Code edit (3 edits merged)
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it's still not working. please remove the admin tools for now
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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
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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
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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)
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please fix this
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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
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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)
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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...
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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
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make a separate function that when i click, the "meat" in the factory increases. Make it so we can remove it easily later
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ok undo that, we're going to do it a different way
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give me an admin/temporary cheat button we will disable later: when i click it increases mishnu snax inside factory
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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.
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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
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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.
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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)
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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
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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.
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Please fix the bug: 'ReferenceError: humanGraphics is not defined' in or related to this line: 'humanGraphics.tint = 0xFFFFFF; // Reset flashing' Line Number: 592
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Please fix the bug: 'ReferenceError: humanGraphics is not defined' in or related to this line: 'humanGraphics.tint = 0xFFFFFF; // Reset flashing' Line Number: 592
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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;
	// Admin tool to increase meat by 10 on click
	game.down = function (x, y, obj) {
		// Check if click is within a specific area (e.g., top-left corner)
		if (x < 100 && y < 100) {
			self.meat += 10; // Increase meat by 10
			updateFactoryText(); // Update the factory text to reflect the change
		}
	}; //{admin tool}
	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
		}
	}
});
// 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
// Updated Human class with sounds, graphics, and leveling
var Human = Container.expand(function () {
	var self = Container.call(this);
	var levelGroup = Math.floor(factory.level / 5);
	// Colors based on level
	var humanColors = [0xFFE4E1, 0xFFFACD, 0xE0FFFF, 0xF0E68C, 0xFFDAB9];
	var humanColor = humanColors[levelGroup % humanColors.length];
	var humanGraphics = self.attachAsset('human', {
		anchorX: 0.5,
		anchorY: 0.5,
		tint: humanColor
	});
	// Stats based on level
	self.speedX = (Math.random() * 2 - 1) * (2 * Math.pow(1.15, levelGroup));
	self.speedY = (Math.random() * 2 - 1) * (2 * Math.pow(1.15, levelGroup));
	self.harvestTime = 3000 * Math.pow(2, levelGroup); // Harvest time doubles every 5 levels
	self.isBeingHarvested = false;
	self.inRadiusStartTime = null;
	self.flashTimer = 0;
	self.flashInterval = 500;
	var bloodSplashes = [];
	self.update = function () {
		self.x += self.speedX;
		self.y += self.speedY;
		// Keep humans within viewport margins
		var margin = 50;
		if (self.x <= margin || self.x >= 2048 - margin) {
			self.speedX *= -1;
		}
		if (self.y <= margin || 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 (distance < radius.radiusSize) {
			if (!self.isBeingHarvested) {
				self.isBeingHarvested = true;
				self.inRadiusStartTime = Date.now();
				self.flashTimer = 0;
				bloodSplashes = [];
				// Play crunch sound if applicable
				if (Math.random() < 0.5) {
					var crunchSound = getRandomSound(['Dog_Crunch', 'Dog_Crunch_2', 'Dog_Crunch_3']);
					crunchSound.volume = 0.3;
					crunchSound.play();
				}
			} else {
				var elapsedTime = Date.now() - self.inRadiusStartTime;
				if (elapsedTime >= self.harvestTime / mishnu.harvestSpeed) {
					game.removeChild(self);
					humans.splice(humans.indexOf(self), 1);
					mishnu.humansHarvested++;
					// 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 {
					// Flash red effect
					self.flashTimer += 16;
					if (self.flashTimer >= self.flashInterval) {
						self.flashTimer = 0;
						humanGraphics.tint = humanGraphics.tint === humanColor ? 0xFF0000 : humanColor;
						var bloodSplash = game.addChild(new BloodSplash(self.x, self.y));
						bloodSplashes.push(bloodSplash);
					}
				}
			}
		} else {
			self.isBeingHarvested = false;
			self.inRadiusStartTime = null;
			humanGraphics.tint = humanColor; // Reset color
		}
	};
	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;
});
// Updated Zombie class with sounds, graphics, and leveling
var Zombie = Container.expand(function () {
	var self = Container.call(this);
	var levelGroup = Math.floor(factory.level / 5);
	// Colors based on level
	var zombieColors = [0x30a330, 0xd93838, 0x2f53b4, 0xe9d735, 0xb733b7];
	var zombieColor = zombieColors[levelGroup % zombieColors.length];
	var zombieGraphics = self.attachAsset('Zombie', {
		anchorX: 0.5,
		anchorY: 0.5,
		tint: zombieColor
	});
	// Stats based on level
	self.speed = 2 * Math.pow(1.15, levelGroup); // Speed increases 15% every 5 levels
	self.harvestTime = 4000 * Math.pow(2, levelGroup); // Harvest time doubles every 5 levels
	self.state = 'roaming';
	self.inRadiusStartTime = null;
	self.lastAttackTime = 0;
	var attackCooldown = 3000; // Cooldown between attacks
	self.update = function () {
		var dx = mishnu.x - self.x;
		var dy = mishnu.y - self.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		if (self.state === 'roaming') {
			self.x += (Math.random() * 2 - 1) * self.speed;
			self.y += (Math.random() * 2 - 1) * self.speed;
			if (distance < radius.radiusSize) {
				self.state = 'attacking';
				self.inRadiusStartTime = Date.now();
				// Play giggle sound if applicable
				if (Math.random() < 0.5) {
					var giggleSound = getRandomSound(['GiggleMan_1', 'GiggleMan_2', 'GiggleMan_3', 'GiggleMan_4']);
					giggleSound.volume = 0.3;
					giggleSound.play();
				}
			}
		} else if (self.state === 'attacking') {
			self.x += dx / distance * self.speed;
			self.y += dy / distance * self.speed;
			if (distance < radius.radiusSize / 2 && Date.now() - self.lastAttackTime > attackCooldown) {
				globalHealthBar.setHealth(globalHealthBar.currentHealth - 1);
				self.lastAttackTime = Date.now();
				self.state = 'fleeing';
				// Flash grey mask on Mishnu, radius, and health bar
				flashGreyMask([mishnu, radius, globalHealthBar], 400, 3);
				LK.getSound('Hit').play(); // Play hit sound
			}
		} else if (self.state === 'fleeing') {
			self.x -= dx / distance * self.speed;
			self.y -= dy / distance * self.speed;
			if (distance > radius.radiusSize + 50) {
				self.state = 'roaming';
			}
		}
	};
	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
****/ 
// Admin tool to increase meat on click
game.down = function (x, y, obj) {
	// Check if click is within a specific area (e.g., top-left corner)
	if (x < 100 && y < 100) {
		factory.meat += 10; // Increase meat by 10
		updateFactoryText(); // Update the factory text to reflect the change
	}
}; //{admin tool}
// Declare healthBar globally for accessibility
// Booster spawning logic
// 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 = new Zombie();
		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 = new Human();
		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 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
@@ -228,8 +228,16 @@
 	self.y = 2432 - 100; // Position factory in the text box area
 	self.meat = 0;
 	self.dogFood = 0;
 	self.processing = false;
+	// Admin tool to increase meat by 10 on click
+	game.down = function (x, y, obj) {
+		// Check if click is within a specific area (e.g., top-left corner)
+		if (x < 100 && y < 100) {
+			self.meat += 10; // Increase meat by 10
+			updateFactoryText(); // Update the factory text to reflect the change
+		}
+	}; //{admin tool}
 	self.processInterval = null;
 	self.rumbleTimer = 0; // Timer for rumble effect
 	self.level = 1; // Current level
 	self.nextLevelRequirement = 5; // Starting requirement for level 2
: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