Code edit (1 edits merged)
Please save this source code
User prompt
// Add to BudSpawner class: self.initSummerMode = function(yearNumber) { self.baseSpawnDelay = Math.max(240 - (yearNumber - 1) * 20, 120); // Starts at 4s, decreases by .33s per year, min 2s self.baseBloomDelay = Math.max(300 - (yearNumber - 1) * 25, 150); // Starts at 5s, decreases faster than spawn self.lastSpawnTime = LK.ticks; self.gameStartTime = LK.ticks; self.inHybridPhase = false; }
User prompt
// In SeasonManager class, modify initSummerMode: self.initSummerMode = function() { // Set up timer if (!game.gameTimer) { game.gameTimer = new GameTimer(); game.addChild(game.gameTimer); } game.gameTimer.setTime(60); // 60 seconds // Set background if (game.children[0] instanceof GardenBackground) { game.children[0].setSeasonBackground('summer'); } // Adjust menu background if (game.scoreDisplay && game.scoreDisplay.background) { game.scoreDisplay.background.shrinkToScore(game.scoreDisplay.width); } // Initialize spawner with year-based settings garden.budSpawner.enabled = true; garden.budSpawner.initSummerMode(self.yearNumber); }
Code edit (2 edits merged)
Please save this source code
User prompt
Update the Bee class as needed with: // In the Bee class, add a property to store last valid rotation var beeSprite = self.attachAsset('Bee', { anchorX: 0.5, anchorY: 0.5 }); // Add animation properties self.hoverOffset = Math.random() * Math.PI * 2; self.wingPhase = Math.random() * Math.PI * 2; self.currentAnimationSpeed = 0.05; self.lastRotation = Math.PI/2; // Start facing up self.update = function() { // Movement code stays the same... // Calculate actual movement speed var dx = self.x - self.prevX || 0; var dy = self.y - self.prevY || 0; var currentSpeed = Math.sqrt(dx * dx + dy * dy); // Store positions for next frame self.prevX = self.x; self.prevY = self.y; // Animation speed code stays the same... // Calculate rotation based on movement direction if (currentSpeed > 0.1) { // Only update rotation if actually moving self.lastRotation = Math.atan2(dy, dx) + Math.PI/2; } var tiltAmount = Math.min(currentSpeed * 0.005, 0.1); self.rotation = self.lastRotation + Math.sin(self.wingPhase * 2) * tiltAmount; // Rest of the code stays the same... };
User prompt
Add this to updateWinter: // Clear pattern system and particles if (garden.patternSystem) { // Clear existing particles with fade animation garden.patternSystem.particles.forEach(particle => { tween(particle, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 500, onFinish: () => { particle.destroy(); } }); }); // Clear the pattern system LK.setTimeout(() => { garden.patternSystem.particles = []; game.removeChild(garden.patternSystem); garden.patternSystem = null; }, 600); }
User prompt
Update the updateWinter function as needed with: if (game.gameTimer && game.gameTimer.timeRemaining <= 0 && !self.transitioningToSpring) { self.transitioningToSpring = true; // Flag to prevent multiple transitions // Clear snowmen properly if (garden.winterSnowmen) { garden.winterSnowmen.children.forEach(snowman => { tween(snowman.scale, { x: 0, y: 0 }, { duration: 500, onFinish: () => { garden.winterSnowmen.removeChild(snowman); } }); }); // Remove the container itself after animation LK.setTimeout(() => { garden.removeChild(garden.winterSnowmen); garden.winterSnowmen = null; }, 600); } // Remove snow overlay properly if (game.children[0] instanceof GardenBackground) { const soilLayer = game.children[0].soilLayer; soilLayer.children.forEach(child => { if (child !== game.children[0].gardenSoil) { tween(child, { alpha: 0 }, { duration: 1000, onFinish: () => { soilLayer.removeChild(child); } }); } }); } // Remove warmth meter if (garden.warmthMeter) { tween(garden.warmthMeter, { alpha: 0 }, { duration: 500, onFinish: () => { game.removeChild(garden.warmthMeter); garden.warmthMeter = null; } }); } // After cleanup animations, transition to spring LK.setTimeout(() => { self.transitioningToSpring = false; // Reset flag game.seasonManager.setActiveSeason(game.seasonManager.SEASONS.SPRING); }, 1500); }
User prompt
Upscale the logo asset to high definition.
User prompt
Update bee class as needed with: // In the Bee class, after creating beeSprite: var beeSprite = self.attachAsset('Bee', { anchorX: 0.5, anchorY: 0.5 }); // Add animation properties self.hoverOffset = Math.random() * Math.PI * 2; self.wingPhase = Math.random() * Math.PI * 2; self.currentAnimationSpeed = 0.05; // Base speed for wings self.update = function() { // First handle movement if (self.state === 'free' && self.isMoving) { 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) { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.transitSpeed; self.y += Math.sin(angle) * self.transitSpeed; } else { self.checkDestinationInteraction(); self.state = 'free'; } } // Calculate actual movement speed var dx = self.x - self.prevX || 0; var dy = self.y - self.prevY || 0; var currentSpeed = Math.sqrt(dx * dx + dy * dy); // Store positions for next frame self.prevX = self.x; self.prevY = self.y; // Smoothly adjust animation speed var targetSpeed = 0.05; // Base speed when not moving if (currentSpeed > 0.1) { // Only increase speed if actually moving targetSpeed = Math.min(0.05 + (currentSpeed * 0.002), 0.1); // Cap maximum speed } // Smoothly interpolate to target speed self.currentAnimationSpeed += (targetSpeed - self.currentAnimationSpeed) * 0.1; // Wing flutter effect self.wingPhase += self.currentAnimationSpeed; var wingFlutter = Math.sin(self.wingPhase) * 0.08; // Hover effect (keep as is) var hoverSpeed = 0.03; var hoverAmount = 0.05; self.hoverOffset += hoverSpeed; var hover = Math.sin(self.hoverOffset) * hoverAmount; // Apply both scaling effects beeSprite.scale.x = 1 + wingFlutter; beeSprite.scale.y = 1 + hover; // Calculate rotation based on movement direction var movementAngle = Math.atan2(dy, dx); var tiltAmount = Math.min(currentSpeed * 0.005, 0.1); self.rotation = movementAngle + Math.PI/2 + Math.sin(self.wingPhase * 2) * tiltAmount; // Keep existing collision check self.checkFlowerCollision(); };
Code edit (3 edits merged)
Please save this source code
User prompt
Update Bee class with: // In the Bee class, right after creating the beeSprite: var beeSprite = self.attachAsset('Bee', { anchorX: 0.5, anchorY: 0.5 }); // Add animation properties self.hoverOffset = Math.random() * Math.PI * 2; // Randomize starting position self.wingPhase = Math.random() * Math.PI * 2; // Randomize wing movement // Modify the existing update method self.update = function() { // Keep existing movement code if (self.state === 'free' && self.isMoving) { 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) { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.transitSpeed; self.y += Math.sin(angle) * self.transitSpeed; } else { self.checkDestinationInteraction(); self.state = 'free'; } } // Calculate speed for animation scaling var dx = self.targetX - self.x; var dy = self.targetY - self.y; var currentSpeed = Math.sqrt(dx * dx + dy * dy); // Wing flutter effect - faster when moving var wingSpeed = 0.2 + (currentSpeed * 0.01); self.wingPhase += wingSpeed; var wingFlutter = Math.sin(self.wingPhase) * 0.15; // Hover effect - slight up and down movement var hoverSpeed = 0.03; var hoverAmount = 0.05; self.hoverOffset += hoverSpeed; var hover = Math.sin(self.hoverOffset) * hoverAmount; // Apply both scaling effects beeSprite.scale.x = 1 + wingFlutter; beeSprite.scale.y = 1 + hover; // Calculate rotation based on movement direction var dx = self.targetX - self.x; var dy = self.targetY - self.y; var angle = Math.atan2(dy, dx); // Add slight tilt based on speed for more dynamic movement var tiltAmount = Math.min(currentSpeed * 0.01, 0.2); self.rotation = angle + Math.PI/2 + Math.sin(self.wingPhase * 2) * tiltAmount; // Keep existing collision check self.checkFlowerCollision(); };
Code edit (3 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'garden.children[0].soilLayer.children')' in or related to this line: 'garden.children[0].soilLayer.children.forEach(function (child) {' Line Number: 2809
Code edit (1 edits merged)
Please save this source code
User prompt
Update updateWinter as needed with: self.updateWinter = function() { // Check warmth meter status if (garden.warmthMeter) { if (garden.warmthMeter.warmth <= 0) { // Game over condition (already handled) } else if (game.gameTimer && game.gameTimer.timeRemaining <= 0) { // Winter complete! Transition back to spring // Remove snowmen with shrinking animation garden.children.forEach(child => { if (child instanceof Snowman) { tween(child.scale, { x: 0, y: 0 }, { duration: 500, onFinish: function() { garden.removeChild(child); } }); } }); // Fade out snow overlay garden.children[0].soilLayer.children.forEach(child => { if (child.tint === 0xFFFFFF) { // If it's our snow overlay tween(child, { alpha: 0 }, { duration: 1000, onFinish: function() { child.parent.removeChild(child); } }); } }); // Remove warmth meter if (garden.warmthMeter) { tween(garden.warmthMeter, { alpha: 0 }, { duration: 500, onFinish: function() { game.removeChild(garden.warmthMeter); garden.warmthMeter = null; } }); } // After cleanup animations, transition to spring LK.setTimeout(() => { game.seasonManager.setActiveSeason(game.seasonManager.SEASONS.SPRING); }, 1500); } } };
User prompt
Use the spring location of the game timer as the default location in the game timer class.
User prompt
Update initwintermode: In initWinterMode, after the snowmen setup but before the pattern system: ```javascript // In initWinterMode if (!game.gameTimer) { game.gameTimer = new GameTimer(); game.addChild(game.gameTimer); } // Set winter timer game.gameTimer.setTime(60); // 60 seconds like spring
User prompt
Replace snowman class with: var Snowman = Container.expand(function() { var self = Container.call(this); self.attachAsset('Snowman', { anchorX: 0.5, anchorY: 0.5 }); self.danceTimer = 0; self.baseRotation = (Math.random() - 0.5) * 0.1; self.rotation = self.baseRotation; self.update = function() { self.danceTimer += 0.05; // Add the sin wave to the current position instead of overwriting it self.y += Math.sin(self.danceTimer) * 0.5; // Reduced amount and just add/subtract from current y self.rotation = self.baseRotation + Math.sin(self.danceTimer * 0.7) * 0.1; var scalePulse = 1 + Math.sin(self.danceTimer * 0.5) * 0.05; self.scale.set(scalePulse); }; return self; });
User prompt
Replace snowman class with: var Snowman = Container.expand(function() { var self = Container.call(this); // Keep the basic initialization that worked self.attachAsset('Snowman', { anchorX: 0.5, anchorY: 0.5 }); // Dancing animation variables self.danceTimer = 0; self.baseY = 0; self.baseRotation = 0; self.init = function() { self.baseY = self.y; self.baseRotation = (Math.random() - 0.5) * 0.1; self.rotation = self.baseRotation; }; self.update = function() { self.danceTimer += 0.05; self.y = self.baseY + Math.sin(self.danceTimer) * 10; self.rotation = self.baseRotation + Math.sin(self.danceTimer * 0.7) * 0.1; var scalePulse = 1 + Math.sin(self.danceTimer * 0.5) * 0.05; self.scale.set(1.5 * scalePulse); }; self.init(); return self; });
User prompt
Replace snowman class with this: var Snowman = Container.expand(function() { var self = Container.call(this); // Basic setup like BasicFlower self.attachAsset('Snowman', { anchorX: 0.5, anchorY: 0.5 }); return self; });
Code edit (2 edits merged)
Please save this source code
User prompt
Update initwintermode as needed: // In initWinterMode if (garden.sourceFlowers) { // Store flower positions before removal var flowerPositions = garden.sourceFlowers.children.map(flower => ({ x: flower.x, y: flower.y })); garden.sourceFlowers.children.forEach((flower, index) => { tween(flower.scale, { x: 0, y: 0 }, { duration: 500, delay: index * 200, onFinish: function() { garden.sourceFlowers.removeChild(flower); } }); }); // Add snowmen after a delay LK.setTimeout(() => { flowerPositions.forEach((pos, index) => { var snowman = new Snowman(); snowman.x = pos.x; snowman.y = pos.y; snowman.scale.set(0); garden.sourceFlowers.addChild(snowman); tween(snowman.scale, { x: 1, y: 1 }, { duration: 500, ease: 'backOut', delay: index * 200 }); }); }, 1000); // Wait for flowers to finish removing }
User prompt
Update initwintermode as needed with: // In initWinterMode, after source flowers removal animation: if (garden.sourceFlowers) { garden.sourceFlowers.children.forEach((flower, index) => { tween(flower.scale, { x: 0, y: 0 }, { duration: 500, delay: index * 200, onFinish: function() { garden.sourceFlowers.removeChild(flower); // Create and add snowman at flower's position var snowman = new Snowman(); snowman.x = flower.x; snowman.y = flower.y; snowman.scale.set(0); // Start small for grow animation garden.sourceFlowers.addChild(snowman); // Grow animation tween(snowman.scale, { x: 1, y: 1 }, { duration: 500, ease: 'backOut' }); } }); }); }
User prompt
Remove the hive asset and class.
User prompt
Add this class: var Snowman = Container.expand(function() { var self = Container.call(this); var snowmanSprite = LK.getAsset('Snowman', { anchorX: 0.5, anchorY: 0.5, scale: 1.5 }); self.addChild(snowmanSprite); // Dancing animation variables self.danceTimer = 0; self.baseY = 0; self.baseRotation = 0; self.init = function() { self.baseY = self.y; self.baseRotation = (Math.random() - 0.5) * 0.1; self.rotation = self.baseRotation; }; self.update = function() { self.danceTimer += 0.05; // Gentle bobbing up and down self.y = self.baseY + Math.sin(self.danceTimer) * 10; // Gentle swaying rotation self.rotation = self.baseRotation + Math.sin(self.danceTimer * 0.7) * 0.1; // Subtle scale "breathing" var scalePulse = 1 + Math.sin(self.danceTimer * 0.5) * 0.05; self.scale.set(1.5 * scalePulse); }; self.init(); return self; })
/**** 
* 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',
		'purple': 'PurpleFlower',
		'green': 'GreenFlower',
		'orange': 'OrangeFlower'
	};
	// 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
				}
			}
		});
		LK.setTimeout(function () {
			if (game.seasonManager && game.seasonManager.currentSeason === game.seasonManager.SEASONS.SPRING) {
				game.seasonManager.updateFlowerCounts();
			}
		}, 1000); // After bloom animation
		// 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 = 18; // Set bee transit speed to 18 
	self.arrivalThreshold = 20; // 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 (!flower.isSourceFlower) {
			return;
		} // Only proceed if it's a source flower
		if (flower.isSourceFlower) {
			// Add color mixing check before any other collection logic
			if (self.currentColor && self.currentColor !== flower.color) {
				var mixColor;
				if (self.currentColor === 'red' && flower.color === 'blue' || self.currentColor === 'blue' && flower.color === 'red') {
					mixColor = 'purple';
				} else if (self.currentColor === 'blue' && flower.color === 'yellow' || self.currentColor === 'yellow' && flower.color === 'blue') {
					mixColor = 'green';
				} else if (self.currentColor === 'red' && flower.color === 'yellow' || self.currentColor === 'yellow' && flower.color === 'red') {
					mixColor = 'orange';
				}
				if (mixColor) {
					self.pollenTypes = [{
						color: mixColor,
						amount: 14
					}];
					self.currentPollen = 14;
					self.currentColor = mixColor;
					self.pollenTrail.currentColor = mixColor;
					return;
				}
			} else if (self.currentPollen < self.maxPollen) {
				// Set color first before any other changes
				self.currentColor = flower.color;
				self.pollenTrail.currentColor = flower.color;
				var collectAmount = Math.min(14, self.maxPollen - self.currentPollen);
				self.pollenTypes = [{
					color: flower.color,
					amount: collectAmount
				}];
				self.currentPollen = collectAmount;
			}
			// Only restart trail if we still have pollen
			if (self.currentPollen > 0) {
				if (self.pollenTrail) {
					self.pollenTrail.active = false;
					self.pollenTrail.startTrail(self.x, self.y, garden, self);
				}
			}
		}
	};
	self.checkFlowerCollision = function () {
		if (self.state === 'transit') {
			return;
		} // Skip collision check during transit
		// 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 && !flower.isBeingCollectedFrom) {
					flower.isBeingCollectedFrom = true;
					self.collectPollen(flower);
				} else if (distance >= garden.cellSize / 2) {
					flower.isBeingCollectedFrom = false;
				}
			});
		}
		// 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.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
			}
		}
	};
	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 = [];
				// Reset bee's pollen state
				self.currentColor = null;
				self.pollenTypes = [];
			}
			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.originalSelectSpawnPosition = self.selectSpawnPosition;
	self.enabled = true;
	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 () {
		if (game.seasonManager && game.seasonManager.currentSeason === game.seasonManager.SEASONS.FALL) {
			// First priority: spots next to leaves
			var leafPairs = [];
			var singleSpots = [];
			// Original leaf-adjacent checking logic remains...
			for (var row = 0; row < self.garden.rows; row++) {
				for (var col = 0; col < self.garden.cols; col++) {
					var _self$garden$grid$row;
					if ((_self$garden$grid$row = self.garden.grid[row][col]) !== null && _self$garden$grid$row !== void 0 && _self$garden$grid$row.isLeaf) {
						// Check each direction for empty pairs
						var directions = [[{
							r: -1,
							c: 0
						}, {
							r: -2,
							c: 0
						}],
						// Up pair
						[{
							r: 1,
							c: 0
						}, {
							r: 2,
							c: 0
						}],
						// Down pair
						[{
							r: 0,
							c: -1
						}, {
							r: 0,
							c: -2
						}],
						// Left pair
						[{
							r: 0,
							c: 1
						}, {
							r: 0,
							c: 2
						}]];
						directions.forEach(function (dir) {
							var spot1 = {
								row: row + dir[0].r,
								col: col + dir[0].c
							};
							var spot2 = {
								row: row + dir[1].r,
								col: col + dir[1].c
							};
							if (spot1.row >= 0 && spot1.row < self.garden.rows && spot1.col >= 0 && spot1.col < self.garden.cols && spot2.row >= 0 && spot2.row < self.garden.rows && spot2.col >= 0 && spot2.col < self.garden.cols && self.garden.grid[spot1.row][spot1.col] === null && self.garden.grid[spot2.row][spot2.col] === null) {
								leafPairs.push({
									start: spot1,
									pattern: [[0, 0], [dir[1].r - dir[0].r, dir[1].c - dir[0].c]]
								});
							}
						});
						// Also store single spots for fallback
						var adjacent = [{
							r: -1,
							c: 0
						}, {
							r: 1,
							c: 0
						}, {
							r: 0,
							c: -1
						}, {
							r: 0,
							c: 1
						}];
						adjacent.forEach(function (dir) {
							var checkRow = row + dir.r;
							var checkCol = col + dir.c;
							if (checkRow >= 0 && checkRow < self.garden.rows && checkCol >= 0 && checkCol < self.garden.cols && self.garden.grid[checkRow][checkCol] === null) {
								singleSpots.push({
									row: checkRow,
									col: checkCol
								});
							}
						});
					}
				}
			}
			if (leafPairs.length > 0 && Math.random() < 0.7) {
				var pair = leafPairs[Math.floor(Math.random() * leafPairs.length)];
				return {
					row: pair.start.row,
					col: pair.start.col,
					pattern: pair.pattern
				};
			} else if (singleSpots.length > 0) {
				var spot = singleSpots[Math.floor(Math.random() * singleSpots.length)];
				return {
					row: spot.row,
					col: spot.col,
					pattern: self.patterns.single[0]
				};
			}
			// Second priority: spots next to recent spawn positions
			var secondarySpots = [];
			for (var row = 0; row < self.garden.rows; row++) {
				for (var col = 0; col < self.garden.cols; col++) {
					var _self$garden$grid$row2, _self$garden$grid$row3;
					if ((_self$garden$grid$row2 = self.garden.grid[row][col]) !== null && _self$garden$grid$row2 !== void 0 && _self$garden$grid$row2.isBud || (_self$garden$grid$row3 = self.garden.grid[row][col]) !== null && _self$garden$grid$row3 !== void 0 && _self$garden$grid$row3.isFlower) {
						// Check for empty spots around this bud/flower
						var patterns = self.checkPatternsAtPosition(row, col);
						if (patterns.length > 0) {
							secondarySpots.push({
								row: row,
								col: col,
								patterns: patterns
							});
						}
					}
				}
			}
			if (secondarySpots.length > 0) {
				var position = secondarySpots[Math.floor(Math.random() * secondarySpots.length)];
				var highestPriority = Math.max.apply(Math, _toConsumableArray2(position.patterns.map(function (p) {
					return p.priority;
				})));
				var bestPatterns = position.patterns.filter(function (p) {
					return p.priority === highestPriority;
				});
				var selectedPattern = bestPatterns[Math.floor(Math.random() * bestPatterns.length)];
				return {
					row: position.row,
					col: position.col,
					pattern: selectedPattern.pattern
				};
			}
		}
		// Fall back to default spawn logic if no priority spots found
		return self.defaultSpawnPosition();
	};
	self.checkPatternsAtPosition = function (row, col) {
		var validPatterns = [];
		var patternFits = function patternFits(pattern) {
			return pattern.every(function (_ref) {
				var _ref2 = _slicedToArray10(_ref, 2),
					dy = _ref2[0],
					dx = _ref2[1];
				var newRow = row + dy;
				var newCol = col + dx;
				return newRow >= 0 && newRow < garden.rows && newCol >= 0 && newCol < garden.cols && garden.grid[newRow][newCol] === null;
			});
		};
		// Check patterns in priority order: triples, pairs, singles
		if (garden.grid[row][col] === null) {
			// Check triples first
			self.patterns.triples.forEach(function (pattern) {
				if (patternFits(pattern)) {
					validPatterns.push({
						pattern: pattern,
						priority: 3
					});
				}
			});
			// Only check pairs if no triples found
			if (validPatterns.length === 0) {
				self.patterns.pairs.forEach(function (pattern) {
					if (patternFits(pattern)) {
						validPatterns.push({
							pattern: pattern,
							priority: 2
						});
					}
				});
			}
			// Only check singles if no pairs or triples found
			if (validPatterns.length === 0 && patternFits(self.patterns.single[0])) {
				validPatterns.push({
					pattern: self.patterns.single[0],
					priority: 1
				});
			}
		}
		return validPatterns;
	};
	self.defaultSpawnPosition = function () {
		// Count empty spaces and validate pattern placement
		var validPositions = [];
		for (var row = 0; row < garden.rows; row++) {
			for (var col = 0; col < garden.cols; col++) {
				if (garden.grid[row][col] === null) {
					var patterns = self.checkPatternsAtPosition(row, col);
					if (patterns.length > 0) {
						validPositions.push({
							row: row,
							col: col,
							patterns: patterns
						});
					}
				}
			}
		}
		if (validPositions.length === 0) {
			return null;
		}
		// Select random position but use highest priority pattern available
		var position = validPositions[Math.floor(Math.random() * validPositions.length)];
		var highestPriority = Math.max.apply(Math, _toConsumableArray(position.patterns.map(function (p) {
			return p.priority;
		})));
		var bestPatterns = position.patterns.filter(function (p) {
			return p.priority === highestPriority;
		});
		var selectedPattern = bestPatterns[Math.floor(Math.random() * bestPatterns.length)];
		return {
			row: position.row,
			col: position.col,
			pattern: selectedPattern.pattern
		};
	};
	self.getSpawnRate = function () {
		// Keep original timing logic
		return 16; // Spawn every frame for immediate filling
	};
	self.update = function () {
		if (!self.enabled) {
			return;
		}
		// 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 worldPos = self.garden.gridToWorld(targetCol, targetRow);
							var targetX = worldPos.x - 400 + self.garden.cellSize;
							var targetY = worldPos.y - 400 - 50;
							// Clear any existing sprite at this position
							for (var i = self.garden.children.length - 1; i >= 0; i--) {
								var child = self.garden.children[i];
								if (child.x === targetX && child.y === targetY) {
									self.garden.removeChild(child);
								}
							}
							var newBud = new Bud();
							newBud.x = targetX;
							newBud.y = targetY;
							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) {
		console.log("Checking matches at:", x, y);
		// Only prevent matches in spring if we're not in the matching phase
		if (game.seasonManager && game.seasonManager.currentSeason === game.seasonManager.SEASONS.SPRING && !game.seasonManager.springMatchingEnabled) {
			return false;
		}
		var matches = self.findMatches(garden, x, y);
		if (matches.length >= 3) {
			console.log("Found matches:", matches.length);
			// Immediately clear ALL matched flowers from grid
			matches.forEach(function (match) {
				if (garden.grid[match.y][match.x] === match.flower) {
					garden.grid[match.y][match.x] = null;
				}
			});
			// Pass matches to clearMatches for animation and scoring
			self.clearMatches(garden, matches, true);
			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, startNewChain) {
		var _this2 = this;
		var seedTargets = {};
		var pollenTargets = {};
		matches.forEach(function (match) {
			var directions = [{
				dx: 0,
				dy: -1
			}, {
				dx: 0,
				dy: 1
			}, {
				dx: -1,
				dy: 0
			}, {
				dx: 1,
				dy: 0
			}];
			directions.forEach(function (dir) {
				var checkRow = match.y + dir.dy;
				var checkCol = match.x + dir.dx;
				var key = "".concat(checkRow, ",").concat(checkCol);
				// Skip if out of bounds or is a match position
				if (checkRow < 0 || checkRow >= garden.rows || checkCol < 0 || checkCol >= garden.cols || matches.some(function (m) {
					return m.y === checkRow && m.x === checkCol;
				})) {
					return;
				}
				var cell = garden.grid[checkRow][checkCol];
				if (!cell) {
					seedTargets[key] = {
						row: checkRow,
						col: checkCol,
						sourceMatch: match
					};
				} else if (cell.isBud || cell.isFlower && !cell.isSourceFlower) {
					// Collect both buds and basic color flowers as pollen targets
					if (cell.isBud || cell.isFlower && ['red', 'blue', 'yellow'].includes(cell.color) && cell.color !== match.flower.color) {
						pollenTargets[key] = {
							row: checkRow,
							col: checkCol,
							targetBud: cell.isBud ? cell : null,
							targetFlower: cell.isBud ? null : cell,
							sourceMatch: match // Keep consistent with how seeds work
						};
					}
				}
			});
		});
		if (game.scoreManager && startNewChain) {
			game.scoreManager.addToChain();
		}
		var checkForLeafClearing = function checkForLeafClearing(matches) {
			var leafPositions = [];
			matches.forEach(function (match) {
				// Check adjacent cells for leaves
				var directions = [{
					dx: 1,
					dy: 0
				}, {
					dx: -1,
					dy: 0
				}, {
					dx: 0,
					dy: 1
				}, {
					dx: 0,
					dy: -1
				}];
				directions.forEach(function (dir) {
					var checkX = match.x + dir.dx;
					var checkY = match.y + dir.dy;
					if (checkX >= 0 && checkX < garden.cols && checkY >= 0 && checkY < garden.rows) {
						var cell = garden.grid[checkY][checkX];
						if (cell && cell.isLeaf) {
							leafPositions.push({
								x: checkX,
								y: checkY,
								leaf: cell
							});
						}
					}
				});
			});
			// Clear leaves with animation
			leafPositions.forEach(function (pos, index) {
				LK.setTimeout(function () {
					tween(pos.leaf, {
						alpha: 0,
						rotation: Math.PI * 2
					}, {
						duration: 500,
						onFinish: function onFinish() {
							garden.grid[pos.y][pos.x] = null;
							pos.leaf.destroy();
						}
					});
				}, index * 100);
			});
		};
		checkForLeafClearing(matches);
		matches.forEach(function (match) {
			// Removed call to undefined method checkAndSpawnSideEffects
		});
		matches.forEach(function (match, index) {
			var flower = match.flower;
			var flowerPoints = game.scoreManager ? game.scoreManager.getFlowerBasePoints(flower.color) : 100;
			// When flower pops, cast out seeds and pollen
			Object.values(seedTargets).forEach(function (target) {
				if (target.sourceMatch === match) {
					var sourcePos = garden.gridToWorld(match.x, match.y);
					var targetPos = garden.gridToWorld(target.col, target.row);
					var seed = LK.getAsset('Seed', {
						anchorX: 0.5,
						anchorY: 0.5,
						x: sourcePos.x,
						y: sourcePos.y
					});
					game.addChild(seed);
					tween(seed, {
						x: targetPos.x,
						y: targetPos.y,
						rotation: Math.PI * 2
					}, {
						duration: 500,
						onFinish: function onFinish() {
							seed.destroy();
							if (!garden.grid[target.row][target.col]) {
								// Double-check position is still empty
								var bud = new Bud();
								bud.x = targetPos.x - 400 + garden.cellSize;
								bud.y = targetPos.y - 400 - 50;
								bud.scale.set(0);
								garden.grid[target.row][target.col] = bud;
								garden.addChild(bud);
								tween(bud.scale, {
									x: 1,
									y: 1
								}, {
									duration: 500,
									ease: 'elasticOut'
								});
							}
						}
					});
				}
			});
			Object.values(pollenTargets).forEach(function (target) {
				if (target.sourceMatch === match) {
					// Create pollen particle effect first
					var sourcePos = garden.gridToWorld(match.x, match.y);
					var targetPos = target.targetBud ? {
						x: target.targetBud.x,
						y: target.targetBud.y
					} : {
						x: target.targetFlower.x,
						y: target.targetFlower.y
					};
					for (var i = 0; i < 6; i++) {
						var particle = new PollenParticle().init('trail');
						particle.x = sourcePos.x;
						particle.y = sourcePos.y;
						if (match.flower.color === 'red') {
							particle.children[0].tint = 0xFF0000;
						} else if (match.flower.color === 'blue') {
							particle.children[0].tint = 0x0000FF;
						} else if (match.flower.color === 'yellow') {
							particle.children[0].tint = 0xFFFF00;
						}
						game.addChild(particle);
						tween(particle, {
							x: targetPos.x,
							y: targetPos.y,
							rotation: Math.PI * 2
						}, {
							duration: 500
						});
					}
					if (target.targetBud) {
						// Create flower of matching color
						var newFlower = new BasicFlower(match.flower.color);
						newFlower.x = target.targetBud.x;
						newFlower.y = target.targetBud.y;
						newFlower.isFlower = true;
						garden.grid[target.row][target.col] = newFlower;
						garden.removeChild(target.targetBud);
						garden.addChild(newFlower);
						newFlower.bloom();
					} else if (target.targetFlower) {
						// Clear hybrid color logic
						var hybridColor = null;
						var baseColor = match.flower.color;
						var targetColor = target.targetFlower.color;
						if (baseColor === 'red' && targetColor === 'blue' || baseColor === 'blue' && targetColor === 'red') {
							hybridColor = 'purple';
						} else if (baseColor === 'blue' && targetColor === 'yellow' || baseColor === 'yellow' && targetColor === 'blue') {
							hybridColor = 'green';
						} else if (baseColor === 'red' && targetColor === 'yellow' || baseColor === 'yellow' && targetColor === 'red') {
							hybridColor = 'orange';
						}
						if (hybridColor) {
							var newFlower = new BasicFlower(hybridColor);
							newFlower.x = target.targetFlower.x;
							newFlower.y = target.targetFlower.y;
							newFlower.isFlower = true;
							garden.grid[target.row][target.col] = newFlower;
							garden.removeChild(target.targetFlower);
							garden.addChild(newFlower);
							newFlower.bloom();
						}
					}
				}
			});
			var pointText = new Text2("+" + (flowerPoints || 0), {
				size: 100,
				fill: 0xFFFF00
			});
			LK.setTimeout(function () {
				tween(flower.scale, {
					x: 1.5,
					y: 1.5
				}, {
					duration: 300,
					onFinish: function onFinish() {
						tween(flower, {
							alpha: 0
						}, {
							duration: 200,
							onFinish: function onFinish() {
								if (garden.grid[match.y][match.x] === flower) {
									garden.grid[match.y][match.x] = null;
									garden.removeChild(flower);
								}
								// Second: Particles after pop completes
								self.createPetalBurst(match.x, match.y, match.flower.color);
								// Third: Show points for this flower
								var worldPos = garden.gridToWorld(match.x, match.y);
								var pointText = new Text2("+" + flowerPoints, {
									size: 100,
									fill: 0xFFFF00
								});
								pointText.anchor.set(0.5);
								pointText.x = worldPos.x;
								pointText.y = worldPos.y;
								game.addChild(pointText);
								tween(pointText, {
									y: pointText.y - 50,
									alpha: 0
								}, {
									duration: 1000,
									onFinish: function onFinish() {
										pointText.destroy();
									}
								});
							}
						});
					}
				});
			}, index * 150);
		});
		// After all flowers, show total score
		LK.setTimeout(function () {
			if (game.scoreManager) {
				// Calculate total with multipliers
				var totalBase = matches.reduce(function (sum, m) {
					return sum + (game.scoreManager ? game.scoreManager.getFlowerBasePoints(m.flower.color) : 100);
				}, 0);
				var matchMultiplier = game.scoreManager ? game.scoreManager.getMatchMultiplier(matches.length) : 1;
				var chainMultiplier = game.scoreManager ? game.scoreManager.chainMultiplier : 1;
				var finalScore = Math.floor(totalBase * matchMultiplier * chainMultiplier);
				// Show final score floating up
				var totalText = new Text2("+" + finalScore, {
					size: 150,
					fill: 0x00FFFF
				});
				totalText.anchor.set(0.5);
				totalText.x = 2048 / 2;
				totalText.y = 2732 / 2;
				game.addChild(totalText);
				tween(totalText, {
					y: 100,
					alpha: 0
				}, {
					duration: 1500,
					onFinish: function onFinish() {
						totalText.destroy();
						game.scoreManager.addScore(finalScore);
					}
				});
				// First only show match multiplier if it's greater than 1
				if (matchMultiplier > 1) {
					var multiplierText = new Text2("Match x" + matchMultiplier.toFixed(1), {
						size: 120,
						fill: 0x00FFFF
					});
					multiplierText.anchor.set(0.5);
					multiplierText.x = 2048 / 2;
					multiplierText.y = 2732 / 2 + 100;
					game.addChild(multiplierText);
					tween(multiplierText, {
						y: multiplierText.y - 50,
						alpha: 0
					}, {
						duration: 1200,
						onFinish: function onFinish() {
							multiplierText.destroy();
						}
					});
				}
				// Separate chain display only if there's an active chain
				if (game.scoreManager.chainMultiplier > 1) {
					var chainText = new Text2("Chain x" + game.scoreManager.chainMultiplier.toFixed(1), {
						size: 120,
						fill: 0x00FFFF
					});
					chainText.anchor.set(0.5);
					chainText.x = 2048 / 2;
					chainText.y = 2732 / 2 + 150; // Position below match multiplier
					game.addChild(chainText);
					tween(chainText, {
						y: chainText.y - 50,
						alpha: 0
					}, {
						duration: 1200,
						onFinish: function onFinish() {
							chainText.destroy();
						}
					});
				}
			}
		}, matches.length * 150 + 1000);
	};
	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);
		}
		// Star particles
		for (var i = 0; i < 8; i++) {
			var star = new PollenParticle().init('star');
			var angle = i / 8 * Math.PI * 2;
			star.x = worldPos.x;
			star.y = worldPos.y;
			game.addChild(star);
		}
	};
	return self;
});
var GameTimer = Container.expand(function () {
	var self = Container.call(this);
	var timerText = new Text2("0:00", {
		size: 120,
		fill: 0xFFFFFF
	});
	timerText.anchor.set(0.5, 0);
	self.addChild(timerText);
	self.x = 2048 / 2;
	self.y = 2732 - 200;
	self.timeRemaining = 0;
	self.active = false;
	self.lastTick = 0; // Add this to track last update
	self.setTime = function (seconds) {
		self.timeRemaining = seconds;
		self.active = true;
		self.lastTick = LK.ticks; // Initialize lastTick
		self.updateDisplay();
	};
	self.updateDisplay = function () {
		var minutes = Math.floor(self.timeRemaining / 60);
		var seconds = self.timeRemaining % 60;
		var timeString = minutes + ":" + (seconds < 10 ? "0" : "") + seconds;
		// Create new text with appropriate color
		var newText = new Text2(timeString, {
			size: 120,
			fill: self.timeRemaining <= 10 ? 0xFF0000 : 0xFFFFFF
		});
		newText.anchor.set(0.5, 0);
		// Replace old text with new
		self.removeChild(timerText);
		self.addChild(newText);
		timerText = newText;
	};
	self.update = function () {
		if (self.active && self.timeRemaining > 0) {
			// Only update if 60 ticks have passed since last update
			if (LK.ticks - self.lastTick >= 60) {
				self.timeRemaining--;
				self.lastTick = LK.ticks;
				self.updateDisplay();
			}
		}
	};
	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 - 0.02 * 2732; // Move up by 2% of screen height
		this.sourceFlowers.addChild(blueFlower);
		// Red flower under bottom left bud
		var redFlower = new SourceFlower('red');
		redFlower.x = self.cellSize / 2 - 0.015 * 2048; // Move 1.5% to the left
		redFlower.y = self.rows * self.cellSize + self.cellSize * 1.5 - 0.02 * 2732; // Move up by 2% of screen height
		this.sourceFlowers.addChild(redFlower);
		// Yellow flower under bottom right bud
		var yellowFlower = new SourceFlower('yellow');
		yellowFlower.x = self.cols * self.cellSize - self.cellSize / 2 + 0.01 * 2048; // Move 1% to the right
		yellowFlower.y = self.rows * self.cellSize + self.cellSize * 1.5 - 0.02 * 2732; // Move up by 2% of screen height
		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)
		};
	};
});
var GardenBackground = Container.expand(function () {
	var self = Container.call(this);
	// Create specific containers for layers
	self.bgLayer = new Container(); // for seasonal backgrounds
	self.soilLayer = new Container(); // for soil and snow effects
	self.addChild(self.bgLayer);
	self.addChild(self.soilLayer);
	self.seasonalBackground = null;
	self.gardenSoil = null;
	self.init = function () {
		// Default to spring background initially
		self.seasonalBackground = LK.getAsset('SpringBackground', {
			anchorX: 0.5,
			anchorY: 0.5,
			scaleX: 1.02,
			scaleY: 1.02,
			x: 2048 / 2,
			y: 2732 / 2 - 0.02 * 2732
		});
		self.bgLayer.addChild(self.seasonalBackground);
		self.gardenSoil = LK.getAsset('GardenSoil', {
			anchorX: 0.5,
			anchorY: 0.5,
			scaleX: 1.02,
			scaleY: 1.02,
			x: 2048 / 2,
			y: 2732 / 2 - 0.02 * 2732
		});
		self.soilLayer.addChild(self.gardenSoil);
	};
	self.setSeasonBackground = function (season) {
		var newBackground;
		switch (season) {
			case 'spring':
				newBackground = 'SpringBackground';
				break;
			case 'summer':
				newBackground = 'SummerBackground';
				break;
			case 'fall':
				newBackground = 'FallBackground';
				break;
			case 'winter':
				newBackground = 'WinterBackground';
				break;
		}
		if (newBackground) {
			var newBg = LK.getAsset(newBackground, {
				anchorX: 0.5,
				anchorY: 0.5,
				scaleX: 1.02,
				scaleY: 1.02,
				x: 2048 / 2,
				y: 2732 / 2 - 0.02 * 2732,
				alpha: 0
			});
			self.addChildAt(newBg, 0); // Add behind current background
			// Fade in new, fade out old
			tween(newBg, {
				alpha: 1
			}, {
				duration: 1000
			});
			if (self.seasonalBackground) {
				tween(self.seasonalBackground, {
					alpha: 0
				}, {
					duration: 1000,
					onFinish: function onFinish() {
						self.removeChild(self.seasonalBackground);
						self.seasonalBackground = newBg;
					}
				});
			} else {
				self.seasonalBackground = newBg;
			}
		}
	};
	// Method to access garden soil
	self.getGardenSoil = function () {
		return self.gardenSoil;
	};
	self.init();
	return self;
});
var MenuBackground = Container.expand(function () {
	var self = Container.call(this);
	var background = self.attachAsset('MenuSquare', {
		anchorX: 0.5,
		anchorY: 0,
		alpha: 0.5
	});
	self.setSize = function (width, height) {
		background.scale.x = (width + 200) / 100; // Add more padding to both sides
		background.scale.y = height;
	};
	self.x = 2048 / 2;
	self.y = 50;
	self.expandForSpring = function () {
		tween(background.scale, {
			x: 20,
			y: 3
		}, {
			duration: 500
		});
		background.x = 0;
	};
	self.shrinkToScore = function (scoreWidth) {
		tween(background.scale, {
			x: scoreWidth / 100 + 1,
			y: 2
		}, {
			duration: 500
		});
	};
	self.expandForWinter = function () {
		tween(background.scale, {
			x: 20,
			y: 4 // A bit taller to accommodate both score and meter
		}, {
			duration: 500
		});
		background.x = 0;
	};
	return self;
});
var PatternParticle = Container.expand(function () {
	var self = Container.call(this);
	// Store the particle reference
	self.particle = self.attachAsset('PollenSparkle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Apply scale and tint to the container
	self.scale.set(0.7);
	self.active = true;
	self.twinkleSpeed = 0.1;
	self.twinkleOffset = Math.random() * Math.PI * 2;
	self.update = function () {
		if (self.active) {
			self.alpha = 0.8 + Math.sin(LK.ticks * self.twinkleSpeed + self.twinkleOffset) * 0.2; // Increased base alpha
		}
	};
	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',
		'star': 'StarParticle' // Add this line
	};
	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;
			};
		} else if (self.type === 'star') {
			self.scale.set(1 + Math.random() * 0.2);
			self.decayRate = 0.015; // Slower decay for more visible effect
			// Add sparkle rotation
			self.rotationSpeed = (Math.random() - 0.5) * 0.4; // Faster rotation than normal particles
			self.alpha = 1;
			// Add velocity setup like other particle types
			var angle = Math.random() * Math.PI * 2;
			var speed = 12 + Math.random() * 4; // Higher speed for farther travel
			self.velocity = {
				x: Math.cos(angle) * speed,
				y: Math.sin(angle) * speed
			};
		}
		// 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.currentColor) {
			var color = self.bee.currentColor;
			if (color === 'red') {
				particle.children[0].tint = 0xFF0000;
			} else if (color === 'blue') {
				particle.children[0].tint = 0x0000FF;
			} else if (color === 'yellow') {
				particle.children[0].tint = 0xFFFF00;
			} else if (color === 'purple') {
				particle.children[0].tint = 0x800080;
			} else if (color === 'green') {
				particle.children[0].tint = 0x00FF00;
			} else if (color === 'orange') {
				particle.children[0].tint = 0xFFA500;
			}
		}
		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);
	// Properties
	self.currentScore = 0;
	self.lastMatchTime = 0; // Add this property
	self.currentChain = 0;
	self.chainMultiplier = 1;
	self.BASIC_FLOWER_POINTS = 100;
	self.HYBRID_FLOWER_POINTS = 200;
	// Methods need to be defined this way in Container.expand
	self.getFlowerBasePoints = function (flowerColor) {
		var hybridColors = ['purple', 'green', 'orange'];
		return hybridColors.includes(flowerColor) ? self.HYBRID_FLOWER_POINTS : self.BASIC_FLOWER_POINTS;
	};
	self.getMatchMultiplier = function (matchSize) {
		if (matchSize <= 3) {
			return 1;
		}
		if (matchSize === 4) {
			return 1.5;
		}
		if (matchSize === 5) {
			return 2;
		}
		return 2.5; // 6 or more
	};
	self.addToChain = function () {
		var currentTime = Date.now();
		// Only increment chain if less than 2 seconds since last match
		if (currentTime - self.lastMatchTime < 2000 && self.lastMatchTime !== 0) {
			self.currentChain++;
			self.chainMultiplier = Math.min(1 + self.currentChain * 0.5, 5);
		} else {
			// Reset chain if it's the first match or too much time has passed
			self.currentChain = 0;
			self.chainMultiplier = 1;
		}
		self.lastMatchTime = currentTime;
	};
	self.resetChain = function () {
		self.currentChain = 0;
		self.chainMultiplier = 1;
	};
	self.addScore = function (points) {
		self.currentScore += Math.floor(points);
		if (game.scoreDisplay) {
			game.scoreDisplay.setText(self.currentScore.toString());
		}
	};
	return self;
});
var SeasonManager = Container.expand(function () {
	var self = Container.call(this);
	self.springMatchingEnabled = false; // New flag for spring matching phase
	// Season constants
	self.SEASONS = {
		SPRING: 'spring',
		SUMMER: 'summer',
		FALL: 'fall',
		WINTER: 'winter'
	};
	self.currentSeason = null;
	self.yearNumber = 1;
	self.totalScore = 0;
	self.seasonStartTime = 0;
	self.init = function () {
		self.yearNumber = 1; // Start at year 1
		return; // Default initialization, no active season set
	};
	self.setActiveSeason = function (season) {
		// Store previous season's score
		if (self.currentSeason && game.scoreDisplay) {
			self.totalScore += parseInt(game.scoreDisplay.text);
		}
		self.currentSeason = season;
		self.transitionToSeason(season);
	};
	self.transitionToSeason = function (season) {
		// Clear existing particles first
		self.clearTransitionEffects();
		// Create transition effects
		self.createSeasonTransition(season);
		// Update game rules and mechanics
		self.updateGameRules(season);
		// Show season text
		self.showSeasonText(season);
	};
	self.clearTransitionEffects = function () {
		// Remove all existing transition particles
		game.children.forEach(function (child) {
			if (child.isTransitionEffect) {
				game.removeChild(child);
			}
		});
	};
	self.createSeasonTransition = function (season) {
		var particleConfig = {
			spring: {
				asset: 'Bud',
				count: 50,
				tint: 0x88FF88
			},
			summer: {
				asset: 'Petal',
				count: 40,
				tint: 0xFFFF88
			},
			fall: {
				asset: 'Leaf',
				count: 30,
				tint: 0xFFFFFF // Set to white (no tint) to show natural color 
			},
			winter: {
				asset: 'SnowFlake',
				count: 60,
				tint: 0xFFFFFF
			}
		};
		var config = particleConfig[season];
		for (var i = 0; i < config.count; i++) {
			var particle = new TransitionParticle(config.asset);
			particle.children[0].tint = config.tint;
			particle.isTransitionEffect = true;
			game.addChild(particle);
		}
	};
	self.updateGameRules = function (season) {
		// Clear existing timers/rules
		if (garden.budSpawner && typeof garden.budSpawner.reset === 'function') {
			garden.budSpawner.reset();
		}
		switch (season) {
			case self.SEASONS.SPRING:
				self.initSpringMode();
				break;
			case self.SEASONS.SUMMER:
				self.initSummerMode();
				break;
			case self.SEASONS.FALL:
				self.initFallMode();
				break;
			case self.SEASONS.WINTER:
				self.initWinterMode();
				break;
		}
	};
	self.showSeasonText = function (season) {
		var texts = {
			spring: "Spring: Pollinate the garden",
			summer: "Summer: Match the flowers",
			fall: "Fall: Clear the leaves",
			winter: "Winter: Dance to stay warm"
		};
		var seasonText = new Text2(texts[season], {
			size: 120,
			fill: 0xFFFFFF,
			align: 'center'
		});
		seasonText.alpha = 0;
		seasonText.scale.set(0.5);
		seasonText.x = 2048 / 2;
		seasonText.y = 400;
		seasonText.anchor.set(0.5);
		game.addChild(seasonText);
		// Animate in
		tween(seasonText, {
			alpha: 1,
			y: 300
		}, {
			duration: 1000,
			ease: 'backOut'
		});
		tween(seasonText.scale, {
			x: 1,
			y: 1
		}, {
			duration: 1000,
			ease: 'elasticOut'
		});
		// Remove after delay
		LK.setTimeout(function () {
			tween(seasonText, {
				alpha: 0,
				y: 200
			}, {
				duration: 500,
				onFinish: function onFinish() {
					game.removeChild(seasonText);
				}
			});
		}, 2000);
	};
	// Initialize each season's specific mechanics
	self.initSpringMode = function () {
		if (!game.gameTimer) {
			game.gameTimer = new GameTimer();
			game.addChild(game.gameTimer);
			game.gameTimer.x = 2048 - 100 - 2048 * 0.03; // Move left by 3% of screen width
			game.gameTimer.y = 50; // Align with the top of the screen
		}
		// Set spring timer
		game.gameTimer.setTime(60); // 60 seconds
		// Expand background for spring mode
		if (game.scoreDisplay && game.scoreDisplay.background) {
			game.scoreDisplay.background.expandForSpring();
		}
		// If we're transitioning from a different season to spring, increment the year
		if (self.currentSeason && self.currentSeason !== self.SEASONS.SPRING) {
			self.yearNumber++;
		}
		// Removed old timer setup as GameTimer is now used
		// Disable normal bud spawning
		if (garden.budSpawner) {
			garden.budSpawner.enabled = false;
		}
		// Clear and fully populate garden with buds
		for (var row = 0; row < garden.rows; row++) {
			for (var col = 0; col < garden.cols; col++) {
				if (garden.grid[row][col]) {
					garden.grid[row][col].destroy();
					garden.grid[row][col] = null;
				}
				var bud = new Bud();
				var worldPos = garden.gridToWorld(col, row);
				bud.x = worldPos.x - 400 + garden.cellSize;
				bud.y = worldPos.y - 400 - 50;
				garden.grid[row][col] = bud;
				garden.addChild(bud);
				// Scale in animation
				bud.scale.set(0);
				tween(bud.scale, {
					x: 1,
					y: 1
				}, {
					duration: 500,
					ease: 'backOut'
				});
			}
		}
		// Calculate total flower requirements based on year
		var totalFlowersNeeded = 15 + (self.yearNumber - 1) * 5;
		totalFlowersNeeded = Math.min(totalFlowersNeeded, 64); // Cap at 64 total flowers
		// Set up random distribution of goals
		var primaryGoals = Math.ceil(totalFlowersNeeded * 0.6); // 60% split between red, blue, yellow
		var hybridGoals = totalFlowersNeeded - primaryGoals; // Remaining 40% for hybrid colors
		// Randomly distribute primary colors (should add up to primaryGoals)
		var redGoal = Math.floor(primaryGoals / 3 + (Math.random() - 0.5) * 2);
		var blueGoal = Math.floor((primaryGoals - redGoal) / 2 + (Math.random() - 0.5) * 2);
		var yellowGoal = primaryGoals - redGoal - blueGoal;
		// Randomly distribute hybrid colors (should add up to hybridGoals)
		var purpleGoal = Math.floor(hybridGoals / 3 + (Math.random() - 0.5) * 2);
		var greenGoal = Math.floor((hybridGoals - purpleGoal) / 2 + (Math.random() - 0.5) * 2);
		var orangeGoal = hybridGoals - purpleGoal - greenGoal;
		garden.flowerGoals = {
			red: Math.max(1, redGoal),
			blue: Math.max(1, blueGoal),
			yellow: Math.max(1, yellowGoal),
			purple: Math.max(1, purpleGoal),
			orange: Math.max(1, orangeGoal),
			green: Math.max(1, greenGoal)
		};
		garden.currentFlowers = {
			red: 0,
			blue: 0,
			yellow: 0,
			purple: 0,
			orange: 0,
			green: 0
		};
		// Create flower goal display
		self.createFlowerGoalDisplay();
		// Disable normal bud spawning
	};
	self.createGoalIndicator = function (colorData, isLeft) {
		var row = new Container();
		var flower = new BasicFlower(colorData.color);
		flower.scale.set(0.9);
		flower.y = 130;
		row.addChild(flower);
		var text = new Text2("0/" + colorData.goal, {
			size: 120,
			fill: 0xFFFFFF
		});
		text.x = 100;
		text.y = 100;
		row.addChild(text);
		// Store reference to text for updates
		garden.currentFlowers[colorData.color + "Text"] = text;
		return row;
	};
	self.createFlowerGoalDisplay = function () {
		var display = new Container();
		// Create array of goals for tracking
		var goalQueue = Object.keys(garden.flowerGoals).map(function (color) {
			return {
				color: color,
				goal: garden.flowerGoals[color]
			};
		});
		// Create total progress display on left
		var totalGoals = goalQueue.length;
		var progressContainer = new Container(); // Container for progress text
		var progressText = new Text2("0/" + totalGoals + " flower goals met", {
			size: 80,
			fill: 0xFFFFFF
		});
		progressText.y = 120;
		progressContainer.x = -800;
		progressContainer.addChild(progressText);
		display.addChild(progressContainer);
		// Show first goal on right
		if (goalQueue.length > 0) {
			var goalContainer = self.createGoalIndicator(goalQueue[0], false);
			goalContainer.x = 400; // Position on right
			display.addChild(goalContainer);
		}
		// Store references
		garden.goalQueue = goalQueue;
		garden.goalDisplay = display;
		garden.progressText = progressText;
		display.x = 2048 / 2;
		display.y = 100;
		game.addChild(display);
	};
	self.updateFlowerCounts = function () {
		// Reset ONLY the number counts, not text references
		Object.keys(garden.currentFlowers).forEach(function (color) {
			if (typeof garden.currentFlowers[color] === 'number' && !color.includes('Text')) {
				garden.currentFlowers[color] = 0;
			}
		});
		// Count all flowers in garden
		for (var row = 0; row < garden.rows; row++) {
			for (var col = 0; col < garden.cols; col++) {
				var item = garden.grid[row][col];
				if (item && item.isFlower && !item.isSourceFlower) {
					garden.currentFlowers[item.color]++;
				}
			}
		}
		// Update display
		Object.keys(garden.flowerGoals).forEach(function (color) {
			if (garden.currentFlowers[color + "Text"]) {
				var currentCount = garden.currentFlowers[color];
				var goalCount = garden.flowerGoals[color];
				var text = garden.currentFlowers[color + "Text"];
				// Check if goal met
				if (currentCount >= goalCount) {
					currentCount = goalCount; // Cap the display at goal amount
					// Create new green text
					var newText = new Text2(currentCount + "/" + goalCount, {
						size: 120,
						fill: 0x00FF00
					});
					newText.x = text.x;
					newText.y = text.y;
					text.parent.addChild(newText);
					text.parent.removeChild(text);
					garden.currentFlowers[color + "Text"] = newText;
				} else {
					text.setText(currentCount + "/" + goalCount);
				}
			}
		});
		// Replace the "Check for completed goals and cycle display" section with:
		// This goes in updateFlowerCounts, replacing the goal cycling section:
		if (garden.goalQueue && garden.goalQueue.length > 0) {
			// Get the goal display (should be the second child, index 1, since progress is index 0)
			var displayedGoal = garden.goalDisplay.children[1];
			var goalColor = garden.goalQueue[0].color;
			if (garden.currentFlowers[goalColor] >= garden.flowerGoals[goalColor]) {
				// Complete animation for current goal
				tween(displayedGoal, {
					alpha: 0,
					y: displayedGoal.y - 50
				}, {
					duration: 500,
					onFinish: function onFinish() {
						if (garden.goalDisplay && garden.goalDisplay.children.includes(displayedGoal)) {
							garden.goalDisplay.removeChild(displayedGoal);
							garden.goalQueue.splice(0, 1);
							// Update progress text
							var completedGoals = Object.keys(garden.flowerGoals).length - garden.goalQueue.length;
							var totalGoals = Object.keys(garden.flowerGoals).length;
							// Show next goal if available
							if (garden.goalQueue.length > 0) {
								var nextGoal = self.createGoalIndicator(garden.goalQueue[0], false);
								nextGoal.x = 400; // Position on right
								nextGoal.alpha = 0;
								garden.goalDisplay.addChild(nextGoal);
								tween(nextGoal, {
									alpha: 1
								}, {
									duration: 500
								});
								garden.progressText.setText(completedGoals + "/" + totalGoals + " flower goals met");
							} else {
								// All goals complete
								garden.progressText.setText("All flower goals met!");
								garden.progressText.fill = 0x00FF00;
							}
						}
					}
				});
			}
		}
		// Check for spring mode completion
		var allGoalsMet = Object.keys(garden.flowerGoals).every(function (color) {
			return garden.currentFlowers[color] >= garden.flowerGoals[color];
		});
	};
	self.initSummerMode = function () {
		// Current game mode - just enable normal spawning
		garden.budSpawner.enabled = true;
		garden.budSpawner.init(garden);
	};
	self.initFallMode = function () {
		// Add leaf obstacles
		self.addLeafObstacles();
		garden.budSpawner.enabled = true;
	};
	self.addLeafObstacles = function () {
		// Scale leaf count with year number, starting smaller
		var baseLeaves = 8; // Start with just 8 leaves in year 1
		var maxLeaves = Math.floor(garden.rows * garden.cols * 0.3); // Max at 30% coverage
		var totalLeaves = Math.min(baseLeaves + (self.yearNumber - 1) * 4, maxLeaves);
		for (var i = 0; i < totalLeaves; i++) {
			var findEmptySpot = function findEmptySpot() {
				var row = Math.floor(Math.random() * garden.rows);
				var col = Math.floor(Math.random() * garden.cols);
				return garden.grid[row][col] ? null : {
					row: row,
					col: col
				};
			};
			var spot;
			do {
				spot = findEmptySpot();
			} while (!spot);
			var leaf = LK.getAsset('Leaf', {
				anchorX: 0.5,
				anchorY: 0.5
			});
			var worldPos = garden.gridToWorld(spot.col, spot.row);
			leaf.x = worldPos.x - 400 + garden.cellSize;
			leaf.y = worldPos.y - 400 - 50;
			leaf.isLeaf = true;
			// Add gentle sway animation
			leaf.update = function () {
				this.rotation = Math.sin(LK.ticks * 0.02) * 0.2;
			};
			garden.grid[spot.row][spot.col] = leaf;
			garden.addChild(leaf);
			// Scale in animation
			leaf.scale.set(0);
			tween(leaf.scale, {
				x: 1,
				y: 1
			}, {
				duration: 500,
				ease: 'backOut'
			});
		}
	};
	self.initWinterMode = function () {
		// Change background
		if (game.children[0] instanceof GardenBackground) {
			game.children[0].setSeasonBackground('winter');
		}
		// Setup winter systems after clearing animation
		garden.budSpawner.enabled = false;
		// Clear grid items with shrinking animation
		for (var row = 0; row < garden.rows; row++) {
			for (var col = 0; col < garden.cols; col++) {
				var item = garden.grid[row][col];
				if (item) {
					// Create closure to keep correct item reference
					(function (item) {
						LK.setTimeout(function () {
							tween(item.scale, {
								x: 0,
								y: 0
							}, {
								duration: 500,
								onFinish: function onFinish() {
									garden.removeChild(item);
								}
							});
						}, (row * garden.cols + col) * 50);
					})(item);
					garden.grid[row][col] = null;
				}
			}
		}
		// Clear source flowers
		if (garden.sourceFlowers) {
			// Store flower positions before removal
			var flowerPositions = garden.sourceFlowers.children.map(function (flower) {
				return {
					x: flower.x,
					y: flower.y
				};
			});
			garden.sourceFlowers.children.forEach(function (flower, index) {
				tween(flower.scale, {
					x: 0,
					y: 0
				}, {
					duration: 500,
					delay: index * 200,
					onFinish: function onFinish() {
						garden.sourceFlowers.removeChild(flower);
					}
				});
			});
			// Add snowmen after a delay
			LK.setTimeout(function () {
				flowerPositions.forEach(function (pos, index) {
					var snowman = new Snowman();
					snowman.x = pos.x;
					snowman.y = pos.y;
					snowman.scale.set(0); // Start small for grow animation
					garden.addChild(snowman);
					tween(snowman.scale, {
						x: 1,
						y: 1
					}, {
						duration: 500,
						ease: 'backOut',
						delay: index * 200
					});
				});
			}, 1000); // Wait for flowers to finish removing
		}
		// Get garden soil and create snow overlay
		var originalSoil = game.children[0].getGardenSoil();
		if (originalSoil) {
			var snowOverlay = LK.getAsset('marker', {
				anchorX: 0.5,
				anchorY: 0.5,
				scaleX: 19,
				scaleY: 19,
				tint: 0xFFFFFF,
				alpha: 0
			});
			snowOverlay.x = originalSoil.x;
			snowOverlay.y = originalSoil.y;
			game.children[0].soilLayer.addChild(snowOverlay);
			tween(snowOverlay, {
				alpha: 0.5 // Adjust this value for snow intensity
			}, {
				duration: 1000
			});
		}
		// Setup winter systems after clearing animation
		LK.setTimeout(function () {
			// First expand the background
			if (game.scoreDisplay && game.scoreDisplay.background) {
				game.scoreDisplay.background.expandForWinter();
			}
			garden.warmthMeter = new WarmthMeter();
			garden.warmthMeter.x = 2048 / 2;
			garden.warmthMeter.y = 250; // Move down below score
			garden.warmthMeter.scale.set(1.5);
			game.addChild(garden.warmthMeter);
			garden.patternSystem = new WinterPatternSystem();
			game.addChild(garden.patternSystem);
			LK.setTimeout(function () {
				garden.patternSystem.createPattern();
			}, 1000);
		}, 1500);
	};
	self.startSpringFinale = function () {
		// Shrink background to score size when spring ends
		if (game.scoreDisplay && game.scoreDisplay.background) {
			game.scoreDisplay.background.shrinkToScore(game.scoreDisplay.width);
		}
		// Clear all spring-specific UI elements
		// Remove goal display if it exists
		if (garden.goalDisplay && garden.goalDisplay.parent) {
			garden.goalDisplay.parent.removeChild(garden.goalDisplay);
			garden.goalDisplay = null;
		}
		self.springFinaleChaining = false; // Reset the chain state// Show finale transition text
		var finaleText = new Text2("Spring Finale: Chain Reaction!", {
			size: 120,
			fill: 0x00FF00,
			align: 'center'
		});
		finaleText.anchor.set(0.5);
		finaleText.x = 2048 / 2;
		finaleText.y = 400;
		finaleText.alpha = 0;
		game.addChild(finaleText);
		// Animate text
		tween(finaleText, {
			alpha: 1,
			y: 300
		}, {
			duration: 1000,
			ease: 'backOut',
			onFinish: function onFinish() {
				LK.setTimeout(function () {
					tween(finaleText, {
						alpha: 0,
						y: 200
					}, {
						duration: 500,
						onFinish: function onFinish() {
							game.removeChild(finaleText);
							self.initiateSpringMatching();
						}
					});
				}, 1500);
			}
		});
		// Initialize chain bonus tracking
		// Initialize chain bonus tracking
		game.scoreManager = new ScoreManager();
		// Make sure score display exists
		if (!game.scoreDisplay) {
			game.scoreDisplay = new ScoreDisplay();
			game.scoreDisplay.anchor.set(0.5, 0);
			game.scoreDisplay.x = 2048 / 2;
			game.scoreDisplay.y = 50;
			LK.gui.top.addChild(game.scoreDisplay);
		}
		self.springMatchingEnabled = true;
	};
	self.initiateSpringMatching = function () {
		// Start from the bottom row and work up
		var startMatchingFromBottom = function startMatchingFromBottom() {
			var matchFound = false;
			// Start from bottom-right corner
			for (var row = garden.rows - 1; row >= 0; row--) {
				for (var col = garden.cols - 1; col >= 0; col--) {
					var flower = garden.grid[row][col];
					if (flower && flower.isFlower) {
						var matches = game.flowerMatcher.findMatches(garden, col, row);
						if (matches.length >= 3) {
							matchFound = true;
							// Immediately clear grid positions
							matches.forEach(function (match) {
								if (garden.grid[match.y][match.x] === match.flower) {
									garden.grid[match.y][match.x] = null;
								}
							});
							// Handle animation separately
							LK.setTimeout(function () {
								self.handleSpringMatch(matches);
							}, 500);
							return true; // Exit after finding first match
						}
					}
				}
			}
			return matchFound;
		};
		// Set up recursive matching with delays
		var _continueMatching = function continueMatching() {
			if (startMatchingFromBottom()) {
				LK.setTimeout(_continueMatching, 1000);
			} else {
				self.completeSpringPhase();
			}
		};
		_continueMatching();
	};
	self.handleSpringMatch = function (matches) {
		// Start chaining if not already started
		if (!self.springFinaleChaining) {
			self.springFinaleChaining = true;
			game.scoreManager.currentChain = 0;
		}
		// Force chain continuation during finale
		game.scoreManager.currentChain++;
		game.scoreManager.chainMultiplier = Math.min(1 + game.scoreManager.currentChain * 0.5, 5);
		// Use the standard matching system for visuals/scoring
		game.flowerMatcher.clearMatches(garden, matches);
	};
	self.completeSpringPhase = function () {
		// Show completion message
		var completionText = new Text2("Spring Complete!", {
			size: 120,
			fill: 0x00FF00
		});
		completionText.anchor.set(0.5);
		completionText.x = 2048 / 2;
		completionText.y = 2732 / 2;
		completionText.alpha = 0;
		game.addChild(completionText);
		// Animate completion message
		tween(completionText, {
			alpha: 1,
			scaleX: 1.2,
			scaleY: 1.2
		}, {
			duration: 1000,
			onFinish: function onFinish() {
				LK.setTimeout(function () {
					tween(completionText, {
						alpha: 0
					}, {
						duration: 500,
						onFinish: function onFinish() {
							completionText.destroy();
						}
					});
				}, 2000);
			}
		});
	};
	self.update = function () {
		if (!self.currentSeason) {
			return;
		}
		switch (self.currentSeason) {
			case self.SEASONS.SPRING:
				// Timer update
				// Timer update is now handled by GameTimer class
				// Garden check (outside timer check)
				var fullyPollinated = true;
				for (var row = 0; row < garden.rows; row++) {
					for (var col = 0; col < garden.cols; col++) {
						var _garden$grid$row$col;
						if (!((_garden$grid$row$col = garden.grid[row][col]) !== null && _garden$grid$row$col !== void 0 && _garden$grid$row$col.isFlower)) {
							fullyPollinated = false;
							break;
						}
					}
					if (!fullyPollinated) {
						break;
					}
				}
				// Check for end conditions
				if (game.gameTimer.timeRemaining <= 0 || fullyPollinated) {
					// Check if goals are met
					var goalsMet = Object.keys(garden.flowerGoals).every(function (color) {
						return garden.currentFlowers[color] >= garden.flowerGoals[color];
					});
					// Disable any normal matching until finale starts
					self.springMatchingEnabled = false;
					if (goalsMet) {
						// Start the spring finale sequence if not already started
						if (!self.springFinaleStarted) {
							self.springFinaleStarted = true;
							self.startSpringFinale();
						}
					} else {
						// Game Over state
						var gameOverText = new Text2("GAME OVER - Goals not met!", {
							size: 60,
							fill: 0xFF0000
						});
						gameOverText.anchor.set(1, 0);
						gameOverText.x = 400; // Center of screen
						gameOverText.y = 150; // Below timer
						gameOverText.alpha = 0; // Start with alpha 0 for fade-in effect
						LK.gui.top.addChild(gameOverText);
						// Add fade-in animation
						tween(gameOverText, {
							alpha: 1
						}, {
							duration: 1000,
							// 1 second fade-in
							onFinish: function onFinish() {
								// Optionally, add a fade-out after a delay
								LK.setTimeout(function () {
									tween(gameOverText, {
										alpha: 0
									}, {
										duration: 1000,
										// 1 second fade-out
										onFinish: function onFinish() {
											LK.gui.top.removeChild(gameOverText);
										}
									});
								}, 2000); // 2 seconds delay before fade-out
							}
						});
					}
				}
				break;
			case self.SEASONS.SUMMER:
				self.updateSummer();
				break;
			case self.SEASONS.FALL:
				self.updateFall();
				break;
			case self.SEASONS.WINTER:
				self.updateWinter();
				break;
		}
	};
	self.updateFall = function () {
		// Check for win condition - no leaves remaining
		var leavesRemaining = false;
		for (var row = 0; row < garden.rows; row++) {
			for (var col = 0; col < garden.cols; col++) {
				if (garden.grid[row][col] && garden.grid[row][col].isLeaf) {
					leavesRemaining = true;
					break;
				}
			}
			if (leavesRemaining) {
				break;
			}
		}
		if (!leavesRemaining) {
			// Fall season complete
			// Could transition to winter here or show completion message
		}
	};
	self.updateWinter = function () {
		// Check warmth meter status
		if (garden.warmthMeter) {
			if (garden.warmthMeter.warmth <= 0) {
				// Game over condition
				var gameOverText = new Text2("GAME OVER - Froze solid!", {
					size: 120,
					fill: 0xFF0000
				});
				gameOverText.anchor.set(0.5);
				gameOverText.x = 2048 / 2;
				gameOverText.y = 2732 / 2;
				game.addChild(gameOverText);
				// Could add transition to next season or reset here
			}
			// Optional: Add warning flash when warmth is low
			if (garden.warmthMeter.warmth < 20) {
				garden.warmthMeter.alpha = 0.5 + Math.sin(LK.ticks * 0.1) * 0.5;
			}
		}
	};
	return self;
});
var Snowman = Container.expand(function () {
	var self = Container.call(this);
	var snowmanSprite = LK.getAsset('Snowman', {
		anchorX: 0.5,
		anchorY: 0.5,
		scale: 1.5
	});
	self.addChild(snowmanSprite);
	// Dancing animation variables
	self.danceTimer = 0;
	self.baseY = 0;
	self.baseRotation = 0;
	self.init = function () {
		self.baseY = self.y;
		self.baseRotation = (Math.random() - 0.5) * 0.1;
		self.rotation = self.baseRotation;
	};
	self.update = function () {
		self.danceTimer += 0.05;
		// Gentle bobbing up and down
		self.y = self.baseY + Math.sin(self.danceTimer) * 10;
		// Gentle swaying rotation
		self.rotation = self.baseRotation + Math.sin(self.danceTimer * 0.7) * 0.1;
		// Subtle scale "breathing"
		var scalePulse = 1 + Math.sin(self.danceTimer * 0.5) * 0.05;
		self.scale.set(1.5 * scalePulse);
	};
	self.init();
	return self;
});
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,
		scaleX: 1.5,
		scaleY: 1.5
	});
	// 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 = 1.5 + Math.sin(LK.ticks * 0.05) * 0.1; // Adjusted for 1.5x size and increased animation amplitude
		flowerGraphics.scale.x = scaleFactor;
		flowerGraphics.scale.y = scaleFactor;
		flowerGraphics.rotation = Math.sin(LK.ticks * 0.05) * 0.1; // Increased rotation amplitude for larger size
		// 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;
});
var TransitionParticle = Container.expand(function (assetName) {
	var self = Container.call(this);
	var sprite = self.attachAsset(assetName, {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.x = Math.random() * 2048;
	self.y = -50;
	self.vx = (Math.random() - 0.5) * 5;
	self.vy = 3 + Math.random() * 2;
	self.rotationSpeed = (Math.random() - 0.5) * 0.1;
	self.update = function () {
		self.x += self.vx;
		self.y += self.vy;
		self.rotation += self.rotationSpeed;
		// Remove if off screen
		if (self.y > 2732 + 50) {
			self.destroy();
		}
	};
	return self;
});
var WarmthMeter = Container.expand(function () {
	var self = Container.call(this);
	// Create background bar
	var background = LK.getAsset('marker', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 8,
		scaleY: 0.5,
		tint: 0x333333
	});
	self.addChild(background);
	// Create fill bar - using same anchor as background
	var fill = LK.getAsset('marker', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleY: 0.4
	});
	fill.x = 0; // Center align with background
	self.fillBar = fill;
	self.addChild(fill);
	// Add "Warmth Meter" text
	var label = new Text2("Warmth Meter", {
		size: 60,
		fill: 0xFFFFFF
	});
	label.anchor.set(0.5);
	label.y = 50;
	self.addChild(label);
	self.warmth = 100;
	self.update = function () {
		// Start with full width and adjust scale from center
		var fullWidth = 8;
		var currentWidth = fullWidth * (self.warmth / 100);
		self.fillBar.scale.x = currentWidth;
		// Update color based on warmth level
		var r = Math.min(255, Math.max(0, self.warmth * 2.55));
		var b = Math.min(255, Math.max(0, (100 - self.warmth) * 2.55));
		self.fillBar.tint = r << 16 | 0 << 8 | b;
		// Decrease warmth over time
		self.warmth = Math.max(0, self.warmth - 0.1);
	};
	// Add back the warmth method
	self.addWarmth = function (amount) {
		self.warmth = Math.min(100, self.warmth + amount);
	};
	return self;
});
var WinterPatternSystem = Container.expand(function () {
	var self = Container.call(this);
	self.patterns = [
	// Infinity symbol
	function (centerX, centerY) {
		var points = [];
		for (var t = 0; t < Math.PI * 2; t += 0.2) {
			var x = centerX + Math.cos(t) * 800 / (1 + Math.sin(t) * Math.sin(t));
			var y = centerY + Math.sin(t) * Math.cos(t) * 600;
			points.push({
				x: x,
				y: y
			});
		}
		return points;
	},
	// Star pattern
	function (centerX, centerY) {
		var points = [];
		var numPoints = 5;
		var outerRadius = 800;
		var innerRadius = 400;
		centerY += 200; // Move just the star down 200 pixels// Get the points of the star
		var corners = [];
		for (var i = 0; i < numPoints * 2; i++) {
			var radius = i % 2 === 0 ? outerRadius : innerRadius;
			var angle = i * Math.PI / numPoints - Math.PI / 2; // Start at top
			corners.push({
				x: centerX + Math.cos(angle) * radius,
				y: centerY + Math.sin(angle) * radius
			});
		}
		// Add first point again to close the shape
		corners.push(corners[0]);
		// Create particles between each pair of corners
		for (var i = 0; i < corners.length - 1; i++) {
			var start = corners[i];
			var end = corners[i + 1];
			var particleCount = 12; // Adjust for density
			for (var j = 0; j <= particleCount; j++) {
				var t = j / particleCount;
				points.push({
					x: start.x + (end.x - start.x) * t,
					y: start.y + (end.y - start.y) * t
				});
			}
		}
		return points;
	},
	// Spiral pattern
	function (centerX, centerY) {
		var points = [];
		var radius = 50; // Starting radius
		var maxRadius = 800; // Maximum radius
		var totalRotation = Math.PI * 6; // 3 full rotations
		var angleStep = 0.2; // Smaller step for more particles
		centerY += 200; // Move just the star down 200 pixels
		for (var angle = 0; angle < totalRotation; angle += angleStep) {
			// Gradually increase radius as we rotate
			var currentRadius = radius + angle / totalRotation * maxRadius;
			points.push({
				x: centerX + Math.cos(angle) * currentRadius,
				y: centerY + Math.sin(angle) * currentRadius
			});
		}
		return points;
	},
	// W shape (with continuous line particles)
	function (centerX, centerY) {
		var points = [];
		var corners = [{
			x: centerX - 800,
			y: centerY - 400
		}, {
			x: centerX - 400,
			y: centerY + 400
		}, {
			x: centerX,
			y: centerY - 200
		}, {
			x: centerX + 400,
			y: centerY + 400
		}, {
			x: centerX + 800,
			y: centerY - 400
		}];
		// Create particles between each pair of corners
		for (var i = 0; i < corners.length - 1; i++) {
			var start = corners[i];
			var end = corners[i + 1];
			var particleCount = 16; // Adjust this number for particle density
			for (var j = 0; j <= particleCount; j++) {
				var t = j / particleCount;
				points.push({
					x: start.x + (end.x - start.x) * t,
					y: start.y + (end.y - start.y) * t
				});
			}
		}
		return points;
	},
	// Four circles
	function (centerX, centerY) {
		var points = [];
		var offsets = [{
			x: -600,
			y: -500
		}, {
			x: 600,
			y: -500
		}, {
			x: -600,
			y: 600
		}, {
			x: 600,
			y: 600
		}];
		offsets.forEach(function (offset) {
			for (var t = 0; t < Math.PI * 2; t += 0.3) {
				points.push({
					x: centerX + offset.x + Math.cos(t) * 250,
					y: centerY + offset.y + Math.sin(t) * 250
				});
			}
		});
		return points;
	}];
	self.currentPattern = null;
	self.particles = [];
	self.createPattern = function () {
		self.particles.forEach(function (p) {
			return p.destroy();
		});
		self.particles = [];
		var pattern = self.patterns[Math.floor(Math.random() * self.patterns.length)];
		var points = pattern(2048 / 2, 2732 / 2 - 200);
		points.forEach(function (point) {
			var particle = new PatternParticle();
			particle.x = point.x;
			particle.y = point.y;
			self.addChild(particle);
			self.particles.push(particle);
		});
	};
	self.update = function () {
		if (self.particles.length > 0 && self.particles.every(function (p) {
			return !p.active;
		})) {
			self.createPattern();
			if (garden.warmthMeter) {
				garden.warmthMeter.addWarmth(20);
			}
		}
		self.particles.forEach(function (particle) {
			if (particle.update) {
				particle.update();
			}
		});
	};
	self.checkBeeCollision = function (bee) {
		self.particles.forEach(function (particle) {
			if (particle.active) {
				var dx = bee.x - particle.x;
				var dy = bee.y - particle.y;
				var distance = Math.sqrt(dx * dx + dy * dy);
				if (distance < 50) {
					particle.active = false;
					tween(particle, {
						alpha: 0,
						scaleX: 0,
						scaleY: 0
					}, {
						duration: 500,
						onFinish: function onFinish() {
							if (garden.warmthMeter) {
								garden.warmthMeter.addWarmth(2);
							}
						}
					});
				}
			}
		});
	};
	return self;
});
// Score display class
var ScoreDisplay = Text2.expand(function () {
	var self = Text2.call(this, '0', {
		size: 150,
		fill: 0xFFFFFF
	});
	// Keep track of our background
	self.background = null;
	self.setBackground = function (background) {
		self.background = background;
		// Initial size update
		if (self.background) {
			self.background.setSize(self.width / 100 + 1, 2);
		}
	};
	// Fix the setText override
	var originalSetText = self.setText;
	self.setText = function (text) {
		originalSetText.call(self, text);
		if (self.background) {
			// Initial width should be enough for single digit plus padding
			var minWidth = text.length === 1 ? 150 : self.width;
			self.background.setSize(minWidth, 2);
		}
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Declare and initialize flowerManager in global scope
function _toConsumableArray2(r) {
	return _arrayWithoutHoles2(r) || _iterableToArray2(r) || _unsupportedIterableToArray12(r) || _nonIterableSpread2();
}
function _nonIterableSpread2() {
	throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _unsupportedIterableToArray12(r, a) {
	if (r) {
		if ("string" == typeof r) {
			return _arrayLikeToArray12(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) ? _arrayLikeToArray12(r, a) : void 0;
	}
}
function _iterableToArray2(r) {
	if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) {
		return Array.from(r);
	}
}
function _arrayWithoutHoles2(r) {
	if (Array.isArray(r)) {
		return _arrayLikeToArray12(r);
	}
}
function _arrayLikeToArray12(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 _toConsumableArray(r) {
	return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray11(r) || _nonIterableSpread();
}
function _nonIterableSpread() {
	throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _unsupportedIterableToArray11(r, a) {
	if (r) {
		if ("string" == typeof r) {
			return _arrayLikeToArray11(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$/.test(t) ? _arrayLikeToArray11(r, a) : void 0;
	}
}
function _iterableToArray(r) {
	if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) {
		return Array.from(r);
	}
}
function _arrayWithoutHoles(r) {
	if (Array.isArray(r)) {
		return _arrayLikeToArray11(r);
	}
}
function _arrayLikeToArray11(r, a) {
	(null == a || a > r.length) && (a = r.length);
	for (var e = 0, n = Array(a); e < a; e++) {
		n[e] = r[e];
	}
	return n;
}
function _slicedToArray10(r, e) {
	return _arrayWithHoles10(r) || _iterableToArrayLimit10(r, e) || _unsupportedIterableToArray10(r, e) || _nonIterableRest10();
}
function _nonIterableRest10() {
	throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _unsupportedIterableToArray10(r, a) {
	if (r) {
		if ("string" == typeof r) {
			return _arrayLikeToArray10(r, a);
		}
		var t = {}.toString.call(r).slice(8, -1);
		return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray10(r, a) : void 0;
	}
}
function _arrayLikeToArray10(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 _iterableToArrayLimit10(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 _arrayWithHoles10(r) {
	if (Array.isArray(r)) {
		return r;
	}
}
function _slicedToArray9(r, e) {
	return _arrayWithHoles9(r) || _iterableToArrayLimit9(r, e) || _unsupportedIterableToArray9(r, e) || _nonIterableRest9();
}
function _nonIterableRest9() {
	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 _unsupportedIterableToArray9(r, a) {
	if (r) {
		if ("string" == typeof r) {
			return _arrayLikeToArray9(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$/.test(t) ? _arrayLikeToArray9(r, a) : void 0;
	}
}
function _arrayLikeToArray9(r, a) {
	(null == a || a > r.length) && (a = r.length);
	for (var e = 0, n = Array(a); e < a; e++) {
		n[e] = r[e];
	}
	return n;
}
function _iterableToArrayLimit9(r, l) {
	var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
	if (null != t) {
		var e,
			n,
			i,
			u,
			a = [],
			f = !0,
			o = !1;
		try {
			if (i = (t = t.call(r)).next, 0 === l) {
				if (Object(t) !== t) {
					return;
				}
				f = !1;
			} else {
				for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) {
					;
				}
			}
		} catch (r) {
			o = !0, n = r;
		} finally {
			try {
				if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) {
					return;
				}
			} finally {
				if (o) {
					throw n;
				}
			}
		}
		return a;
	}
}
function _arrayWithHoles9(r) {
	if (Array.isArray(r)) {
		return r;
	}
}
function _slicedToArray8(r, e) {
	return _arrayWithHoles8(r) || _iterableToArrayLimit8(r, e) || _unsupportedIterableToArray8(r, e) || _nonIterableRest8();
}
function _nonIterableRest8() {
	throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _unsupportedIterableToArray8(r, a) {
	if (r) {
		if ("string" == typeof r) {
			return _arrayLikeToArray8(r, a);
		}
		var t = {}.toString.call(r).slice(8, -1);
		return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.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();
	// Initialize score manager
	game.scoreManager = new ScoreManager();
	game.addChild(game.scoreManager);
	game.seasonManager = new SeasonManager();
	game.seasonManager.init();
	game.flowerMatcher = new FlowerMatcher();
	game.addChild(game.flowerMatcher);
	var pollenTrail = new PollenTrail();
	game.addChild(pollenTrail);
	var background = new MenuBackground();
	game.addChild(background);
	// 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) {
		function showDebugText(message, color) {
			var debugText = new Text2(message, {
				size: 120,
				fill: color
			});
			// Start with no anchor adjustment
			debugText.anchor.set(1, 0);
			// Try positioning at 0,0 first just to see where it appears
			debugText.x = 400;
			debugText.y = 400;
			LK.gui.top.addChild(debugText);
			tween(debugText, {
				alpha: 0
			}, {
				duration: 1000,
				onFinish: function onFinish() {
					LK.gui.top.removeChild(debugText);
				}
			});
		}
		// Debug zones same as before
		if (x > 824 && x < 1224 && y < 200) {
			showDebugText("SPRING MODE", 0x00FF00);
			game.seasonManager.setActiveSeason(game.seasonManager.SEASONS.SPRING);
			return;
		}
		if (x > 1848 && y < 200) {
			showDebugText("SUMMER MODE", 0xFFFF00);
			return;
		}
		if (x < 200 && y > 2532) {
			showDebugText("FALL MODE", 0xFF6600);
			game.seasonManager.setActiveSeason(game.seasonManager.SEASONS.FALL);
			return;
		}
		if (x > 1848 && y > 2532) {
			showDebugText("WINTER MODE", 0x00FFFF);
			game.seasonManager.setActiveSeason(game.seasonManager.SEASONS.WINTER);
			return;
		}
		// 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 < 100) {
			// Increased from 50 to 100 
			// Adjust radius as needed
			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
			bee.targetX = touchPos.x;
			bee.targetY = touchPos.y;
		} 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);
	scoreDisplay.setBackground(background);
	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 bee
		if (bee && bee.update) {
			bee.update();
			if (garden.patternSystem && bee) {
				garden.patternSystem.checkBeeCollision(bee);
			}
		}
		if (game.seasonManager) {
			game.seasonManager.update();
		}
	};
};
tutorialButton.down = function (x, y, obj) {
	// Open tutorial
};
// Removed duplicate playPollenPatternAnimation method ===================================================================
--- original.js
+++ change.js
@@ -2392,9 +2392,9 @@
 					var snowman = new Snowman();
 					snowman.x = pos.x;
 					snowman.y = pos.y;
 					snowman.scale.set(0); // Start small for grow animation
-					garden.sourceFlowers.addChild(snowman);
+					garden.addChild(snowman);
 					tween(snowman.scale, {
 						x: 1,
 						y: 1
 					}, {
 
 
 
 
 
 
 
 
 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.
 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.
 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.
 
 
 
 
 
 
 
 
 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.
 
 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.
 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.
 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.
 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.
 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.
 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.
 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.
 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.
 
 
 
 
 
 
 
 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.