Code edit (3 edits merged)
Please save this source code
User prompt
it's still not working. please remove the admin tools for now
User prompt
it's still not working. make sure the admin tool is crafted properly so it works. make sure its in the correct section. it should proabbly be in var factory
User prompt
our admin tool doesn't work, when i click mishnu snacks don't increase. lets remove what we just did and instead make an admin tool to increase meat by 10 when clicking. meat on the backend, not the display text
User prompt
add an easy to remove function that increase "dog food" (the backend in our factory) as I click as an admin tool. Label thos lines //admin tool so they can be removed easily later
Code edit (1 edits merged)
Please save this source code
User prompt
please fix this
User prompt
Please fix the bug: 'Timeout.tick error: UpgradedZombie is not defined' in or related to this line: 'newZombie = new UpgradedZombie(); // Upgraded zombie for higher levels' Line Number: 955
User prompt
we probably need the human and zomb variable to know what level we are on so we can spawn the correct zombies no? because here at level 5 we get our upgraded humans and zombies, however after that batch they go back to the default zombies and humans. not sure why
Code edit (1 edits merged)
Please save this source code
User prompt
so it seems our upgradeStatsAtMilestone function updated one batch of zombies at level 5, however i didn't notice humans being different. Also after i got rid of the zombies on that level, level 6 started spawning base zombies again. We need it to be incremental in this fashion. level 1 -4 (base human, base zombie) then 5-9 (upgraded zombie and humans, new color masl), then 10-14 (new upgraded zombie and humans new color mask) and so forth...
User prompt
well no here you are increasing the text but not the actual meat in the backend, my factory should be making dog food if i had actually increased the meat
User prompt
make a separate function that when i click, the "meat" in the factory increases. Make it so we can remove it easily later
User prompt
ok undo that, we're going to do it a different way
User prompt
give me an admin/temporary cheat button we will disable later: when i click it increases mishnu snax inside factory
User prompt
function upgradeStatsAtMilestone: take a look at this function critical for the game progression. Make sure it is implemented correctly, and that our zombies and humans will have their stats and masks implemented without fail every invrement of 5 levels. If you see problems please fix them.
User prompt
Please fix the bug: 'Timeout.tick error: zombieGraphics is not defined' in or related to this line: 'var radius = zombieGraphics.width / 2 + 10;' Line Number: 696
User prompt
The error zombie.zombieGraphics is undefined indicates that the zombieGraphics property was not correctly assigned to the zombie object in the Zombie class. To fix this, you need to ensure zombieGraphics is assigned as a property of the zombie object (self) so that it can be accessed later.
User prompt
Please fix the bug: 'Timeout.tick error: zombie.zombieGraphics is undefined' in or related to this line: 'zombie.zombieGraphics.tint = newZombieColor;' Line Number: 874
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: humanGraphics is not defined' in or related to this line: 'var intensity = Math.min(1, elapsedTime / 3000); // Max intensity at 3 seconds' Line Number: 536
User prompt
The error indicates that humanGraphics is not correctly referenced in your Human class. The issue arises because the humanGraphics variable is declared inside the Human constructor but is being accessed using self.humanGraphics in the update function. To fix this: Assign humanGraphics as a property of self (e.g., self.humanGraphics). Update all references to humanGraphics to use self.humanGraphics.
User prompt
Please fix the bug: 'ReferenceError: humanGraphics is not defined' in or related to this line: 'humanGraphics.tint = 0xFFFFFF; // Reset flashing' Line Number: 592
User prompt
Please fix the bug: 'ReferenceError: humanGraphics is not defined' in or related to this line: 'humanGraphics.tint = 0xFFFFFF; // Reset flashing' Line Number: 592
User prompt
Please fix the bug: 'Timeout.tick error: human.humanGraphics is undefined' in or related to this line: 'human.humanGraphics.tint = newHumanColor;' Line Number: 863
/**** 
* Classes
****/ 
// Blood Splash Class
var BloodSplash = Container.expand(function (x, y, isFinal) {
	var self = Container.call(this);
	var bloodGraphics = self.attachAsset('Blood_Splash_1', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0,
		rotation: Math.random() * Math.PI * 2,
		scaleX: 0,
		scaleY: 0
	});
	self.x = x;
	self.y = y;
	var growSpeed = isFinal ? 0.1 : 0.05;
	self.update = function () {
		bloodGraphics.alpha += 0.05;
		bloodGraphics.scaleX += growSpeed;
		bloodGraphics.scaleY += growSpeed;
		if (bloodGraphics && bloodGraphics.alpha >= 1) {
			game.removeChild(self);
		}
	};
	return self;
});
var Booster = Container.expand(function (type) {
	var self = Container.call(this);
	// Define boosters with adjusted colors and rarity levels
	var colors = [{
		color: 0x30a330,
		// Adjusted green
		effect: 'increaseHealth',
		text: '+1 Health',
		rarity: 0.3 // Relatively common
	}, {
		color: 0xd93838,
		// Adjusted red
		effect: 'increaseHarvestSpeed',
		text: '+10% Harvest Speed',
		rarity: 0.6 // Relatively common
	}, {
		color: 0x2f53b4,
		// Adjusted blue
		effect: 'increaseMaxCargo',
		text: '+5 Max Cargo',
		rarity: 0.15 // Neutral rarity
	}, {
		color: 0xe9d735,
		// Adjusted yellow
		effect: 'increaseMovementSpeed',
		text: '+10% Movement Speed',
		rarity: 0.15 // Neutral rarity
	},
	//color: 0xb733b7,
	// Adjusted purple
	//effect: 'increaseProductionSpeed',
	//text: '+10% Production Speed',
	//rarity: 0.15 // Neutral rarity
	//}, 
	{
		color: 0x676767,
		// Adjusted grey
		effect: 'fillCargo',
		text: 'Cargo Filled!',
		rarity: 0.05 // Extremely rare
	}];
	// Weighted random selection based on rarity
	function selectBooster() {
		var totalWeight = colors.reduce(function (sum, booster) {
			return sum + booster.rarity;
		}, 0);
		var randomWeight = Math.random() * totalWeight;
		var cumulativeWeight = 0;
		for (var i = 0; i < colors.length; i++) {
			cumulativeWeight += colors[i].rarity;
			if (randomWeight <= cumulativeWeight) {
				return colors[i];
			}
		}
	}
	var selected = selectBooster();
	// Sparkle effect container
	var sparkleContainer = new Container();
	self.addChild(sparkleContainer); // Add sparkles first
	// Attach booster graphics
	var boosterGraphics = self.attachAsset('Booster', {
		anchorX: 0.5,
		anchorY: 0.5,
		tint: selected.color,
		scaleX: 1.5,
		scaleY: 1.5
	});
	// Start position (bottom-middle of the screen)
	self.x = 2048 / 2;
	self.y = 2432 - 200;
	// Target position (random on the screen with boundaries)
	var margin = 150;
	var targetX = margin + Math.random() * (2048 - 2 * margin);
	var targetY = margin + Math.random() * (2432 - 300 - 2 * margin);
	// Rotation and sparkle effects
	var rotationSpeed = 0.01;
	function emitSparkles() {
		var angle = Math.random() * Math.PI * 2;
		var distance = boosterGraphics.width / 2 + 10;
		var sparkle = sparkleContainer.attachAsset('Stars', {
			anchorX: 0.5,
			anchorY: 0.5,
			scaleX: Math.random() * 2 + 0.3,
			scaleY: Math.random() * 2 + 0.3,
			alpha: 0.2,
			tint: 0xFFFFFF,
			x: Math.cos(angle) * distance,
			y: Math.sin(angle) * distance
		});
		var lifetime = Math.random() * 400 + 200;
		var elapsed = 0;
		var interval = LK.setInterval(function () {
			elapsed += 16;
			sparkle.y -= 0.5;
			sparkle.alpha = Math.max(0, 1 - elapsed / lifetime);
			if (elapsed >= lifetime) {
				LK.clearInterval(interval);
				sparkleContainer.removeChild(sparkle);
			}
		}, 16);
	}
	// Propulsion animation
	var elapsedTime = 0;
	var duration = 1000;
	LK.getSound('woosh').play();
	self.update = function () {
		elapsedTime += 16;
		var t = Math.min(1, elapsedTime / duration);
		self.x = (1 - t) * (2048 / 2) + t * targetX;
		self.y = (1 - t) * (2432 - 200) + t * targetY - 100 * Math.sin(t * Math.PI);
		if (t >= 1) {
			LK.getSound('can').play();
			self.update = function () {
				boosterGraphics.rotation += rotationSpeed;
				emitSparkles();
			};
		}
	};
	// Handle pickup and apply effect
	self.pickUp = function () {
		LK.getSound('Booster_Sound').play();
		// Floating text with canvas
		var canvas = self.attachAsset('Booster_Text_Canvas', {
			anchorX: 0.5,
			anchorY: 0.5,
			scaleX: 1.5,
			scaleY: 1,
			alpha: 1
		});
		var floatingText = new Text2(selected.text, {
			size: 80,
			fill: 0xFFFFFF,
			align: 'center'
		});
		floatingText.anchor.set(0.5, 0.5);
		var textYOffset = 150;
		canvas.x = 2048 / 2;
		canvas.y = 2732 / 2;
		floatingText.x = canvas.x;
		floatingText.y = canvas.y;
		game.addChild(canvas);
		game.addChild(floatingText);
		var elapsed = 0;
		var textDuration = 1000;
		var fadeInterval = LK.setInterval(function () {
			elapsed += 16;
			canvas.y -= 1.5;
			floatingText.y -= 1.5;
			canvas.alpha = Math.max(0, 1 - elapsed / textDuration);
			floatingText.alpha = Math.max(0, 1 - elapsed / textDuration);
			if (elapsed >= textDuration) {
				LK.clearInterval(fadeInterval);
				game.removeChild(canvas);
				game.removeChild(floatingText);
			}
		}, 16);
		// Apply effect based on booster type
		switch (selected.effect) {
			case 'increaseHealth':
				if (globalHealthBar.currentHealth < globalHealthBar.maxHealth) {
					globalHealthBar.setHealth(globalHealthBar.currentHealth + 1);
				}
				break;
			case 'increaseHarvestSpeed':
				mishnu.harvestSpeed *= 1.1;
				break;
			case 'increaseMaxCargo':
				mishnu.cargoMax = Math.round(mishnu.cargoMax + 5);
				break;
			case 'increaseMovementSpeed':
				mishnu.speed *= 1.1;
				break;
			case 'increaseProductionSpeed':
				factory.processInterval = Math.max(1000, factory.processInterval * 0.9);
				break;
			case 'fillCargo':
				mishnu.humansHarvested = mishnu.cargoMax;
				break;
			default:
				console.error('Unknown booster effect:', selected.effect);
		}
		// Quick removal effect for booster
		var fadeOutInterval = LK.setInterval(function () {
			boosterGraphics.alpha -= 0.1;
			if (boosterGraphics.alpha <= 0) {
				LK.clearInterval(fadeOutInterval);
				game.removeChild(self);
			}
		}, 16);
	};
	return self;
});
// Factory Class
var Factory = Container.expand(function () {
	var self = Container.call(this);
	var factoryGraphics = self.attachAsset('Factory', {
		anchorX: 0.5,
		anchorY: 0.5,
		zIndex: 3
	});
	self.x = 950;
	self.y = 2432 - 100; // Position factory in the text box area
	self.meat = 0;
	self.dogFood = 0;
	self.processing = false;
	self.processInterval = null;
	self.rumbleTimer = 0; // Timer for rumble effect
	self.level = 1; // Current level
	self.nextLevelRequirement = 5; // Starting requirement for level 2
	// Start processing meat into dog food
	self.startProcessing = function () {
		if (!self.processing && self.meat >= 5) {
			self.processing = true;
			LK.getSound('Factory_Operation').play({
				loop: true
			});
			self.processInterval = LK.setInterval(function () {
				if (self.meat >= 5) {
					self.meat -= 5;
					self.dogFood++;
					updateFactoryText();
					checkLevelProgression();
					spawnZombies(1, maxZombiesOnScreen);
					if (Math.random() < 1 / (1 + factory.level * 0.2)) {
						spawnBooster(); // Reduce booster frequency
					}
				} else {
					self.stopProcessing();
				}
			}, Math.max(3000, 5000 + factory.level * 200)); // Increase processing time with level
		}
	};
	// Stop processing
	self.stopProcessing = function () {
		if (self.processing) {
			self.processing = false;
			LK.clearInterval(self.processInterval);
			LK.getSound('Factory_Operation').stop();
		}
	};
	// Update the factory
	self.update = function () {
		// Check for Mishnu depositing cargo
		if (mishnu.humansHarvested > 0 && self.intersects(mishnu)) {
			// Mishnu deposits cargo
			self.meat += mishnu.humansHarvested;
			mishnu.humansHarvested = 0;
			LK.getSound('Factory_Deposit').play(); // Play deposit sound
			updateFactoryText();
			self.startProcessing();
		}
		// Add rumble effect when processing
		if (self.processing) {
			self.rumbleTimer += 16; // Assume 16ms per frame
			if (self.rumbleTimer >= 100) {
				// Rumble every 100ms
				factoryGraphics.x = Math.random() * 6 - 3; // Horizontal rumble
				factoryGraphics.y = Math.random() * 6 - 3; // Vertical rumble
				self.rumbleTimer = 0;
			}
		} else {
			// Reset position when not processing
			factoryGraphics.x = 0;
			factoryGraphics.y = 0;
		}
		// Stop processing if out of meat
		if (self.meat < 5 && self.processing) {
			self.stopProcessing();
		}
	};
	function triggerLevelTextShake() {
		var shakeIntensity = 5; // Maximum shake offset in pixels
		var shakeDuration = 500; // Duration of the shake in milliseconds
		var elapsedTime = 0; // Tracks elapsed time
		var originalX = factoryText.x; // Save the original x position
		var originalY = factoryText.y; // Save the original y position
		// Function to perform shaking
		var shakeInterval = LK.setInterval(function () {
			if (elapsedTime >= shakeDuration) {
				LK.clearInterval(shakeInterval);
				factoryText.x = originalX; // Reset to original position
				factoryText.y = originalY;
				return;
			}
			// Apply random offset for shaking
			factoryText.x = originalX + (Math.random() * shakeIntensity * 2 - shakeIntensity);
			factoryText.y = originalY + (Math.random() * shakeIntensity * 2 - shakeIntensity);
			elapsedTime += 16; // Assume 16ms per frame (60 FPS)
		}, 16);
	}
	function checkLevelProgression() {
		if (self.dogFood >= self.nextLevelRequirement) {
			self.level++;
			LK.getSound('Level_Up').play(); // Play level-up sound
			self.nextLevelRequirement += Math.round(self.nextLevelRequirement * 0.75); // Increase requirement by 75%
			// Reset spawn counter and calculate new spawn limit
			humansSpawnedThisLevel = 0;
			humanSpawnLimit = self.nextLevelRequirement * 5;
			// Trigger level-up animation
			triggerLevelTextShake();
			updateFactoryText();
			spawnZombies(1, maxZombiesOnScreen); // Spawn a zombie when leveling up
			// Trigger upgrades every 5 levels
			upgradeStatsAtMilestone();
		}
	}
});
// GlobalHealthBar Class
var GlobalHealthBar = Container.expand(function (initialHealth, maxHealth) {
	var self = Container.call(this);
	self.currentHealth = initialHealth;
	self.maxHealth = maxHealth;
	// Define frame dimensions if dynamic retrieval isn't available
	var frameWidth = LK.getAsset('LK_Health_Bar', {}).width;
	// Create filler (health bar inner part)
	var filler = self.attachAsset('LK_Inner_Health_Bar', {
		anchorX: 0,
		// Anchor to the left
		anchorY: 0.5,
		// Center vertically
		x: -frameWidth / 2,
		// Align with the outer frame
		// Start from the left edge of the frame
		y: 0,
		// Center vertically
		scaleX: 1 // Fully filled initially
	});
	// Create frame (health bar outer part)
	var frame = self.attachAsset('LK_Health_Bar', {
		anchorX: 0.5,
		// Center horizontally
		anchorY: 0.5,
		// Center vertically
		x: 0,
		// Centered relative to the container
		y: 0 // Center vertically
	});
	// Update the visual representation of the health bar
	self.updateHealth = function () {
		// Ensure filler width matches current health
		filler.scaleX = Math.max(0, self.currentHealth / self.maxHealth); // Scale proportionally
	};
	// Change health value
	self.setHealth = function (newHealth) {
		self.currentHealth = Math.max(0, Math.min(newHealth, self.maxHealth)); // Clamp between 0 and maxHealth
		self.updateHealth();
	};
	// Change maximum health and adjust health proportionally
	self.setMaxHealth = function (newMaxHealth) {
		var healthRatio = self.currentHealth / self.maxHealth;
		self.maxHealth = Math.max(1, newMaxHealth); // Ensure at least 1 max health
		self.currentHealth = Math.min(self.currentHealth, self.maxHealth);
		self.updateHealth();
	};
	// Initialize the health bar
	self.setHealth(initialHealth);
	return self;
});
// Declare healthBar globally for accessibility
// Assuming initial and max health are both 100
// Class for Mishnu's harvest radius
var HarvestRadius = Container.expand(function () {
	var self = Container.call(this);
	var radiusGraphics = self.attachAsset('radius', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 10,
		scaleY: 10
	});
	self.radiusSize = 300; // Effective radius size
	var rotationSpeed = 0.001; // Extremely slow rotation speed
	self.update = function () {
		self.x = mishnu.x;
		self.y = mishnu.y;
		// Apply slow rotation to the radius
		radiusGraphics.rotation += rotationSpeed;
	};
	return self;
});
// Class for Humans
var Human = Container.expand(function () {
	var self = Container.call(this);
	self.humanGraphics = self.attachAsset('human', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.humanGraphics = self.attachAsset('human', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	var bloodSplashes = [];
	self.speedX = (Math.random() * 2 - 1) * 2;
	self.speedY = (Math.random() * 2 - 1) * 2;
	self.isBeingHarvested = false;
	self.inRadiusStartTime = null;
	self.currentAgonySound = null;
	self.currentCrunchSound = null;
	self.yellStarted = false; // Tracks if the yell has started
	self.yellShouldPlay = Math.random() < 1 / 3; // 1-in-3 chance for yelling
	self.crunchShouldPlay = Math.random() < 1 / 6; // 1-in-3 chance for crunch sound
	self.flashTimer = 0; // Timer for red flashing
	self.flashInterval = 500; // Initial interval for flashing
	self.update = function () {
		// Escape logic
		self.x += self.speedX;
		self.y += self.speedY;
		// Keep humans within the viewport margins
		var margin = 50;
		var bottomMargin = 300; // Extra margin for bottom text box
		if (self.x <= margin) {
			self.x = margin;
			self.speedX *= -1;
		} else if (self.x >= 2048 - margin) {
			self.x = 2048 - margin;
			self.speedX *= -1;
		}
		if (self.y <= margin) {
			self.y = margin;
			self.speedY *= -1;
		} else if (self.y >= 2432 - margin) {
			// Ensure humans respect new boundary height
			self.y = 2432 - margin;
			self.speedY *= -1;
		}
		// Check distance to Mishnu
		var dx = self.x - mishnu.x;
		var dy = self.y - mishnu.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		if (mishnu.humansHarvested >= mishnu.cargoMax * 1.5) {
			// Stop all sounds when cargo exceeds 150% capacity
			if (self.currentAgonySound !== null) {
				fadeOutSound(self.currentAgonySound, 500);
			}
			if (self.currentCrunchSound) {
				self.currentCrunchSound.stop();
			}
			self.isBeingHarvested = false;
			self.humanGraphics.tint = 0xFFFFFF; // Reset flashing
			return;
		}
		if (distance < radius.radiusSize - 2) {
			if (!self.isBeingHarvested) {
				self.isBeingHarvested = true;
				self.inRadiusStartTime = Date.now();
				self.flashTimer = 0;
				bloodSplashes = [];
				self.yellStarted = false;
				// Play crunch sound if applicable
				if (self.crunchShouldPlay) {
					self.currentCrunchSound = getRandomSound(['Dog_Crunch', 'Dog_Crunch_2', 'Dog_Crunch_3']);
					self.currentCrunchSound.volume = 0.3;
					self.currentCrunchSound.play();
				}
			} else {
				// Calculate vibration intensity based on time in the radius
				var elapsedTime = Date.now() - self.inRadiusStartTime;
				var intensity = Math.min(1, elapsedTime / 3000); // Max intensity at 3 seconds
				self.humanGraphics.x = Math.random() * intensity * 10 - intensity * 5;
				self.humanGraphics.y = Math.random() * intensity * 10 - intensity * 5;
				// Add vibration effect
				self.humanGraphics.x = Math.random() * intensity * 10 - intensity * 5;
				self.humanGraphics.y = Math.random() * intensity * 10 - intensity * 5;
				// Escape logic during vibration
				var runSpeed = 2; // Speed humans try to escape the radius
				self.x += dx / distance * runSpeed;
				self.y += dy / distance * runSpeed;
				// Flash red effect
				self.flashTimer += 16; // Assume a fixed delta of 16ms per frame
				if (self.flashTimer >= self.flashInterval) {
					self.flashTimer = 0;
					self.humanGraphics.tint = self.humanGraphics.tint === 0xFFFFFF ? 0xFF0000 : 0xFFFFFF;
					// Emit blood splash
					var bloodSplash = game.addChild(new BloodSplash(self.x, self.y));
					bloodSplashes.push(bloodSplash);
				}
				// Increase flash frequency closer to harvest
				self.flashInterval = Math.max(100, 500 - elapsedTime / 3000 * 400);
				// Start agony yell after 1 second of harvesting
				if (elapsedTime > 1000 && !self.yellStarted && self.yellShouldPlay) {
					self.yellStarted = true;
					self.currentAgonySound = getRandomSound(['Agony_Yell_1', 'Agony_Yell_2', 'Agony_Yell_3', 'Agony_Yell_4', 'Agony_Yell_5', 'Agony_Yell_6', 'Agony_Yell_7', 'Agony_Yell_8', 'Agony_Yell_9']);
					self.currentAgonySound.volume = 0.3;
					self.currentAgonySound.play();
				}
				if (elapsedTime >= 3000 / mishnu.harvestSpeed) {
					// Harvest after 3 seconds
					if (mishnu.humansHarvested < mishnu.cargoMax * 1.5) {
						game.removeChild(self); // Remove human from the game
						humans.splice(humans.indexOf(self), 1); // Remove from array
						mishnu.humansHarvested++;
						// Stop yelling abruptly
						if (self.currentAgonySound) {
							self.currentAgonySound.stop();
						}
						// Play ding and squish sounds on harvest
						LK.getSound('Ding_1').play();
						getRandomSound(['Squish_1', 'Squish_2', 'Squish_3', 'Squish_4']).play();
						// Final blood splashes
						for (var i = 0; i < 10; i++) {
							var bloodSplash = game.addChild(new BloodSplash(self.x, self.y, true));
							bloodSplashes.push(bloodSplash);
						}
					}
				}
			}
		} else {
			// Reset harvesting state if outside the radius
			if (self.isBeingHarvested) {
				if (self.currentAgonySound && self.yellStarted) {
					self.currentAgonySound.loop = false;
				}
				if (self.currentCrunchSound) {
					self.currentCrunchSound.stop();
				}
			}
			self.isBeingHarvested = false;
			self.inRadiusStartTime = null;
			self.flashTimer = 0;
			self.humanGraphics.tint = 0xFFFFFF; // Reset flashing
			bloodSplashes.forEach(function (splash) {
				game.removeChild(splash);
			});
		}
	};
	return self;
});
// Class for Mishnu
var Mishnu = Container.expand(function () {
	var self = Container.call(this);
	var mishnuGraphics = self.attachAsset('mishnu', {
		anchorX: 0.5,
		anchorY: 0.5,
		zIndex: 1
	});
	self.speed = 4;
	self.humansHarvested = 0;
	self.cargoMax = 10;
	self.targetX = 2048 / 2;
	self.targetY = 2432 - 200;
	self.update = function () {
		var dx = self.targetX - self.x;
		var dy = self.targetY - self.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		// Adjust speed based on cargo
		if (self.humansHarvested > self.cargoMax) {
			var overCapacityFactor = (self.humansHarvested - self.cargoMax) / (self.cargoMax * 0.5);
			self.speed = Math.max(1, 4 - 3 * overCapacityFactor); // Minimum speed of 1
		} else {
			self.speed = 4; // Full speed
		}
		if (distance > 0) {
			self.x += dx / distance * self.speed;
			self.y += dy / distance * self.speed;
		}
		// Keep Mishnu within viewport margins
		var margin = 50;
		var bottomMargin = 300; // Extra margin for bottom text box
		self.x = Math.max(margin, Math.min(2048 - margin, self.x));
		self.y = Math.max(margin, Math.min(2432 - bottomMargin, self.y));
	};
	// Create and position the health bar at the top center of the viewport
	globalHealthBar.x = 1820; // Center horizontally
	globalHealthBar.y = 2560; // Position at the top center
	uiLayer.addChild(globalHealthBar); // Add to the UI layer to ensure visibility
	return self;
});
var Zombie = Container.expand(function () {
	var self = Container.call(this);
	// Add the zombie graphics
	self.zombieGraphics = self.attachAsset('Zombie', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.zombieGraphics.tint = 0x007e94; // Blue tint for the mask
	// Attributes
	self.speed = 2;
	self.harvestTime = 4000; // Time (ms) in radius to get harvested
	self.attackCooldown = 3000; // Cooldown (ms) between attacks
	self.lastAttackTime = 0; // Tracks the last attack time
	self.state = 'roaming'; // Initial state
	self.targetX = Math.random() * 2048; // Random initial roaming target
	self.targetY = Math.random() * 2432;
	self.inRadiusStartTime = null; // Time zombie entered Mishnu's radius
	var agonySound = null;
	var harvestSoundPlayed = false;
	// Helper function: Generate a random roaming target
	function setRandomTarget() {
		self.targetX = Math.random() * 2048;
		self.targetY = Math.random() * 2432;
	}
	// Helper function: Move to a target
	function moveToTarget(targetX, targetY) {
		var speedMultiplier = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1;
		var dx = targetX - self.x;
		var dy = targetY - self.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		if (distance > 1) {
			self.x += dx / distance * self.speed * speedMultiplier;
			self.y += dy / distance * self.speed * speedMultiplier;
		} else {
			setRandomTarget();
		}
	}
	// Add sparkles
	function emitStars() {
		var sparkle = self.attachAsset('Stars', {
			anchorX: 0.5,
			anchorY: 0.5,
			scaleX: Math.random() * 0.3 + 0.1,
			scaleY: Math.random() * 0.3 + 0.1,
			alpha: 1,
			tint: 0xFFFFFF // White sparkles
		});
		// Position sparkles randomly around the zombie
		var angle = Math.random() * Math.PI * 2;
		var radius = self.zombieGraphics.width / 2 + 10;
		sparkle.x = Math.cos(angle) * radius;
		sparkle.y = Math.sin(angle) * radius;
		var lifetime = Math.random() * 400 + 200;
		var elapsed = 0;
		var interval = LK.setInterval(function () {
			elapsed += 16; // Assume 16ms per frame
			sparkle.y -= 0.5; // Subtle upward motion
			sparkle.alpha = Math.max(0, 1 - elapsed / lifetime); // Gradual fade-out
			if (elapsed >= lifetime) {
				LK.clearInterval(interval);
				self.removeChild(sparkle);
			}
		}, 16);
	}
	// Periodically emit sparkles
	LK.setInterval(emitStars, 300);
	// Add blood splashes
	function addBloodSplashes() {
		var isFinal = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;
		var count = isFinal ? 10 : 1;
		for (var i = 0; i < count; i++) {
			var bloodSplash = game.addChild(new BloodSplash(self.x, self.y, isFinal));
		}
	}
	// Update behavior
	self.update = function () {
		var dx = mishnu.x - self.x;
		var dy = mishnu.y - self.y;
		var distanceToMishnu = Math.sqrt(dx * dx + dy * dy);
		switch (self.state) {
			case 'roaming':
				// Wandering logic
				moveToTarget(self.targetX, self.targetY);
				// Enter Mishnu's radius
				if (distanceToMishnu < radius.radiusSize) {
					self.state = 'attacking';
					self.inRadiusStartTime = Date.now();
					// Play agony sound (1-in-3 chance)
					if (Math.random() < 1 / 2) {
						agonySound = getRandomSound(['GiggleMan_1', 'GiggleMan_2', 'GiggleMan_3', 'GiggleMan_4']);
						agonySound.volume = 0.3;
						agonySound.play();
					}
				}
				break;
			case 'attacking':
				// Attack logic
				moveToTarget(mishnu.x, mishnu.y, 1.5);
				if (distanceToMishnu < radius.radiusSize) {
					var elapsedTime = Date.now() - self.inRadiusStartTime;
					// Harvest if in radius for the required time
					if (elapsedTime >= self.harvestTime / mishnu.harvestSpeed) {
						self.state = 'harvested';
						game.removeChild(self);
						zombies.splice(zombies.indexOf(self), 1);
						mishnu.humansHarvested += 2;
						// Play harvest sounds
						if (!harvestSoundPlayed) {
							LK.getSound('Ding_1').play();
							getRandomSound(['Squish_1', 'Squish_2', 'Squish_3', 'Squish_4']).play();
							harvestSoundPlayed = true;
						}
						addBloodSplashes(true);
						return;
					}
					// Attack Mishnu if close
					if (distanceToMishnu < 50 && Date.now() - self.lastAttackTime > self.attackCooldown) {
						globalHealthBar.setHealth(globalHealthBar.currentHealth - 1);
						self.lastAttackTime = Date.now();
						self.state = 'fleeing';
						// Set flee target
						var fleeAngle = Math.random() * Math.PI * 2;
						self.targetX = mishnu.x + Math.cos(fleeAngle) * (radius.radiusSize + 50);
						self.targetY = mishnu.y + Math.sin(fleeAngle) * (radius.radiusSize + 50);
						addBloodSplashes();
						// Flash grey mask on Mishnu, radius, and health bar
						flashGreyMask([mishnu, radius, globalHealthBar], 400, 3);
						LK.getSound('Hit').play(); // Play "Hit" sound
						LK.setTimeout(function () {
							LK.getSound('Bark').play(); // Play "Bark" sound
						}, 200); // Delay of 0.2 seconds
					}
				} else {
					// Outside radius, return to roaming
					self.state = 'roaming';
					setRandomTarget();
				}
				break;
			case 'fleeing':
				// Flee logic
				moveToTarget(self.targetX, self.targetY, 2);
				if (distanceToMishnu > radius.radiusSize + 50) {
					// Successfully fled, return to roaming
					self.state = 'roaming';
					setRandomTarget();
				} else if (distanceToMishnu < radius.radiusSize) {
					// If Mishnu keeps the zombie in the radius, reset harvest timer
					if (!self.inRadiusStartTime) {
						self.inRadiusStartTime = Date.now();
					}
					var elapsedTime = Date.now() - self.inRadiusStartTime;
					if (elapsedTime >= self.harvestTime) {
						self.state = 'harvested';
						game.removeChild(self);
						zombies.splice(zombies.indexOf(self), 1);
						mishnu.humansHarvested += 2;
						// Play harvest sounds
						if (!harvestSoundPlayed) {
							LK.getSound('Ding_1').play();
							getRandomSound(['Squish_1', 'Squish_2', 'Squish_3', 'Squish_4']).play();
							harvestSoundPlayed = true;
						}
						addBloodSplashes(true);
						return;
					}
				}
				break;
			case 'harvested':
				// Zombie is removed after harvesting
				break;
			default:
				console.error("Zombie in unknown state: ".concat(self.state));
				self.state = 'roaming';
				setRandomTarget();
				break;
		}
	};
	// Set initial target
	setRandomTarget();
	return self;
});
/**** 
* Initialize Game
****/ 
// Modify game logic to include zombie spawning
// Declare healthBar globally for accessibility
var game = new LK.Game({
	backgroundColor: 0x1d1d1d
});
/**** 
* Game Code
****/ 
// Temporary function to increase meat in the factory
function increaseMeatOnClick() {
	factory.meat += 10; // Increase meat by 10 units
	factory.startProcessing(); // Start processing to convert meat to dog food
	updateFactoryText(); // Update the factory text to reflect the change
}
// Add event listener for click to trigger the increaseMeatOnClick function
game.down = function (x, y, obj) {
	increaseMeatOnClick();
	// Booster spawning logic
	var boosters = [];
	function spawnBooster() {
		var booster = new Booster();
		boosters.push(booster);
		game.addChild(booster);
	}
	// Integrate boosters with Mishnu Snax increase
	var uiLayer = new Container();
	uiLayer.zIndex = 10; // Ensure it's above the background and mask
	game.addChild(uiLayer);
	var factory = uiLayer.addChild(new Factory());
	var originalIncreaseDogFood = factory.startProcessing;
	factory.startProcessing = function () {
		originalIncreaseDogFood.call(factory);
		// Reduce booster spawn rate as levels increase
		if (factory.level % Math.max(1, Math.floor(factory.level / 3)) === 0) {
			spawnBooster(); // Spawn boosters less frequently as level increases
		}
	};
	// Mishnu pickup logic
	function checkBoosterPickup() {
		boosters.forEach(function (booster) {
			var dx = booster.x - mishnu.x;
			var dy = booster.y - mishnu.y;
			if (Math.sqrt(dx * dx + dy * dy) < 50) {
				booster.pickUp();
				boosters.splice(boosters.indexOf(booster), 1);
			}
		});
	}
	// Add to game update loop
	var originalGameUpdate = game.update;
	game.update = function () {
		originalGameUpdate.call(this);
		boosters.forEach(function (booster) {
			booster.update();
		});
		checkBoosterPickup();
	};
	var globalHealthBar = new GlobalHealthBar(100, 100);
	function spawnZombies(count, maxZombiesOnScreen) {
		for (var i = 0; i < count; i++) {
			if (zombies.length >= maxZombiesOnScreen) {
				break;
			}
			var spawnEdge = Math.floor(Math.random() * 3); // 0: top, 1: left, 2: right
			var spawnX, spawnY;
			switch (spawnEdge) {
				case 0:
					spawnX = Math.random() * 2048;
					spawnY = -50;
					break;
				case 1:
					spawnX = -50;
					spawnY = Math.random() * (2432 - 300);
					break;
				case 2:
					spawnX = 2048 + 50;
					spawnY = Math.random() * (2432 - 300);
					break;
			}
			var newZombie;
			newZombie = new Zombie(); // Use base zombie class
			if (currentLevelGroup > 0) {
				// Upgrade stats for higher levels
				newZombie.speed *= 1.1 * currentLevelGroup; // Increase speed by 10% per level group
				newZombie.harvestTime = (newZombie.harvestTime || 4000) * Math.pow(2, currentLevelGroup); // Increase harvest time exponentially
				newZombie.zombieGraphics.tint = 0xff0000; // Red tint for upgraded zombies
			}
			newZombie.x = spawnX;
			newZombie.y = spawnY;
			zombies.push(newZombie);
			game.addChild(newZombie);
		}
	}
	// Initialize zombies
	var zombies = [];
	var zombieSpawnCooldown = 3000; // Time (ms) between zombie spawn attempts
	var zombieSpawnElapsedTime = 0;
	var maxZombiesOnScreen = 10;
	// Update game loop to handle zombies
	var originalGameUpdate = game.update;
	game.update = function () {
		originalGameUpdate.call(this);
		// Update zombies
		zombies.forEach(function (zombie) {
			zombie.update();
		});
		// Spawn zombies if needed
		zombieSpawnElapsedTime += 16; // Assume 16ms per frame
		if (zombieSpawnElapsedTime >= zombieSpawnCooldown && zombies.length < maxZombiesOnScreen) {
			spawnZombies(1, maxZombiesOnScreen); // Spawn one zombie at a time
			zombieSpawnElapsedTime = 0;
		}
		// Ensure zombie count does not exceed maximum
		if (zombies.length > maxZombiesOnScreen) {
			while (zombies.length > maxZombiesOnScreen) {
				var zombieToRemove = zombies.pop();
				game.removeChild(zombieToRemove);
			}
		}
	};
	var isMusicPlaying = {
		'Music_Level_1_4': false,
		'Music_Level_1_5': false
	};
	// Update factory text
	function updateFactoryText() {
		factoryText.setText("Level: " + factory.level + "\nMeat: " + factory.meat + "\nMishnu Snax: " + factory.dogFood + "\nNext level at: " + factory.nextLevelRequirement);
	}
	// Function to randomly select a sound from a list
	;
	// Add a UI layer to ensure factory is rendered above the background and mask
	var uiLayer = new Container();
	uiLayer.zIndex = 10; // Ensure it's above the background and mask
	game.addChild(uiLayer);
	// Create and position the health bar at the top center of the viewport
	var globalHealthBar = new GlobalHealthBar(5, 5); // Initialize with initial and max health of 5
	globalHealthBar.x = 1820; // Center horizontally
	globalHealthBar.y = 2560; // Position at the top center
	// Add text label 'Health' above the global health bar
	var healthLabel = new Text2('Health', {
		size: 50,
		fill: 0xFFFFFF
	});
	healthLabel.anchor.set(0.5, 1);
	healthLabel.x = globalHealthBar.x;
	healthLabel.y = globalHealthBar.y - 60; // Position above the health bar
	uiLayer.addChild(healthLabel);
	uiLayer.addChild(globalHealthBar); // Add to the UI layer to ensure visibility
	// Add the factory to the UI layer
	var factory = uiLayer.addChild(new Factory());
	// Initialize factory text
	var factoryText = new Text2('Meat: 0\nMishnu Snax: 0\nNext level at: ', {
		size: 50,
		fill: 0xFFFFFF,
		align: 'left'
	});
	factoryText.anchor.set(0, 1);
	LK.gui.bottomLeft.addChild(factoryText);
	var nextLevel = 100; // Placeholder for next level goal
	// Function to randomly spawn a human at the edges of the viewport
	function spawnHumans(count, maxHumansOnScreen) {
		var hardCap = 100; // Maximum number of humans allowed
		for (var i = 0; i < count; i++) {
			if (humans.length >= maxHumansOnScreen || humans.length >= hardCap) {
				break;
			}
			// Randomly select a spawn edge (excluding the bottom)
			var spawnEdge = Math.floor(Math.random() * 3); // 0: top, 1: left, 2: right
			var spawnX, spawnY;
			switch (spawnEdge) {
				case 0:
					// Top
					spawnX = Math.random() * 2048;
					spawnY = -50; // Just outside the top boundary
					break;
				case 1:
					// Left
					spawnX = -50; // Just outside the left boundary
					spawnY = Math.random() * (2432 - 300); // Exclude bottom UI area
					break;
				case 2:
					// Right
					spawnX = 2048 + 50; // Just outside the right boundary
					spawnY = Math.random() * (2432 - 300); // Exclude bottom UI area
					break;
			}
			// Create a new human and add it to the game
			var newHuman;
			if (currentLevelGroup === 0) {
				newHuman = new Human(); // Base human
			} else {
				newHuman = new UpgradedHuman(); // Upgraded human for higher levels
			}
			newHuman.x = spawnX;
			newHuman.y = spawnY;
			humans.push(newHuman);
			game.addChild(newHuman);
		}
	}
	// Update game loop
	var originalUpdate = game.update;
	game.update = function () {
		originalUpdate.call(this);
		// Update factory
		factory.update();
		// Check for level progression
		if (factory.dogFood >= nextLevel) {
			// Handle level progression logic here
			nextLevel += 100; // Example: increase next level goal
			updateFactoryText();
		}
	};
	function flashGreyMask(targets, duration, flashes) {
		var flashInterval = duration / (flashes * 2); // Time for each flash on/off
		var flashCount = 0;
		var interval = LK.setInterval(function () {
			if (flashCount >= flashes * 2) {
				// End the flashing effect
				targets.forEach(function (target) {
					if (target && typeof target.tint !== 'undefined') {
						target.tint = 0xFFFFFF;
					}
				}); // Reset tint
				LK.clearInterval(interval);
			} else {
				var isOn = flashCount % 2 === 0; // Toggle between grey and normal
				var tintColor = isOn ? 0x808080 : 0xFFFFFF; // Grey tint or original
				targets.forEach(function (target) {
					if (target && typeof target.tint !== 'undefined') {
						target.tint = tintColor;
					}
				}); // Apply tint
				flashCount++;
			}
		}, flashInterval);
	}
	function getRandomSound(soundList) {
		return LK.getSound(soundList[Math.floor(Math.random() * soundList.length)]);
	}
	// Function to fade out a sound
	function fadeOutSound(sound, duration) {
		var initialVolume = sound.volume;
		var fadeStep = initialVolume / (duration / 100);
		var fadeInterval = LK.setInterval(function () {
			if (sound.volume > 0) {
				sound.volume = Math.max(0, sound.volume - fadeStep);
			} else {
				LK.clearInterval(fadeInterval);
				sound.stop();
			}
		}, 100);
	}
	var radius = game.addChild(new HarvestRadius());
	var mishnu = game.addChild(new Mishnu());
	mishnu.harvestSpeed = 1; // Initialize harvest speed
	mishnu.x = 2048 / 2;
	mishnu.y = 2432 - 200;
	radius.x = mishnu.x;
	radius.y = mishnu.y;
	// Initialize humans
	var humans = [];
	for (var i = 0; i < 50; i++) {
		var human = new Human();
		human.x = Math.random() * 2048;
		human.y = Math.random() * (2432 - 100);
		humans.push(human);
		game.addChild(human);
		var humansSpawnedThisLevel = 0; // Tracks how many humans have spawned in the current level
		var humanSpawnLimit = factory.nextLevelRequirement * 7; // Set minimum spawn limit to nextLevelRequirement * 7
		var currentLevelGroup = Math.floor(factory.level / 5); // Determine the current level group
	}
	var spawnCooldown = 20; // Reduced time (in ms) between spawn attempts for faster spawning
	var spawnElapsedTime = 0; // Tracks time elapsed since the last spawn attempt
	// Play looping Dog Panting sound
	LK.getSound('Dog_panting').play({
		loop: true
	});
	// Handle mouse movement
	game.move = function (x, y, obj) {
		mishnu.targetX = x;
		mishnu.targetY = y;
	};
	// Display cargo count
	var cargoText = new Text2('Cargo: 0 / 10', {
		size: 50,
		fill: 0xFFFFFF
	});
	cargoText.anchor.set(1, 1);
	LK.gui.bottomRight.addChild(cargoText);
	// Music alternation logic
	var currentMusic = 'Music_Level_1_5';
	game.update = function () {
		humans.forEach(function (human) {
			human.update();
		});
		mishnu.update();
		zombies.forEach(function (zombie) {
			zombie.update();
		});
		radius.update();
		boosters.forEach(function (booster) {
			booster.update();
		});
		checkBoosterPickup();
		// Calculate dynamic minimum and maximum humans on screen
		var minHumansOnScreen = Math.max((factory.nextLevelRequirement - factory.dogFood) * 7, 20); // Ensure a minimum of 20
		var maxHumansOnScreen = Math.ceil(minHumansOnScreen * 1.5); // Scale max to 150% of min
		// Ensure minimum number of humans on screen
		if (humans.length < minHumansOnScreen) {
			spawnElapsedTime += 16; // Assume 16ms per frame
			if (spawnElapsedTime >= spawnCooldown) {
				spawnHumans(minHumansOnScreen - humans.length, maxHumansOnScreen); // Pass the maxHumansOnScreen value
				spawnElapsedTime = 0; // Reset spawn elapsed time
			}
		}
		// Cap the number of humans to maxHumansOnScreen
		if (humans.length > maxHumansOnScreen) {
			// Remove excess humans from the game
			while (humans.length > maxHumansOnScreen) {
				var humanToRemove = humans.pop();
				game.removeChild(humanToRemove);
			}
		}
		// Update cargo text
		var textColor = mishnu.humansHarvested > mishnu.cargoMax ? 0xFF0000 : 0xFFFFFF;
		if (cargoText.fill !== textColor) {
			LK.gui.bottomRight.removeChild(cargoText);
			cargoText = new Text2('Cargo: ' + mishnu.humansHarvested + ' / ' + mishnu.cargoMax, {
				size: 50,
				fill: textColor
			});
			cargoText.anchor.set(1, 1);
			LK.gui.bottomRight.addChild(cargoText);
		} else {
			cargoText.setText('Cargo: ' + mishnu.humansHarvested + ' / ' + mishnu.cargoMax);
		}
		// Play Music_Level_1_4 in a loop
		if (!isMusicPlaying['Music_Level_1_4']) {
			LK.playMusic('Music_Level_1_4', {
				loop: true
			});
			isMusicPlaying['Music_Level_1_4'] = true; // Track music state
		}
		// Play Music_Level_1_5 in a loop
		if (!isMusicPlaying['Music_Level_1_5']) {
			LK.playMusic('Music_Level_1_5', {
				loop: true
			});
			isMusicPlaying['Music_Level_1_5'] = true; // Track music state
		}
		// Update factory
		factory.update();
	};
}; ===================================================================
--- original.js
+++ change.js
@@ -793,379 +793,341 @@
 }
 // Add event listener for click to trigger the increaseMeatOnClick function
 game.down = function (x, y, obj) {
 	increaseMeatOnClick();
-};
-function upgradeStatsAtMilestone() {
-	// Check if factory.level is a multiple of 5
-	if (factory.level % 5 === 0) {
-		console.log("Level ".concat(factory.level, " reached! Upgrading stats for humans and zombies."));
-		currentLevelGroup = Math.floor(factory.level / 5); // Update current level group
-		// Upgrade stats for humans
-		humans.forEach(function (human) {
-			human.speedX *= 1.1; // Increase speed by 10%
-			human.speedY *= 1.1;
-			human.harvestTime = (human.harvestTime || 3000) * 2; // Increase harvest time by 100%
+	// Booster spawning logic
+	var boosters = [];
+	function spawnBooster() {
+		var booster = new Booster();
+		boosters.push(booster);
+		game.addChild(booster);
+	}
+	// Integrate boosters with Mishnu Snax increase
+	var uiLayer = new Container();
+	uiLayer.zIndex = 10; // Ensure it's above the background and mask
+	game.addChild(uiLayer);
+	var factory = uiLayer.addChild(new Factory());
+	var originalIncreaseDogFood = factory.startProcessing;
+	factory.startProcessing = function () {
+		originalIncreaseDogFood.call(factory);
+		// Reduce booster spawn rate as levels increase
+		if (factory.level % Math.max(1, Math.floor(factory.level / 3)) === 0) {
+			spawnBooster(); // Spawn boosters less frequently as level increases
+		}
+	};
+	// Mishnu pickup logic
+	function checkBoosterPickup() {
+		boosters.forEach(function (booster) {
+			var dx = booster.x - mishnu.x;
+			var dy = booster.y - mishnu.y;
+			if (Math.sqrt(dx * dx + dy * dy) < 50) {
+				booster.pickUp();
+				boosters.splice(boosters.indexOf(booster), 1);
+			}
 		});
-		// Upgrade stats for zombies
+	}
+	// Add to game update loop
+	var originalGameUpdate = game.update;
+	game.update = function () {
+		originalGameUpdate.call(this);
+		boosters.forEach(function (booster) {
+			booster.update();
+		});
+		checkBoosterPickup();
+	};
+	var globalHealthBar = new GlobalHealthBar(100, 100);
+	function spawnZombies(count, maxZombiesOnScreen) {
+		for (var i = 0; i < count; i++) {
+			if (zombies.length >= maxZombiesOnScreen) {
+				break;
+			}
+			var spawnEdge = Math.floor(Math.random() * 3); // 0: top, 1: left, 2: right
+			var spawnX, spawnY;
+			switch (spawnEdge) {
+				case 0:
+					spawnX = Math.random() * 2048;
+					spawnY = -50;
+					break;
+				case 1:
+					spawnX = -50;
+					spawnY = Math.random() * (2432 - 300);
+					break;
+				case 2:
+					spawnX = 2048 + 50;
+					spawnY = Math.random() * (2432 - 300);
+					break;
+			}
+			var newZombie;
+			newZombie = new Zombie(); // Use base zombie class
+			if (currentLevelGroup > 0) {
+				// Upgrade stats for higher levels
+				newZombie.speed *= 1.1 * currentLevelGroup; // Increase speed by 10% per level group
+				newZombie.harvestTime = (newZombie.harvestTime || 4000) * Math.pow(2, currentLevelGroup); // Increase harvest time exponentially
+				newZombie.zombieGraphics.tint = 0xff0000; // Red tint for upgraded zombies
+			}
+			newZombie.x = spawnX;
+			newZombie.y = spawnY;
+			zombies.push(newZombie);
+			game.addChild(newZombie);
+		}
+	}
+	// Initialize zombies
+	var zombies = [];
+	var zombieSpawnCooldown = 3000; // Time (ms) between zombie spawn attempts
+	var zombieSpawnElapsedTime = 0;
+	var maxZombiesOnScreen = 10;
+	// Update game loop to handle zombies
+	var originalGameUpdate = game.update;
+	game.update = function () {
+		originalGameUpdate.call(this);
+		// Update zombies
 		zombies.forEach(function (zombie) {
-			zombie.speed *= 1.1; // Increase speed by 10%
-			zombie.harvestTime = (zombie.harvestTime || 4000) * 2; // Increase harvest time by 100%
+			zombie.update();
 		});
-		// Apply visual changes (tint) for differentiation
-		applyLevelColors();
+		// Spawn zombies if needed
+		zombieSpawnElapsedTime += 16; // Assume 16ms per frame
+		if (zombieSpawnElapsedTime >= zombieSpawnCooldown && zombies.length < maxZombiesOnScreen) {
+			spawnZombies(1, maxZombiesOnScreen); // Spawn one zombie at a time
+			zombieSpawnElapsedTime = 0;
+		}
+		// Ensure zombie count does not exceed maximum
+		if (zombies.length > maxZombiesOnScreen) {
+			while (zombies.length > maxZombiesOnScreen) {
+				var zombieToRemove = zombies.pop();
+				game.removeChild(zombieToRemove);
+			}
+		}
+	};
+	var isMusicPlaying = {
+		'Music_Level_1_4': false,
+		'Music_Level_1_5': false
+	};
+	// Update factory text
+	function updateFactoryText() {
+		factoryText.setText("Level: " + factory.level + "\nMeat: " + factory.meat + "\nMishnu Snax: " + factory.dogFood + "\nNext level at: " + factory.nextLevelRequirement);
 	}
-}
-function applyLevelColors() {
-	var levelGroup = Math.floor(factory.level / 5);
-	// Pale colors for humans
-	var humanColors = [0xFFE4E1, 0xFFFACD, 0xE0FFFF, 0xF0E68C, 0xFFDAB9]; // Light pink, pale yellow, light cyan, khaki, peach
-	var newHumanColor = humanColors[levelGroup % humanColors.length];
-	// Booster-like colors for zombies
-	var zombieColors = [0x30a330, 0xd93838, 0x2f53b4, 0xe9d735, 0xb733b7]; // Match booster colors
-	var newZombieColor = zombieColors[levelGroup % zombieColors.length];
-	// Apply pale color to humans
-	humans.forEach(function (human) {
-		human.humanGraphics.tint = newHumanColor;
+	// Function to randomly select a sound from a list
+	;
+	// Add a UI layer to ensure factory is rendered above the background and mask
+	var uiLayer = new Container();
+	uiLayer.zIndex = 10; // Ensure it's above the background and mask
+	game.addChild(uiLayer);
+	// Create and position the health bar at the top center of the viewport
+	var globalHealthBar = new GlobalHealthBar(5, 5); // Initialize with initial and max health of 5
+	globalHealthBar.x = 1820; // Center horizontally
+	globalHealthBar.y = 2560; // Position at the top center
+	// Add text label 'Health' above the global health bar
+	var healthLabel = new Text2('Health', {
+		size: 50,
+		fill: 0xFFFFFF
 	});
-	// Apply booster-like color to zombies
-	zombies.forEach(function (zombie) {
-		zombie.zombieGraphics.tint = newZombieColor;
+	healthLabel.anchor.set(0.5, 1);
+	healthLabel.x = globalHealthBar.x;
+	healthLabel.y = globalHealthBar.y - 60; // Position above the health bar
+	uiLayer.addChild(healthLabel);
+	uiLayer.addChild(globalHealthBar); // Add to the UI layer to ensure visibility
+	// Add the factory to the UI layer
+	var factory = uiLayer.addChild(new Factory());
+	// Initialize factory text
+	var factoryText = new Text2('Meat: 0\nMishnu Snax: 0\nNext level at: ', {
+		size: 50,
+		fill: 0xFFFFFF,
+		align: 'left'
 	});
-	console.log("Applied colors: Humans (".concat(newHumanColor, "), Zombies (").concat(newZombieColor, ")"));
-}
-// Booster spawning logic
-var boosters = [];
-function spawnBooster() {
-	var booster = new Booster();
-	boosters.push(booster);
-	game.addChild(booster);
-}
-// Integrate boosters with Mishnu Snax increase
-var uiLayer = new Container();
-uiLayer.zIndex = 10; // Ensure it's above the background and mask
-game.addChild(uiLayer);
-var factory = uiLayer.addChild(new Factory());
-var originalIncreaseDogFood = factory.startProcessing;
-factory.startProcessing = function () {
-	originalIncreaseDogFood.call(factory);
-	// Reduce booster spawn rate as levels increase
-	if (factory.level % Math.max(1, Math.floor(factory.level / 3)) === 0) {
-		spawnBooster(); // Spawn boosters less frequently as level increases
-	}
-};
-// Mishnu pickup logic
-function checkBoosterPickup() {
-	boosters.forEach(function (booster) {
-		var dx = booster.x - mishnu.x;
-		var dy = booster.y - mishnu.y;
-		if (Math.sqrt(dx * dx + dy * dy) < 50) {
-			booster.pickUp();
-			boosters.splice(boosters.indexOf(booster), 1);
-		}
-	});
-}
-// Add to game update loop
-var originalGameUpdate = game.update;
-game.update = function () {
-	originalGameUpdate.call(this);
-	boosters.forEach(function (booster) {
-		booster.update();
-	});
-	checkBoosterPickup();
-};
-var globalHealthBar = new GlobalHealthBar(100, 100);
-function spawnZombies(count, maxZombiesOnScreen) {
-	for (var i = 0; i < count; i++) {
-		if (zombies.length >= maxZombiesOnScreen) {
-			break;
-		}
-		var spawnEdge = Math.floor(Math.random() * 3); // 0: top, 1: left, 2: right
-		var spawnX, spawnY;
-		switch (spawnEdge) {
-			case 0:
-				spawnX = Math.random() * 2048;
-				spawnY = -50;
+	factoryText.anchor.set(0, 1);
+	LK.gui.bottomLeft.addChild(factoryText);
+	var nextLevel = 100; // Placeholder for next level goal
+	// Function to randomly spawn a human at the edges of the viewport
+	function spawnHumans(count, maxHumansOnScreen) {
+		var hardCap = 100; // Maximum number of humans allowed
+		for (var i = 0; i < count; i++) {
+			if (humans.length >= maxHumansOnScreen || humans.length >= hardCap) {
 				break;
-			case 1:
-				spawnX = -50;
-				spawnY = Math.random() * (2432 - 300);
-				break;
-			case 2:
-				spawnX = 2048 + 50;
-				spawnY = Math.random() * (2432 - 300);
-				break;
+			}
+			// Randomly select a spawn edge (excluding the bottom)
+			var spawnEdge = Math.floor(Math.random() * 3); // 0: top, 1: left, 2: right
+			var spawnX, spawnY;
+			switch (spawnEdge) {
+				case 0:
+					// Top
+					spawnX = Math.random() * 2048;
+					spawnY = -50; // Just outside the top boundary
+					break;
+				case 1:
+					// Left
+					spawnX = -50; // Just outside the left boundary
+					spawnY = Math.random() * (2432 - 300); // Exclude bottom UI area
+					break;
+				case 2:
+					// Right
+					spawnX = 2048 + 50; // Just outside the right boundary
+					spawnY = Math.random() * (2432 - 300); // Exclude bottom UI area
+					break;
+			}
+			// Create a new human and add it to the game
+			var newHuman;
+			if (currentLevelGroup === 0) {
+				newHuman = new Human(); // Base human
+			} else {
+				newHuman = new UpgradedHuman(); // Upgraded human for higher levels
+			}
+			newHuman.x = spawnX;
+			newHuman.y = spawnY;
+			humans.push(newHuman);
+			game.addChild(newHuman);
 		}
-		var newZombie;
-		newZombie = new Zombie(); // Use base zombie class
-		if (currentLevelGroup > 0) {
-			// Upgrade stats for higher levels
-			newZombie.speed *= 1.1 * currentLevelGroup; // Increase speed by 10% per level group
-			newZombie.harvestTime = (newZombie.harvestTime || 4000) * Math.pow(2, currentLevelGroup); // Increase harvest time exponentially
-			newZombie.zombieGraphics.tint = 0xff0000; // Red tint for upgraded zombies
-		}
-		newZombie.x = spawnX;
-		newZombie.y = spawnY;
-		zombies.push(newZombie);
-		game.addChild(newZombie);
 	}
-}
-// Initialize zombies
-var zombies = [];
-var zombieSpawnCooldown = 3000; // Time (ms) between zombie spawn attempts
-var zombieSpawnElapsedTime = 0;
-var maxZombiesOnScreen = 10;
-// Update game loop to handle zombies
-var originalGameUpdate = game.update;
-game.update = function () {
-	originalGameUpdate.call(this);
-	// Update zombies
-	zombies.forEach(function (zombie) {
-		zombie.update();
-	});
-	// Spawn zombies if needed
-	zombieSpawnElapsedTime += 16; // Assume 16ms per frame
-	if (zombieSpawnElapsedTime >= zombieSpawnCooldown && zombies.length < maxZombiesOnScreen) {
-		spawnZombies(1, maxZombiesOnScreen); // Spawn one zombie at a time
-		zombieSpawnElapsedTime = 0;
-	}
-	// Ensure zombie count does not exceed maximum
-	if (zombies.length > maxZombiesOnScreen) {
-		while (zombies.length > maxZombiesOnScreen) {
-			var zombieToRemove = zombies.pop();
-			game.removeChild(zombieToRemove);
+	// Update game loop
+	var originalUpdate = game.update;
+	game.update = function () {
+		originalUpdate.call(this);
+		// Update factory
+		factory.update();
+		// Check for level progression
+		if (factory.dogFood >= nextLevel) {
+			// Handle level progression logic here
+			nextLevel += 100; // Example: increase next level goal
+			updateFactoryText();
 		}
+	};
+	function flashGreyMask(targets, duration, flashes) {
+		var flashInterval = duration / (flashes * 2); // Time for each flash on/off
+		var flashCount = 0;
+		var interval = LK.setInterval(function () {
+			if (flashCount >= flashes * 2) {
+				// End the flashing effect
+				targets.forEach(function (target) {
+					if (target && typeof target.tint !== 'undefined') {
+						target.tint = 0xFFFFFF;
+					}
+				}); // Reset tint
+				LK.clearInterval(interval);
+			} else {
+				var isOn = flashCount % 2 === 0; // Toggle between grey and normal
+				var tintColor = isOn ? 0x808080 : 0xFFFFFF; // Grey tint or original
+				targets.forEach(function (target) {
+					if (target && typeof target.tint !== 'undefined') {
+						target.tint = tintColor;
+					}
+				}); // Apply tint
+				flashCount++;
+			}
+		}, flashInterval);
 	}
-};
-var isMusicPlaying = {
-	'Music_Level_1_4': false,
-	'Music_Level_1_5': false
-};
-// Update factory text
-function updateFactoryText() {
-	factoryText.setText("Level: " + factory.level + "\nMeat: " + factory.meat + "\nMishnu Snax: " + factory.dogFood + "\nNext level at: " + factory.nextLevelRequirement);
-}
-// Function to randomly select a sound from a list
-;
-// Add a UI layer to ensure factory is rendered above the background and mask
-var uiLayer = new Container();
-uiLayer.zIndex = 10; // Ensure it's above the background and mask
-game.addChild(uiLayer);
-// Create and position the health bar at the top center of the viewport
-var globalHealthBar = new GlobalHealthBar(5, 5); // Initialize with initial and max health of 5
-globalHealthBar.x = 1820; // Center horizontally
-globalHealthBar.y = 2560; // Position at the top center
-// Add text label 'Health' above the global health bar
-var healthLabel = new Text2('Health', {
-	size: 50,
-	fill: 0xFFFFFF
-});
-healthLabel.anchor.set(0.5, 1);
-healthLabel.x = globalHealthBar.x;
-healthLabel.y = globalHealthBar.y - 60; // Position above the health bar
-uiLayer.addChild(healthLabel);
-uiLayer.addChild(globalHealthBar); // Add to the UI layer to ensure visibility
-// Add the factory to the UI layer
-var factory = uiLayer.addChild(new Factory());
-// Initialize factory text
-var factoryText = new Text2('Meat: 0\nMishnu Snax: 0\nNext level at: ', {
-	size: 50,
-	fill: 0xFFFFFF,
-	align: 'left'
-});
-factoryText.anchor.set(0, 1);
-LK.gui.bottomLeft.addChild(factoryText);
-var nextLevel = 100; // Placeholder for next level goal
-// Function to randomly spawn a human at the edges of the viewport
-function spawnHumans(count, maxHumansOnScreen) {
-	var hardCap = 100; // Maximum number of humans allowed
-	for (var i = 0; i < count; i++) {
-		if (humans.length >= maxHumansOnScreen || humans.length >= hardCap) {
-			break;
-		}
-		// Randomly select a spawn edge (excluding the bottom)
-		var spawnEdge = Math.floor(Math.random() * 3); // 0: top, 1: left, 2: right
-		var spawnX, spawnY;
-		switch (spawnEdge) {
-			case 0:
-				// Top
-				spawnX = Math.random() * 2048;
-				spawnY = -50; // Just outside the top boundary
-				break;
-			case 1:
-				// Left
-				spawnX = -50; // Just outside the left boundary
-				spawnY = Math.random() * (2432 - 300); // Exclude bottom UI area
-				break;
-			case 2:
-				// Right
-				spawnX = 2048 + 50; // Just outside the right boundary
-				spawnY = Math.random() * (2432 - 300); // Exclude bottom UI area
-				break;
-		}
-		// Create a new human and add it to the game
-		var newHuman;
-		if (currentLevelGroup === 0) {
-			newHuman = new Human(); // Base human
-		} else {
-			newHuman = new UpgradedHuman(); // Upgraded human for higher levels
-		}
-		newHuman.x = spawnX;
-		newHuman.y = spawnY;
-		humans.push(newHuman);
-		game.addChild(newHuman);
+	function getRandomSound(soundList) {
+		return LK.getSound(soundList[Math.floor(Math.random() * soundList.length)]);
 	}
-}
-// Update game loop
-var originalUpdate = game.update;
-game.update = function () {
-	originalUpdate.call(this);
-	// Update factory
-	factory.update();
-	// Check for level progression
-	if (factory.dogFood >= nextLevel) {
-		// Handle level progression logic here
-		nextLevel += 100; // Example: increase next level goal
-		updateFactoryText();
+	// Function to fade out a sound
+	function fadeOutSound(sound, duration) {
+		var initialVolume = sound.volume;
+		var fadeStep = initialVolume / (duration / 100);
+		var fadeInterval = LK.setInterval(function () {
+			if (sound.volume > 0) {
+				sound.volume = Math.max(0, sound.volume - fadeStep);
+			} else {
+				LK.clearInterval(fadeInterval);
+				sound.stop();
+			}
+		}, 100);
 	}
-};
-function flashGreyMask(targets, duration, flashes) {
-	var flashInterval = duration / (flashes * 2); // Time for each flash on/off
-	var flashCount = 0;
-	var interval = LK.setInterval(function () {
-		if (flashCount >= flashes * 2) {
-			// End the flashing effect
-			targets.forEach(function (target) {
-				if (target && typeof target.tint !== 'undefined') {
-					target.tint = 0xFFFFFF;
-				}
-			}); // Reset tint
-			LK.clearInterval(interval);
-		} else {
-			var isOn = flashCount % 2 === 0; // Toggle between grey and normal
-			var tintColor = isOn ? 0x808080 : 0xFFFFFF; // Grey tint or original
-			targets.forEach(function (target) {
-				if (target && typeof target.tint !== 'undefined') {
-					target.tint = tintColor;
-				}
-			}); // Apply tint
-			flashCount++;
-		}
-	}, flashInterval);
-}
-function getRandomSound(soundList) {
-	return LK.getSound(soundList[Math.floor(Math.random() * soundList.length)]);
-}
-// Function to fade out a sound
-function fadeOutSound(sound, duration) {
-	var initialVolume = sound.volume;
-	var fadeStep = initialVolume / (duration / 100);
-	var fadeInterval = LK.setInterval(function () {
-		if (sound.volume > 0) {
-			sound.volume = Math.max(0, sound.volume - fadeStep);
-		} else {
-			LK.clearInterval(fadeInterval);
-			sound.stop();
-		}
-	}, 100);
-}
-var radius = game.addChild(new HarvestRadius());
-var mishnu = game.addChild(new Mishnu());
-mishnu.harvestSpeed = 1; // Initialize harvest speed
-mishnu.x = 2048 / 2;
-mishnu.y = 2432 - 200;
-radius.x = mishnu.x;
-radius.y = mishnu.y;
-// Initialize humans
-var humans = [];
-for (var i = 0; i < 50; i++) {
-	var human = new Human();
-	human.x = Math.random() * 2048;
-	human.y = Math.random() * (2432 - 100);
-	humans.push(human);
-	game.addChild(human);
-	var humansSpawnedThisLevel = 0; // Tracks how many humans have spawned in the current level
-	var humanSpawnLimit = factory.nextLevelRequirement * 7; // Set minimum spawn limit to nextLevelRequirement * 7
-	var currentLevelGroup = Math.floor(factory.level / 5); // Determine the current level group
-}
-var spawnCooldown = 20; // Reduced time (in ms) between spawn attempts for faster spawning
-var spawnElapsedTime = 0; // Tracks time elapsed since the last spawn attempt
-// Play looping Dog Panting sound
-LK.getSound('Dog_panting').play({
-	loop: true
-});
-// Handle mouse movement
-game.move = function (x, y, obj) {
-	mishnu.targetX = x;
-	mishnu.targetY = y;
-};
-// Display cargo count
-var cargoText = new Text2('Cargo: 0 / 10', {
-	size: 50,
-	fill: 0xFFFFFF
-});
-cargoText.anchor.set(1, 1);
-LK.gui.bottomRight.addChild(cargoText);
-// Music alternation logic
-var currentMusic = 'Music_Level_1_5';
-game.update = function () {
-	humans.forEach(function (human) {
-		human.update();
+	var radius = game.addChild(new HarvestRadius());
+	var mishnu = game.addChild(new Mishnu());
+	mishnu.harvestSpeed = 1; // Initialize harvest speed
+	mishnu.x = 2048 / 2;
+	mishnu.y = 2432 - 200;
+	radius.x = mishnu.x;
+	radius.y = mishnu.y;
+	// Initialize humans
+	var humans = [];
+	for (var i = 0; i < 50; i++) {
+		var human = new Human();
+		human.x = Math.random() * 2048;
+		human.y = Math.random() * (2432 - 100);
+		humans.push(human);
+		game.addChild(human);
+		var humansSpawnedThisLevel = 0; // Tracks how many humans have spawned in the current level
+		var humanSpawnLimit = factory.nextLevelRequirement * 7; // Set minimum spawn limit to nextLevelRequirement * 7
+		var currentLevelGroup = Math.floor(factory.level / 5); // Determine the current level group
+	}
+	var spawnCooldown = 20; // Reduced time (in ms) between spawn attempts for faster spawning
+	var spawnElapsedTime = 0; // Tracks time elapsed since the last spawn attempt
+	// Play looping Dog Panting sound
+	LK.getSound('Dog_panting').play({
+		loop: true
 	});
-	mishnu.update();
-	zombies.forEach(function (zombie) {
-		zombie.update();
+	// Handle mouse movement
+	game.move = function (x, y, obj) {
+		mishnu.targetX = x;
+		mishnu.targetY = y;
+	};
+	// Display cargo count
+	var cargoText = new Text2('Cargo: 0 / 10', {
+		size: 50,
+		fill: 0xFFFFFF
 	});
-	radius.update();
-	boosters.forEach(function (booster) {
-		booster.update();
-	});
-	checkBoosterPickup();
-	// Calculate dynamic minimum and maximum humans on screen
-	var minHumansOnScreen = Math.max((factory.nextLevelRequirement - factory.dogFood) * 7, 20); // Ensure a minimum of 20
-	var maxHumansOnScreen = Math.ceil(minHumansOnScreen * 1.5); // Scale max to 150% of min
-	// Ensure minimum number of humans on screen
-	if (humans.length < minHumansOnScreen) {
-		spawnElapsedTime += 16; // Assume 16ms per frame
-		if (spawnElapsedTime >= spawnCooldown) {
-			spawnHumans(minHumansOnScreen - humans.length, maxHumansOnScreen); // Pass the maxHumansOnScreen value
-			spawnElapsedTime = 0; // Reset spawn elapsed time
-		}
-	}
-	// Cap the number of humans to maxHumansOnScreen
-	if (humans.length > maxHumansOnScreen) {
-		// Remove excess humans from the game
-		while (humans.length > maxHumansOnScreen) {
-			var humanToRemove = humans.pop();
-			game.removeChild(humanToRemove);
-		}
-	}
-	// Update cargo text
-	var textColor = mishnu.humansHarvested > mishnu.cargoMax ? 0xFF0000 : 0xFFFFFF;
-	if (cargoText.fill !== textColor) {
-		LK.gui.bottomRight.removeChild(cargoText);
-		cargoText = new Text2('Cargo: ' + mishnu.humansHarvested + ' / ' + mishnu.cargoMax, {
-			size: 50,
-			fill: textColor
+	cargoText.anchor.set(1, 1);
+	LK.gui.bottomRight.addChild(cargoText);
+	// Music alternation logic
+	var currentMusic = 'Music_Level_1_5';
+	game.update = function () {
+		humans.forEach(function (human) {
+			human.update();
 		});
-		cargoText.anchor.set(1, 1);
-		LK.gui.bottomRight.addChild(cargoText);
-	} else {
-		cargoText.setText('Cargo: ' + mishnu.humansHarvested + ' / ' + mishnu.cargoMax);
-	}
-	// Play Music_Level_1_4 in a loop
-	if (!isMusicPlaying['Music_Level_1_4']) {
-		LK.playMusic('Music_Level_1_4', {
-			loop: true
+		mishnu.update();
+		zombies.forEach(function (zombie) {
+			zombie.update();
 		});
-		isMusicPlaying['Music_Level_1_4'] = true; // Track music state
-	}
-	// Play Music_Level_1_5 in a loop
-	if (!isMusicPlaying['Music_Level_1_5']) {
-		LK.playMusic('Music_Level_1_5', {
-			loop: true
+		radius.update();
+		boosters.forEach(function (booster) {
+			booster.update();
 		});
-		isMusicPlaying['Music_Level_1_5'] = true; // Track music state
-	}
-	// Update factory
-	factory.update();
+		checkBoosterPickup();
+		// Calculate dynamic minimum and maximum humans on screen
+		var minHumansOnScreen = Math.max((factory.nextLevelRequirement - factory.dogFood) * 7, 20); // Ensure a minimum of 20
+		var maxHumansOnScreen = Math.ceil(minHumansOnScreen * 1.5); // Scale max to 150% of min
+		// Ensure minimum number of humans on screen
+		if (humans.length < minHumansOnScreen) {
+			spawnElapsedTime += 16; // Assume 16ms per frame
+			if (spawnElapsedTime >= spawnCooldown) {
+				spawnHumans(minHumansOnScreen - humans.length, maxHumansOnScreen); // Pass the maxHumansOnScreen value
+				spawnElapsedTime = 0; // Reset spawn elapsed time
+			}
+		}
+		// Cap the number of humans to maxHumansOnScreen
+		if (humans.length > maxHumansOnScreen) {
+			// Remove excess humans from the game
+			while (humans.length > maxHumansOnScreen) {
+				var humanToRemove = humans.pop();
+				game.removeChild(humanToRemove);
+			}
+		}
+		// Update cargo text
+		var textColor = mishnu.humansHarvested > mishnu.cargoMax ? 0xFF0000 : 0xFFFFFF;
+		if (cargoText.fill !== textColor) {
+			LK.gui.bottomRight.removeChild(cargoText);
+			cargoText = new Text2('Cargo: ' + mishnu.humansHarvested + ' / ' + mishnu.cargoMax, {
+				size: 50,
+				fill: textColor
+			});
+			cargoText.anchor.set(1, 1);
+			LK.gui.bottomRight.addChild(cargoText);
+		} else {
+			cargoText.setText('Cargo: ' + mishnu.humansHarvested + ' / ' + mishnu.cargoMax);
+		}
+		// Play Music_Level_1_4 in a loop
+		if (!isMusicPlaying['Music_Level_1_4']) {
+			LK.playMusic('Music_Level_1_4', {
+				loop: true
+			});
+			isMusicPlaying['Music_Level_1_4'] = true; // Track music state
+		}
+		// Play Music_Level_1_5 in a loop
+		if (!isMusicPlaying['Music_Level_1_5']) {
+			LK.playMusic('Music_Level_1_5', {
+				loop: true
+			});
+			isMusicPlaying['Music_Level_1_5'] = true; // Track music state
+		}
+		// Update factory
+		factory.update();
+	};
 };
\ No newline at end of file
:quality(85)/https://cdn.frvr.ai/67931b63cc7b408db741b640.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6793257acc7b408db741b67f.png%3F3) 
 blurry texture background 4k black and white
:quality(85)/https://cdn.frvr.ai/67940b273e37286b7983d505.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6794359a3e37286b7983d6a4.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67951abd3e37286b7983d840.png%3F3) 
 can of Dog Food. Game asset. 3d clipart. Blank background. High contrast. No shadows..
:quality(85)/https://cdn.frvr.ai/679521c13e37286b7983d863.png%3F3) 
 black capsule. Game asset. 3d clipart. Blank background. High contrast. No shadows..
:quality(85)/https://cdn.frvr.ai/6795ad3fd63d184aa47a9eb4.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6796df81690fa8a090669abd.png%3F3) 
 woman in short shorts. mobile game art. pixel art. full body. front facing. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6797c2cd2e20f9214f6db0f9.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6797c4512e20f9214f6db110.png%3F3) 
 laser beam cartoon game asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6797f7e2f6fe7a86a4b91b59.png%3F3) 
 bone. clipart. cartoon. Blank background. High contrast. No shadows..
:quality(85)/https://cdn.frvr.ai/6797f91bf6fe7a86a4b91b87.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67986eed43c5680ce8057f5e.png%3F3) 
 Game Over. Red game letters, dripping. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/67c96bde9febb78ebd21db3e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67c9788bb2f53263695b0230.png%3F3) 
 Dog_panting
Sound effect
Agony_Yell_1
Sound effect
Music_Level_1_5
Music
Music_Level_1_4
Music
Agony_Yell_2
Sound effect
Agony_Yell_3
Sound effect
Agony_Yell_4
Sound effect
Agony_Yell_5
Sound effect
Agony_Yell_6
Sound effect
Agony_Yell_7
Sound effect
Dog_Crunch
Sound effect
Dog_Crunch_2
Sound effect
Dog_Crunch_3
Sound effect
Ding_1
Sound effect
Squish_1
Sound effect
Squish_2
Sound effect
Squish_4
Sound effect
Squish_3
Sound effect
Factory_Deposit
Sound effect
Factory_Operation
Sound effect
Level_Up
Sound effect
Bark
Sound effect
Hit
Sound effect
Agony_Yell_8
Sound effect
Agony_Yell_9
Sound effect
GiggleMan_1
Sound effect
GiggleMan_2
Sound effect
GiggleMan_3
Sound effect
GiggleMan_4
Sound effect
Booster_Sound
Sound effect
Can
Sound effect
woosh
Sound effect
Agony_Yell_10
Sound effect
Bark_2
Sound effect
Bark_3
Sound effect
laser
Sound effect
searing
Sound effect
laser_2
Sound effect
Laser_3
Sound effect
Laser_4
Sound effect
Boss_Hit
Sound effect
Boss_Hit_2
Sound effect
Boss_Hit_3
Sound effect
GiggleMan_5
Sound effect
GiggleMan_6
Sound effect
hip_hop_loop
Sound effect