User prompt
Move the play button 45px up
User prompt
200px up
User prompt
move play 350 px down
User prompt
move the a game about pretending everythnig is ok 35 px down.
User prompt
Bug. When I cling the play button the How to play screen appear but there instances of the problems also showing, they shouldnt show now only after the hot to play screen has disapeared.
User prompt
When I press the play button there is a delay. The game does not start immediately. The How to play screen shows. Once the how to play has been tapped ( no longer showing ) then the game starts and the assets ender the screen.
User prompt
70 pixels down
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145 pixels down
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move the Play button 450 pixels up
User prompt
The DAY will also appear after the play button has been pressed
User prompt
The player aset and the I'm fine text under it will appear when the play button hass been pressed
Code edit (4 edits merged)
Please save this source code
User prompt
Move the How to play text 300 px up
Code edit (1 edits merged)
Please save this source code
User prompt
("(a game about pretending everything is OK)" make the text white
User prompt
Keep it white
Code edit (3 edits merged)
Please save this source code
User prompt
("(a game about pretending everything is OK)" make the fill dark blue
User prompt
Please fix the bug: 'black is not defined' in or related to this line: 'var subtitleText = new Text2("(a game about pretending everything is OK)", {' Line Number: 579
Code edit (9 edits merged)
Please save this source code
User prompt
(a game about pretending everything is OK) change the fond style to be like it's handwritten !
User prompt
make the paly button a bit bigger and add an underline that matches the style of the Play text.
User prompt
Move the play button at the center of the screen
Code edit (1 edits merged)
Please save this source code
User prompt
Change the I'm fine text to look like the Play but with a light blue-green filling.
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/**** 
* Classes
****/ 
var CodeBackground = Container.expand(function () {
	var self = Container.call(this);
	var lines = [];
	var lineSpacing = 40;
	// Initialize with random code lines
	self.initialize = function () {
		for (var i = 0; i < 100; i++) {
			var line = new CodeLine(Math.random() * 1000 + 100, i * lineSpacing);
			line.x = Math.random() * (2048 - line.width);
			self.addChild(line);
			lines.push(line);
		}
	};
	// Move lines upward
	self.update = function () {
		for (var i = 0; i < lines.length; i++) {
			lines[i].y -= 1;
			// If line moved off screen, reset to bottom
			if (lines[i].y < -20) {
				lines[i].y = 2732 + Math.random() * 100;
				lines[i].x = Math.random() * (2048 - lines[i].width);
			}
		}
	};
	return self;
});
// Code for creating scrolling code in the background
var CodeLine = Container.expand(function (length, yPos) {
	var self = Container.call(this);
	// Random line properties
	var colors = [0x00ff00, 0x3498db, 0xff9900, 0x9b59b6, 0xf1c40f];
	var randomColor = colors[Math.floor(Math.random() * colors.length)];
	// Create line
	var line = self.attachAsset('timer', {
		anchorX: 0,
		anchorY: 0.5,
		width: length || Math.random() * 500 + 100,
		height: 10,
		tint: randomColor
	});
	self.y = yPos || 0;
	return self;
});
var Player = Container.expand(function () {
	var self = Container.call(this);
	// Create player visual
	var playerGraphic = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 500,
		height: 632
	});
	// Create status text
	self.statusText = new Text2("I'm fine!", {
		size: 100,
		fill: 0x89ffd4,
		align: 'center',
		stroke: 0x000000,
		strokeThickness: 5,
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	});
	self.statusText.anchor.set(0.5, 0);
	self.statusText.y = 350; // Position the text below the player
	self.addChild(self.statusText);
	// Update appearance based on stress level
	self.updateAppearance = function (stress) {
		// Visual changes based on stress
		if (stress < 30) {
			// Calm - normal color
			playerGraphic.tint = 0xFFFFFF;
			self.statusText.setText("I'm fine!");
			self.statusText.style = {
				fontSize: 500,
				fill: 0xf07f92,
				align: 'center',
				stroke: 0xFFFFFF,
				strokeThickness: 5,
				font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
			};
			// Reset animations
			tween.stop(self);
			tween(self, {
				rotation: 0,
				scaleX: 1,
				scaleY: 1
			}, {
				duration: 300,
				easing: tween.easeOut
			});
		} else if (stress < 60) {
			// Getting stressed - slight tint
			playerGraphic.tint = 0x9b59b6; // Purple tint
			self.statusText.setText("I'm FINE!");
			self.statusText.style = {
				fontSize: 110,
				fill: 0x660000,
				align: 'center',
				stroke: 0xFFFFFF,
				strokeThickness: 5,
				font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
			};
			// Add slight animation
			tween.stop(self);
			tween(self, {
				scaleX: 1.02,
				scaleY: 0.98
			}, {
				duration: 1000,
				easing: tween.easeInOut,
				onFinish: function onFinish() {
					tween(self, {
						scaleX: 0.98,
						scaleY: 1.02
					}, {
						duration: 1000,
						easing: tween.easeInOut,
						onFinish: function onFinish() {
							if (stressLevel >= 30 && stressLevel < 60) {
								self.updateAppearance(stressLevel);
							}
						}
					});
				}
			});
		} else if (stress < 90) {
			// Very stressed - red tint
			playerGraphic.tint = 0xe74c3c; // Red
			self.statusText.setText("I'M FINE!!");
			self.statusText.style = {
				fontSize: 120,
				fill: 0xFF0000,
				align: 'center',
				stroke: 0x000000,
				strokeThickness: 5,
				font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
			};
			// Add wobble
			tween.stop(self);
			tween(self, {
				rotation: 0.05,
				scaleX: 1.05,
				scaleY: 0.95
			}, {
				duration: 300,
				easing: tween.easeInOut,
				onFinish: function onFinish() {
					tween(self, {
						rotation: -0.05,
						scaleX: 0.95,
						scaleY: 1.05
					}, {
						duration: 300,
						easing: tween.easeInOut,
						onFinish: function onFinish() {
							if (stressLevel >= 60 && stressLevel < 90) {
								self.updateAppearance(stressLevel);
							}
						}
					});
				}
			});
		} else {
			// Maximum stress - bright red
			playerGraphic.tint = 0xff0000;
			self.statusText.setText("I'M TOTALLY FINE!!!");
			self.statusText.style = {
				fontSize: 130,
				fill: 0xFF0000,
				align: 'center',
				stroke: 0x000000,
				strokeThickness: 6,
				font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
			};
			// Dramatic animation
			tween.stop(self);
			tween(self, {
				rotation: 0.1,
				scaleX: 1.1,
				scaleY: 0.9
			}, {
				duration: 200,
				easing: tween.easeInOut,
				onFinish: function onFinish() {
					tween(self, {
						rotation: -0.1,
						scaleX: 0.9,
						scaleY: 1.1
					}, {
						duration: 200,
						easing: tween.easeInOut,
						onFinish: function onFinish() {
							if (stressLevel >= 90) {
								self.updateAppearance(stressLevel);
							}
						}
					});
				}
			});
		}
	};
	return self;
});
var Problem = Container.expand(function () {
	var self = Container.call(this);
	// Problem types with text, color, and stress impact
	var problemTypes = [{
		text: "WiFi Down!",
		color: 0xff4d4d,
		stress: 8,
		stroke: 0x000000,
		strokeThickness: 3,
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	}, {
		text: "Coffee Spill!",
		color: 0x8b4513,
		stress: 6,
		stroke: 0x000000,
		strokeThickness: 3,
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	}, {
		text: "Deadline Changed!",
		color: 0xff9900,
		stress: 10,
		stroke: 0x000000,
		strokeThickness: 3,
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	}, {
		text: "Surprise Meeting!",
		color: 0x9933cc,
		stress: 12,
		stroke: 0x000000,
		strokeThickness: 3,
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	}, {
		text: "Traffic Jam!",
		color: 0x666666,
		stress: 7,
		stroke: 0x000000,
		strokeThickness: 3,
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	}, {
		text: "Phone Died!",
		color: 0x000000,
		stress: 9,
		stroke: 0x000000,
		strokeThickness: 3,
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	}, {
		text: "Email Overload!",
		color: 0x3366ff,
		stress: 8,
		stroke: 0x000000,
		strokeThickness: 3,
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	}, {
		text: "Printer Error!",
		color: 0xcc0000,
		stress: 7,
		stroke: 0x000000,
		strokeThickness: 3,
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	}, {
		text: "Noisy Neighbors!",
		color: 0x99cc00,
		stress: 6,
		stroke: 0x000000,
		strokeThickness: 3,
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	}, {
		text: "Low Battery!",
		color: 0xff6600,
		stress: 5,
		stroke: 0x000000,
		strokeThickness: 3,
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	}];
	// Choose random problem type
	var typeIndex = Math.floor(Math.random() * problemTypes.length);
	var type = problemTypes[typeIndex];
	// Problem properties
	self.active = true;
	self.stressValue = type.stress;
	self.maxTime = Math.random() * 3 + 1; // Random time between 1-4 seconds
	self.timeRemaining = self.maxTime;
	self.points = Math.ceil(10 / self.maxTime); // Shorter times = more points
	// Create problem background
	var problemGraphic = self.attachAsset('problem', {
		anchorX: 0.5,
		anchorY: 0.5,
		tint: type.color
	});
	// Create problem text
	var problemText = new Text2(type.text, {
		size: 36,
		fill: 0xFFFFFF,
		align: 'center',
		wordWrap: true,
		wordWrapWidth: 180
	});
	problemText.anchor.set(0.5, 0.5);
	self.addChild(problemText);
	// Create timer bar
	self.timerBar = self.attachAsset('timer', {
		anchorX: 0,
		anchorY: 0,
		x: -100,
		y: 70,
		width: 200,
		tint: 0x00ff00
	});
	// Add timer text
	self.timerText = new Text2(self.timeRemaining.toFixed(1), {
		size: 30,
		fill: 0xFFFFFF,
		align: 'center'
	});
	self.timerText.anchor.set(0.5, 0.5);
	self.timerText.x = 0;
	self.timerText.y = 70;
	self.addChild(self.timerText);
	// Handle tap/click
	self.down = function (x, y, obj) {
		if (!self.active) {
			return;
		}
		self.active = false;
		LK.getSound('tap').play();
		// Visual feedback for successful tap
		tween(self, {
			alpha: 0,
			scaleX: 0.2,
			scaleY: 0.2,
			rotation: Math.random() * 2 - 1 // Random rotation for variety
		}, {
			duration: 300,
			easing: tween.easeOut,
			onFinish: function onFinish() {
				self.destroy();
			}
		});
		// Award points based on time remaining
		var pointsAwarded = Math.ceil(self.points * (self.timeRemaining / self.maxTime));
		score += pointsAwarded;
		scoreText.setText("SCORE: " + score);
		// Show points popup
		var pointsPopup = new Text2("+" + pointsAwarded, {
			size: 50,
			fill: 0x00ff00,
			stroke: 0x000000,
			strokeThickness: 4
		});
		pointsPopup.anchor.set(0.5, 0.5);
		pointsPopup.x = self.x;
		pointsPopup.y = self.y;
		game.addChild(pointsPopup);
		// Animate points popup
		tween(pointsPopup, {
			y: pointsPopup.y - 100,
			alpha: 0
		}, {
			duration: 800,
			easing: tween.easeOut,
			onFinish: function onFinish() {
				pointsPopup.destroy();
			}
		});
	};
	// Update timer
	self.update = function (delta) {
		if (!self.active) {
			return;
		}
		// Decrease timer
		self.timeRemaining -= delta;
		// Update timer bar width
		var timerPercent = Math.max(0, self.timeRemaining / self.maxTime);
		self.timerBar.width = 200 * timerPercent;
		// Change timer color as time runs out
		if (timerPercent > 0.6) {
			self.timerBar.tint = 0x00ff00; // Green
		} else if (timerPercent > 0.3) {
			self.timerBar.tint = 0xffff00; // Yellow
		} else {
			self.timerBar.tint = 0xff0000; // Red
		}
		// Update timer text
		self.timerText.setText(Math.max(0, self.timeRemaining).toFixed(1));
		// Check if timer expired
		if (self.timeRemaining <= 0) {
			self.active = false;
			// Visual feedback for expired timer
			LK.getSound('stress').play();
			// Increase stress
			stressLevel += self.stressValue;
			updateStressBar();
			// Flash screen red
			LK.effects.flashScreen(0xff0000, 200, 0.3);
			// Shrink and fade out
			tween(self, {
				alpha: 0,
				scaleX: 0.2,
				scaleY: 0.2
			}, {
				duration: 300,
				easing: tween.easeOut,
				onFinish: function onFinish() {
					self.destroy();
				}
			});
			// Show stress increase popup
			var stressPopup = new Text2("+" + self.stressValue + " STRESS!", {
				size: 40,
				fill: 0xff0000,
				stroke: 0x000000,
				strokeThickness: 4,
				font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
			});
			stressPopup.anchor.set(0.5, 0.5);
			stressPopup.x = self.x;
			stressPopup.y = self.y;
			game.addChild(stressPopup);
			// Animate stress popup
			tween(stressPopup, {
				y: stressPopup.y - 100,
				alpha: 0
			}, {
				duration: 800,
				easing: tween.easeOut,
				onFinish: function onFinish() {
					stressPopup.destroy();
				}
			});
		}
	};
	// Spawn animation
	self.scale.set(0);
	tween(self, {
		scaleX: 1,
		scaleY: 1
	}, {
		duration: 300,
		easing: tween.elasticOut
	});
	return self;
});
var StressBar = Container.expand(function () {
	var self = Container.call(this);
	self.interactive = true;
	var dragOffsetX = 0;
	var dragOffsetY = 0;
	// Create stress bar elements
	var background = self.attachAsset('progressBar', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 1000,
		height: 80
	});
	var fill = self.attachAsset('progressFill', {
		anchorX: 0,
		anchorY: 0.5,
		x: -background.width / 2,
		y: 0,
		width: 0 // Start with 0 width
	});
	// Add stress label
	var label = new Text2("STRESS LEVEL", {
		size: 40,
		fill: 0xFFFFFF,
		fontWeight: 'bold',
		stroke: 0x000000,
		strokeThickness: 4,
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	});
	label.anchor.set(0.5, 0.5);
	label.x = 0;
	label.y = 0;
	self.addChild(label);
	// Add drag functionality
	self.down = function (x, y, obj) {
		// No-op: stress bar should not be draggable
		return false;
	};
	self.up = function (x, y, obj) {
		// Clear drag state
		dragOffsetX = 0;
		dragOffsetY = 0;
	};
	self.move = function (x, y, obj) {
		// No-op: stress bar should not be draggable
		return false;
	};
	// Update fill based on stress level
	self.updateFill = function (stressLevel) {
		var maxWidth = background.width;
		var newWidth = stressLevel / 100 * maxWidth;
		// Tween the fill bar
		tween(fill, {
			width: newWidth
		}, {
			duration: 300,
			easing: tween.easeOut
		});
		// Change fill color based on stress level
		if (stressLevel < 30) {
			fill.tint = 0x00ff00; // Green
		} else if (stressLevel < 60) {
			fill.tint = 0xffff00; // Yellow
		} else if (stressLevel < 90) {
			fill.tint = 0xff9900; // Orange
		} else {
			fill.tint = 0xff0000; // Red
		}
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x192a56 // Dark blue background
});
/**** 
* Game Code
****/ 
// Game state variables
var score = 0;
var stressLevel = 0;
var gameLevel = 1;
var problems = [];
var lastProblemTime = 0;
var problemSpawnInterval = 1800; // ms between problem spawns
var maxProblemsOnScreen = 4; // Maximum problems on screen at once
var gameRunning = true;
var gameStarted = false;
var lastUpdate = Date.now();
// Set up code background
var codeBackground = new CodeBackground();
codeBackground.initialize();
codeBackground.alpha = 0.2;
game.addChild(codeBackground);
// Set up regular background
var background = LK.getAsset('background', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2,
	alpha: 0.8 // Semi-transparent to show code background
});
game.addChild(background);
// Set up player
var player = new Player();
player.x = 350; // Move to left side
player.y = 2732 - 500;
player.alpha = 0; // Initially hidden until game starts
game.addChild(player);
// Set up score text
var scoreText = new Text2("SCORE: 0", {
	size: 70,
	fill: 0xFFFFFF,
	stroke: 0x000000,
	strokeThickness: 5
});
scoreText.anchor.set(0.5, 0);
scoreText.x = 2048 / 2;
scoreText.y = 20;
LK.gui.top.addChild(scoreText);
// Set up level text
var levelText = new Text2("DAY: 1", {
	size: 50,
	fill: 0xFFFFFF,
	stroke: 0x000000,
	strokeThickness: 3,
	font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
});
levelText.anchor.set(0.5, 0);
levelText.x = 2048 / 2 - 400 + 200 - 75 - 50 - 20 + 10;
levelText.y = 30;
levelText.alpha = 0; // Hide initially until game starts
LK.gui.addChild(levelText);
// Game title
var titleText = new Text2("I'M FINE!", {
	size: 200,
	fill: 0xff4d4d,
	fontWeight: 'bold',
	stroke: 0xFFFFFF,
	strokeThickness: 10,
	font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2 - 300; // Move 300 pixels to the left
titleText.y = 500;
LK.gui.addChild(titleText);
// Game subtitle
var subtitleText = new Text2("(a game about pretending everything is OK)", {
	size: 60,
	fill: 0xFFFFFF,
	stroke: 0x000000,
	strokeThickness: 3,
	font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
});
subtitleText.anchor.set(0.5, 0.5);
subtitleText.x = 2048 / 2 - 300; // Move 300 pixels to the left
subtitleText.y = 600;
LK.gui.addChild(subtitleText);
// Create start button
var startButton = new Container();
startButton.interactive = true;
var startBg = LK.getAsset('problem', {
	anchorX: 0.5,
	anchorY: 0.5,
	width: 500,
	height: 120,
	tint: 0x444444,
	alpha: 0,
	radius: 30 // Rounded corners
});
startButton.addChild(startBg);
// No triangle needed
var startText = new Text2("PLAY", {
	size: 85,
	fill: 0xff4d4d,
	font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive",
	fontWeight: 'bold',
	stroke: 0xFFFFFF,
	strokeThickness: 5,
	underline: true
});
startText.anchor.set(0.5, 0.5);
startText.x = 0; // Center text after triangle removal
startText.y = 0;
startButton.addChild(startText);
startButton.x = 2048 / 2 - 300; // Move 300 pixels to the left
startButton.y = 2732 / 2 - 450 + 145 + 70; // Move 235 pixels up (adjusted 70px down)
LK.gui.addChild(startButton);
// Create and position stress bar
var stressBar = new StressBar();
stressBar.x = player.x + player.statusText.width / 2 + 733; // Position next to the status text with 703px more to the right
stressBar.y = player.y + 420; // Move down 70px from original position
stressBar.alpha = gameStarted ? 1 : 0; // Show if game started, otherwise hide
game.addChild(stressBar); // Add to game instead of gui to ensure visibility
// Instructions button
var instructionsButton = new Container();
instructionsButton.interactive = true;
var instructionsBg = LK.getAsset('problem', {
	anchorX: 0.5,
	anchorY: 0.5,
	width: 80,
	height: 80,
	tint: 0x333333,
	alpha: 0.9
});
instructionsButton.addChild(instructionsBg);
var questionText = new Text2("?", {
	size: 60,
	fill: 0xFFFFFF,
	fontWeight: 'bold'
});
questionText.anchor.set(0.5, 0.5);
questionText.x = 0;
questionText.y = 0;
instructionsButton.addChild(questionText);
instructionsButton.x = 100;
instructionsButton.y = 100;
instructionsButton.alpha = 0; // Hidden until game starts
LK.gui.addChild(instructionsButton);
// Update stress bar
function updateStressBar() {
	// Clamp stress level between 0-100
	stressLevel = Math.min(100, Math.max(0, stressLevel));
	// Update stress bar fill
	stressBar.updateFill(stressLevel);
	// Update player appearance
	player.updateAppearance(stressLevel);
	// Check for game over
	if (stressLevel >= 100 && gameRunning) {
		gameOver();
	}
}
// Spawn a new problem
function spawnProblem() {
	// Check if instructions are visible (a tutorial container exists in GUI)
	var instructionsVisible = false;
	for (var i = 0; i < LK.gui.children.length; i++) {
		if (LK.gui.children[i] instanceof Container && LK.gui.children[i].children.length > 0) {
			// Check for tutorial or instruction screens
			if (LK.gui.children[i].children[0].width >= 1600) {
				instructionsVisible = true;
				break;
			}
		}
	}
	// Don't spawn problems if game not running, not started, or instructions visible
	if (!gameRunning || !gameStarted || instructionsVisible) {
		return;
	}
	// Don't spawn if we already have max problems
	if (problems.length >= maxProblemsOnScreen) {
		return;
	}
	// Create new problem
	var problem = new Problem();
	// Position randomly, but keep away from edges
	problem.x = Math.random() * (2048 - 400) + 200;
	problem.y = Math.random() * (2732 - 800) + 400;
	// Make sure it doesn't overlap with player
	var distToPlayer = Math.sqrt(Math.pow(problem.x - player.x, 2) + Math.pow(problem.y - player.y, 2));
	if (distToPlayer < 500) {
		// Too close to player, adjust position
		var angle = Math.random() * Math.PI * 2;
		problem.x = player.x + Math.cos(angle) * 600;
		problem.y = player.y + Math.sin(angle) * 600;
		// Keep within screen bounds
		problem.x = Math.max(200, Math.min(problem.x, 2048 - 200));
		problem.y = Math.max(400, Math.min(problem.y, 2732 - 400));
	}
	game.addChild(problem);
	problems.push(problem);
}
// Start game function
function startGame() {
	gameStarted = true;
	gameRunning = true;
	// Hide start screen elements
	tween(titleText, {
		y: -200,
		alpha: 0
	}, {
		duration: 500,
		easing: tween.easeIn
	});
	tween(subtitleText, {
		y: -200,
		alpha: 0
	}, {
		duration: 500,
		easing: tween.easeIn
	});
	tween(startButton, {
		y: 2732 + 200,
		alpha: 0
	}, {
		duration: 500,
		easing: tween.easeIn,
		onFinish: function onFinish() {
			// Show game UI
			tween(stressBar, {
				alpha: 1
			}, {
				duration: 500
			});
			tween(instructionsButton, {
				alpha: 1
			}, {
				duration: 500
			});
			// Show player and status text with animation
			tween(player, {
				alpha: 1
			}, {
				duration: 800,
				easing: tween.elasticOut
			});
			// Show DAY text with animation
			tween(levelText, {
				alpha: 1
			}, {
				duration: 800,
				easing: tween.elasticOut
			});
			// Show tutorial
			showTutorial();
			// Start music
			LK.playMusic('bgmusic');
		}
	});
}
// Show tutorial
function showTutorial() {
	var tutorialContainer = new Container();
	// Temporarily pause the game until tutorial is closed
	var wasPaused = !gameRunning;
	gameRunning = false;
	// Darken background
	var tutorialBg = LK.getAsset('problem', {
		width: 2048,
		height: 2732,
		tint: 0x000000,
		alpha: 0.7
	});
	tutorialContainer.addChild(tutorialBg);
	// Title
	var tutorialTitle = new Text2("HOW TO PLAY", {
		size: 100,
		fill: 0xFFFFFF,
		fontWeight: 'bold',
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	});
	tutorialTitle.anchor.set(0.5, 0.5);
	tutorialTitle.x = 1500 / 2;
	tutorialTitle.y = 200;
	tutorialContainer.addChild(tutorialTitle);
	// Instructions
	var instructions = new Text2("• PROBLEMS will appear randomly on screen\n\n" + "• Each problem has a COUNTDOWN TIMER\n\n" + "• TAP problems before their timer runs out\n\n" + "• If time runs out, your STRESS increases\n\n" + "• Don't let your stress reach 100%\n\n" + "• Just keep telling yourself \"I'M FINE!\"", {
		size: 60,
		fill: 0xFFFFFF,
		align: 'left',
		lineHeight: 80,
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	});
	instructions.anchor.set(0.5, 0.5);
	instructions.x = 1500 / 2;
	instructions.y = 1000;
	tutorialContainer.addChild(instructions);
	// Example problem
	var exampleProblem = new Problem();
	exampleProblem.x = 2048 / 2;
	exampleProblem.y = 1500;
	tutorialContainer.addChild(exampleProblem);
	// Continue button
	var continueButton = new Container();
	continueButton.interactive = true;
	var continueBg = LK.getAsset('problem', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 400,
		height: 120,
		tint: 0x00cc00
	});
	continueButton.addChild(continueBg);
	var continueText = new Text2("START!", {
		size: 70,
		fill: 0xFFFFFF,
		fontWeight: 'bold'
	});
	continueText.anchor.set(0.5, 0.5);
	continueText.x = 0;
	continueText.y = 0;
	continueButton.addChild(continueText);
	continueButton.x = 2048 / 2;
	continueButton.y = 2000;
	tutorialContainer.addChild(continueButton);
	// Add to GUI
	LK.gui.addChild(tutorialContainer);
	// Make the entire tutorial container interactive to close on tap
	tutorialContainer.interactive = true;
	tutorialContainer.down = function () {
		tutorialContainer.destroy();
		// Start the game when tutorial is closed
		if (!wasPaused) {
			gameRunning = true;
		}
	};
}
// Instructions popup
function showInstructions() {
	var popup = new Container();
	// Darken background
	var bg = LK.getAsset('problem', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 2048,
		height: 2732,
		tint: 0x000000,
		alpha: 0.7
	});
	popup.addChild(bg);
	// Panel background
	var panel = LK.getAsset('problem', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 1600,
		height: 1800,
		tint: 0xFFFFFF,
		alpha: 0.9
	});
	panel.x = 2048 / 2;
	panel.y = 2732 / 2;
	popup.addChild(panel);
	// Title
	var title = new Text2("HOW TO PLAY", {
		size: 100,
		fill: 0xff4d4d,
		fontWeight: 'bold',
		stroke: 0x000000,
		strokeThickness: 5
	});
	title.anchor.set(0.5, 0);
	title.x = 2048 / 2;
	title.y = panel.y - 800;
	popup.addChild(title);
	// Instructions
	var instructions = new Text2("1. PROBLEMS will appear randomly on screen\n\n" + "2. Each problem has a COUNTDOWN TIMER\n\n" + "3. TAP problems before their timer runs out\n\n" + "4. If time runs out, your STRESS increases\n\n" + "5. Don't let your stress reach 100%\n\n" + "6. LEVEL UP every 10 points\n\n" + "7. Just keep telling yourself \"I'M FINE!\"", {
		size: 50,
		fill: 0x000000,
		align: 'left',
		lineHeight: 70,
		wordWrap: true,
		wordWrapWidth: panel.width - 200
	});
	instructions.anchor.set(0, 0);
	instructions.x = panel.x - 700;
	instructions.y = panel.y - 600;
	popup.addChild(instructions);
	// Close button
	var closeButton = new Container();
	closeButton.interactive = true;
	var closeBg = LK.getAsset('problem', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 400,
		height: 120,
		tint: 0xff4d4d
	});
	closeButton.addChild(closeBg);
	var closeText = new Text2("RESUME", {
		size: 60,
		fill: 0xFFFFFF,
		fontWeight: 'bold',
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	});
	closeText.anchor.set(0.5, 0.5);
	closeText.x = 0;
	closeText.y = 0;
	closeButton.addChild(closeText);
	closeButton.x = panel.x;
	closeButton.y = panel.y + 700;
	popup.addChild(closeButton);
	// Pause game while instructions are open
	var wasPaused = !gameRunning;
	gameRunning = false;
	closeButton.down = function () {
		popup.destroy();
		if (!wasPaused) {
			gameRunning = true;
		}
	};
	LK.gui.addChild(popup);
}
// Check if level should increase
function checkLevelProgress() {
	var newLevel = Math.floor(score / 10) + 1;
	if (newLevel > gameLevel) {
		gameLevel = newLevel;
		levelText.setText("DAY: " + gameLevel);
		// Make game harder as level increases
		problemSpawnInterval = Math.max(500, 1800 - gameLevel * 100);
		maxProblemsOnScreen = Math.min(8, 4 + Math.floor(gameLevel / 2));
		// Visual and audio feedback
		LK.effects.flashScreen(0x00ff00, 500, 0.3);
		LK.getSound('levelup').play();
		// Show level up text
		var levelUpText = new Text2("LEVEL UP!", {
			size: 100,
			fill: 0x00ff00,
			stroke: 0x000000,
			strokeThickness: 6,
			font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
		});
		levelUpText.anchor.set(0.5, 0.5);
		levelUpText.x = 2048 / 2;
		levelUpText.y = 2732 / 2;
		LK.gui.addChild(levelUpText);
		// Animate and remove
		tween(levelUpText, {
			scaleX: 2,
			scaleY: 2,
			alpha: 0
		}, {
			duration: 1000,
			easing: tween.easeOut,
			onFinish: function onFinish() {
				levelUpText.destroy();
			}
		});
	}
}
// Game over function
function gameOver() {
	gameRunning = false;
	// Visual effects
	LK.effects.flashScreen(0xff0000, 1000);
	// Game over container
	var gameOverContainer = new Container();
	// Darken background
	var darkOverlay = LK.getAsset('problem', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 2048,
		height: 2732,
		tint: 0x000000,
		alpha: 0.8
	});
	darkOverlay.x = 2048 / 2;
	darkOverlay.y = 2732 / 2;
	gameOverContainer.addChild(darkOverlay);
	// Game over text
	var gameOverText = new Text2("YOU'RE NOT FINE!", {
		size: 120,
		fill: 0xff0000,
		fontWeight: 'bold',
		stroke: 0xFFFFFF,
		strokeThickness: 8,
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	});
	gameOverText.anchor.set(0.5, 0.5);
	gameOverText.x = 2048 / 2;
	gameOverText.y = 700;
	gameOverContainer.addChild(gameOverText);
	// Meme text
	var memeText = new Text2("(But we've all been there...)", {
		size: 70,
		fill: 0xFFFFFF,
		fontStyle: 'italic',
		font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
	});
	memeText.anchor.set(0.5, 0.5);
	memeText.x = 2048 / 2;
	memeText.y = 850;
	gameOverContainer.addChild(memeText);
	// Final score
	var finalScoreText = new Text2("FINAL SCORE: " + score, {
		size: 100,
		fill: 0xffff00,
		stroke: 0x000000,
		strokeThickness: 5
	});
	finalScoreText.anchor.set(0.5, 0.5);
	finalScoreText.x = 2048 / 2;
	finalScoreText.y = 1100;
	gameOverContainer.addChild(finalScoreText);
	// Level reached
	var levelReachedText = new Text2("DAY REACHED: " + gameLevel, {
		size: 80,
		fill: 0xFFFFFF
	});
	levelReachedText.anchor.set(0.5, 0.5);
	levelReachedText.x = 2048 / 2;
	levelReachedText.y = 1250;
	gameOverContainer.addChild(levelReachedText);
	// Restart button
	var restartButton = new Container();
	restartButton.interactive = true;
	var restartBg = LK.getAsset('problem', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 500,
		height: 120,
		tint: 0x00cc00
	});
	restartButton.addChild(restartBg);
	var restartText = new Text2("PLAY AGAIN", {
		size: 70,
		fill: 0xFFFFFF,
		fontWeight: 'bold'
	});
	restartText.anchor.set(0.5, 0.5);
	restartText.x = 0;
	restartText.y = 0;
	restartButton.addChild(restartText);
	restartButton.x = 2048 / 2;
	restartButton.y = 1500;
	gameOverContainer.addChild(restartButton);
	// Add fun meme image or message
	var memeQuote = new Text2(getRandomMemeQuote(), {
		size: 60,
		fill: 0xFFFFFF,
		fontStyle: 'italic',
		align: 'center',
		wordWrap: true,
		wordWrapWidth: 1600
	});
	memeQuote.anchor.set(0.5, 0.5);
	memeQuote.x = 2048 / 2;
	memeQuote.y = 1800;
	gameOverContainer.addChild(memeQuote);
	// Animate in
	gameOverText.alpha = 0;
	gameOverText.y -= 100;
	memeText.alpha = 0;
	finalScoreText.alpha = 0;
	levelReachedText.alpha = 0;
	restartButton.alpha = 0;
	memeQuote.alpha = 0;
	tween(gameOverText, {
		alpha: 1,
		y: gameOverText.y + 100
	}, {
		duration: 500,
		easing: tween.elasticOut
	});
	tween(memeText, {
		alpha: 1
	}, {
		duration: 500,
		delay: 500
	});
	tween(finalScoreText, {
		alpha: 1
	}, {
		duration: 500,
		delay: 1000
	});
	tween(levelReachedText, {
		alpha: 1
	}, {
		duration: 500,
		delay: 1500
	});
	tween(restartButton, {
		alpha: 1
	}, {
		duration: 500,
		delay: 2000
	});
	tween(memeQuote, {
		alpha: 1
	}, {
		duration: 500,
		delay: 2500
	});
	// Handle restart
	restartButton.down = function () {
		restartGame();
		gameOverContainer.destroy();
	};
	LK.gui.addChild(gameOverContainer);
}
// Restart game
function restartGame() {
	// Reset game variables
	score = 0;
	stressLevel = 0;
	gameLevel = 1;
	problemSpawnInterval = 1800;
	maxProblemsOnScreen = 4;
	lastProblemTime = 0;
	gameRunning = true;
	// Clear any existing problems
	for (var i = 0; i < problems.length; i++) {
		if (problems[i].parent) {
			problems[i].destroy();
		}
	}
	problems = [];
	// Reset UI
	scoreText.setText("SCORE: 0");
	levelText.setText("DAY: 1");
	updateStressBar();
	// Reset player
	player.updateAppearance(0);
	// Restart music
	LK.playMusic('bgmusic');
	// Show tutorial again
	showTutorial();
}
// Get random meme quote for game over screen
function getRandomMemeQuote() {
	var quotes = ["This is fine. Everything is fine.", "When someone asks how you're doing and you say 'fine' for the 47th time today.", "Me pretending my life isn't falling apart.", "Monday: I'm fine. Tuesday: I'M FINE! Friday: EVERYTHING IS FINE!!!", "When the deadline is tomorrow and you haven't started yet: I'M FINE!", "Adult life is saying 'I'm fine' when people ask how you are until you actually are.", "No one: \nMe: I'M FINE!!! EVERYTHING IS FINE!!!", "When your coffee spills, WiFi drops, and deadline changes all at once: I'M TOTALLY FINE!"];
	return quotes[Math.floor(Math.random() * quotes.length)];
}
// Screen shake effect
function shakeScreen(intensity) {
	if (!gameRunning) {
		return;
	}
	tween(game, {
		x: Math.random() * intensity - intensity / 2
	}, {
		duration: 50,
		easing: tween.linear,
		onFinish: function onFinish() {
			tween(game, {
				x: Math.random() * intensity - intensity / 2
			}, {
				duration: 50,
				easing: tween.linear,
				onFinish: function onFinish() {
					tween(game, {
						x: 0
					}, {
						duration: 50,
						easing: tween.linear
					});
				}
			});
		}
	});
}
// Clean up problems array
function cleanupProblems() {
	for (var i = problems.length - 1; i >= 0; i--) {
		if (!problems[i].parent) {
			problems.splice(i, 1);
		}
	}
}
// Handle instructions button
instructionsButton.down = function () {
	if (gameStarted) {
		showInstructions();
	}
};
// Handle start button
startButton.down = function () {
	startGame();
};
// Main game update function
game.update = function () {
	// Calculate delta time for consistent updates
	var now = Date.now();
	var delta = (now - lastUpdate) / 1000; // Convert to seconds
	lastUpdate = now;
	// Update code background for visual effect
	codeBackground.update();
	if (!gameRunning || !gameStarted) {
		return;
	}
	// Check if it's time to spawn a new problem
	if (now - lastProblemTime > problemSpawnInterval) {
		spawnProblem();
		lastProblemTime = now;
	}
	// Update all problems
	for (var i = 0; i < problems.length; i++) {
		if (problems[i] && problems[i].update) {
			problems[i].update(delta);
		}
	}
	// Clean up problems array
	cleanupProblems();
	// Check level progress
	checkLevelProgress();
	// Randomly reduce stress (small recovery chance)
	if (Math.random() < 0.001 * delta * 60 && stressLevel > 0) {
		stressLevel = Math.max(0, stressLevel - 0.5);
		updateStressBar();
	}
	// Add screen shake when stress is high
	if (stressLevel >= 70 && Math.random() < 0.05) {
		var intensity = (stressLevel - 70) / 30 * 20;
		shakeScreen(intensity);
	}
};
// Start the music (lower volume)
LK.playMusic('bgmusic'); ===================================================================
--- original.js
+++ change.js
@@ -787,8 +787,11 @@
 }
 // Show tutorial
 function showTutorial() {
 	var tutorialContainer = new Container();
+	// Temporarily pause the game until tutorial is closed
+	var wasPaused = !gameRunning;
+	gameRunning = false;
 	// Darken background
 	var tutorialBg = LK.getAsset('problem', {
 		width: 2048,
 		height: 2732,
@@ -852,8 +855,12 @@
 	// Make the entire tutorial container interactive to close on tap
 	tutorialContainer.interactive = true;
 	tutorialContainer.down = function () {
 		tutorialContainer.destroy();
+		// Start the game when tutorial is closed
+		if (!wasPaused) {
+			gameRunning = true;
+		}
 	};
 }
 // Instructions popup
 function showInstructions() {
:quality(85)/https://cdn.frvr.ai/681bc32bcd7c937bfead45f7.png%3F3) 
 Modern office/workspace with subtle chaotic elements Include desk with scattered papers, coffee stains, overflowing inbox, sticky notes Light, neutral color palette (pale blue/gray) with professional appearance Should look slightly overwhelming but clean enough to not distract from gameplay. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681d42d7c56f8c733d5dfab3.png%3F3) 
 Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "FOMO Simulator: The Meeting That Could've Been An Email" and with the description "A fast-paced office simulator where you collect meetings, emails, and notifications while managing your energy levels. Strategic decisions must be made about which workplace items to prioritize as your energy depletes. Grab coffee for boosts, avoid missing important meetings, and survive the chaotic 60-second workday!". No text on banner!. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681d43d7c56f8c733d5dfad1.png%3F3) 
 Modern App Store icon, high definition, square with rounded corners, for a game titled "FOMO Simulator: The Meeting That Could've Been An Email" and with the description "A fast-paced office simulator where you collect meetings, emails, and notifications while managing your energy levels. Strategic decisions must be made about which workplace items to prioritize as your energy depletes. Grab coffee for boosts, avoid missing important meetings, and survive the chaotic 60-second workday!". No text on icon!. In-Game asset. 2d. High contrast. No shadows