User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'sheepCount')' in or related to this line: 'var sheepGoalMet = sheepInGoal >= level.sheepCount;' Line Number: 1105
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'sheepCount')' in or related to this line: 'scoreText.setText('Sheep: ' + sheepInGoal + '/' + level.sheepCount);' Line Number: 1008
User prompt
Add a cool and cozy startscreen for the game
User prompt
Let's add sounds to the cow like by the sheep but cow
User prompt
Make a cow asset sepperatly for cows
User prompt
Let's add cows to the game (they only start coming at level 5) make it so they need to get to a different area then the sheeps
User prompt
Add a cool grassy ground with some visual effects āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it so the sheeps stay in the green area when they are in for the first time
Code edit (1 edits merged)
Please save this source code
User prompt
Shepherd's Path
Initial prompt
A herding simulator in 2D
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/**** 
* Classes
****/ 
var Dog = Container.expand(function () {
	var self = Container.call(this);
	var dogGraphics = self.attachAsset('dog', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 6;
	self.targetX = 0;
	self.targetY = 0;
	self.moving = false;
	self.setTarget = function (x, y) {
		self.targetX = x;
		self.targetY = y;
		self.moving = true;
	};
	self.bark = function () {
		LK.getSound('bark').play();
		LK.effects.flashObject(self, 0xA52A2A, 300);
	};
	self.update = function () {
		if (self.moving) {
			var dx = self.targetX - self.x;
			var dy = self.targetY - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance > self.speed) {
				// Store previous position to detect movement
				var prevX = self.x;
				var prevY = self.y;
				// Move the dog
				self.x += dx / distance * self.speed;
				self.y += dy / distance * self.speed;
				// Create grass trampling effect with dog footsteps
				if (LK.ticks % 15 === 0 && game.grassField) {
					// Add small particle effect at dog's feet
					var stepX = self.x - dx / distance * 20;
					var stepY = self.y - dy / distance * 20;
					// Highlight grass under the dog's feet
					if (Math.random() > 0.5) {
						LK.effects.flashObject(self, 0xFFFFFF, 100);
					}
				}
			} else {
				self.x = self.targetX;
				self.y = self.targetY;
				self.moving = false;
			}
		}
	};
	return self;
});
var Goal = Container.expand(function () {
	var self = Container.call(this);
	var goalGraphics = self.attachAsset('goal', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0.6
	});
	return self;
});
var GrassField = Container.expand(function () {
	var self = Container.call(this);
	var blades = [];
	var bladesCount = 100; // Number of grass blades
	// Create grass blades
	for (var i = 0; i < bladesCount; i++) {
		var blade = LK.getAsset('goal', {
			anchorX: 0.5,
			anchorY: 1.0,
			// Bottom anchor so it can wave from bottom
			scaleX: 0.05 + Math.random() * 0.1,
			// Thin blades
			scaleY: 0.3 + Math.random() * 0.4,
			// Different heights
			tint: 0x4CAF50 + Math.floor(Math.random() * 0x2F2F2F),
			// Different shades of green
			alpha: 0.7 + Math.random() * 0.3
		});
		// Randomize positions throughout the field
		blade.x = Math.random() * 2048;
		blade.y = Math.random() * 2732;
		// Create unique wave pattern for each blade
		blade.waveSpeed = 0.01 + Math.random() * 0.02;
		blade.waveAmount = 0.05 + Math.random() * 0.1;
		blade.waveOffset = Math.random() * Math.PI * 2;
		blade.baseRotation = -0.1 + Math.random() * 0.2;
		blades.push(blade);
		self.addChild(blade);
	}
	// Animate grass blades
	self.update = function () {
		for (var i = 0; i < blades.length; i++) {
			var blade = blades[i];
			// Gentle waving motion based on sine wave
			blade.rotation = blade.baseRotation + Math.sin(LK.ticks * blade.waveSpeed + blade.waveOffset) * blade.waveAmount;
		}
	};
	// Method to create visual effect when dog moves through grass
	self.createRipple = function (x, y) {
		// Find blades near the position and create ripple effect
		for (var i = 0; i < blades.length; i++) {
			var blade = blades[i];
			var dx = blade.x - x;
			var dy = blade.y - y;
			var dist = Math.sqrt(dx * dx + dy * dy);
			// Only affect nearby blades
			if (dist < 100) {
				// Calculate delay based on distance
				var delay = dist * 3;
				// Stop any existing tween on this blade
				tween.stop(blade);
				// Initial bend away
				var targetRotation = Math.atan2(dy, dx) * 0.5;
				// Apply tween for bending effect
				tween(blade, {
					rotation: targetRotation
				}, {
					duration: 200,
					onFinish: function (blade) {
						return function () {
							// Return to gentle swaying
							tween(blade, {
								rotation: blade.baseRotation
							}, {
								duration: 500,
								easing: tween.elasticOut
							});
						};
					}(blade)
				});
			}
		}
	};
	return self;
});
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleGraphics = self.attachAsset('rock', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	return self;
});
var Sheep = Container.expand(function () {
	var self = Container.call(this);
	var sheepGraphics = self.attachAsset('sheep', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 2;
	self.wanderSpeed = 0.5;
	self.flockingDistance = 150;
	self.dogAvoidDistance = 200;
	self.wanderDirection = Math.random() * Math.PI * 2;
	self.wanderTimer = 0;
	self.wanderInterval = 60 + Math.random() * 120;
	self.scared = false;
	self.goalReached = false; // Track if sheep has reached the goal area
	self.update = function () {
		// Check if sheep is in goal area
		if (activeGoal && !self.goalReached) {
			var goalDist = Math.sqrt(Math.pow(self.x - activeGoal.x, 2) + Math.pow(self.y - activeGoal.y, 2));
			if (goalDist < 150) {
				self.goalReached = true;
				// Celebration effects when sheep reaches goal
				LK.effects.flashObject(self, 0x228b22, 500);
				LK.getSound('baa').play();
				// Add a little jump animation
				var originalY = self.y;
				tween(self, {
					y: originalY - 30
				}, {
					duration: 300,
					easing: tween.bounceOut,
					onFinish: function onFinish() {
						tween(self, {
							y: originalY
						}, {
							duration: 200,
							easing: tween.bounceOut
						});
					}
				});
			}
		}
		// If sheep reached the goal, make it stay there with small wandering
		if (self.goalReached) {
			// Small random movement within goal
			self.wanderTimer++;
			if (self.wanderTimer > self.wanderInterval) {
				self.wanderDirection = Math.random() * Math.PI * 2;
				self.wanderTimer = 0;
				self.wanderInterval = 120 + Math.random() * 180;
			}
			// Apply very small movement
			var slowSpeed = 0.2;
			self.x += Math.cos(self.wanderDirection) * slowSpeed;
			self.y += Math.sin(self.wanderDirection) * slowSpeed;
			// Ensure sheep stays in goal area
			if (activeGoal) {
				var goalDist = Math.sqrt(Math.pow(self.x - activeGoal.x, 2) + Math.pow(self.y - activeGoal.y, 2));
				if (goalDist > 140) {
					// Pull back toward center of goal
					var pullX = activeGoal.x - self.x;
					var pullY = activeGoal.y - self.y;
					var pullDist = Math.sqrt(pullX * pullX + pullY * pullY);
					self.x += pullX / pullDist * 1.0;
					self.y += pullY / pullDist * 1.0;
				}
			}
			return; // Skip normal movement behaviors
		}
		var vx = 0;
		var vy = 0;
		// Dog avoidance behavior
		var dog = game.dog;
		var dogDx = self.x - dog.x;
		var dogDy = self.y - dog.y;
		var dogDistance = Math.sqrt(dogDx * dogDx + dogDy * dogDy);
		if (dogDistance < self.dogAvoidDistance) {
			var dogFactor = 1 - dogDistance / self.dogAvoidDistance;
			vx += dogDx / dogDistance * dogFactor * 3;
			vy += dogDy / dogDistance * dogFactor * 3;
			self.scared = dogDistance < self.dogAvoidDistance * 0.5;
			if (self.scared && Math.random() < 0.01) {
				LK.getSound('baa').play();
			}
		} else {
			self.scared = false;
		}
		// Flocking behavior
		var cohesionX = 0;
		var cohesionY = 0;
		var alignmentX = 0;
		var alignmentY = 0;
		var separationX = 0;
		var separationY = 0;
		var flockCount = 0;
		for (var i = 0; i < game.sheep.length; i++) {
			var otherSheep = game.sheep[i];
			if (otherSheep !== self) {
				var otherDx = otherSheep.x - self.x;
				var otherDy = otherSheep.y - self.y;
				var otherDistance = Math.sqrt(otherDx * otherDx + otherDy * otherDy);
				if (otherDistance < self.flockingDistance) {
					// Cohesion - move toward center of flock
					cohesionX += otherSheep.x;
					cohesionY += otherSheep.y;
					// Alignment - align with flock direction
					alignmentX += Math.cos(otherSheep.wanderDirection);
					alignmentY += Math.sin(otherSheep.wanderDirection);
					// Separation - avoid crowding
					if (otherDistance < 60) {
						separationX -= otherDx / otherDistance;
						separationY -= otherDy / otherDistance;
					}
					flockCount++;
				}
			}
		}
		// Apply flocking behaviors if there are nearby sheep
		if (flockCount > 0) {
			// Cohesion
			cohesionX = cohesionX / flockCount - self.x;
			cohesionY = cohesionY / flockCount - self.y;
			var cohesionDist = Math.sqrt(cohesionX * cohesionX + cohesionY * cohesionY);
			if (cohesionDist > 0) {
				vx += cohesionX / cohesionDist * 0.1;
				vy += cohesionY / cohesionDist * 0.1;
			}
			// Alignment
			alignmentX /= flockCount;
			alignmentY /= flockCount;
			var alignmentDist = Math.sqrt(alignmentX * alignmentX + alignmentY * alignmentY);
			if (alignmentDist > 0) {
				vx += alignmentX / alignmentDist * 0.2;
				vy += alignmentY / alignmentDist * 0.2;
			}
			// Separation
			vx += separationX * 0.3;
			vy += separationY * 0.3;
		} else {
			// Wandering behavior when alone
			self.wanderTimer++;
			if (self.wanderTimer > self.wanderInterval) {
				self.wanderDirection = Math.random() * Math.PI * 2;
				self.wanderTimer = 0;
				self.wanderInterval = 60 + Math.random() * 120;
			}
			vx += Math.cos(self.wanderDirection) * self.wanderSpeed;
			vy += Math.sin(self.wanderDirection) * self.wanderSpeed;
		}
		// Obstacle avoidance
		for (var i = 0; i < game.obstacles.length; i++) {
			var obstacle = game.obstacles[i];
			var obsDx = self.x - obstacle.x;
			var obsDy = self.y - obstacle.y;
			var obsDistance = Math.sqrt(obsDx * obsDx + obsDy * obsDy);
			if (obsDistance < 120) {
				var obsFactor = 1 - obsDistance / 120;
				vx += obsDx / obsDistance * obsFactor * 2;
				vy += obsDy / obsDistance * obsFactor * 2;
			}
		}
		// Boundary avoidance
		if (self.x < 100) {
			vx += (100 - self.x) * 0.05;
		}
		if (self.x > 1948) {
			vx += (1948 - self.x) * 0.05;
		}
		if (self.y < 100) {
			vy += (100 - self.y) * 0.05;
		}
		if (self.y > 2632) {
			vy += (2632 - self.y) * 0.05;
		}
		// Normalize and apply movement
		var velocity = Math.sqrt(vx * vx + vy * vy);
		if (velocity > 0) {
			var moveSpeed = self.scared ? self.speed * 1.5 : self.speed;
			self.x += vx / velocity * moveSpeed;
			self.y += vy / velocity * moveSpeed;
			self.wanderDirection = Math.atan2(vy, vx);
		}
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x78AB46
});
/**** 
* Game Code
****/ 
// Game state variables
var Level = function Level(sheepCount, obstacleCount, goalX, goalY) {
	this.sheepCount = sheepCount;
	this.obstacleCount = obstacleCount;
	this.goalX = goalX;
	this.goalY = goalY;
	this.timeLimit = 60 + sheepCount * 10;
};
var currentLevel = 1;
var maxLevels = 5;
var levels = [];
var timeLeft = 0;
var timerInterval = null;
var activeGoal = null;
var levelCompleted = false;
var sheepInGoal = 0;
// Game elements
game.grassField = null;
game.sheep = [];
game.obstacles = [];
game.dog = null;
// Set up levels
function setupLevels() {
	levels = [new Level(3, 3, 1700, 500), new Level(5, 5, 1600, 1800), new Level(7, 8, 500, 2200), new Level(10, 10, 300, 1200), new Level(12, 15, 1700, 1300)];
}
// Initialize UI
var levelText = new Text2('Level 1', {
	size: 80,
	fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0);
LK.gui.top.addChild(levelText);
var scoreText = new Text2('Sheep: 0/0', {
	size: 60,
	fill: 0xFFFFFF
});
scoreText.anchor.set(1, 0);
scoreText.x = -50;
LK.gui.topRight.addChild(scoreText);
var timerText = new Text2('Time: 0', {
	size: 60,
	fill: 0xFFFFFF
});
timerText.anchor.set(0, 0);
timerText.x = 50;
LK.gui.topLeft.addChild(timerText);
var instructionText = new Text2('Tap to move your dog\nHerd the sheep to the green area', {
	size: 60,
	fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0);
instructionText.y = 100;
LK.gui.top.addChild(instructionText);
// Show the instruction text for a limited time
LK.setTimeout(function () {
	tween(instructionText, {
		alpha: 0
	}, {
		duration: 1000,
		onFinish: function onFinish() {
			LK.gui.top.removeChild(instructionText);
		}
	});
}, 5000);
// Start the game
function startGame() {
	setupLevels();
	startLevel(currentLevel);
	LK.playMusic('countryside');
}
// Setup and start a level
function startLevel(levelNum) {
	clearLevel();
	var level = levels[levelNum - 1];
	levelText.setText('Level ' + levelNum);
	// Set timer
	timeLeft = level.timeLimit;
	timerText.setText('Time: ' + timeLeft);
	if (timerInterval) {
		LK.clearInterval(timerInterval);
	}
	timerInterval = LK.setInterval(updateTimer, 1000);
	// Create grass field first (so it appears behind everything)
	if (!game.grassField) {
		game.grassField = new GrassField();
		game.addChild(game.grassField);
	}
	// Create goal area
	activeGoal = new Goal();
	activeGoal.x = level.goalX;
	activeGoal.y = level.goalY;
	game.addChild(activeGoal);
	// Create dog
	game.dog = new Dog();
	game.dog.x = 1024;
	game.dog.y = 1366;
	game.addChild(game.dog);
	// Create obstacles
	for (var i = 0; i < level.obstacleCount; i++) {
		var obstacle = new Obstacle();
		var validPosition = false;
		// Ensure obstacles don't overlap with the goal
		while (!validPosition) {
			obstacle.x = 200 + Math.random() * 1648;
			obstacle.y = 200 + Math.random() * 2332;
			var goalDist = Math.sqrt(Math.pow(obstacle.x - activeGoal.x, 2) + Math.pow(obstacle.y - activeGoal.y, 2));
			if (goalDist > 300) {
				validPosition = true;
			}
		}
		game.obstacles.push(obstacle);
		game.addChild(obstacle);
	}
	// Create sheep
	for (var i = 0; i < level.sheepCount; i++) {
		var sheep = new Sheep();
		var validPosition = false;
		// Place sheep away from goal and obstacles
		while (!validPosition) {
			sheep.x = 200 + Math.random() * 1648;
			sheep.y = 200 + Math.random() * 2332;
			var goalDist = Math.sqrt(Math.pow(sheep.x - activeGoal.x, 2) + Math.pow(sheep.y - activeGoal.y, 2));
			if (goalDist > 500) {
				validPosition = true;
				// Check distance from obstacles
				for (var j = 0; j < game.obstacles.length; j++) {
					var obstacleDist = Math.sqrt(Math.pow(sheep.x - game.obstacles[j].x, 2) + Math.pow(sheep.y - game.obstacles[j].y, 2));
					if (obstacleDist < 120) {
						validPosition = false;
						break;
					}
				}
			}
		}
		game.sheep.push(sheep);
		game.addChild(sheep);
	}
	// Update UI
	sheepInGoal = 0;
	levelCompleted = false;
	updateScoreText();
}
// Clear all game elements from the current level
function clearLevel() {
	// Remove sheep
	for (var i = 0; i < game.sheep.length; i++) {
		game.removeChild(game.sheep[i]);
	}
	game.sheep = [];
	// Remove obstacles
	for (var i = 0; i < game.obstacles.length; i++) {
		game.removeChild(game.obstacles[i]);
	}
	game.obstacles = [];
	// Remove dog
	if (game.dog) {
		game.removeChild(game.dog);
		game.dog = null;
	}
	// Remove goal
	if (activeGoal) {
		game.removeChild(activeGoal);
		activeGoal = null;
	}
	// Keep grass field between levels but refresh it
	if (game.grassField) {
		// Add subtle animation to grass when changing levels
		tween(game.grassField, {
			alpha: 0.7
		}, {
			duration: 300,
			onFinish: function onFinish() {
				tween(game.grassField, {
					alpha: 1
				}, {
					duration: 300
				});
			}
		});
	}
}
// Update the timer
function updateTimer() {
	timeLeft--;
	timerText.setText('Time: ' + timeLeft);
	if (timeLeft <= 0) {
		LK.clearInterval(timerInterval);
		endLevel(false);
	}
}
// Update the score display
function updateScoreText() {
	var level = levels[currentLevel - 1];
	scoreText.setText('Sheep: ' + sheepInGoal + '/' + level.sheepCount);
}
// End the current level
function endLevel(success) {
	LK.clearInterval(timerInterval);
	if (success) {
		LK.getSound('success').play();
		LK.setScore(LK.getScore() + sheepInGoal * 100 + timeLeft * 10);
		if (currentLevel < maxLevels) {
			currentLevel++;
			LK.setTimeout(function () {
				startLevel(currentLevel);
			}, 1500);
		} else {
			// Game completed
			LK.showYouWin();
		}
	} else {
		LK.showGameOver();
	}
}
// Control the dog with tap/click
game.down = function (x, y) {
	if (game.dog && !levelCompleted) {
		game.dog.setTarget(x, y);
		game.dog.bark();
	}
};
// Main game update loop
game.update = function () {
	if (levelCompleted) {
		return;
	}
	// Update grass field
	if (game.grassField) {
		game.grassField.update();
		// Create ripple effects when dog moves
		if (game.dog && game.dog.moving) {
			// Only create ripple occasionally to avoid overwhelming effects
			if (LK.ticks % 10 === 0) {
				game.grassField.createRipple(game.dog.x, game.dog.y);
			}
		}
	}
	// Update all sheep
	for (var i = 0; i < game.sheep.length; i++) {
		game.sheep[i].update();
	}
	// Update dog
	if (game.dog) {
		game.dog.update();
	}
	// Check for sheep in goal area
	if (activeGoal) {
		sheepInGoal = 0;
		for (var i = 0; i < game.sheep.length; i++) {
			var sheep = game.sheep[i];
			var goalDist = Math.sqrt(Math.pow(sheep.x - activeGoal.x, 2) + Math.pow(sheep.y - activeGoal.y, 2));
			if (goalDist < 150) {
				sheepInGoal++;
			}
		}
		updateScoreText();
		// Check for level completion
		var level = levels[currentLevel - 1];
		if (sheepInGoal >= level.sheepCount && !levelCompleted) {
			levelCompleted = true;
			endLevel(true);
		}
	}
};
// Start the game
startGame(); ===================================================================
--- original.js
+++ change.js
@@ -31,10 +31,24 @@
 			var dx = self.targetX - self.x;
 			var dy = self.targetY - self.y;
 			var distance = Math.sqrt(dx * dx + dy * dy);
 			if (distance > self.speed) {
+				// Store previous position to detect movement
+				var prevX = self.x;
+				var prevY = self.y;
+				// Move the dog
 				self.x += dx / distance * self.speed;
 				self.y += dy / distance * self.speed;
+				// Create grass trampling effect with dog footsteps
+				if (LK.ticks % 15 === 0 && game.grassField) {
+					// Add small particle effect at dog's feet
+					var stepX = self.x - dx / distance * 20;
+					var stepY = self.y - dy / distance * 20;
+					// Highlight grass under the dog's feet
+					if (Math.random() > 0.5) {
+						LK.effects.flashObject(self, 0xFFFFFF, 100);
+					}
+				}
 			} else {
 				self.x = self.targetX;
 				self.y = self.targetY;
 				self.moving = false;
@@ -51,8 +65,83 @@
 		alpha: 0.6
 	});
 	return self;
 });
+var GrassField = Container.expand(function () {
+	var self = Container.call(this);
+	var blades = [];
+	var bladesCount = 100; // Number of grass blades
+	// Create grass blades
+	for (var i = 0; i < bladesCount; i++) {
+		var blade = LK.getAsset('goal', {
+			anchorX: 0.5,
+			anchorY: 1.0,
+			// Bottom anchor so it can wave from bottom
+			scaleX: 0.05 + Math.random() * 0.1,
+			// Thin blades
+			scaleY: 0.3 + Math.random() * 0.4,
+			// Different heights
+			tint: 0x4CAF50 + Math.floor(Math.random() * 0x2F2F2F),
+			// Different shades of green
+			alpha: 0.7 + Math.random() * 0.3
+		});
+		// Randomize positions throughout the field
+		blade.x = Math.random() * 2048;
+		blade.y = Math.random() * 2732;
+		// Create unique wave pattern for each blade
+		blade.waveSpeed = 0.01 + Math.random() * 0.02;
+		blade.waveAmount = 0.05 + Math.random() * 0.1;
+		blade.waveOffset = Math.random() * Math.PI * 2;
+		blade.baseRotation = -0.1 + Math.random() * 0.2;
+		blades.push(blade);
+		self.addChild(blade);
+	}
+	// Animate grass blades
+	self.update = function () {
+		for (var i = 0; i < blades.length; i++) {
+			var blade = blades[i];
+			// Gentle waving motion based on sine wave
+			blade.rotation = blade.baseRotation + Math.sin(LK.ticks * blade.waveSpeed + blade.waveOffset) * blade.waveAmount;
+		}
+	};
+	// Method to create visual effect when dog moves through grass
+	self.createRipple = function (x, y) {
+		// Find blades near the position and create ripple effect
+		for (var i = 0; i < blades.length; i++) {
+			var blade = blades[i];
+			var dx = blade.x - x;
+			var dy = blade.y - y;
+			var dist = Math.sqrt(dx * dx + dy * dy);
+			// Only affect nearby blades
+			if (dist < 100) {
+				// Calculate delay based on distance
+				var delay = dist * 3;
+				// Stop any existing tween on this blade
+				tween.stop(blade);
+				// Initial bend away
+				var targetRotation = Math.atan2(dy, dx) * 0.5;
+				// Apply tween for bending effect
+				tween(blade, {
+					rotation: targetRotation
+				}, {
+					duration: 200,
+					onFinish: function (blade) {
+						return function () {
+							// Return to gentle swaying
+							tween(blade, {
+								rotation: blade.baseRotation
+							}, {
+								duration: 500,
+								easing: tween.elasticOut
+							});
+						};
+					}(blade)
+				});
+			}
+		}
+	};
+	return self;
+});
 var Obstacle = Container.expand(function () {
 	var self = Container.call(this);
 	var obstacleGraphics = self.attachAsset('rock', {
 		anchorX: 0.5,
@@ -80,10 +169,27 @@
 		if (activeGoal && !self.goalReached) {
 			var goalDist = Math.sqrt(Math.pow(self.x - activeGoal.x, 2) + Math.pow(self.y - activeGoal.y, 2));
 			if (goalDist < 150) {
 				self.goalReached = true;
+				// Celebration effects when sheep reaches goal
 				LK.effects.flashObject(self, 0x228b22, 500);
 				LK.getSound('baa').play();
+				// Add a little jump animation
+				var originalY = self.y;
+				tween(self, {
+					y: originalY - 30
+				}, {
+					duration: 300,
+					easing: tween.bounceOut,
+					onFinish: function onFinish() {
+						tween(self, {
+							y: originalY
+						}, {
+							duration: 200,
+							easing: tween.bounceOut
+						});
+					}
+				});
 			}
 		}
 		// If sheep reached the goal, make it stay there with small wandering
 		if (self.goalReached) {
@@ -255,8 +361,9 @@
 var activeGoal = null;
 var levelCompleted = false;
 var sheepInGoal = 0;
 // Game elements
+game.grassField = null;
 game.sheep = [];
 game.obstacles = [];
 game.dog = null;
 // Set up levels
@@ -319,8 +426,13 @@
 	if (timerInterval) {
 		LK.clearInterval(timerInterval);
 	}
 	timerInterval = LK.setInterval(updateTimer, 1000);
+	// Create grass field first (so it appears behind everything)
+	if (!game.grassField) {
+		game.grassField = new GrassField();
+		game.addChild(game.grassField);
+	}
 	// Create goal area
 	activeGoal = new Goal();
 	activeGoal.x = level.goalX;
 	activeGoal.y = level.goalY;
@@ -396,8 +508,24 @@
 	if (activeGoal) {
 		game.removeChild(activeGoal);
 		activeGoal = null;
 	}
+	// Keep grass field between levels but refresh it
+	if (game.grassField) {
+		// Add subtle animation to grass when changing levels
+		tween(game.grassField, {
+			alpha: 0.7
+		}, {
+			duration: 300,
+			onFinish: function onFinish() {
+				tween(game.grassField, {
+					alpha: 1
+				}, {
+					duration: 300
+				});
+			}
+		});
+	}
 }
 // Update the timer
 function updateTimer() {
 	timeLeft--;
@@ -442,8 +570,19 @@
 game.update = function () {
 	if (levelCompleted) {
 		return;
 	}
+	// Update grass field
+	if (game.grassField) {
+		game.grassField.update();
+		// Create ripple effects when dog moves
+		if (game.dog && game.dog.moving) {
+			// Only create ripple occasionally to avoid overwhelming effects
+			if (LK.ticks % 10 === 0) {
+				game.grassField.createRipple(game.dog.x, game.dog.y);
+			}
+		}
+	}
 	// Update all sheep
 	for (var i = 0; i < game.sheep.length; i++) {
 		game.sheep[i].update();
 	}
 top down view of a pixel art dog. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
 top down view of a pixel art sheep. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
 top down view of pixel art rock. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
 top down view of a pixel art cow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows