User prompt
Increase bee arrival threshold to 20
User prompt
Change bee transit speed to 12
User prompt
Update as necessary: // In game.down, modify the bee grab section: if (adjustedDistance < 100) { bee.state = 'free'; bee.isMoving = true; // Set initial target to current position to prevent jumping bee.targetX = bee.x; bee.targetY = bee.y; // Then update target to the current touch position var touchPos = game.toLocal({x: x, y: y}, LK.stage); bee.targetX = touchPos.x; bee.targetY = touchPos.y; }
User prompt
Increase Bee transit speed to 8
User prompt
Increase the touch detection radius. Tell Ava: ```javascript // In game.down, increase the detection distance if (distance < 100) { // Increased from 50 to 100 bee.state = 'free'; bee.isMoving = true;
User prompt
Update using: Finally, modify the collision check. Tell Ava: ```javascript // In Bee's checkFlowerCollision method, add state check at start: if (self.state === 'transit') return; // Skip collision check during transit
User prompt
Add this directly to the Bee class: Add the destination interaction check. Tell Ava: ```javascript // Add this method to Bee class self.checkDestinationInteraction = function() { // Convert bee position to garden's local space var localPos = garden.toLocal({x: self.x, y: self.y}, game); // Check source flowers 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); } }); } // Check grid position for buds var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { var gridItem = garden.grid[gridY][gridX]; if (gridItem && gridItem.isBud && self.currentPollen > 0) { self.checkFlowerCollision(); // Use existing collision logic } } };
User prompt
Update as needed: Add the destination interaction check. Tell Ava: ```javascript // Add this method to Bee class self.checkDestinationInteraction = function() { // Convert bee position to garden's local space var localPos = garden.toLocal({x: self.x, y: self.y}, game); // Check source flowers 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); } }); } // Check grid position for buds var gridX = Math.floor(localPos.x / garden.cellSize); var gridY = Math.floor(localPos.y / garden.cellSize); if (gridX >= 0 && gridX < garden.cols && gridY >= 0 && gridY < garden.rows) { var gridItem = garden.grid[gridY][gridX]; if (gridItem && gridItem.isBud && self.currentPollen > 0) { self.checkFlowerCollision(); // Use existing collision logic } } };
User prompt
Update as needed: Now let's update the Bee's movement logic. Tell Ava: ```javascript // In Bee's update method, replace current movement with: if (self.state === 'free' && self.isMoving) { // Existing drag behavior self.x += (self.targetX - self.x) * self.moveSpeed; self.y += (self.targetY - self.y) * self.moveSpeed; } else if (self.state === 'transit') { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.arrivalThreshold) { // Normalize movement vector var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.transitSpeed; self.y += Math.sin(angle) * self.transitSpeed; } else { // We've arrived - check for interactions self.checkDestinationInteraction(); self.state = 'free'; } }
User prompt
Update as necessary: game.down = function(x, y, obj) { // Convert touch position to world space var touchPos = game.toLocal({x: x, y: y}, LK.stage); // Check if touch is on bee var dx = touchPos.x - bee.x; var dy = touchPos.y - bee.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 50) { // Adjust radius as needed bee.state = 'free'; bee.isMoving = true; } else { bee.state = 'transit'; bee.targetX = touchPos.x; bee.targetY = touchPos.y; } };
User prompt
// Add these properties to the Bee class's initialization self.state = 'free'; // 'free', 'transit' self.targetX = self.x; self.targetY = self.y; self.transitSpeed = 5; // Adjust this value for desired speed self.arrivalThreshold = 5; // How close we need to be to count as "arrived"
User prompt
Also increase the timer of sequential auto blooms after the first one from 4 seconds to 6 seconds.
User prompt
Update as needed: pattern.forEach(function (pos, index) { var [dy, dx] = pos; 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 - 400 + self.garden.cellSize; newBud.y = worldPos.y - 400 - 50; newBud.scale.set(0); self.garden.grid[targetRow][targetCol] = newBud; self.garden.addChild(newBud); // Only set up auto-bloom for patterns with multiple buds if (pattern.length > 1 && index === 0) { LK.setTimeout(function() { if (newBud && newBud.parent && newBud.isBud && !newBud.isBeingReplaced) { newBud.autoBloom(); // When first bud blooms, start timer for second bud if (pattern[1]) { LK.setTimeout(function() { var secondBud = self.garden.grid[spawnRow + pattern[1][0]][spawnCol + pattern[1][1]]; if (secondBud && secondBud.isBud && !secondBud.isBeingReplaced) { secondBud.autoBloom(); // When second bud blooms, start timer for third bud if (pattern[2]) { LK.setTimeout(function() { var thirdBud = self.garden.grid[spawnRow + pattern[2][0]][spawnCol + pattern[2][1]]; if (thirdBud && thirdBud.isBud && !thirdBud.isBeingReplaced) { thirdBud.autoBloom(); } }, 4000); // 4 seconds after second bud } } }, 4000); // 4 seconds after first bud } } }, 3000); // 3 seconds for first bud } // Then do scale animation tween(newBud.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut' }); } }, index * 200); });
User prompt
Update as needed: pattern.forEach(function (pos, index) { var [dy, dx] = pos; 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 - 400 + self.garden.cellSize; newBud.y = worldPos.y - 400 - 50; newBud.scale.set(0); self.garden.grid[targetRow][targetCol] = newBud; self.garden.addChild(newBud); // First bud blooms quickly if (index === 0) { LK.setTimeout(function() { if (newBud && newBud.parent && newBud.isBud && !newBud.isBeingReplaced) { newBud.autoBloom(); // When first bud blooms, start timer for second bud if (pattern[1]) { LK.setTimeout(function() { var secondBud = self.garden.grid[spawnRow + pattern[1][0]][spawnCol + pattern[1][1]]; if (secondBud && secondBud.isBud && !secondBud.isBeingReplaced) { secondBud.autoBloom(); // When second bud blooms, start timer for third bud if (pattern[2]) { LK.setTimeout(function() { var thirdBud = self.garden.grid[spawnRow + pattern[2][0]][spawnCol + pattern[2][1]]; if (thirdBud && thirdBud.isBud && !thirdBud.isBeingReplaced) { thirdBud.autoBloom(); } }, 4000); // 4 seconds after second bud } } }, 4000); // 4 seconds after first bud } } }, 3000); // 3 seconds for first bud } // Then do scale animation tween(newBud.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut' }); } }, index * 200); });
User prompt
Update as needed: pattern.forEach(function (pos, index) { var [dy, dx] = pos; 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 - 400 + self.garden.cellSize; newBud.y = worldPos.y - 400 - 50; newBud.scale.set(0); self.garden.grid[targetRow][targetCol] = newBud; self.garden.addChild(newBud); // Set the bloom timer first var bloomDelay = index === 0 ? 3000 : 5000; // Using milliseconds for clarity LK.setTimeout(function() { if (newBud && newBud.parent && newBud.isBud && !newBud.isBeingReplaced) { newBud.autoBloom(); } }, bloomDelay); // Then do scale animation tween(newBud.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut' }); } }, index * 200); });
User prompt
we can remove any bloomTimer-related code from the Bud's update method, leaving just the rotation animation: ```javascript self.update = function () { // Basic animation self.rotation = Math.sin(LK.ticks * 0.05) * 0.1; };
User prompt
Update as needed: pattern.forEach(function (pos, index) { var [dy, dx] = pos; 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 - 400 + self.garden.cellSize; newBud.y = worldPos.y - 400 - 50; newBud.scale.set(0); self.garden.grid[targetRow][targetCol] = newBud; self.garden.addChild(newBud); // Scale in animation tween(newBud.scale, { x: 1, y: 1 }, { duration: 1000, ease: 'elasticOut', onFinish: function() { // Set delayed auto-bloom after scale completes LK.setTimeout(function() { if (newBud && newBud.parent && newBud.isBud && !newBud.isBeingReplaced) { newBud.autoBloom(); } }, index === 0 ? 180 : 300); } }); } }, index * 200); });
User prompt
Update as needed with: Let's fix the autoBloom method: ```javascript self.autoBloom = function () { if (!self.isBud || self.isBeingReplaced) { return; } self.isBeingReplaced = true; // Get garden reference from parent var garden = self.parent; if (!garden) return; // Get grid position directly from garden for (var gridY = 0; gridY < garden.rows; gridY++) { for (var gridX = 0; gridX < garden.cols; gridX++) { if (garden.grid[gridY][gridX] === self) { // 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; // Update grid garden.removeChild(self); garden.grid[gridY][gridX] = newFlower; garden.addChild(newFlower); newFlower.bloom(); return; } } } };
User prompt
Update with: pattern.forEach(function (pos, index) { var [dy, dx] = pos; LK.setTimeout(function () { 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 - 400 + self.garden.cellSize; newBud.y = worldPos.y - 400 - 50; 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', onFinish: function() { // Force immediate auto-bloom after scale animation newBud.autoBloom(); } }); } }, index * 200); });
User prompt
Remove the bloomTimer-related code from the Bud's update method, keeping just the rotation animation: ```javascript self.update = function () { // Basic animation self.rotation = Math.sin(LK.ticks * 0.05) * 0.1; };
User prompt
In the BudSpawner where buds are created, replace: ```javascript var newBud = new Bud(); newBud.bloomTimer = (index === 0) ? 180 : 300; // First bud blooms faster ``` with: ```javascript var newBud = new Bud(); LK.setTimeout(function() { if (newBud && newBud.parent && newBud.isBud && !newBud.isBeingReplaced) { newBud.autoBloom(); } }, index === 0 ? 180 : 300); // 3 or 5 seconds ```
User prompt
Let's make the bloomTimer check more robust: ```javascript self.update = function () { // Basic animation self.rotation = Math.sin(LK.ticks * 0.05) * 0.1; // Add auto-bloom timer if (self.isBud && !self.isBeingReplaced && self.bloomTimer > 0) { if (typeof self.bloomTimer !== 'number') { self.bloomTimer = 300; } self.bloomTimer--; if (self.bloomTimer <= 0 && self.parent) { // Check parent exists self.autoBloom(); } } };
User prompt
Let's modify the autoBloom method to use the garden reference through the bud's parent: ```javascript self.autoBloom = function () { if (!self.isBud || self.isBeingReplaced) { return; } self.isBeingReplaced = true; // Use parent (garden) reference instead of global var garden = self.parent; if (!garden) return; var localPos = garden.toLocal({ x: self.x, y: self.y }, garden.parent); // garden.parent should be game // Rest of autoBloom remains the same...
User prompt
And in the BudSpawner where buds are created, add this one line right after creating the new Bud: ```javascript var newBud = new Bud(); newBud.bloomTimer = (index === 0) ? 180 : 300; // First bud blooms faster
User prompt
Let's just add the auto-bloom timer directly into the existing Bud class update method: ```javascript self.update = function () { // Basic animation self.rotation = Math.sin(LK.ticks * 0.05) * 0.1; // Add auto-bloom timer if (self.isBud && !self.isBeingReplaced) { if (!self.hasOwnProperty('bloomTimer')) { self.bloomTimer = 300; // Default 5 seconds } self.bloomTimer--; if (self.bloomTimer <= 0) { self.autoBloom(); } } };
/**** 
* 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() {
				// Set active pollen state before checking matches
				self.hasActivePollen = true;
				self.pollenCollected = false;
				// Find position 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] === self) {
							gridX = x;
							gridY = y;
							foundGridPos = true;
							break;
						}
					}
					if (foundGridPos) {
						break;
					}
				}
				// Check for matches after bloom completes
				if (foundGridPos && game.flowerMatcher) {
					LK.setTimeout(function () {
						game.flowerMatcher.checkForMatches(garden, gridX, gridY);
					}, 100); // Short delay to ensure animation completes
				}
			}
		});
		// 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.state = 'free'; // 'free', 'transit'
	self.targetX = self.x;
	self.targetY = self.y;
	self.transitSpeed = 5; // Adjust this value for desired speed
	self.arrivalThreshold = 5; // How close we need to be to count as "arrived"
	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}, ...]
	// 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.isSourceFlower) {
			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;
			}
			// Removed bee UI update call
			// Removed match checking from collectPollen method
		}
	};
	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 && gridItem.scale.x >= 1 && gridItem.color === self.currentColor) {
					// 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.state === 'free' && self.isMoving) {
			// Existing drag behavior
			self.x += (self.targetX - self.x) * self.moveSpeed;
			self.y += (self.targetY - self.y) * self.moveSpeed;
		} else if (self.state === 'transit') {
			var dx = self.targetX - self.x;
			var dy = self.targetY - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance > self.arrivalThreshold) {
				// Normalize movement vector
				var angle = Math.atan2(dy, dx);
				self.x += Math.cos(angle) * self.transitSpeed;
				self.y += Math.sin(angle) * self.transitSpeed;
			} else {
				// We've arrived - check for interactions
				self.checkDestinationInteraction();
				self.state = 'free';
			}
		}
		// 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
			}
			// Removed bee UI update call
			// 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 garden reference from parent
		var garden = self.parent;
		if (!garden) {
			return;
		}
		// Get grid position directly from garden
		for (var gridY = 0; gridY < garden.rows; gridY++) {
			for (var gridX = 0; gridX < garden.cols; gridX++) {
				if (garden.grid[gridY][gridX] === self) {
					// 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;
					// Update grid
					garden.removeChild(self);
					garden.grid[gridY][gridX] = newFlower;
					garden.addChild(newFlower);
					newFlower.bloom();
					return;
				}
			}
		}
	};
	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) {
			patternPool = Math.random() < 0.7 ? self.patterns.triples : self.patterns.pairs;
		} else if (emptySpaces >= 2) {
			patternPool = Math.random() < 0.7 ? self.patterns.pairs : self.patterns.single;
		} 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 () {
		// Initialize timing trackers
		if (!self.lastSpawnTime) {
			self.lastSpawnTime = LK.ticks;
			self.isFirstSpawn = true;
		}
		// Quick first spawn (2 seconds), then 5 seconds for subsequent spawns
		if (!self.currentPattern) {
			var requiredDelay = self.isFirstSpawn ? 120 : 240; // 2 seconds vs 4 seconds 
			if (LK.ticks - self.lastSpawnTime < requiredDelay) {
				return;
			}
			// Update spawn time and first spawn flag
			self.lastSpawnTime = LK.ticks;
			self.isFirstSpawn = false;
			// 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 + self.garden.cellSize, worldPos.y - 400 - 50);
								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,
						y: 1
					}, {
						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 = _slicedToArray8(pos, 2),
						dy = _pos[0],
						dx = _pos[1];
					LK.setTimeout(function () {
						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 - 400 + self.garden.cellSize;
							newBud.y = worldPos.y - 400 - 50;
							newBud.scale.set(0);
							self.garden.grid[targetRow][targetCol] = newBud;
							self.garden.addChild(newBud);
							// Only set up auto-bloom for patterns with multiple buds 
							if (pattern.length > 1 && index === 0) {
								LK.setTimeout(function () {
									if (newBud && newBud.parent && newBud.isBud && !newBud.isBeingReplaced) {
										newBud.autoBloom();
										// When first bud blooms, start timer for second bud 
										if (pattern[1]) {
											LK.setTimeout(function () {
												var secondBud = self.garden.grid[spawnRow + pattern[1][0]][spawnCol + pattern[1][1]];
												if (secondBud && secondBud.isBud && !secondBud.isBeingReplaced) {
													secondBud.autoBloom();
													// When second bud blooms, start timer for third bud 
													if (pattern[2]) {
														LK.setTimeout(function () {
															var thirdBud = self.garden.grid[spawnRow + pattern[2][0]][spawnCol + pattern[2][1]];
															if (thirdBud && thirdBud.isBud && !thirdBud.isBeingReplaced) {
																thirdBud.autoBloom();
															}
														}, 6000); // 6 seconds after second bud 
													}
												}
											}, 6000); // 6 seconds after first bud 
										}
									}
								}, 3000); // 3 seconds for first bud 
							}
							// Then do scale animation 
							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.isSourceFlower && flower.scale.x >= 1 && 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,
				y: 1.3
			}, {
				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);
						// Removed new bud creation after clearing matches
					}
				}
			});
		});
	};
	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 bottom center
		var blueFlower = new SourceFlower('blue');
		blueFlower.x = centerX;
		blueFlower.y = self.rows * self.cellSize + self.cellSize * 1.5; // Move down one more 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 * 1.5; // Move down one more 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 * 1.5; // Move down one more 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('SpringBackground', {
		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;
				// Removed hive UI update call
			});
			// 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 = [];
			// Removed bee UI update call
			// 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();
			}
		}
	};
});
// 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 _slicedToArray8(r, e) {
	return _arrayWithHoles8(r) || _iterableToArrayLimit8(r, e) || _unsupportedIterableToArray8(r, e) || _nonIterableRest8();
}
function _nonIterableRest8() {
	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 _unsupportedIterableToArray8(r, a) {
	if (r) {
		if ("string" == typeof r) {
			return _arrayLikeToArray8(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) ? _arrayLikeToArray8(r, a) : void 0;
	}
}
function _arrayLikeToArray8(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 _iterableToArrayLimit8(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 _arrayWithHoles8(r) {
	if (Array.isArray(r)) {
		return r;
	}
}
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 bee and position above hive
	var bee = new Bee();
	bee.x = 2048 / 2;
	bee.y = 2732 / 2;
	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) {
		// Convert touch position to world space
		var touchPos = game.toLocal({
			x: x,
			y: y
		}, LK.stage);
		// Check if touch is on bee
		var dx = touchPos.x - bee.x;
		var dy = touchPos.y - bee.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		if (distance < 50) {
			// Adjust radius as needed
			bee.state = 'free';
			bee.isMoving = true;
		} else {
			bee.state = 'transit';
			bee.targetX = touchPos.x;
			bee.targetY = touchPos.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();
		}
	};
};
tutorialButton.down = function (x, y, obj) {
	// Open tutorial
};
// Removed duplicate playPollenPatternAnimation method ===================================================================
--- original.js
+++ change.js
@@ -224,28 +224,42 @@
 			}
 		}
 	};
 	self.update = function () {
-		if (self.isMoving) {
-			// Smooth movement towards target
+		if (self.state === 'free' && self.isMoving) {
+			// Existing drag behavior
 			self.x += (self.targetX - self.x) * self.moveSpeed;
 			self.y += (self.targetY - self.y) * self.moveSpeed;
-			// Calculate rotation based on movement direction
+		} else if (self.state === 'transit') {
 			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);
+			var distance = Math.sqrt(dx * dx + dy * dy);
+			if (distance > self.arrivalThreshold) {
+				// Normalize movement vector
+				var angle = Math.atan2(dy, dx);
+				self.x += Math.cos(angle) * self.transitSpeed;
+				self.y += Math.sin(angle) * self.transitSpeed;
+			} else {
+				// We've arrived - check for interactions
+				self.checkDestinationInteraction();
+				self.state = 'free';
 			}
-			// Add collision check
-			self.checkFlowerCollision();
 		}
+		// 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
: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.