches sprite.children[0].alpha = 0.3 + (intensity * 0.7); sprite.children[0].scale.set(0.8 + (intensity * 0.4)); // Add subtle shake when close to spawning if(self.warningTime < 60) { // Last second sprite.x += (Math.random() - 0.5) * 2; sprite.y += (Math.random() - 0.5) * 2; } }); };
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Add this function directly into the BudSpawner class: self.createWarning = function(x, y) { let warning = new Container(); let crack = warning.attachAsset('Crack', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); warning.x = x; warning.y = y; warning.scale.set(0); // Create the growing crack animation tween(warning.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut' }); tween(crack, { alpha: 0.8 }, { duration: 500 }); // Add rotation animation warning.update = function() { warning.rotation = Math.sin(LK.ticks * 0.03) * 0.1; }; self.garden.addChild(warning); return warning; };
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Update as needed: Replace the selectSpawnPosition method with this more adaptive version: ```javascript self.selectSpawnPosition = function() { // Count empty spaces let emptySpaces = 0; let emptyPositions = []; for(let y = 0; y < self.garden.rows; y++) { for(let x = 0; x < self.garden.cols; x++) { if(self.garden.grid[y][x] === null) { emptySpaces++; emptyPositions.push({x, y}); } } } // No empty spaces if(emptySpaces === 0) return null; // Select pattern size based on empty spaces let patternPool; if(emptySpaces >= 3 && Math.random() < 0.3) { patternPool = self.patterns.triples; } else if(emptySpaces >= 2 && Math.random() < 0.5) { patternPool = self.patterns.pairs; } else { patternPool = self.patterns.single; } // Find valid positions for selected pattern pool let validPositions = []; for(let {x, y} of emptyPositions) { patternCheck: for(let pattern of patternPool) { // Check if pattern fits at this position for(let [dy, dx] of pattern) { let ny = y + dy; let nx = x + dx; if(ny >= self.garden.rows || nx >= self.garden.cols || self.garden.grid[ny][nx] !== null) { continue patternCheck; } } validPositions.push({x, y, pattern}); } } // If no patterns fit, fall back to single bud if(validPositions.length === 0 && emptySpaces > 0) { let randomEmpty = emptyPositions[Math.floor(Math.random() * emptyPositions.length)]; return { x: randomEmpty.x, y: randomEmpty.y, pattern: self.patterns.single[0] }; } return validPositions.length > 0 ? validPositions[Math.floor(Math.random() * validPositions.length)] : null; };
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
var BasicFlower = Container.expand(function (color) {
	var self = Container.call(this);
	// Store flower color
	self.color = color || 'red'; // Default to red if no color specified
	// Map color to asset name
	var assetMap = {
		'red': 'RedFlower',
		'blue': 'BlueFlower',
		'yellow': 'YellowFlower'
	};
	// Attach bud asset first
	var budGraphics = self.attachAsset('Bud', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Use correct asset based on color
	var flowerGraphics = self.attachAsset(assetMap[self.color], {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.hasActivePollen = false;
	self.fairyParticles = [];
	self.FAIRY_COUNT = 3;
	self.update = function () {
		var scaleFactor = 1 + Math.sin(LK.ticks * 0.1) * 0.05;
		flowerGraphics.scale.x = scaleFactor;
		flowerGraphics.scale.y = scaleFactor;
		flowerGraphics.rotation = Math.sin(LK.ticks * 0.1) * 0.05;
	};
	self.bloom = function () {
		// Scale animation
		self.scale.set(0.3, 0.3);
		tween(self.scale, {
			x: 1,
			y: 1
		}, {
			duration: 1000,
			onFinish: function onFinish() {
				self.hasActivePollen = true;
			}
		});
		// Create initial burst particles
		self.createPollenBurst(self.x, self.y);
		self.removeFairyParticles = function () {
			self.fairyParticles.forEach(function (fairy) {
				self.removeChild(fairy);
			});
			self.fairyParticles = [];
		};
	};
	self.createPollenBurst = function (x, y) {
		for (var i = 0; i < 12; i++) {
			var particle = new PollenParticle().init('burst');
			var angle = i / 12 * Math.PI * 2;
			particle.x = x;
			particle.y = y;
			particle.vx = Math.cos(angle) * 3;
			particle.vy = Math.sin(angle) * 3;
			if (self.parent) {
				self.parent.addChild(particle);
			}
		}
	};
	// Initialize pollen status
	self.pollenCollected = true; // Set to true so pollen can't be collected
});
var Bee = Container.expand(function () {
	var self = Container.call(this);
	self.currentColor = null; // Add this back
	// Movement properties 
	var beeSprite = self.attachAsset('Bee', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Movement properties
	self.targetX = self.x;
	self.targetY = self.y;
	self.moveSpeed = 0.1; // Adjust this for faster/slower following
	self.isMoving = false;
	// New pollen properties
	self.maxPollen = 14; // Exactly enough for 2 buds (2 * 7 = 14)
	self.currentPollen = 0; // Current amount being carried
	self.pollenTypes = []; // Array to track different pollen colors
	// Format: [{color: 'red', amount: 30}, ...]
	self.pollenMeter = new PollenMeter();
	self.pollenMeter.y = -50; // Position above bee
	self.addChild(self.pollenMeter);
	// Add trail property
	self.pollenTrail = new PollenTrail();
	game.addChild(self.pollenTrail); // Add to game so it renders behind bee
	// Pollen collection method
	self.collectPollen = function (flower) {
		if (self.currentPollen < self.maxPollen && flower.hasActivePollen && !flower.pollenCollected) {
			if (self.currentPollen >= self.maxPollen) {
				return; // Don't collect if we're at max
			}
			var collectAmount = Math.min(14, self.maxPollen - self.currentPollen);
			// Add to pollen types first
			var existingType = self.pollenTypes.find(function (p) {
				return p.color === flower.color;
			});
			if (existingType) {
				existingType.amount += collectAmount;
			} else {
				self.pollenTypes.push({
					color: flower.color,
					amount: collectAmount
				});
			}
			// Restart trail with current color
			if (self.pollenTrail) {
				self.pollenTrail.active = false; // Force restart
				self.pollenTrail.startTrail(self.x, self.y, garden, self);
			}
			// Set currentPollen to match total of all types
			self.currentPollen = self.pollenTypes.reduce(function (total, type) {
				return total + type.amount;
			}, 0);
			self.currentColor = flower.color; // Add this back
			self.pollenTrail.currentColor = flower.color;
			if (!flower.isSourceFlower) {
				flower.pollenCollected = true;
				flower.hasActivePollen = false;
				flower.removeFairyParticles();
			} else {
				// Source flowers reset immediately
				flower.hasActivePollen = true;
				flower.pollenCollected = false;
			}
			// Update UI
			game.beeUI.updatePollen(flower.color, self.currentPollen, self.maxPollen); // Update UI using game.beeUI
			// Update meter
			self.pollenMeter.updateMeter(self.currentPollen, self.maxPollen);
			// Find exact position of this flower in grid
			var foundGridPos = false;
			var gridX = 0;
			var gridY = 0;
			for (var y = 0; y < garden.rows; y++) {
				for (var x = 0; x < garden.cols; x++) {
					if (garden.grid[y][x] === flower) {
						gridX = x;
						gridY = y;
						foundGridPos = true;
						break;
					}
				}
				if (foundGridPos) {
					break;
				}
			}
			if (foundGridPos && game.flowerMatcher) {
				game.flowerMatcher.checkForMatches(garden, gridX, gridY);
			}
		}
	};
	self.checkFlowerCollision = function () {
		// Convert bee position to garden's local space
		var localPos = garden.toLocal({
			x: self.x,
			y: self.y
		}, game);
		// Check source flowers first
		if (garden.sourceFlowers) {
			garden.sourceFlowers.children.forEach(function (flower) {
				var dx = localPos.x - flower.x;
				var dy = localPos.y - flower.y;
				var distance = Math.sqrt(dx * dx + dy * dy);
				if (distance < garden.cellSize / 2) {
					self.collectPollen(flower);
				}
			});
		}
		// Calculate grid position
		var gridX = Math.floor(localPos.x / garden.cellSize);
		var gridY = Math.floor(localPos.y / garden.cellSize);
		// Check if position is within grid bounds
		if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) {
			var gridItem = garden.grid[gridY][gridX];
			if (gridItem) {
				if (gridItem.isFlower && gridItem.hasActivePollen) {
					// Collect pollen from flower
					self.collectPollen(gridItem);
				} else if (gridItem && gridItem.isBud && self.currentPollen > 0) {
					if (gridItem.isBeingPollinated) {
						return;
					}
					gridItem.isBeingPollinated = true;
					var pollenColor = self.usePollen(gridItem);
					if (!pollenColor) {
						gridItem.isBeingPollinated = false;
						return;
					}
					// Double-check the bud is still there
					if (garden.grid[gridY][gridX] === gridItem && gridItem.isBud) {
						// Force remove the bud and clear grid position
						garden.removeChild(gridItem);
						garden.grid[gridY][gridX] = null;
						gridItem.destroy(); // Fully destroy the bud
						// Only create flower if position is clear
						if (!garden.grid[gridY][gridX]) {
							var newFlower = new BasicFlower(pollenColor);
							newFlower.x = gridItem.x;
							newFlower.y = gridItem.y;
							newFlower.isFlower = true;
							garden.grid[gridY][gridX] = newFlower;
							garden.addChild(newFlower);
							newFlower.bloom();
						}
					} else {
						gridItem.isBeingPollinated = false;
					}
				}
			}
		}
	};
	self.update = function () {
		if (self.isMoving) {
			// Smooth movement towards target
			self.x += (self.targetX - self.x) * self.moveSpeed;
			self.y += (self.targetY - self.y) * self.moveSpeed;
			// Calculate rotation based on movement direction
			var dx = self.targetX - self.x;
			var dy = self.targetY - self.y;
			var angle = Math.atan2(dy, dx);
			self.rotation = angle + Math.PI / 2;
			// Update trail when carrying pollen
			if (self.currentPollen > 0) {
				// Make sure trail starts if not already active
				if (!self.pollenTrail.active) {
					self.pollenTrail.startTrail(self.x, self.y, garden);
				}
				self.pollenTrail.updateTrail(self.x, self.y);
			}
			// Add collision check
			self.checkFlowerCollision();
		}
	};
	// Pollen usage method
	self.usePollen = function (bud) {
		// Add debug logs
		var pollenUsed = 7;
		if (self.currentPollen > 0 && self.pollenTypes.length > 0) {
			// If we have less than pollenUsed, use remaining pollen
			if (self.currentPollen < pollenUsed) {
				pollenUsed = self.currentPollen;
			}
			// Reduce pollen instead of zeroing it
			self.currentPollen -= pollenUsed;
			// Update pollen types properly
			var pType = self.pollenTypes[0];
			var color = pType.color; // New line to store color
			pType.amount -= pollenUsed;
			if (self.currentPollen <= 0) {
				self.pollenTypes = []; // Clear all pollen types when empty
			}
			// Update UI
			game.beeUI.updatePollen(color, self.currentPollen, self.maxPollen); // Update UI using game.beeUI 
			// Only clear type if it's empty
			if (pType.amount <= 0) {
				self.pollenTypes.shift();
			}
			// Only end trail if we're actually out of pollen
			if (self.currentPollen <= 0 || self.pollenTypes.length === 0) {
				self.pollenTrail.active = false;
				self.pollenTrail.points = [];
			}
			return color; // Updated to return color
		}
		return null;
	};
	return self;
});
// Bud class
var Bud = Container.expand(function () {
	var self = Container.call(this);
	var budGraphics = self.attachAsset('Bud', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Timer properties
	self.bloomTimer = 5 * 60; // 5 seconds (assuming 60fps)
	self.isBud = true;
	self.isFlower = false;
	self.isBeingReplaced = false; // Add this flag
	// Update now handles timer and auto-bloom
	self.update = function () {
		// Basic animation
		self.rotation = Math.sin(LK.ticks * 0.05) * 0.1;
	};
	self.autoBloom = function () {
		if (!self.isBud || self.isBeingReplaced) {
			return; // Prevent double-blooming or if already being replaced
		}
		self.isBeingReplaced = true;
		// Get grid position
		var localPos = garden.toLocal({
			x: self.x,
			y: self.y
		}, game);
		var gridX = Math.floor(localPos.x / garden.cellSize);
		var gridY = Math.floor(localPos.y / garden.cellSize);
		// Create random color flower
		var flowerColors = ['red', 'blue', 'yellow'];
		var randomColor = flowerColors[Math.floor(Math.random() * flowerColors.length)];
		var newFlower = new BasicFlower(randomColor);
		newFlower.x = self.x;
		newFlower.y = self.y;
		newFlower.isFlower = true;
		newFlower.hasActivePollen = false; // Auto-bloomed flowers start dead
		// Update grid
		if (garden.grid[gridY] && garden.grid[gridY][gridX] === self) {
			garden.removeChild(self);
			garden.grid[gridY][gridX] = newFlower;
			garden.addChild(newFlower);
			newFlower.bloom();
		}
		self.isBud = false;
	};
	return self;
});
// Add BudSpawner to handle progressive difficulty
var BudSpawner = Container.expand(function () {
	var self = Container.call(this);
	self.patterns = {
		single: [[[0, 0]]],
		pairs: [[[0, 0], [0, 1]],
		// horizontal
		[[0, 0], [1, 0]],
		// vertical
		[[0, 0], [1, 1]] // diagonal
		],
		triples: [[[0, 0], [0, 1], [0, 2]],
		// horizontal
		[[0, 0], [1, 0], [2, 0]],
		// vertical
		[[0, 0], [1, 1], [2, 2]],
		// diagonal
		[[0, 0], [0, 1], [1, 0]] // L shape
		]
	};
	self.warningTime = 180; // 3 seconds at 60fps
	self.currentPattern = null;
	self.warningSprites = [];
	self.nextSpawnPosition = null;
	self.createWarning = function (x, y) {
		var warning = new Container();
		var crack = warning.attachAsset('Crack', {
			anchorX: 0.5,
			anchorY: 0.5,
			alpha: 0
		});
		warning.x = x;
		warning.y = y;
		warning.scale.set(0);
		// Create the growing crack animation
		tween(warning.scale, {
			x: 1,
			y: 1
		}, {
			duration: 1000,
			ease: 'elasticOut'
		});
		tween(crack, {
			alpha: 0.8
		}, {
			duration: 500
		});
		// Add rotation animation
		warning.update = function () {
			warning.rotation = Math.sin(LK.ticks * 0.03) * 0.1;
		};
		self.garden.addChild(warning);
		return warning;
	};
	self.updateWarningEffects = function () {
		var timeProgress = (180 - self.warningTime) / 180; // 0 to 1
		var intensity = Math.sin(timeProgress * Math.PI * 4) * 0.5 + 0.5; // Pulsing effect
		self.warningSprites.forEach(function (sprite) {
			// Increase glow and intensity as spawn time approaches
			sprite.children[0].alpha = 0.3 + intensity * 0.7;
			sprite.children[0].scale.set(0.8 + intensity * 0.4);
			// Add subtle shake when close to spawning
			if (self.warningTime < 60) {
				// Last second
				sprite.x += (Math.random() - 0.5) * 2;
				sprite.y += (Math.random() - 0.5) * 2;
			}
		});
	};
	self.garden = null;
	self.gameTime = 0;
	self.init = function (garden) {
		self.garden = garden;
		self.gameTime = 0;
		self.firstBloom = false;
		// Just set the first bloom timer
		self.nextBloomTime = 90; // 1.5 seconds for first bloom
	};
	self.findEmptySpot = function () {
		var validSpots = [];
		// Match flower removal coordinate system [gridY][gridX]
		for (var gridY = 0; gridY < self.garden.rows; gridY++) {
			for (var gridX = 0; gridX < self.garden.cols; gridX++) {
				if (!self.garden.grid[gridY][gridX]) {
					validSpots.push({
						x: gridX,
						y: gridY
					});
				}
			}
		}
		if (validSpots.length > 0) {
			return validSpots[Math.floor(Math.random() * validSpots.length)];
		}
		return null;
	};
	self.selectSpawnPosition = function () {
		// Count empty spaces
		var emptySpaces = 0;
		var emptyPositions = [];
		for (var row = 0; row < self.garden.rows; row++) {
			for (var col = 0; col < self.garden.cols; col++) {
				if (self.garden.grid[row][col] === null) {
					emptySpaces++;
					emptyPositions.push({
						row: row,
						col: col
					});
				}
			}
		}
		// No empty spaces
		if (emptySpaces === 0) {
			return null;
		}
		// Select pattern size based on empty spaces
		var patternPool;
		if (emptySpaces >= 3 && Math.random() < 0.3) {
			patternPool = self.patterns.triples;
		} else if (emptySpaces >= 2 && Math.random() < 0.5) {
			patternPool = self.patterns.pairs;
		} else {
			patternPool = self.patterns.single;
		}
		// Find valid positions for selected pattern pool
		var validPositions = [];
		for (var _i = 0, _emptyPositions = emptyPositions; _i < _emptyPositions.length; _i++) {
			var _emptyPositions$_i = _emptyPositions[_i],
				row = _emptyPositions$_i.row,
				col = _emptyPositions$_i.col;
			var _iterator = _createForOfIteratorHelper6(patternPool),
				_step;
			try {
				patternCheck: for (_iterator.s(); !(_step = _iterator.n()).done;) {
					var pattern = _step.value;
					// Check if pattern fits at this position
					var _iterator2 = _createForOfIteratorHelper6(pattern),
						_step2;
					try {
						for (_iterator2.s(); !(_step2 = _iterator2.n()).done;) {
							var _step2$value = _slicedToArray7(_step2.value, 2),
								drow = _step2$value[0],
								dcol = _step2$value[1];
							var nrow = row + drow;
							var ncol = col + dcol;
							if (nrow >= self.garden.rows || ncol >= self.garden.cols || self.garden.grid[nrow][ncol] !== null) {
								continue patternCheck;
							}
						}
					} catch (err) {
						_iterator2.e(err);
					} finally {
						_iterator2.f();
					}
					validPositions.push({
						row: row,
						col: col,
						pattern: pattern
					});
				}
			} catch (err) {
				_iterator.e(err);
			} finally {
				_iterator.f();
			}
		}
		// If no patterns fit, fall back to single bud
		if (validPositions.length === 0 && emptySpaces > 0) {
			var randomEmpty = emptyPositions[Math.floor(Math.random() * emptyPositions.length)];
			return {
				row: randomEmpty.row,
				col: randomEmpty.col,
				pattern: self.patterns.single[0]
			};
		}
		return validPositions.length > 0 ? validPositions[Math.floor(Math.random() * validPositions.length)] : null;
	};
	self.getSpawnRate = function () {
		// Keep original timing logic
		return 16; // Spawn every frame for immediate filling
	};
	self.update = function () {
		if (!self.currentPattern) {
			// Select new spawn position and pattern
			var spawnInfo = self.selectSpawnPosition();
			if (spawnInfo && spawnInfo.row !== undefined && spawnInfo.col !== undefined) {
				self.currentPattern = spawnInfo.pattern;
				self.nextSpawnPosition = {
					row: parseInt(spawnInfo.row),
					col: parseInt(spawnInfo.col)
				};
				self.warningTime = 180; // Reset warning timer
				// Create warning indicators for pattern
				self.warningSprites = [];
				if (self.currentPattern) {
					var _iterator3 = _createForOfIteratorHelper4(self.currentPattern),
						_step3;
					try {
						for (_iterator3.s(); !(_step3 = _iterator3.n()).done;) {
							var _step3$value = _slicedToArray5(_step3.value, 2),
								dy = _step3$value[0],
								dx = _step3$value[1];
							if (dx !== undefined && dy !== undefined) {
								var targetRow = self.nextSpawnPosition.row + dy;
								var targetCol = self.nextSpawnPosition.col + dx;
								var worldPos = self.garden.gridToWorld(targetCol, targetRow);
								var warning = self.createWarning(worldPos.x - 400, worldPos.y - 400);
								self.warningSprites.push(warning);
							}
						}
					} catch (err) {
						_iterator3.e(err);
					} finally {
						_iterator3.f();
					}
				}
			}
		} else if (self.nextSpawnPosition && self.currentPattern) {
			self.warningTime--;
			self.updateWarningEffects();
			if (self.warningTime <= 0) {
				// Spawn animation
				self.warningSprites.forEach(function (sprite) {
					tween(sprite.scale, {
						x: 1.5,
						y: 1.5
					}, {
						duration: 300,
						onFinish: function onFinish() {
							tween(sprite, {
								alpha: 0
							}, {
								duration: 200,
								onFinish: function onFinish() {
									return sprite.destroy();
								}
							});
						}
					});
				});
				// Cache spawn position before clearing
				var spawnRow = self.nextSpawnPosition.row;
				var spawnCol = self.nextSpawnPosition.col;
				var pattern = self.currentPattern;
				// Clear state before spawning to prevent timing issues
				self.warningSprites = [];
				self.currentPattern = null;
				self.nextSpawnPosition = null;
				// Spawn buds with delay between each
				pattern.forEach(function (pos, index) {
					var _pos = _slicedToArray5(pos, 2),
						dy = _pos[0],
						dx = _pos[1];
					LK.setTimeout(function () {
						// Verify grid position is still empty
						var targetRow = spawnRow + dy;
						var targetCol = spawnCol + dx;
						if (targetRow >= 0 && targetRow < self.garden.rows && targetCol >= 0 && targetCol < self.garden.cols && !self.garden.grid[targetRow][targetCol]) {
							var newBud = new Bud();
							var worldPos = self.garden.gridToWorld(targetCol, targetRow);
							newBud.x = worldPos.x;
							newBud.y = worldPos.y - 400; // Adjust Y position to match game coordinate system
							newBud.scale.set(0);
							self.garden.grid[targetRow][targetCol] = newBud;
							self.garden.addChild(newBud);
							tween(newBud.scale, {
								x: 1,
								y: 1
							}, {
								duration: 1000,
								ease: 'elasticOut'
							});
						}
					}, index * 200);
				});
			}
		}
	};
});
// Simplified FlowerManager - mainly for flower conversion and management
var FlowerManager = Container.expand(function () {
	var self = Container.call(this);
	// Convert a bud to a flower
	self.convertBudToFlower = function (bud, garden) {
		var gridPos = {
			x: Math.floor((bud.y - garden.y) / garden.cellSize),
			y: Math.floor((bud.x - garden.x) / garden.cellSize)
		};
		var newFlower = new BasicFlower();
		newFlower.x = bud.x;
		newFlower.y = bud.y;
		newFlower.isFlower = true;
		garden.removeChild(bud);
		garden.grid[gridPos.x][gridPos.y] = newFlower;
		garden.addChild(newFlower);
		// When a flower blooms:
		createPollenBurst(newFlower.x, newFlower.y);
		return newFlower;
	};
	// Empty touch handler as we're using the new trail system
	self.handleTouch = function () {};
});
var FlowerMatcher = Container.expand(function () {
	var self = Container.call(this);
	self.checkForMatches = function (garden, x, y) {
		var matches = self.findMatches(garden, x, y);
		if (matches.length >= 3) {
			self.clearMatches(garden, matches);
			return true;
		}
		return false;
	};
	self.findMatches = function (garden, startX, startY) {
		if (startY < 0 || startY >= garden.rows || startX < 0 || startX >= garden.cols) {
			return [];
		}
		var startFlower = garden.grid[startY][startX];
		if (!startFlower || !startFlower.isFlower) {
			return [];
		}
		var flowerColor = startFlower.color;
		var matches = [];
		var visited = {};
		var _checkFlower = function checkFlower(x, y) {
			if (x < 0 || x >= garden.cols || y < 0 || y >= garden.rows) {
				return;
			}
			var key = x + ',' + y;
			if (visited[key]) {
				return;
			}
			visited[key] = true;
			var flower = garden.grid[y][x];
			if (flower && flower.isFlower && !flower.hasActivePollen && flower.scale.x >= 1 && flower.pollenCollected && flower.color === flowerColor) {
				matches.push({
					x: x,
					y: y,
					flower: flower
				});
				_checkFlower(x + 1, y);
				_checkFlower(x - 1, y);
				_checkFlower(x, y + 1);
				_checkFlower(x, y - 1);
			}
		};
		_checkFlower(startX, startY);
		return matches.length >= 3 ? matches : [];
	};
	self.clearMatches = function (garden, matches) {
		matches.forEach(function (match) {
			var flower = match.flower;
			// Expand and pop animation
			tween(flower.scale, {
				x: 1.3,
				// Expand to 1.5 times the size
				y: 1.3 // Expand to 1.5 times the size
			}, {
				duration: 500,
				onFinish: function onFinish() {
					// Check if flower is still in expected position
					if (garden.grid[match.y][match.x] === flower) {
						// Create petal burst after animation
						self.createPetalBurst(match.x, match.y, flower.color);
						garden.grid[match.y][match.x] = null;
						garden.removeChild(flower);
						// Only create new bud if position is still empty
						if (!garden.grid[match.y][match.x]) {
							var newBud = new Bud();
							newBud.x = flower.x;
							newBud.y = flower.y;
							newBud.scale.set(0, 0);
							garden.grid[match.y][match.x] = newBud;
							garden.addChild(newBud);
							tween(newBud.scale, {
								x: 1,
								y: 1
							}, {
								duration: 1000,
								ease: 'elasticOut'
							});
						}
					}
				}
			});
		});
	};
	self.createPetalBurst = function (x, y, color) {
		var colorTints = {
			'red': 0xFF0000,
			'blue': 0x0000FF,
			'yellow': 0xFFFF00,
			'purple': 0x800080,
			'orange': 0xFFA500,
			'green': 0x00FF00
		};
		var worldPos = garden.gridToWorld(x, y);
		for (var i = 0; i < 12; i++) {
			var particle = new PollenParticle().init('burst');
			var angle = i / 12 * Math.PI * 2;
			particle.x = worldPos.x;
			particle.y = worldPos.y;
			particle.vx = Math.cos(angle) * 8;
			particle.vy = Math.sin(angle) * 8;
			particle.scale.set(0.8);
			particle.tint = colorTints[color];
			game.addChild(particle);
		}
	};
	return self;
});
//<Assets used in the game will automatically appear here>
// Garden class to manage the grid of soil
var Garden = Container.expand(function () {
	var self = Container.call(this);
	// Add new helper method for safe grid updates
	self.updateGridPosition = function (row, col, item) {
		if (row >= 0 && row < self.rows && col >= 0 && col < self.cols) {
			// First clear any existing item
			var existingItem = self.grid[row][col];
			if (existingItem && existingItem.parent) {
				existingItem.parent.removeChild(existingItem);
			}
			// Then set new item
			self.grid[row][col] = item;
			return true;
		}
		return false;
	};
	self.grid = [];
	self.rows = 8;
	self.cols = 8;
	self.cellSize = 210;
	self.init = function () {
		var _this = this;
		// Add source flowers
		this.sourceFlowers = new Container();
		this.addChild(this.sourceFlowers);
		// Calculate positions
		var centerX = this.cols * this.cellSize / 2;
		// Blue flower at top center
		var blueFlower = new SourceFlower('blue');
		blueFlower.x = centerX;
		blueFlower.y = -75; // Just above top row
		this.sourceFlowers.addChild(blueFlower);
		// Red flower under bottom left bud
		var redFlower = new SourceFlower('red');
		redFlower.x = self.cellSize / 2; // Align with first column's center
		redFlower.y = self.rows * self.cellSize + self.cellSize / 2; // Below last row
		this.sourceFlowers.addChild(redFlower);
		// Yellow flower under bottom right bud
		var yellowFlower = new SourceFlower('yellow');
		yellowFlower.x = self.cols * self.cellSize - self.cellSize / 2; // Align with last column's center
		yellowFlower.y = self.rows * self.cellSize + self.cellSize / 2; // Below last row
		this.sourceFlowers.addChild(yellowFlower);
		// Center the grid on screen
		self.x = (2048 - self.cols * self.cellSize) / 2;
		self.y = (2732 - self.rows * self.cellSize) / 2 + 2732 * 0.12 - 400;
		// Initialize empty grid
		for (var i = 0; i < self.rows; i++) {
			self.grid[i] = [];
			for (var j = 0; j < self.cols; j++) {
				self.grid[i][j] = null;
			}
		}
	};
	// Helper method to convert grid position to world position
	self.gridToWorld = function (gridX, gridY) {
		if (typeof gridX !== 'number' || typeof gridY !== 'number') {
			console.log('Invalid grid coordinates:', gridX, gridY);
			return {
				x: self.x,
				y: self.y
			}; // Return default position if invalid
		}
		return {
			x: self.x + gridX * self.cellSize + self.cellSize / 2,
			y: self.y + gridY * self.cellSize + self.cellSize / 2
		};
	};
	// Helper method to convert world position to grid position
	self.worldToGrid = function (worldX, worldY) {
		var localX = worldX - self.x;
		var localY = worldY - self.y;
		return {
			x: Math.floor(localX / self.cellSize),
			y: Math.floor(localY / self.cellSize)
		};
	};
});
// GardenBackground class
var GardenBackground = Container.expand(function () {
	var self = Container.call(this);
	var gardenBackground = LK.getAsset('GardenBackground', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.02,
		scaleY: 1.02,
		x: 2048 / 2,
		y: 2732 / 2
	});
	self.addChild(gardenBackground);
});
var Hive = Container.expand(function () {
	var self = Container.call(this);
	var hiveSprite = self.attachAsset('Hive', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.storedPollen = {
		'red': 0,
		'blue': 0,
		'yellow': 0
	};
	// Add meter above hive
	self.pollenMeter = new PollenMeter();
	self.pollenMeter.y = -200;
	self.addChild(self.pollenMeter);
	// Collection method
	self.collectFromBee = function (bee) {
		if (bee.currentPollen > 0) {
			// Transfer each type of pollen
			bee.pollenTypes.forEach(function (type) {
				// Initialize hive's stored pollen for this color if needed
				if (!self.storedPollen) {
					self.storedPollen = {};
				}
				if (!self.storedPollen[type.color]) {
					self.storedPollen[type.color] = 0;
				}
				// Add to hive's storage
				self.storedPollen[type.color] += type.amount;
				// Update hive UI
				game.hiveUI.updatePollen(type.color, self.storedPollen[type.color], 1000); // Update UI using game.hiveUI
			});
			// Create particles spread across the hive's width
			var particleCount = 20;
			var hiveWidth = 300;
			for (var i = 0; i < particleCount; i++) {
				var particle = new PollenParticle().init('transfer');
				particle.x = -hiveWidth / 2 + Math.random() * hiveWidth;
				particle.y = -200;
				particle.vx = (Math.random() - 0.5) * 0.5;
				particle.vy = 1 + Math.random();
				particle.twinkleOffset = Math.random() * Math.PI * 2;
				particle.twinkleSpeed = 0.1 + Math.random() * 0.1;
				particle.scale.set(0.5);
				self.addChild(particle);
			}
			// Clear bee's pollen
			bee.currentPollen = 0;
			bee.pollenTypes = [];
			// Update bee UI to show empty
			['red', 'blue', 'yellow'].forEach(function (color) {
				game.beeUI.updatePollen(color, 0, bee.maxPollen); // Clear bee's pollen using game.beeUI
			});
			// End bee's trail
			bee.pollenTrail.active = false;
			bee.pollenTrail.points = [];
		}
	};
	return self;
});
var PollenMeter = Container.expand(function () {
	var self = Container.call(this);
	// Create background bar
	var background = LK.getAsset('marker', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1,
		scaleY: 0.1
	});
	self.addChild(background);
	// Create fill bar
	var fill = LK.getAsset('marker', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0,
		scaleY: 0.1
	});
	fill.tint = 0xFFFF00; // Yellow for pollen
	self.fillBar = fill;
	self.addChild(fill);
	// Update method to show current pollen
	self.updateMeter = function (current, max) {
		fill.scale.x = current / max;
	};
	return self;
});
// PollenParticle class
var PollenParticle = Container.expand(function () {
	var self = Container.call(this);
	// Particle properties
	self.velocity = {
		x: 0,
		y: 0
	};
	self.lifespan = 1; // Goes from 1 to 0
	self.decayRate = 0.02; // How fast the particle fades
	self.type = 'trail'; // Can be 'trail' or 'burst'
	// Create the visual element
	var assetMap = {
		'trail': 'PollenSparkle',
		'burst': 'Petal',
		'fairy': 'PollenSparkle',
		'transfer': 'PollenSparkle'
	};
	var pollenGraphics;
	// Initialize with random properties for more organic feel
	self.init = function (type) {
		self.type = type || 'trail';
		if (!pollenGraphics) {
			pollenGraphics = self.attachAsset(assetMap[self.type], {
				anchorX: 0.5,
				anchorY: 0.5
			});
		}
		// Set initial scale based on type
		if (self.type === 'trail') {
			self.scale.set(0.7 + Math.random() * 0.3); // Larger for trail
			self.decayRate = 0.03; // Faster decay for trail
			// Slight random velocity for trail movement
			self.velocity = {
				x: (Math.random() - 0.5) * 2,
				y: (Math.random() - 0.5) * 2
			};
		} else if (self.type === 'burst') {
			self.scale.set(0.5 + Math.random() * 0.3); // Smaller initial size for bursts
			self.decayRate = 0.01; // Slower decay for longer travel
			// Radial burst velocity
			var angle = Math.random() * Math.PI * 2;
			var speed = 3 + Math.random() * 5; // Increased speed for further travel
			self.velocity = {
				x: Math.cos(angle) * speed,
				y: Math.sin(angle) * speed
			};
		} else if (self.type === 'fairy') {
			self.lifespan = undefined; // Don't fade out
			self.startAngle = Math.random() * Math.PI * 2; // Random start position
			self.orbitRadius = 20 + Math.random() * 40; // Increase orbit radius variation
			self.orbitSpeed = 0.005 + Math.random() * 0.03; // Increase orbit speed variation
			self.update = function () {
				var time = LK.ticks * self.orbitSpeed;
				// Orbit motion
				self.x = Math.cos(time + self.startAngle) * self.orbitRadius;
				self.y = Math.sin(time + self.startAngle) * self.orbitRadius;
				// Add bobbing
				self.y += Math.sin(time * 2 + self.startAngle) * 10;
			};
		}
		// Random rotation speed
		self.rotationSpeed = (Math.random() - 0.5) * 0.2;
		// Random starting rotation
		self.rotation = Math.random() * Math.PI * 2;
		// Add random rotation speed for dynamic movement
		self.rotationSpeed = (Math.random() - 0.5) * 0.2;
		// Full opacity to start
		self.alpha = 1;
		if (self.type === 'transfer') {
			self.scale.set(0.5);
			self.alpha = 1;
			self.twinkleOffset = 0; // Initialize twinkle offset 
			self.twinkleSpeed = 0.1; // Initialize twinkle speed 
			self.update = function () {
				// Gentle drift down 
				self.x += self.vx;
				self.y += self.vy;
				// Individual twinkle effect 
				self.alpha = 0.6 + Math.sin(LK.ticks * self.twinkleSpeed + self.twinkleOffset) * 0.4;
				// Remove when below hive 
				if (self.y > 100) {
					self.destroy();
				}
			};
		}
		return self;
	};
	self.update = function () {
		// Update position based on velocity
		self.x += self.velocity.x;
		self.y += self.velocity.y;
		// Add rotation
		self.rotation += self.rotationSpeed;
		// Slow down velocity over time
		self.velocity.x *= 0.95;
		self.velocity.y *= 0.95;
		// Update lifespan and alpha
		self.lifespan -= self.decayRate;
		self.alpha = self.lifespan;
		// Scale slightly varies with life
		var scalePulse = 1 + Math.sin(LK.ticks * 0.2) * 0.1;
		pollenGraphics.scale.set(scalePulse * self.scale.x);
		// Remove when lifecycle complete
		if (self.lifespan <= 0) {
			self.destroy();
		}
	};
});
// First, let's add a PollenTrail class to handle the dragging mechanic
var PollenTrail = Container.expand(function () {
	var self = Container.call(this);
	self.points = [];
	self.active = false;
	self.currentGarden = null; // Store reference to garden
	self.MAX_SPEED = 15; // Adjust this value for proper feel
	self.startTrail = function (x, y, garden, bee) {
		self.active = true;
		self.points = [{
			x: x,
			y: y,
			time: Date.now()
		}];
		self.startTime = Date.now();
		self.trailStartTime = Date.now();
		self.currentGarden = garden;
		self.bee = bee; // Store bee reference
		self.lastPoint = {
			x: x,
			y: y
		}; // Initialize lastPoint
		// Force red on first particle to verify bee storage
		var particle = new PollenParticle().init('trail');
		particle.children[0].tint = 0xFF0000;
		particle.x = x;
		particle.y = y;
		game.addChild(particle);
	};
	self.updateTrail = function (x, y) {
		if (!self.active) {
			return;
		}
		// Enforce maximum speed
		var dx = x - self.lastPoint.x;
		var dy = y - self.lastPoint.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		if (distance > self.MAX_SPEED) {
			var ratio = self.MAX_SPEED / distance;
			x = self.lastPoint.x + dx * ratio;
			y = self.lastPoint.y + dy * ratio;
		}
		self.points.push({
			x: x,
			y: y,
			time: Date.now()
		});
		self.lastPoint = {
			x: x,
			y: y
		};
		// Create particle effect along trail
		var particle = new PollenParticle().init('trail');
		if (self.bee && self.bee.pollenTypes && self.bee.pollenTypes[0]) {
			if (self.bee.pollenTypes[0].color === 'red') {
				particle.children[0].tint = 0xFF0000;
			} else if (self.bee.pollenTypes[0].color === 'blue') {
				particle.children[0].tint = 0x0000FF;
			} else if (self.bee.pollenTypes[0].color === 'yellow') {
				particle.children[0].tint = 0xFFFF00;
			}
		}
		particle.x = x;
		particle.y = y;
		game.addChild(particle);
	};
	// Add the burst effect function
	self.createPollenBurst = function (x, y) {
		for (var i = 0; i < 12; i++) {
			var particle = new PollenParticle().init('burst');
			var angle = i / 12 * Math.PI * 2;
			var distance = 30;
			particle.x = x + Math.cos(angle) * distance;
			particle.y = y + Math.sin(angle) * distance;
			// Give particles outward velocity
			particle.vx = Math.cos(angle) * 3;
			particle.vy = Math.sin(angle) * 3;
			game.addChild(particle);
		}
	};
	self.endTrail = function () {
		if (!self.active) {
			return;
		}
		var affectedBuds = [];
		var checkedPositions = {};
		self.points.forEach(function (point) {
			var localPos = self.currentGarden.toLocal({
				x: point.x,
				y: point.y
			}, game);
			var gridX = Math.floor(localPos.x / self.currentGarden.cellSize);
			var gridY = Math.floor(localPos.y / self.currentGarden.cellSize);
			var posKey = gridX + ',' + gridY;
			if (!checkedPositions[posKey] && gridX >= 0 && gridX < self.currentGarden.cols && gridY >= 0 && gridY < self.currentGarden.rows) {
				checkedPositions[posKey] = true;
				var gridItem = self.currentGarden.grid[gridY][gridX];
				// Verify it's a valid bud
				if (gridItem && gridItem.isBud === true && gridItem.isFlower === false) {
					affectedBuds.push({
						bud: gridItem,
						gridX: gridX,
						gridY: gridY
					});
				}
			}
		});
		if (affectedBuds.length >= 2) {
			affectedBuds.forEach(function (budInfo) {
				// IMPORTANT: Clear the grid position first
				self.currentGarden.grid[budInfo.gridY][budInfo.gridX] = null;
				// Remove the bud from display list
				self.currentGarden.removeChild(budInfo.bud);
				// Create new flower
				var newFlower = new BasicFlower();
				newFlower.x = budInfo.bud.x;
				newFlower.y = budInfo.bud.y;
				newFlower.isFlower = true;
				// Update grid position and add to display list
				self.currentGarden.grid[budInfo.gridY][budInfo.gridX] = newFlower;
				self.currentGarden.addChild(newFlower);
				// Start bloom animation
				newFlower.bloom();
			});
		}
		self.active = false;
		self.points = [];
	};
	self.update = function () {
		// Just update particles, no time checks
		// Update all children particles
		for (var i = self.children.length - 1; i >= 0; i--) {
			var particle = self.children[i];
			if (particle && particle.update) {
				particle.update();
			}
		}
	};
});
var PollenUI = Container.expand(function () {
	var self = Container.call(this);
	// Create cells with their fill indicators
	// Red cell and fill
	// Red cell initialization and position
	var redCell = LK.getAsset('pollenCellBase', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: -300 // Set position in initialization
	});
	redCell.tint = 0xFF0000;
	redCell.alpha = 0.4;
	self.addChild(redCell);
	self.redFill = LK.getAsset('pollenCellBase', {
		anchorX: 0.5,
		anchorY: 0,
		x: -300 // Set position in initialization
	});
	self.redFill.tint = 0xFF0000;
	self.redFill.alpha = 0.7;
	self.redFill.y = 90;
	self.redFill.scale.y = 0;
	self.addChild(self.redFill);
	// Blue cell initialization and position
	var blueCell = LK.getAsset('pollenCellBase', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 0 // Set position in initialization
	});
	blueCell.tint = 0x0000FF;
	blueCell.alpha = 0.4;
	self.addChild(blueCell);
	self.blueFill = LK.getAsset('pollenCellBase', {
		anchorX: 0.5,
		anchorY: 0,
		x: 0 // Set position in initialization
	});
	self.blueFill.tint = 0x0000FF;
	self.blueFill.alpha = 0.7;
	self.blueFill.y = 90;
	self.blueFill.scale.y = 0;
	self.addChild(self.blueFill);
	// Yellow cell initialization and position
	var yellowCell = LK.getAsset('pollenCellBase', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 300 // Set position in initialization
	});
	yellowCell.tint = 0xFFFF00;
	yellowCell.alpha = 0.4;
	self.addChild(yellowCell);
	self.yellowFill = LK.getAsset('pollenCellBase', {
		anchorX: 0.5,
		anchorY: 0,
		x: 300 // Set position in initialization
	});
	self.yellowFill.tint = 0xFFFF00;
	self.yellowFill.alpha = 0.7;
	self.yellowFill.y = 90;
	self.yellowFill.scale.y = 0;
	self.addChild(self.yellowFill);
	// Add update method
	self.updatePollen = function (color, amount, max) {
		var fillAmount = Math.min(amount / max, 1);
		if (color === 'red') {
			self.redFill.scale.y = fillAmount;
			self.redFill.y = 90 - 180 * fillAmount; // Start at 90, move up as it fills
		} else if (color === 'blue') {
			self.blueFill.scale.y = fillAmount;
			self.blueFill.y = 90 - 180 * fillAmount;
		} else if (color === 'yellow') {
			self.yellowFill.scale.y = fillAmount;
			self.yellowFill.y = 90 - 180 * fillAmount;
		}
	};
	return self;
});
// Add ScoreManager to handle chain reactions and scoring
var ScoreManager = Container.expand(function () {
	var self = Container.call(this);
	self.currentScore = 0;
	self.currentChain = 0;
	self.chainMultiplier = 1;
	self.addToChain = function () {
		self.currentChain++;
		self.chainMultiplier = Math.min(1 + self.currentChain * 0.5, 5); // Cap at 5x
		self.addScore(100 * self.chainMultiplier);
	};
	self.resetChain = function () {
		self.currentChain = 0;
		self.chainMultiplier = 1;
	};
	self.addScore = function (points) {
		self.currentScore += Math.floor(points);
		// Update score display
		if (game.scoreDisplay) {
			game.scoreDisplay.text = self.currentScore.toString();
		}
	};
});
var SourceFlower = Container.expand(function (color) {
	var self = Container.call(this);
	// Store flower color
	self.color = color;
	self.isSourceFlower = true; // Flag to identify source flowers
	// Map color to asset name
	var assetMap = {
		'red': 'RedFlower',
		'blue': 'BlueFlower',
		'yellow': 'YellowFlower'
	};
	// Create flower sprite
	var flowerGraphics = self.attachAsset(assetMap[self.color], {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Source flowers always have pollen
	self.hasActivePollen = true;
	self.fairyParticles = [];
	self.FAIRY_COUNT = 3;
	// Initialize fairy particles
	for (var i = 0; i < self.FAIRY_COUNT; i++) {
		var fairy = new PollenParticle().init('fairy');
		fairy.scale.set(0.3 + Math.random() * 0.2);
		fairy.x += (Math.random() - 0.5) * 60;
		fairy.y += (Math.random() - 0.5) * 60;
		fairy.rotation = Math.random() * Math.PI * 2;
		fairy.rotationSpeed = (Math.random() - 0.5) * 0.2;
		self.addChild(fairy);
		self.fairyParticles.push(fairy);
	}
	// Gentle animation
	self.update = function () {
		var scaleFactor = 1 + Math.sin(LK.ticks * 0.1) * 0.05;
		flowerGraphics.scale.x = scaleFactor;
		flowerGraphics.scale.y = scaleFactor;
		flowerGraphics.rotation = Math.sin(LK.ticks * 0.1) * 0.05;
		// Update fairy particles
		self.fairyParticles.forEach(function (fairy) {
			if (fairy && fairy.update) {
				fairy.update();
			}
		});
	};
	// Override collection behavior - source flowers regenerate pollen immediately
	self.pollenCollected = false;
	self.resetPollen = function () {
		self.hasActivePollen = true;
		self.pollenCollected = false;
	};
	self.collectPollen = function () {
		// Reset immediately to allow continuous collection
		self.hasActivePollen = true;
		self.pollenCollected = false;
	};
	return self;
});
// Level display class
var LevelDisplay = Text2.expand(function () {
	var self = Text2.call(this, 'Level 1', {
		size: 150,
		fill: 0xFFFFFF
	});
});
// Score display class
var ScoreDisplay = Text2.expand(function () {
	var self = Text2.call(this, '0', {
		size: 150,
		fill: 0xFFFFFF
	});
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Declare and initialize flowerManager in global scope
function _slicedToArray7(r, e) {
	return _arrayWithHoles7(r) || _iterableToArrayLimit7(r, e) || _unsupportedIterableToArray7(r, e) || _nonIterableRest7();
}
function _nonIterableRest7() {
	throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _iterableToArrayLimit7(r, l) {
	var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (null != t) {
		var e,
			n,
			i,
			u,
			a = [],
			f = !0,
			o = !1;
		try {
			if (i = (t = t.call(r)).next, 0 === l) {
				if (Object(t) !== t) {
					return;
				}
				f = !1;
			} else {
				for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) {
					;
				}
			}
		} catch (r) {
			o = !0, n = r;
		} finally {
			try {
				if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) {
					return;
				}
			} finally {
				if (o) {
					throw n;
				}
			}
		}
		return a;
	}
}
function _arrayWithHoles7(r) {
	if (Array.isArray(r)) {
		return r;
	}
}
function _createForOfIteratorHelper6(r, e) {
	var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (!t) {
		if (Array.isArray(r) || (t = _unsupportedIterableToArray7(r)) || e && r && "number" == typeof r.length) {
			t && (r = t);
			var _n6 = 0,
				F = function F() {};
			return {
				s: F,
				n: function n() {
					return _n6 >= r.length ? {
						done: !0
					} : {
						done: !1,
						value: r[_n6++]
					};
				},
				e: function e(r) {
					throw r;
				},
				f: F
			};
		}
		throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
	}
	var o,
		a = !0,
		u = !1;
	return {
		s: function s() {
			t = t.call(r);
		},
		n: function n() {
			var r = t.next();
			return a = r.done, r;
		},
		e: function e(r) {
			u = !0, o = r;
		},
		f: function f() {
			try {
				a || null == t["return"] || t["return"]();
			} finally {
				if (u) {
					throw o;
				}
			}
		}
	};
}
function _unsupportedIterableToArray7(r, a) {
	if (r) {
		if ("string" == typeof r) {
			return _arrayLikeToArray7(r, a);
		}
		var t = {}.toString.call(r).slice(8, -1);
		return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray7(r, a) : void 0;
	}
}
function _arrayLikeToArray7(r, a) {
	(null == a || a > r.length) && (a = r.length);
	for (var e = 0, n = Array(a); e < a; e++) {
		n[e] = r[e];
	}
	return n;
}
function _slicedToArray6(r, e) {
	return _arrayWithHoles6(r) || _iterableToArrayLimit6(r, e) || _unsupportedIterableToArray6(r, e) || _nonIterableRest6();
}
function _nonIterableRest6() {
	throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _iterableToArrayLimit6(r, l) {
	var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (null != t) {
		var e,
			n,
			i,
			u,
			a = [],
			f = !0,
			o = !1;
		try {
			if (i = (t = t.call(r)).next, 0 === l) {
				if (Object(t) !== t) {
					return;
				}
				f = !1;
			} else {
				for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) {
					;
				}
			}
		} catch (r) {
			o = !0, n = r;
		} finally {
			try {
				if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) {
					return;
				}
			} finally {
				if (o) {
					throw n;
				}
			}
		}
		return a;
	}
}
function _arrayWithHoles6(r) {
	if (Array.isArray(r)) {
		return r;
	}
}
function _createForOfIteratorHelper5(r, e) {
	var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (!t) {
		if (Array.isArray(r) || (t = _unsupportedIterableToArray6(r)) || e && r && "number" == typeof r.length) {
			t && (r = t);
			var _n5 = 0,
				F = function F() {};
			return {
				s: F,
				n: function n() {
					return _n5 >= r.length ? {
						done: !0
					} : {
						done: !1,
						value: r[_n5++]
					};
				},
				e: function e(r) {
					throw r;
				},
				f: F
			};
		}
		throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
	}
	var o,
		a = !0,
		u = !1;
	return {
		s: function s() {
			t = t.call(r);
		},
		n: function n() {
			var r = t.next();
			return a = r.done, r;
		},
		e: function e(r) {
			u = !0, o = r;
		},
		f: function f() {
			try {
				a || null == t["return"] || t["return"]();
			} finally {
				if (u) {
					throw o;
				}
			}
		}
	};
}
function _unsupportedIterableToArray6(r, a) {
	if (r) {
		if ("string" == typeof r) {
			return _arrayLikeToArray6(r, a);
		}
		var t = {}.toString.call(r).slice(8, -1);
		return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray6(r, a) : void 0;
	}
}
function _arrayLikeToArray6(r, a) {
	(null == a || a > r.length) && (a = r.length);
	for (var e = 0, n = Array(a); e < a; e++) {
		n[e] = r[e];
	}
	return n;
}
function _slicedToArray5(r, e) {
	return _arrayWithHoles5(r) || _iterableToArrayLimit5(r, e) || _unsupportedIterableToArray5(r, e) || _nonIterableRest5();
}
function _nonIterableRest5() {
	throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _iterableToArrayLimit5(r, l) {
	var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (null != t) {
		var e,
			n,
			i,
			u,
			a = [],
			f = !0,
			o = !1;
		try {
			if (i = (t = t.call(r)).next, 0 === l) {
				if (Object(t) !== t) {
					return;
				}
				f = !1;
			} else {
				for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) {
					;
				}
			}
		} catch (r) {
			o = !0, n = r;
		} finally {
			try {
				if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) {
					return;
				}
			} finally {
				if (o) {
					throw n;
				}
			}
		}
		return a;
	}
}
function _arrayWithHoles5(r) {
	if (Array.isArray(r)) {
		return r;
	}
}
function _createForOfIteratorHelper4(r, e) {
	var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (!t) {
		if (Array.isArray(r) || (t = _unsupportedIterableToArray5(r)) || e && r && "number" == typeof r.length) {
			t && (r = t);
			var _n4 = 0,
				F = function F() {};
			return {
				s: F,
				n: function n() {
					return _n4 >= r.length ? {
						done: !0
					} : {
						done: !1,
						value: r[_n4++]
					};
				},
				e: function e(r) {
					throw r;
				},
				f: F
			};
		}
		throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
	}
	var o,
		a = !0,
		u = !1;
	return {
		s: function s() {
			t = t.call(r);
		},
		n: function n() {
			var r = t.next();
			return a = r.done, r;
		},
		e: function e(r) {
			u = !0, o = r;
		},
		f: function f() {
			try {
				a || null == t["return"] || t["return"]();
			} finally {
				if (u) {
					throw o;
				}
			}
		}
	};
}
function _unsupportedIterableToArray5(r, a) {
	if (r) {
		if ("string" == typeof r) {
			return _arrayLikeToArray5(r, a);
		}
		var t = {}.toString.call(r).slice(8, -1);
		return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray5(r, a) : void 0;
	}
}
function _arrayLikeToArray5(r, a) {
	(null == a || a > r.length) && (a = r.length);
	for (var e = 0, n = Array(a); e < a; e++) {
		n[e] = r[e];
	}
	return n;
}
function _slicedToArray4(r, e) {
	return _arrayWithHoles4(r) || _iterableToArrayLimit4(r, e) || _unsupportedIterableToArray4(r, e) || _nonIterableRest4();
}
function _nonIterableRest4() {
	throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _unsupportedIterableToArray4(r, a) {
	if (r) {
		if ("string" == typeof r) {
			return _arrayLikeToArray4(r, a);
		}
		var t = {}.toString.call(r).slice(8, -1);
		return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray4(r, a) : void 0;
	}
}
function _arrayLikeToArray4(r, a) {
	(null == a || a > r.length) && (a = r.length);
	for (var e = 0, n = Array(a); e < a; e++) {
		n[e] = r[e];
	}
	return n;
}
function _iterableToArrayLimit4(r, l) {
	var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (null != t) {
		var e,
			n,
			i,
			u,
			a = [],
			f = !0,
			o = !1;
		try {
			if (i = (t = t.call(r)).next, 0 === l) {
				if (Object(t) !== t) {
					return;
				}
				f = !1;
			} else {
				for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) {
					;
				}
			}
		} catch (r) {
			o = !0, n = r;
		} finally {
			try {
				if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) {
					return;
				}
			} finally {
				if (o) {
					throw n;
				}
			}
		}
		return a;
	}
}
function _arrayWithHoles4(r) {
	if (Array.isArray(r)) {
		return r;
	}
}
function _slicedToArray3(r, e) {
	return _arrayWithHoles3(r) || _iterableToArrayLimit3(r, e) || _unsupportedIterableToArray3(r, e) || _nonIterableRest3();
}
function _nonIterableRest3() {
	throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _iterableToArrayLimit3(r, l) {
	var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (null != t) {
		var e,
			n,
			i,
			u,
			a = [],
			f = !0,
			o = !1;
		try {
			if (i = (t = t.call(r)).next, 0 === l) {
				if (Object(t) !== t) {
					return;
				}
				f = !1;
			} else {
				for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) {
					;
				}
			}
		} catch (r) {
			o = !0, n = r;
		} finally {
			try {
				if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) {
					return;
				}
			} finally {
				if (o) {
					throw n;
				}
			}
		}
		return a;
	}
}
function _arrayWithHoles3(r) {
	if (Array.isArray(r)) {
		return r;
	}
}
function _createForOfIteratorHelper3(r, e) {
	var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (!t) {
		if (Array.isArray(r) || (t = _unsupportedIterableToArray3(r)) || e && r && "number" == typeof r.length) {
			t && (r = t);
			var _n3 = 0,
				F = function F() {};
			return {
				s: F,
				n: function n() {
					return _n3 >= r.length ? {
						done: !0
					} : {
						done: !1,
						value: r[_n3++]
					};
				},
				e: function e(r) {
					throw r;
				},
				f: F
			};
		}
		throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
	}
	var o,
		a = !0,
		u = !1;
	return {
		s: function s() {
			t = t.call(r);
		},
		n: function n() {
			var r = t.next();
			return a = r.done, r;
		},
		e: function e(r) {
			u = !0, o = r;
		},
		f: function f() {
			try {
				a || null == t["return"] || t["return"]();
			} finally {
				if (u) {
					throw o;
				}
			}
		}
	};
}
function _unsupportedIterableToArray3(r, a) {
	if (r) {
		if ("string" == typeof r) {
			return _arrayLikeToArray3(r, a);
		}
		var t = {}.toString.call(r).slice(8, -1);
		return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray3(r, a) : void 0;
	}
}
function _arrayLikeToArray3(r, a) {
	(null == a || a > r.length) && (a = r.length);
	for (var e = 0, n = Array(a); e < a; e++) {
		n[e] = r[e];
	}
	return n;
}
function _slicedToArray2(r, e) {
	return _arrayWithHoles2(r) || _iterableToArrayLimit2(r, e) || _unsupportedIterableToArray2(r, e) || _nonIterableRest2();
}
function _nonIterableRest2() {
	throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _iterableToArrayLimit2(r, l) {
	var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (null != t) {
		var e,
			n,
			i,
			u,
			a = [],
			f = !0,
			o = !1;
		try {
			if (i = (t = t.call(r)).next, 0 === l) {
				if (Object(t) !== t) {
					return;
				}
				f = !1;
			} else {
				for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) {
					;
				}
			}
		} catch (r) {
			o = !0, n = r;
		} finally {
			try {
				if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) {
					return;
				}
			} finally {
				if (o) {
					throw n;
				}
			}
		}
		return a;
	}
}
function _arrayWithHoles2(r) {
	if (Array.isArray(r)) {
		return r;
	}
}
function _createForOfIteratorHelper2(r, e) {
	var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (!t) {
		if (Array.isArray(r) || (t = _unsupportedIterableToArray2(r)) || e && r && "number" == typeof r.length) {
			t && (r = t);
			var _n2 = 0,
				F = function F() {};
			return {
				s: F,
				n: function n() {
					return _n2 >= r.length ? {
						done: !0
					} : {
						done: !1,
						value: r[_n2++]
					};
				},
				e: function e(r) {
					throw r;
				},
				f: F
			};
		}
		throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
	}
	var o,
		a = !0,
		u = !1;
	return {
		s: function s() {
			t = t.call(r);
		},
		n: function n() {
			var r = t.next();
			return a = r.done, r;
		},
		e: function e(r) {
			u = !0, o = r;
		},
		f: function f() {
			try {
				a || null == t["return"] || t["return"]();
			} finally {
				if (u) {
					throw o;
				}
			}
		}
	};
}
function _unsupportedIterableToArray2(r, a) {
	if (r) {
		if ("string" == typeof r) {
			return _arrayLikeToArray2(r, a);
		}
		var t = {}.toString.call(r).slice(8, -1);
		return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray2(r, a) : void 0;
	}
}
function _arrayLikeToArray2(r, a) {
	(null == a || a > r.length) && (a = r.length);
	for (var e = 0, n = Array(a); e < a; e++) {
		n[e] = r[e];
	}
	return n;
}
function _slicedToArray(r, e) {
	return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest();
}
function _nonIterableRest() {
	throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _iterableToArrayLimit(r, l) {
	var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (null != t) {
		var e,
			n,
			i,
			u,
			a = [],
			f = !0,
			o = !1;
		try {
			if (i = (t = t.call(r)).next, 0 === l) {
				if (Object(t) !== t) {
					return;
				}
				f = !1;
			} else {
				for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) {
					;
				}
			}
		} catch (r) {
			o = !0, n = r;
		} finally {
			try {
				if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) {
					return;
				}
			} finally {
				if (o) {
					throw n;
				}
			}
		}
		return a;
	}
}
function _arrayWithHoles(r) {
	if (Array.isArray(r)) {
		return r;
	}
}
function _createForOfIteratorHelper(r, e) {
	var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (!t) {
		if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) {
			t && (r = t);
			var _n = 0,
				F = function F() {};
			return {
				s: F,
				n: function n() {
					return _n >= r.length ? {
						done: !0
					} : {
						done: !1,
						value: r[_n++]
					};
				},
				e: function e(r) {
					throw r;
				},
				f: F
			};
		}
		throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
	}
	var o,
		a = !0,
		u = !1;
	return {
		s: function s() {
			t = t.call(r);
		},
		n: function n() {
			var r = t.next();
			return a = r.done, r;
		},
		e: function e(r) {
			u = !0, o = r;
		},
		f: function f() {
			try {
				a || null == t["return"] || t["return"]();
			} finally {
				if (u) {
					throw o;
				}
			}
		}
	};
}
function _unsupportedIterableToArray(r, a) {
	if (r) {
		if ("string" == typeof r) {
			return _arrayLikeToArray(r, a);
		}
		var t = {}.toString.call(r).slice(8, -1);
		return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0;
	}
}
function _arrayLikeToArray(r, a) {
	(null == a || a > r.length) && (a = r.length);
	for (var e = 0, n = Array(a); e < a; e++) {
		n[e] = r[e];
	}
	return n;
}
var flowerManager = new FlowerManager();
var titleScreen = new Container();
var background = LK.getAsset('titlebackground', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2
});
titleScreen.addChild(background);
var logo = LK.getAsset('logo', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2
});
titleScreen.addChild(logo);
var playButton = LK.getAsset('playButton', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2 + 200
});
titleScreen.addChild(playButton);
var tutorialButton = LK.getAsset('tutorialButton', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2 + 400
});
titleScreen.addChild(tutorialButton);
game.addChild(titleScreen);
playButton.down = function (x, y, obj) {
	game.removeChild(titleScreen);
	var gardenBackground = new GardenBackground();
	game.addChild(gardenBackground);
	garden = new Garden();
	garden.init();
	game.addChild(garden);
	var flowerManager = new FlowerManager();
	game.flowerMatcher = new FlowerMatcher();
	game.addChild(game.flowerMatcher);
	var pollenTrail = new PollenTrail();
	game.addChild(pollenTrail);
	// Create and position hive
	var hive = new Hive();
	hive.x = 2048 / 2;
	hive.y = 2732 * 0.97 - 200;
	// Create bee and position above hive
	var bee = new Bee();
	bee.x = hive.x;
	bee.y = hive.y - 150;
	// Create UI and attach to game object so it's globally accessible
	game.beeUI = new PollenUI();
	game.beeUI.position.set(hive.x - 600, hive.y + 100);
	game.beeUI.scale.set(0.8);
	game.addChild(game.beeUI);
	game.hiveUI = new PollenUI();
	game.hiveUI.position.set(hive.x + 600, hive.y + 100);
	game.addChild(game.hiveUI);
	// Add objects to game
	game.addChild(hive);
	game.addChild(bee);
	// Ensure pollen particles are rendered on top by adding them last
	game.setChildIndex(pollenTrail, game.children.length - 1);
	// Initialize bud spawner
	garden.budSpawner = new BudSpawner();
	garden.budSpawner.init(garden);
	game.addChild(garden.budSpawner);
	// Touch handlers
	game.down = function (x, y, obj) {
		bee.isMoving = true;
		bee.targetX = x;
		bee.targetY = y;
	};
	game.move = function (x, y, obj) {
		if (bee.isMoving) {
			bee.targetX = x;
			bee.targetY = y - 200;
		}
	};
	game.up = function (x, y, obj) {
		bee.isMoving = false;
	};
	// Initialize score display
	var scoreDisplay = new ScoreDisplay();
	scoreDisplay.anchor.set(0.5, 0);
	LK.gui.top.addChild(scoreDisplay);
	game.scoreDisplay = scoreDisplay;
	// Add the main update loop
	game.update = function () {
		// Update spawning system
		if (game.budSpawner) {
			game.budSpawner.update();
		}
		// Update trail system
		if (pollenTrail) {
			pollenTrail.update();
		}
		// Update garden elements
		if (garden) {
			// Update all flowers and buds in the grid
			for (var i = 0; i < garden.rows; i++) {
				for (var j = 0; j < garden.cols; j++) {
					var gridItem = garden.grid[i][j];
					if (gridItem && gridItem.update) {
						gridItem.update();
					}
				}
			}
		}
		// Update all children that have update methods
		for (var i = 0; i < game.children.length; i++) {
			var child = game.children[i];
			if (child && child.update) {
				child.update();
			}
		}
		// Update all particles
		if (game.particlesToUpdate) {
			for (var i = game.particlesToUpdate.length - 1; i >= 0; i--) {
				var particle = game.particlesToUpdate[i];
				if (particle && particle.update) {
					particle.update();
				}
			}
		}
		// Update bee
		if (bee && bee.update) {
			bee.update();
			// Collision detection between bee and hive
			if (hive) {
				var dx = bee.x - hive.x;
				var dy = bee.y - hive.y;
				var distance = Math.sqrt(dx * dx + dy * dy);
				if (distance < 100) {
					// Adjust collection radius as needed
					hive.collectFromBee(bee);
				}
			}
		}
	};
};
tutorialButton.down = function (x, y, obj) {
	// Open tutorial
};
// Removed duplicate playPollenPatternAnimation method ===================================================================
--- original.js
+++ change.js
@@ -531,9 +531,9 @@
 							if (dx !== undefined && dy !== undefined) {
 								var targetRow = self.nextSpawnPosition.row + dy;
 								var targetCol = self.nextSpawnPosition.col + dx;
 								var worldPos = self.garden.gridToWorld(targetCol, targetRow);
-								var warning = self.createWarning(worldPos.x - 400, worldPos.y - 400 + 2732 * 0.12);
+								var warning = self.createWarning(worldPos.x - 400, worldPos.y - 400);
 								self.warningSprites.push(warning);
 							}
 						}
 					} catch (err) {
@@ -585,10 +585,10 @@
 						var targetCol = spawnCol + dx;
 						if (targetRow >= 0 && targetRow < self.garden.rows && targetCol >= 0 && targetCol < self.garden.cols && !self.garden.grid[targetRow][targetCol]) {
 							var newBud = new Bud();
 							var worldPos = self.garden.gridToWorld(targetCol, targetRow);
-							newBud.x = worldPos.x - 400;
-							newBud.y = worldPos.y - 400 + 2732 * 0.12;
+							newBud.x = worldPos.x;
+							newBud.y = worldPos.y - 400; // Adjust Y position to match game coordinate system
 							newBud.scale.set(0);
 							self.garden.grid[targetRow][targetCol] = newBud;
 							self.garden.addChild(newBud);
 							tween(newBud.scale, {
:quality(85)/https://cdn.frvr.ai/675fb3c1eb1e8cb9a4112fb4.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67604e69394bb361d165758f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/676638cb4ce3d4700e55cef8.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6768bb993969eb2f8c9d5781.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/676ad857dfc38c00f0691876.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6771a7b0be357fedb13ec613.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677424ee0b06d268b311d6de.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677459fb8856ec591856c24d.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6774986f14fadecad08c78ff.png%3F3) 
 A background image for a puzzle video game depicting the season of summer. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6774991214fadecad08c7913.png%3F3) 
 A background image for a puzzle video game depicting the season of fall. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/677623decabf43fc38e2887a.png%3F3) 
 A background image for a puzzle video game depicting the season of winter. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6776e9a73ed42f57c4b74dd0.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6777f8a8c2eb664b159d0229.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6778722c19c320b36882d4c9.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6779f4303996aa5d31f12c97.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677a1037bbf1781eb1f79033.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677aa8fba48fbad28469aaca.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677aa92aa48fbad28469aacf.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677aa953a48fbad28469aad3.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/677dd360dfb83faebb9c5c84.png%3F3) 
 Multiple stylized texts with phrases that include “Hurry!” “Time’s up!” Cartoon style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6781ec79024f02776bf3bea3.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6782a5c68ba7f8daef32bc2a.png%3F3) 
 Create a SVG text design in bold cartoon style: "SPRING" in chunky rounded letters with floral accents and vines. Use spring pastels.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6782a6e18ba7f8daef32bc39.png%3F3) 
 Create an SVG text design for "SUMMER" in bold cartoon style with chunky rounded letters. Add sun rays and small flower details in warm, vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6782a7468ba7f8daef32bc44.png%3F3) 
 Create an SVG text design for "FALL" in bold cartoon style with chunky rounded letters. Add small falling leaves and acorn accents in warm autumn colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6782aa9d8ba7f8daef32bd29.png%3F3) 
 Create an SVG text design for "WINTER" in bold cartoon style with chunky rounded letters. Add small snowflake accents and icy details in cool, frosty blues and white.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6782e460575eaeb89beab841.png%3F3) 
 Create a SVG text design in bold cartoon style: “Bloom the garden" in chunky rounded letters with floral accents and vines. Use spring pastels.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6782e837575eaeb89beab933.png%3F3) 
 Create an SVG text design for "Match the blooms" in bold cartoon style with chunky rounded letters. Add sun rays and small flower details in warm, vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6782eb9a575eaeb89beab9d8.png%3F3) 
 Create an SVG text design for "Match to clear leaves" in bold cartoon style with chunky rounded letters. Add small falling leaves and acorn accents in warm autumn colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6782ee12575eaeb89beaba56.png%3F3) 
 Create an SVG text design for "DANCE TO STAY WARM" in bold cartoon style with chunky rounded letters. Add small snowflake accents and icy details in cool, frosty blues and white.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/678430171ed441515be1329e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/678816b46a5f22f0ab8d83c1.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6788183d6a5f22f0ab8d83e6.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67881afa6a5f22f0ab8d8411.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67881e286a5f22f0ab8d846e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/678820736a5f22f0ab8d848c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67883ab06a5f22f0ab8d84bc.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/678be9537acf69d38a885dbf.png%3F3) 
 Create a SVG text design in bold cartoon style: "SEASON COMPLETE!" in chunky rounded letters with stars around it . Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.