Code edit (1 edits merged)
Please save this source code
User prompt
add a background button to each title in the mennu
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'trail.x = leftPlayer.x;' Line Number: 1245
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stars in starfield should have different sizes
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Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1225
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Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1225
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add a counter on the top right to count the miles traveled
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1222
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Fix backgoeund music not playing
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Instead of automatically closing the split, wait for player swipe down again to close split
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Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1226
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Use background as background music
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Scroe should count distance and coinc collected should be diplayed on the top right
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1224
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Make frase to collect shield shorter
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particle tint when a coin explodes should be yellow
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coin particle should use the tint of the color defined to coin in the lk.init.
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lanelines should be behind the z axis of all obstacles
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add transparency to small obstacle too
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add transparency to all obstacles
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add a little trasparency to the lane lines
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'trail.x = leftPlayer.x;' Line Number: 1239
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also attach smallobtacles when 3 are next to each other
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'trail.x = leftPlayer.x;' Line Number: 1239
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make sure leftplayer and rightplayer are created before game, but initialized only when needed.
/**** 
* Classes
****/ 
// Define the SmallObstacle class
var BigObstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleGraphics = self.attachAsset('bigobstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = gameSpeed;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732 + self.height / 2) {
			self.destroy();
		}
	};
});
// Define the Coin class
var Coin = Container.expand(function () {
	var self = Container.call(this);
	var coinGraphics = self.attachAsset('coin', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = gameSpeed;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732 + self.height / 2) {
			self.destroy();
		}
	};
});
// Define the LaneSeparator class
var LaneSeparator = Container.expand(function () {
	var self = Container.call(this);
	var separatorGraphics = self.attachAsset('lineobstacle', {
		anchorX: 0.5,
		anchorY: 0.0,
		// Adjust anchor to top
		width: 20,
		height: 2732 // Set the height to cover the entire screen height
	});
	separatorGraphics.height = 2732; // Ensure the height covers the entire screen height
	self.speed = gameSpeed;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732 + self.height / 2) {
			self.destroy();
		}
	};
});
// Define the LeftLaneOutline class
var LeftLaneOutline = Container.expand(function () {
	var self = Container.call(this);
	var outlineGraphics = self.attachAsset('lineobstacle', {
		anchorX: 0.5,
		anchorY: 0.0,
		width: 20,
		height: 2732 // Set the height to cover the entire screen height
	});
	outlineGraphics.height = 2732; // Ensure the height covers the entire screen height
	self.speed = gameSpeed;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732 + self.height / 2) {
			self.destroy();
		}
	};
});
// Define the LeftPlayer class
var LeftPlayer = Container.expand(function () {
	var self = Container.call(this);
	var leftPlayerGraphics = self.attachAsset('leftplayer', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 15;
	self.update = function () {
		// Add any specific update logic for LeftPlayer here
		if (LK.ticks % 4 == 0) {
			var trail = new Trail();
			trail.scale.x = 0.5;
			trail.scale.y = 0.5;
			if (self && self.x !== undefined) {
				if (self && self.x !== undefined) {
					trail.x = self.x;
				} else {
					trail.x = 0;
				}
			} else {
				trail.x = 0;
			}
			trail.y = self.y + leftPlayerGraphics.height / 2;
			game.addChildAt(trail, game.getChildIndex(self));
		}
	};
});
var LineObstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleGraphics = self.attachAsset('lineobstacle', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 2048 // Set the width to the full screen width
	});
	self.speed = gameSpeed;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732 + self.height / 2) {
			self.destroy();
		}
	};
});
// Define the Obstacle class
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleGraphics = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = gameSpeed;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732 + self.height / 2) {
			self.destroy();
		}
	};
});
// Define the Particle class
var Particle = Container.expand(function () {
	var self = Container.call(this);
	var particleGraphics = self.attachAsset('particle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = Math.random() * 5 + 2; // Random speed for each particle
	self.direction = Math.random() * Math.PI * 2; // Random direction for each particle
	self.update = function () {
		self.x += Math.cos(self.direction) * self.speed; // Move the particle in the direction
		self.y += Math.sin(self.direction) * self.speed;
		self.alpha -= 0.01; // Fade out the particle
		if (self.alpha <= 0) {
			self.destroy();
		}
	};
});
// Define the Player class
var Player = Container.expand(function () {
	var self = Container.call(this);
	var playerGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 15;
	self.shield = null;
	self.transitionToLane = function (targetX) {
		self.isMoving = true;
		self.targetX = targetX;
		if (self.x < self.targetX) {
			playerGraphics.rotation = Math.PI / 4; // Rotate player 45 degrees to the direction of movement
		} else {
			playerGraphics.rotation = -Math.PI / 4; // Rotate player -45 degrees to the direction of movement
		}
	};
	self.update = function () {
		if (self.isInvulnerable) {
			self.invulnerableTimer--;
			if (!self.shield) {
				self.shield = self.addChild(LK.getAsset('shield', {
					anchorX: 0.5,
					anchorY: 0.5,
					alpha: 0.5 // Set shield transparency
				}));
			}
			if (leftPlayer && !leftPlayer.shield) {
				leftPlayer.shield = leftPlayer.addChild(LK.getAsset('shield', {
					anchorX: 0.5,
					anchorY: 0.5,
					alpha: 0.5 // Set shield transparency
				}));
			}
			if (rightPlayer && !rightPlayer.shield) {
				rightPlayer.shield = rightPlayer.addChild(LK.getAsset('shield', {
					anchorX: 0.5,
					anchorY: 0.5,
					alpha: 0.5 // Set shield transparency
				}));
			}
			if (self.invulnerableTimer <= 0) {
				self.isInvulnerable = false;
				if (self.shield) {
					self.shield.destroy();
					self.shield = null;
				}
				if (leftPlayer && leftPlayer.shield) {
					leftPlayer.shield.destroy();
					leftPlayer.shield = null;
				}
				if (rightPlayer && rightPlayer.shield) {
					rightPlayer.shield.destroy();
					rightPlayer.shield = null;
				}
			}
		}
		if (self.isMoving) {
			if (Math.abs(self.x - self.targetX) < self.speed) {
				self.x = self.targetX;
				self.isMoving = false;
			} else {
				self.x += (self.targetX - self.x) * 0.1; // Smooth movement using linear interpolation
				playerGraphics.rotation = self.x < self.targetX ? Math.PI / 4 : -Math.PI / 4; // Rotate player 45 degrees to the direction of movement
			}
		} else {
			// Smoothly transition player rotation back to its original position
			if (playerGraphics.rotation > 0) {
				playerGraphics.rotation -= 0.1;
			} else if (playerGraphics.rotation < 0) {
				playerGraphics.rotation += 0.1;
			}
			if (Math.abs(playerGraphics.rotation) < 0.1) {
				playerGraphics.rotation = 0; // Reset rotation when player is not moving
			}
		}
		if (!self.isJumping && self.visible) {
			if (self.isMoving && LK.ticks % 1 == 0) {
				var trail = new Trail();
				trail.x = self.x;
				trail.y = self.y + playerGraphics.height / 2;
				game.addChild(trail);
			} else if (LK.ticks % 4 == 0) {
				var trail = new Trail();
				trail.x = self.x;
				trail.y = self.y + playerGraphics.height / 2;
				game.addChild(trail);
			}
		}
		if (self.isJumping) {
			if (self.y > self.jumpPeakY && !self.isFalling) {
				self.y -= self.jumpSpeed;
				playerGraphics.scale.x += 0.01; // Increase player size when moving up
				playerGraphics.scale.y += 0.01;
				if (self.shield) {
					self.shield.scale.x += 0.01; // Increase shield size when moving up
					self.shield.scale.y += 0.01;
				}
			} else {
				self.isFalling = true;
				self.y += self.jumpSpeed;
				playerGraphics.scale.x -= 0.01; // Decrease player size when falling down
				playerGraphics.scale.y -= 0.01;
				if (self.shield) {
					self.shield.scale.x -= 0.01; // Decrease shield size when falling down
					self.shield.scale.y -= 0.01;
				}
				if (self.y >= self.jumpStartY) {
					self.y = self.jumpStartY;
					self.isJumping = false;
					self.isFalling = false;
					playerGraphics.scale.x = 1; // Reset player size when not jumping
					playerGraphics.scale.y = 1;
					if (self.shield) {
						self.shield.scale.x = 1; // Reset shield size when not jumping
						self.shield.scale.y = 1;
					}
					// Destroy the player's shadow
					shadow.destroy();
				}
			}
		}
		// Update shadow rotation to match player rotation
		if (shadow) {
			shadow.rotation = playerGraphics.rotation;
		}
		// Ensure player is always on top if it is a child of the game
		if (game.children.includes(self)) {
			game.setChildIndex(self, game.children.length - 1);
		}
	};
	self.moveLeft = function () {
		if (!gameStarted) {
			for (var i = 0; i < starfield.length; i++) {
				starfield[i].update();
			}
			return;
		}
		if (self.lane > 0 && !self.isMoving && !leftPlayer && !rightPlayer) {
			self.lane--;
			self.transitionToLane(lanes[self.lane]);
		}
	};
	self.moveRight = function () {
		if (!gameStarted) {
			return;
		} // Prevent player movement when the home screen is up
		if (self.lane < 2 && !self.isMoving && !leftPlayer && !rightPlayer) {
			self.lane++;
			self.transitionToLane(lanes[self.lane]);
		}
	};
	self.jump = function () {
		if (!self.isMoving && !self.isJumping && !leftPlayer && !rightPlayer) {
			self.isJumping = true;
			self.jumpStartY = self.y;
			self.jumpPeakY = self.y - 250; // Increase jump height
			self.jumpSpeed = 4;
			// Create the player's shadow
			shadow = new Shadow();
			shadow.x = self.x;
			shadow.y = self.y;
			game.addChild(shadow);
		}
	};
});
// Define the PowerUp class
var PowerUp = Container.expand(function () {
	var self = Container.call(this);
	var powerUpGraphics = self.attachAsset('powerup', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = gameSpeed;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732 + self.height / 2) {
			self.destroy();
		}
	};
});
// Define the PowerUpCenterLane class
var PowerUpCenterLane = Container.expand(function () {
	var self = Container.call(this);
	var powerUpGraphics = self.attachAsset('powerup', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = gameSpeed;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732 + self.height / 2) {
			self.destroy();
		}
	};
});
// Define the RightLaneOutline class
var RightLaneOutline = Container.expand(function () {
	var self = Container.call(this);
	var outlineGraphics = self.attachAsset('lineobstacle', {
		anchorX: 0.5,
		anchorY: 0.0,
		width: 20,
		height: 2732 // Set the height to cover the entire screen height
	});
	outlineGraphics.height = 2732; // Ensure the height covers the entire screen height
	self.speed = gameSpeed;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732 + self.height / 2) {
			self.destroy();
		}
	};
});
// Define the RightPlayer class
var RightPlayer = Container.expand(function () {
	var self = Container.call(this);
	var rightPlayerGraphics = self.attachAsset('rightplayer', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 15;
	self.update = function () {
		// Add any specific update logic for RightPlayer here
		if (LK.ticks % 4 == 0) {
			var trail = new Trail();
			trail.scale.x = 0.5;
			trail.scale.y = 0.5;
			if (self && self.x !== undefined) {
				trail.x = self.x;
			} else {
				trail.x = 0;
			}
			trail.y = self.y + rightPlayerGraphics.height / 2;
			game.addChildAt(trail, game.getChildIndex(self));
		}
	};
});
//<Assets used in the game will automatically appear here>
// Define the Shadow class
var Shadow = Container.expand(function () {
	var self = Container.call(this);
	var shadowGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5,
		tint: 0x000000 // Set the color to black
	});
	shadowGraphics.alpha = 0.5; // Dim the shadow
	self.update = function () {
		// The shadow's size changes based on the player's y position
		var scale = 1 - (player.y - self.y) / 1000;
		self.scale.x = scale;
		self.scale.y = scale;
		// Update the shadow's position to match the player's position
		self.x = player.x;
		// Rotate the shadow to match the player's rotation
		if (player.playerGraphics) {
			shadowGraphics.rotation = player.playerGraphics.rotation;
		}
	};
});
// Define the LineObstacle class
var SmallObstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleGraphics = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = gameSpeed;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732 + self.height / 2) {
			self.destroy();
		}
	};
});
// Define the SmallObstacleCenterCoinSides class
var SmallObstacleCenterCoinSides = Container.expand(function () {
	var self = Container.call(this);
	var smallObstacle = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = gameSpeed;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732 + self.height / 2) {
			self.destroy();
		}
	};
});
var Star = Container.expand(function () {
	var self = Container.call(this);
	var starGraphics = self.attachAsset('star', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = Math.random() * 2 + 1; // Random speed for each star
	self.scale.set(Math.random() * 1.5 + 0.5); // Random size between 0.5 and 2.0
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732) {
			self.y = -self.height;
			self.x = Math.random() * 2048;
		}
	};
});
// Function to spawn SmallObstacle in the center and Coins on the sides
var TextObstacle = Container.expand(function (customText) {
	var self = Container.call(this);
	var textGraphics = new Text2(customText || 'Sample Text', {
		size: 120,
		fill: "#ffffff",
		align: "center",
		stroke: "#000000",
		strokeThickness: 10,
		border: true,
		borderColor: "#000000",
		borderWidth: 5
	});
	textGraphics.anchor.set(0.5, 0.5);
	self.addChild(textGraphics);
	self.speed = gameSpeed;
	self.update = function () {
		self.y += self.speed;
		self.hitbox = null; // Ensure TextObstacle does not collide with player
		if (self.y > 2732 + self.height / 2) {
			self.destroy();
		}
	};
});
// Function to spawn SmallObstacle
// Define the Trail class
var Trail = Container.expand(function () {
	var self = Container.call(this);
	var trailGraphics = self.attachAsset('trail', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0.5
	});
	self.speed = 5;
	self.update = function () {
		self.y += self.speed;
		self.alpha -= 0.02; // Fade out the trail faster
		self.scale.x -= 0.02; // Shrink the trail faster
		self.scale.y -= 0.02; // Shrink the trail faster
		if (self.y > 2732 || self.alpha <= 0 || self.scale.x <= 0 || self.scale.y <= 0) {
			self.destroy();
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x303030 //Init game with darker grey background
});
/**** 
* Game Code
****/ 
function checkBoundingBoxCollision(obj1, obj2) {
	var obj1Bounds = obj1.getBounds();
	var obj2Bounds = obj2.getBounds();
	var forgivenessX = obj1Bounds.width * 0.1;
	var forgivenessY = obj1Bounds.height * 0.1;
	return obj1Bounds.x < obj2Bounds.x + obj2Bounds.width - forgivenessX && obj1Bounds.x + obj1Bounds.width > obj2Bounds.x + forgivenessX && obj1Bounds.y < obj2Bounds.y + obj2Bounds.height - forgivenessY && obj1Bounds.y + obj1Bounds.height > obj2Bounds.y + forgivenessY;
}
// Function to spawn PowerUp in the center lane
function spawnPowerUpCenterLane() {
	var powerUpCenterLane = new PowerUpCenterLane();
	powerUpCenterLane.x = lanes[1]; // Center lane
	powerUpCenterLane.y = -powerUpCenterLane.height * 2;
	if (!powerups) {
		powerups = [];
	}
	powerups.push(powerUpCenterLane);
	game.addChild(powerUpCenterLane);
}
// Create main menu container
var mainMenu = new Container();
game.addChildAt(mainMenu, game.children.length);
// Create title text with background button
var titleButton = new Container();
var titleText = new Text2('Endless TRIP', {
	size: 200,
	fill: "#ffffff",
	stroke: "#000000",
	strokeThickness: 10,
	// Increase stroke thickness to make font thicker
	border: true,
	borderColor: "#000000",
	borderWidth: 5
});
titleText.anchor.set(0.5, 0.5);
titleButton.addChild(titleText);
// Ensure lanes array is properly initialized before accessing its elements
if (!lanes || lanes.length < 3) {
	console.error("Lanes array is not properly initialized.");
	lanes = [2048 / 4, 2048 / 2, 2048 / 4 * 3]; // Reinitialize lanes array
}
titleButton.x = lanes[1]; // Center the title button over the middle lane
titleButton.y = 2732 / 4;
mainMenu.addChild(titleButton);
// Create mode 1 button with background
var mode1Button = new Container();
var mode1ButtonBackground = LK.getAsset('box', {
	width: 400,
	height: 200,
	color: 0x000000,
	anchorX: 0.5,
	anchorY: 0.5
});
var mode1ButtonText = new Text2('->Training!', {
	size: 150,
	fill: "#ffffff",
	stroke: "#000000",
	strokeThickness: 10,
	// Increase stroke thickness to make font thicker
	border: true,
	borderColor: "#000000",
	borderWidth: 5
});
mode1ButtonText.anchor.set(0.5, 0.5);
mode1Button.addChild(mode1ButtonBackground);
mode1Button.addChild(mode1ButtonText);
mode1Button.x = lanes[1]; // Center the mode 1 button over the middle lane
mode1Button.y = 2732 / 2;
mainMenu.addChildAt(mode1Button, mainMenu.children.length);
// Create mode 2 button with background
var mode2Button = new Container();
var mode2ButtonBackground = LK.getAsset('box', {
	width: 400,
	height: 200,
	color: 0x000000,
	anchorX: 0.5,
	anchorY: 0.5
});
var mode2ButtonText = new Text2('->I am Ready!', {
	size: 150,
	fill: "#ffffff",
	stroke: "#000000",
	strokeThickness: 10,
	// Increase stroke thickness to make font thicker
	border: true,
	borderColor: "#000000",
	borderWidth: 5
});
mode2ButtonText.anchor.set(0.5, 0.5);
mode2Button.addChild(mode2ButtonBackground);
mode2Button.addChild(mode2ButtonText);
mode2Button.x = lanes[1]; // Center the mode 2 button over the middle lane
mode2Button.y = 2732 / 2 + 300;
mainMenu.addChildAt(mode2Button, mainMenu.children.length);
// Add event listeners for buttons
mode1Button.down = function () {
	startGame('mode1');
};
mode2Button.down = function () {
	startGame('mode2');
};
// Function to start the game
function startGame(mode) {
	mainMenu.visible = false;
	scoreTxt.visible = true; // Show score when game starts
	// Initialize game elements based on selected mode
	if (mode === 'mode1') {
		// Initialize mode 1 specific elements
		obstacleSpawnOrder = [{
			type: 'TextObstacle',
			interval: 100,
			text: 'Swipe LEFT or RIGHT!'
		}, {
			type: 'SmallObstacle',
			interval: 100
		}, {
			type: 'SmallObstacleLeftMiddleCoinRight',
			interval: 100
		}, {
			type: 'SmallObstacleRightCenterCoinLeft',
			interval: 100
		}, {
			type: 'TextObstacle',
			interval: 100,
			text: 'Swipe UP to JUMP!'
		}, {
			type: 'LineObstacle',
			interval: 100
		}, {
			type: 'SmallObstaclesSidesCoinMiddle',
			interval: 100
		}, {
			type: 'TextObstacle',
			interval: 100,
			text: 'Swipe DOWN to SPLIT!'
		}, {
			type: 'BigObstacle',
			interval: 150
		}, {
			type: 'SmallObstaclesSidesCoinMiddle',
			interval: 100
		}, {
			type: 'TextObstacle',
			interval: 100,
			text: 'Collect SHIELD!'
		}, {
			type: 'PowerUpCenterLane',
			interval: 100
		}, {
			type: 'ObstacleLine',
			interval: 50
		}, {
			type: 'ObstacleLine',
			interval: 50
		}, {
			type: 'ObstacleLine',
			interval: 50
		}, {
			type: 'TextObstacle',
			interval: 100,
			text: 'You are READY!'
		}];
	} else if (mode === 'mode2') {
		// Initialize mode 2 specific elements
		obstacleSpawnOrder = [{
			type: 'SmallObstacle',
			interval: 100
		}, {
			type: 'SmallObstacleLeftMiddleCoinRight',
			interval: 100
		}, {
			type: 'SmallObstacleRightCenterCoinLeft',
			interval: 100
		}, {
			type: 'LineObstacle',
			interval: 100
		}, {
			type: 'SmallObstacleCenterCoinLeftPowerUpRight',
			interval: 100
		}, {
			type: 'SmallObstaclesSidesCoinMiddle',
			interval: 100
		}, {
			type: 'SmallObstacleCenterCoinSides',
			interval: 100
		}, {
			type: 'BigObstacle',
			interval: 150
		}];
		obstacleSpawnOrder = obstacleSpawnOrder.sort(function () {
			return Math.random() - 0.5;
		});
	}
	// Start the game
	var timeout = LK.setTimeout(function () {
		gameStarted = true;
	}, 500);
}
// Function to spawn TextObstacle
function spawnTextObstacle(customText) {
	var textObstacle = new TextObstacle(customText);
	textObstacle.x = 2048 / 2; // Center the TextObstacle
	textObstacle.y = -textObstacle.height * 2;
	if (!obstacles) {
		obstacles = [];
	}
	obstacles.push(textObstacle);
	game.addChild(textObstacle);
}
// Function to spawn powerups
function spawnPowerUp(lane) {
	var powerup = new PowerUp();
	powerup.lane = lane;
	powerup.x = lanes[powerup.lane];
	powerup.y = -powerup.height * 2;
	powerups.push(powerup);
	game.addChild(powerup);
}
// Initialize gameStarted flag
var gameStarted = false;
// Initialize array for powerups
var powerups = [];
// Initialize shadow
var shadow;
// Initialize lanes
var lanes = [2048 / 4, 2048 / 2, 2048 / 4 * 3];
// Ensure lanes array is properly initialized before accessing its elements
if (!lanes || lanes.length < 3) {
	console.error("Lanes array is not properly initialized.");
	lanes = [2048 / 4, 2048 / 2, 2048 / 4 * 3]; // Reinitialize lanes array
}
// Ensure lanes array is properly initialized before accessing its elements
if (!lanes || lanes.length < 3) {
	console.error("Lanes array is not properly initialized.");
	lanes = [2048 / 4, 2048 / 2, 2048 / 4 * 3]; // Reinitialize lanes array
}
// Initialize starfield
// Initialize lane separators
var laneSeparators = [];
for (var i = 1; i < lanes.length; i++) {
	var separator = new LaneSeparator();
	separator.x = (lanes[i - 1] + lanes[i]) / 2; // Position separator between lanes
	separator.y = 0;
	laneSeparators.push(separator);
	game.addChildAt(separator, 0); // Add lane separators at the bottom of the z axis
}
// Initialize lane outlines
var leftLaneOutline = new LeftLaneOutline();
leftLaneOutline.x = lanes[0] - (lanes[1] - lanes[0]) / 2; // Position left outline to the left of the first lane
leftLaneOutline.y = 0;
game.addChildAt(leftLaneOutline, 0); // Add left lane outline at the bottom of the z axis
var rightLaneOutline = new RightLaneOutline();
rightLaneOutline.x = lanes[2] + (lanes[2] - lanes[1]) / 2; // Position right outline to the right of the last lane
rightLaneOutline.y = 0;
game.addChildAt(rightLaneOutline, 0); // Add right lane outline at the bottom of the z axis
// Initialize player
var player = game.addChild(new Player());
player.hitbox = [player];
player.lane = 1; // Start in the middle lane
player.x = lanes[player.lane];
player.y = 2732 - 200 - 350;
// Declare left and right players
var leftPlayer;
var rightPlayer;
// Initialize arrays for obstacles and coins
var obstacles = [];
var coins = [];
// Initialize split duration timer
var splitDuration = 120; // Duration in frames (2 seconds at 60 FPS)
var splitTimer = 0;
// Initialize score
var score = 0;
// Initialize game speed
var gameSpeed = 5;
// Initialize global spawn interval
var globalSpawnInterval = 120; // Default interval in frames (2 seconds at 60 FPS)
var scoreTxt = new Text2('0', {
	size: 150,
	fill: "#ffffff",
	stroke: "#000000",
	strokeThickness: 10,
	// Increase stroke thickness to make font thicker
	border: true,
	borderColor: "#000000",
	borderWidth: 5
});
scoreTxt.anchor.set(0.5, 0);
scoreTxt.visible = false; // Hide score on main menu
LK.gui.top.addChild(scoreTxt);
// Configuration for defining the order in which obstacles will spawn
var obstacleSpawnOrder = [{
	type: 'TextObstacle',
	// New TextObstacle type
	interval: 100,
	text: 'Swipe LEFT or RIGHT!' // Custom text for TextObstacle
}, {
	type: 'SmallObstacle',
	interval: 100
}, {
	type: 'SmallObstacleLeftMiddleCoinRight',
	interval: 100
}, {
	type: 'SmallObstacleRightCenterCoinLeft',
	interval: 100
}, {
	type: 'TextObstacle',
	// New TextObstacle type
	interval: 100,
	text: 'Swipe UP to JUMP!' // Custom text for TextObstacle
}, {
	type: 'LineObstacle',
	interval: 100
}, {
	type: 'SmallObstacleCenterCoinLeftPowerUpRight',
	interval: 100
}, {
	type: 'SmallObstaclesSidesCoinMiddle',
	interval: 100
}, {
	type: 'TextObstacle',
	// New TextObstacle type
	interval: 100,
	text: 'Swipe DOWN to SPLIT!' // Custom text for TextObstacle
}, {
	type: 'BigObstacle',
	interval: 100
}, {
	type: 'SmallObstaclesSidesCoinMiddle',
	interval: 100
}, {
	type: 'LineObstacle',
	interval: 100
}, {
	type: 'SmallObstacleRightCenterCoinLeft',
	interval: 100
}, {
	type: 'TextObstacle',
	// New TextObstacle type
	interval: 100,
	text: 'Avoid the Obstacles!' // Custom text for TextObstacle
}];
var currentObstacleIndex = 0;
var obstacleSpawnTimer = 0;
var obstacleSpawnOrderRandom = [{
	type: 'SmallObstacle',
	interval: 100
}, {
	type: 'SmallObstacleLeftMiddleCoinRight',
	interval: 100
}, {
	type: 'SmallObstacleRightCenterCoinLeft',
	interval: 100
}, {
	type: 'LineObstacle',
	interval: 100
}, {
	type: 'SmallObstacleCenterCoinLeftPowerUpRight',
	interval: 100
}, {
	type: 'SmallObstaclesSidesCoinMiddle',
	interval: 100
}, {
	type: 'SmallObstacleCenterCoinSides',
	interval: 100
}, {
	type: 'BigObstacle',
	interval: 150
}];
// Initialize queue for predicting next obstacle
var obstacleQueue = [];
// Function to spawn obstacles
function spawnObstacle(lane) {
	var obstacle;
	if (lane === undefined) {
		obstacle = new LineObstacle();
		obstacle.x = 2048 / 2; // Center the LineObstacle
	} else {
		obstacle = new Obstacle();
		obstacle.lane = lane;
		obstacle.x = lanes[obstacle.lane];
	}
	obstacle.y = -obstacle.height * 2;
	obstacle.speed = gameSpeed; // Ensure constant speed
	if (!obstacles) {
		obstacles = [];
	}
	obstacles.push(obstacle);
	game.addChild(obstacle);
}
// Function to spawn BigObstacle with specific rules
function spawnBigObstacle() {
	var bigObstacle = new BigObstacle();
	bigObstacle.x = 2048 / 2; // Center the BigObstacle
	bigObstacle.y = -bigObstacle.height / 4;
	if (!obstacles) {
		obstacles = [];
	}
	obstacles.push(bigObstacle);
	game.addChild(bigObstacle);
}
// Function to spawn coins
function spawnCoin(lane) {
	var coin = new Coin();
	coin.lane = lane;
	coin.x = lanes[coin.lane];
	coin.y = -coin.height * 2;
	coins.push(coin);
	game.addChild(coin);
}
// Function to spawn powerups
// Handle swipe events for player movement
var touchStartX = 0;
var touchStartY = 0;
game.down = function (x, y, obj) {
	if (!gameStarted) {
		return;
	} // Prevent player movement when the home screen is up
	touchStartX = x;
	touchStartY = y;
};
game.up = function (x, y, obj) {
	if (!gameStarted) {
		return;
	} // Prevent player movement when the home screen is up
	if (Math.abs(y - touchStartY) > Math.abs(x - touchStartX)) {
		if (y < touchStartY && !leftPlayer && !rightPlayer) {
			player.jump();
		} else if (y > touchStartY && !leftPlayer && !rightPlayer && !player.isJumping && player.lane === 1) {
			// Animate leftPlayer and rightPlayer to move to the sides
			var leftTargetX = player.x - 650;
			var rightTargetX = player.x + 550;
			var animationDuration = 20; // Duration in frames (0.33 seconds at 60 FPS)
			if (!leftPlayer) {
				leftPlayer = new LeftPlayer();
				leftPlayer.x = player.x;
				leftPlayer.y = player.y;
				game.addChild(leftPlayer);
			}
			if (!rightPlayer) {
				rightPlayer = new RightPlayer();
				rightPlayer.x = player.x;
				rightPlayer.y = player.y;
				game.addChild(rightPlayer);
			}
			player.visible = false; // Hide the original player
			player.hitbox = [leftPlayer, rightPlayer]; // Move player hitbox to left and right players
			// Initialize update functions after adding to game
			if (!leftPlayer) {
				leftPlayer = new LeftPlayer();
				leftPlayer.x = player.x;
				leftPlayer.y = player.y;
				game.addChild(leftPlayer);
			}
			if (leftPlayer) {
				leftPlayer.update = function () {
					if (animationDuration > 0) {
						leftPlayer.x += (leftTargetX - leftPlayer.x) / animationDuration;
						animationDuration--;
					}
					if (LK.ticks % 4 == 0) {
						var trail = new Trail();
						trail.scale.x = 0.5;
						trail.scale.y = 0.5;
						if (leftPlayer && leftPlayer.x !== undefined) {
							trail.x = leftPlayer.x;
						} else {
							trail.x = 0;
						}
						trail.y = this.y + (leftPlayer.height ? leftPlayer.height / 2 : 0);
						game.addChildAt(trail, game.getChildIndex(this));
					}
				};
			}
			if (!rightPlayer) {
				rightPlayer = new RightPlayer();
				rightPlayer.x = player.x;
				rightPlayer.y = player.y;
				game.addChild(rightPlayer);
			}
			if (rightPlayer) {
				rightPlayer.update = function () {
					if (animationDuration > 0) {
						rightPlayer.x += (rightTargetX - rightPlayer.x) / animationDuration;
						animationDuration--;
					}
					if (LK.ticks % 4 == 0) {
						var trail = new Trail();
						trail.scale.x = 0.5;
						trail.scale.y = 0.5;
						if (rightPlayer && rightPlayer.x !== undefined) {
							trail.x = rightPlayer.x;
						} else {
							trail.x = 0;
						}
						trail.y = this.y + (rightPlayer.height ? rightPlayer.height / 2 : 0);
						game.addChildAt(trail, game.getChildIndex(this));
					}
				};
			}
			// Initialize update functions after adding to game
			leftPlayer.update = function () {
				if (animationDuration > 0) {
					leftPlayer.x += (leftTargetX - leftPlayer.x) * 0.1; // Smooth movement using linear interpolation
					animationDuration--;
				}
				// Add any specific update logic for LeftPlayer here
				if (LK.ticks % 4 == 0) {
					var trail = new Trail();
					trail.scale.x = 0.5;
					trail.scale.y = 0.5;
					trail.x = leftPlayer.x;
					trail.y = leftPlayer.y + leftPlayer.height / 2;
					game.addChildAt(trail, game.getChildIndex(leftPlayer));
				}
			};
			rightPlayer.update = function () {
				if (animationDuration > 0) {
					rightPlayer.x += (rightTargetX - rightPlayer.x) * 0.1; // Smooth movement using linear interpolation
					animationDuration--;
				}
				// Add any specific update logic for RightPlayer here
				if (LK.ticks % 4 == 0) {
					var trail = new Trail();
					trail.scale.x = 0.5;
					trail.scale.y = 0.5;
					trail.x = rightPlayer.x;
					trail.y = rightPlayer.y + rightPlayer.height / 2;
					game.addChildAt(trail, game.getChildIndex(rightPlayer));
				}
			};
			// Initialize update functions after adding to game
			leftPlayer.update = function () {
				if (animationDuration > 0) {
					leftPlayer.x += (leftTargetX - leftPlayer.x) / animationDuration;
					animationDuration--;
				}
				// Add any specific update logic for LeftPlayer here
				if (LK.ticks % 4 == 0) {
					var trail = new Trail();
					trail.scale.x = 0.5;
					trail.scale.y = 0.5;
					trail.x = leftPlayer.x;
					trail.y = leftPlayer.y + leftPlayer.height / 2;
					game.addChildAt(trail, game.getChildIndex(leftPlayer));
				}
			};
			rightPlayer.update = function () {
				if (animationDuration > 0) {
					rightPlayer.x += (rightTargetX - rightPlayer.x) / animationDuration;
					animationDuration--;
				}
				// Add any specific update logic for RightPlayer here
				if (LK.ticks % 4 == 0) {
					var trail = new Trail();
					trail.scale.x = 0.5;
					trail.scale.y = 0.5;
					trail.x = rightPlayer.x;
					trail.y = rightPlayer.y + rightPlayer.height / 2;
					game.addChildAt(trail, game.getChildIndex(rightPlayer));
				}
			};
			// Initialize update functions after adding to game
			leftPlayer.update = function () {
				if (animationDuration > 0) {
					leftPlayer.x += (leftTargetX - leftPlayer.x) / animationDuration;
					animationDuration--;
				}
				// Add any specific update logic for LeftPlayer here
				if (LK.ticks % 4 == 0) {
					var trail = new Trail();
					trail.scale.x = 0.5;
					trail.scale.y = 0.5;
					trail.x = leftPlayer.x;
					trail.y = leftPlayer.y + leftPlayer.height / 2;
					game.addChildAt(trail, game.getChildIndex(leftPlayer));
				}
			};
			rightPlayer.update = function () {
				if (animationDuration > 0) {
					rightPlayer.x += (rightTargetX - rightPlayer.x) / animationDuration;
					animationDuration--;
				}
				// Add any specific update logic for RightPlayer here
				if (LK.ticks % 4 == 0) {
					var trail = new Trail();
					trail.scale.x = 0.5;
					trail.scale.y = 0.5;
					trail.x = rightPlayer.x;
					trail.y = rightPlayer.y + rightPlayer.height / 2;
					game.addChildAt(trail, game.getChildIndex(rightPlayer));
				}
			};
		}
		// Start split timer
		splitTimer = splitDuration;
	} else {
		if (x < touchStartX) {
			player.moveLeft();
		} else {
			player.moveRight();
		}
	}
};
// Update game logic
game.update = function () {
	// Update miles traveled
	milesTraveled += gameSpeed / 60; // Assuming gameSpeed is in pixels per second
	milesTxt.setText('Miles: ' + Math.floor(milesTraveled));
	if (!gameStarted) {
		// Update starfield
		return;
	}
	// Update lane separators
	for (var i = 0; i < laneSeparators.length; i++) {
		laneSeparators[i].update();
		laneSeparators[i].children[0].height = 2732; // Ensure the height covers the entire screen height
	}
	// Update player
	player.update();
	// Increase game speed and decrease global spawn interval over time
	if (LK.ticks % 600 == 0) {
		// Increase speed every 10 seconds
		gameSpeed *= 1.05; // Increase speed by 3%
		// Decrease global spawn interval to make spawns more frequent
		globalSpawnInterval = Math.max(30, globalSpawnInterval - 10); // Ensure interval doesn't go below 30 frames (0.5 seconds)
	}
	// Update obstacles, coins, and powerups
	for (var i = powerups.length - 1; i >= 0; i--) {
		powerups[i].y += gameSpeed;
		powerups[i].update();
		if (player && !player.isJumping && player.hitbox.some(function (hitbox) {
			return hitbox.intersects(powerups[i]);
		})) {
			player.isInvulnerable = true;
			player.invulnerableTimer = 600; // 10 seconds at 60 FPS
			if (leftPlayer) {
				leftPlayer.isInvulnerable = true;
				leftPlayer.invulnerableTimer = 600;
			}
			if (rightPlayer) {
				rightPlayer.isInvulnerable = true;
				rightPlayer.invulnerableTimer = 600;
			}
			powerups[i].destroy();
			powerups.splice(i, 1);
		}
	}
	for (var i = obstacles.length - 1; i >= 0; i--) {
		obstacles[i].y += gameSpeed;
		obstacles[i].update();
		if (!player.isJumping && player.hitbox && player.hitbox.some(function (hitbox) {
			return checkBoundingBoxCollision(hitbox, obstacles[i]) && obstacles[i].hitbox !== null;
		})) {
			if (player.isInvulnerable) {
				// Spawn particles
				for (var j = 0; j < 10; j++) {
					var particle = new Particle();
					particle.x = obstacles[i].x;
					particle.y = obstacles[i].y;
					particle.tint = obstacles[i].children[0].tint; // Inherit color from the obstacle
					game.addChild(particle);
				}
				obstacles[i].destroy();
				obstacles.splice(i, 1);
			} else {
				LK.effects.flashScreen(0xff0000, 1000);
				LK.showGameOver();
			}
		}
	}
	// Handle obstacle spawning based on configuration
	obstacleSpawnTimer++;
	if (obstacleSpawnTimer >= obstacleSpawnOrder[currentObstacleIndex].interval) {
		var obstacleType = obstacleSpawnOrder[currentObstacleIndex].type;
		if (obstacleType === 'BigObstacle') {
			spawnBigObstacle();
		} else if (obstacleType === 'LineObstacle') {
			spawnObstacle();
		} else if (obstacleType === 'Obstacle') {
			spawnObstacle();
		} else if (obstacleType === 'SmallObstacle') {
			spawnSmallObstacle();
		} else if (obstacleType === 'SmallObstacleLeftMiddleCoinRight') {
			spawnSmallObstacleLeftMiddleCoinRight();
		} else if (obstacleType === 'SmallObstacleRightCenterCoinLeft') {
			spawnSmallObstacleRightCenterCoinLeft();
		} else if (obstacleType === 'SmallObstacleCenterCoinLeftPowerUpRight') {
			spawnSmallObstacleCenterCoinLeftPowerUpRight();
		} else if (obstacleType === 'TextObstacle') {
			var customText = obstacleSpawnOrder[currentObstacleIndex].text || 'Default Text';
			spawnTextObstacle(customText);
		} else if (obstacleType === 'ObstacleLine') {
			spawnObstacleLine();
		} else if (obstacleType === 'SmallObstaclesSidesCoinMiddle') {
			spawnSmallObstaclesSidesCoinMiddle();
		} else if (obstacleType === 'SmallObstacleCenterCoinSides') {
			spawnSmallObstacleCenterCoinSides();
		} else if (obstacleType === 'PowerUpCenterLane') {
			spawnPowerUpCenterLane();
		}
		currentObstacleIndex++;
		if (currentObstacleIndex >= obstacleSpawnOrder.length) {
			currentObstacleIndex = 0;
			if (obstacleSpawnOrder === obstacleSpawnOrderRandom) {
				obstacleSpawnOrder = obstacleSpawnOrderRandom.sort(function () {
					return Math.random() - 0.5;
				});
			} else {
				obstacleSpawnOrder = obstacleSpawnOrderRandom;
			}
		}
		obstacleSpawnTimer = 0;
	}
	// Handle split duration and animate back to center
	if (splitTimer > 0) {
		splitTimer--;
		if (splitTimer === 0) {
			// Animate leftPlayer and rightPlayer back to the center
			var centerX = player.x;
			var animationDuration = 20; // Duration in frames (0.33 seconds at 60 FPS)
			// Initialize update functions after adding to game
			leftPlayer.update = function () {
				if (animationDuration > 0) {
					leftPlayer.x += (centerX - leftPlayer.x) * 0.1; // Smooth movement using linear interpolation
					animationDuration--;
				} else {
					leftPlayer.destroy();
					leftPlayer = null;
					player.visible = true;
					player.hitbox = [player]; // Reset player hitbox to original player
				}
				// Add any specific update logic for LeftPlayer here
				if (LK.ticks % 4 == 0) {
					var trail = new Trail();
					trail.scale.x = 0.5;
					trail.scale.y = 0.5;
					trail.x = leftPlayer.x;
					trail.y = leftPlayer.y + leftPlayer.height / 2;
					game.addChildAt(trail, game.getChildIndex(leftPlayer));
				}
			};
			rightPlayer.update = function () {
				if (animationDuration > 0) {
					rightPlayer.x += (centerX - rightPlayer.x) * 0.1; // Smooth movement using linear interpolation
					animationDuration--;
				} else {
					rightPlayer.destroy();
					rightPlayer = null;
					player.visible = true;
					player.hitbox = [player]; // Reset player hitbox to original player
				}
				// Add any specific update logic for RightPlayer here
				if (LK.ticks % 4 == 0) {
					var trail = new Trail();
					trail.scale.x = 0.5;
					trail.scale.y = 0.5;
					trail.x = rightPlayer.x;
					trail.y = rightPlayer.y + rightPlayer.height / 2;
					game.addChildAt(trail, game.getChildIndex(rightPlayer));
				}
			};
		}
	}
	for (var i = coins.length - 1; i >= 0; i--) {
		coins[i].y += gameSpeed;
		coins[i].update();
		if (player && !player.isJumping && player.hitbox.some(function (hitbox) {
			return checkBoundingBoxCollision(hitbox, coins[i]);
		})) {
			score += 1;
			scoreTxt.setText(score);
			// Spawn particles
			for (var j = 0; j < 10; j++) {
				var particle = new Particle();
				particle.x = coins[i].x;
				particle.y = coins[i].y;
				particle.tint = coins[i].children[0].tint; // Inherit color from the coin
				game.addChild(particle);
			}
			coins[i].destroy();
			coins.splice(i, 1);
		}
	}
	for (var i = powerups.length - 1; i >= 0; i--) {
		powerups[i].y += gameSpeed;
		powerups[i].update();
		if (player && !player.isJumping && player.hitbox.some(function (hitbox) {
			return checkBoundingBoxCollision(hitbox, powerups[i]);
		})) {
			player.isInvulnerable = true;
			player.invulnerableTimer = 600; // 10 seconds at 60 FPS
			powerups[i].destroy();
			powerups.splice(i, 1);
		}
	}
	// Automatic spawning of obstacles, coins, and powerups has been removed
};
// Function to spawn SmallObstacle
function spawnSmallObstacle() {
	var smallObstacle = new SmallObstacle();
	smallObstacle.x = 2048 / 2; // Center the SmallObstacle
	smallObstacle.y = -smallObstacle.height * 2;
	smallObstacle.speed = gameSpeed; // Ensure constant speed
	if (!obstacles) {
		obstacles = [];
	}
	obstacles.push(smallObstacle);
	game.addChild(smallObstacle);
}
// Function to spawn SmallObstacle on left and middle lanes, and Coin on right lane
function spawnSmallObstacleLeftMiddleCoinRight() {
	var smallObstacleLeft = new SmallObstacle();
	var smallObstacleMiddle = new SmallObstacle();
	var coinRight = new Coin();
	smallObstacleLeft.x = lanes[0]; // Left lane
	smallObstacleMiddle.x = lanes[1]; // Middle lane
	coinRight.x = lanes[2]; // Right lane
	smallObstacleLeft.y = smallObstacleMiddle.y = coinRight.y = -smallObstacleLeft.height * 2;
	if (!obstacles) {
		obstacles = [];
	}
	if (!coins) {
		coins = [];
	}
	obstacles.push(smallObstacleLeft);
	obstacles.push(smallObstacleMiddle);
	coins.push(coinRight);
	game.addChild(smallObstacleLeft);
	game.addChild(smallObstacleMiddle);
	game.addChild(coinRight);
	// Ensure both obstacles and coin have the same speed
	var obstacleSpeed = gameSpeed;
	smallObstacleLeft.speed = smallObstacleMiddle.speed = coinRight.speed = obstacleSpeed;
	// Attach the obstacles together
	smallObstacleLeft.update = function () {
		this.y += this.speed;
		smallObstacleMiddle.y = this.y; // Move middle obstacle with left obstacle
		if (this.y > 2732 + this.height / 2) {
			this.destroy();
			smallObstacleMiddle.destroy();
		}
	};
	smallObstacleMiddle.update = function () {
		// Empty update function to prevent individual movement
	};
}
// Function to spawn SmallObstacle on right and center lanes, and Coin on left lane
function spawnSmallObstacleRightCenterCoinLeft() {
	var smallObstacleRight = new SmallObstacle();
	var smallObstacleCenter = new SmallObstacle();
	var coinLeft = new Coin();
	smallObstacleRight.x = lanes[2]; // Right lane
	smallObstacleCenter.x = lanes[1]; // Center lane
	coinLeft.x = lanes[0]; // Left lane
	smallObstacleRight.y = smallObstacleCenter.y = coinLeft.y = -smallObstacleRight.height * 2;
	if (!obstacles) {
		obstacles = [];
	}
	if (!coins) {
		coins = [];
	}
	obstacles.push(smallObstacleRight);
	obstacles.push(smallObstacleCenter);
	coins.push(coinLeft);
	game.addChild(smallObstacleRight);
	game.addChild(smallObstacleCenter);
	game.addChild(coinLeft);
	// Ensure both obstacles and coin have the same speed
	var obstacleSpeed = gameSpeed;
	smallObstacleRight.speed = smallObstacleCenter.speed = coinLeft.speed = obstacleSpeed;
	// Attach the obstacles together
	smallObstacleRight.update = function () {
		this.y += this.speed;
		smallObstacleCenter.y = this.y; // Move center obstacle with right obstacle
		if (this.y > 2732 + this.height / 2) {
			this.destroy();
			smallObstacleCenter.destroy();
		}
	};
	smallObstacleCenter.update = function () {
		// Empty update function to prevent individual movement
	};
}
// Function to spawn a line of obstacles
function spawnObstacleLine() {
	for (var i = 0; i < lanes.length; i++) {
		var obstacle = new Obstacle();
		obstacle.x = lanes[i];
		obstacle.y = -obstacle.height * 2;
		if (!obstacles) {
			obstacles = [];
		}
		obstacles.push(obstacle);
		game.addChild(obstacle);
	}
}
function spawnSmallObstacleCenterCoinLeftPowerUpRight() {
	var smallObstacleCenter = new SmallObstacle();
	smallObstacleCenter.x = lanes[1]; // Center lane
	smallObstacleCenter.y = -smallObstacleCenter.height * 2;
	smallObstacleCenter.speed = gameSpeed; // Ensure constant speed
	if (!obstacles) {
		obstacles = [];
	}
	obstacles.push(smallObstacleCenter);
	game.addChild(smallObstacleCenter);
	var coinLeft = new Coin();
	coinLeft.x = lanes[0]; // Left lane
	coinLeft.y = -coinLeft.height * 2;
	coinLeft.speed = gameSpeed; // Ensure constant speed
	if (!coins) {
		coins = [];
	}
	coins.push(coinLeft);
	game.addChild(coinLeft);
	var powerUpRight = new PowerUp();
	powerUpRight.x = lanes[2]; // Right lane
	powerUpRight.y = -powerUpRight.height * 2;
	powerUpRight.speed = gameSpeed; // Ensure constant speed
	if (!powerups) {
		powerups = [];
	}
	powerups.push(powerUpRight);
	game.addChild(powerUpRight);
}
// Function to spawn SmallObstacles on the sides and a Coin in the middle
function spawnSmallObstaclesSidesCoinMiddle() {
	var smallObstacleLeft = new SmallObstacle();
	smallObstacleLeft.x = lanes[0]; // Left lane
	smallObstacleLeft.y = -smallObstacleLeft.height * 2;
	smallObstacleLeft.speed = gameSpeed; // Ensure constant speed
	if (!obstacles) {
		obstacles = [];
	}
	obstacles.push(smallObstacleLeft);
	game.addChild(smallObstacleLeft);
	var smallObstacleRight = new SmallObstacle();
	smallObstacleRight.x = lanes[2]; // Right lane
	smallObstacleRight.y = -smallObstacleRight.height * 2;
	smallObstacleRight.speed = gameSpeed; // Ensure constant speed
	obstacles.push(smallObstacleRight);
	game.addChild(smallObstacleRight);
	var coinMiddle = new Coin();
	coinMiddle.x = lanes[1]; // Middle lane
	coinMiddle.y = -coinMiddle.height * 2;
	coinMiddle.speed = gameSpeed; // Ensure constant speed
	if (!coins) {
		coins = [];
	}
	coins.push(coinMiddle);
	game.addChild(coinMiddle);
}
// Function to spawn SmallObstacle in the center and Coins on the sides
function spawnSmallObstacleCenterCoinSides() {
	var smallObstacleCenter = new SmallObstacleCenterCoinSides();
	smallObstacleCenter.x = lanes[1]; // Center lane
	smallObstacleCenter.y = -smallObstacleCenter.height * 2;
	smallObstacleCenter.speed = gameSpeed; // Ensure constant speed
	if (!obstacles) {
		obstacles = [];
	}
	obstacles.push(smallObstacleCenter);
	game.addChild(smallObstacleCenter);
	var coinLeft = new Coin();
	coinLeft.x = lanes[0]; // Left lane
	coinLeft.y = -coinLeft.height * 2;
	coinLeft.speed = gameSpeed; // Ensure constant speed
	if (!coins) {
		coins = [];
	}
	coins.push(coinLeft);
	game.addChild(coinLeft);
	var coinRight = new Coin();
	coinRight.x = lanes[2]; // Right lane
	coinRight.y = -coinRight.height * 2;
	coinRight.speed = gameSpeed; // Ensure constant speed
	coins.push(coinRight);
	game.addChild(coinRight);
}
var starfield = [];
for (var i = 0; i < 25; i++) {
	var star = new Star();
	star.scale.set(Math.random() * 1.5 + 0.5); // Random size between 0.5 and 2.0
	star.x = Math.random() * 2048;
	star.y = Math.random() * 2732;
	star.scale.set(Math.random() * 1.5 + 0.5); // Random size between 0.5 and 2.0
	starfield.push(star);
	game.addChildAt(star, 0); // Add stars at the bottom of the z axis
}
// Initialize miles traveled
var milesTraveled = 0;
// Create miles traveled text
var milesTxt = new Text2('Miles: 0', {
	size: 100,
	fill: "#ffffff",
	stroke: "#000000",
	strokeThickness: 5,
	border: true,
	borderColor: "#000000",
	borderWidth: 3
});
milesTxt.anchor.set(1, 0); // Anchor to the top-right corner
milesTxt.x = 2048; // Position at the top-right corner
milesTxt.y = 0;
LK.gui.topRight.addChild(milesTxt); ===================================================================
--- original.js
+++ change.js
@@ -527,9 +527,10 @@
 }
 // Create main menu container
 var mainMenu = new Container();
 game.addChildAt(mainMenu, game.children.length);
-// Create title text
+// Create title text with background button
+var titleButton = new Container();
 var titleText = new Text2('Endless TRIP', {
 	size: 200,
 	fill: "#ffffff",
 	stroke: "#000000",
@@ -539,18 +540,26 @@
 	borderColor: "#000000",
 	borderWidth: 5
 });
 titleText.anchor.set(0.5, 0.5);
+titleButton.addChild(titleText);
 // Ensure lanes array is properly initialized before accessing its elements
 if (!lanes || lanes.length < 3) {
 	console.error("Lanes array is not properly initialized.");
 	lanes = [2048 / 4, 2048 / 2, 2048 / 4 * 3]; // Reinitialize lanes array
 }
-titleText.x = lanes[1]; // Center the title text over the middle lane
-titleText.y = 2732 / 4;
-mainMenu.addChild(titleText);
-// Create mode 1 button
+titleButton.x = lanes[1]; // Center the title button over the middle lane
+titleButton.y = 2732 / 4;
+mainMenu.addChild(titleButton);
+// Create mode 1 button with background
 var mode1Button = new Container();
+var mode1ButtonBackground = LK.getAsset('box', {
+	width: 400,
+	height: 200,
+	color: 0x000000,
+	anchorX: 0.5,
+	anchorY: 0.5
+});
 var mode1ButtonText = new Text2('->Training!', {
 	size: 150,
 	fill: "#ffffff",
 	stroke: "#000000",
@@ -560,14 +569,22 @@
 	borderColor: "#000000",
 	borderWidth: 5
 });
 mode1ButtonText.anchor.set(0.5, 0.5);
+mode1Button.addChild(mode1ButtonBackground);
 mode1Button.addChild(mode1ButtonText);
-mode1Button.x = lanes[1]; // Center the mode 1 button text over the middle lane
+mode1Button.x = lanes[1]; // Center the mode 1 button over the middle lane
 mode1Button.y = 2732 / 2;
 mainMenu.addChildAt(mode1Button, mainMenu.children.length);
-// Create mode 2 button
+// Create mode 2 button with background
 var mode2Button = new Container();
+var mode2ButtonBackground = LK.getAsset('box', {
+	width: 400,
+	height: 200,
+	color: 0x000000,
+	anchorX: 0.5,
+	anchorY: 0.5
+});
 var mode2ButtonText = new Text2('->I am Ready!', {
 	size: 150,
 	fill: "#ffffff",
 	stroke: "#000000",
@@ -577,10 +594,11 @@
 	borderColor: "#000000",
 	borderWidth: 5
 });
 mode2ButtonText.anchor.set(0.5, 0.5);
+mode2Button.addChild(mode2ButtonBackground);
 mode2Button.addChild(mode2ButtonText);
-mode2Button.x = lanes[1]; // Center the mode 2 button text over the middle lane
+mode2Button.x = lanes[1]; // Center the mode 2 button over the middle lane
 mode2Button.y = 2732 / 2 + 300;
 mainMenu.addChildAt(mode2Button, mainMenu.children.length);
 // Add event listeners for buttons
 mode1Button.down = function () {
:quality(85)/https://cdn.frvr.ai/66de8daed88e3b2f9d0d351d.png%3F3) 
 cartoon white circle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66de9502d88e3b2f9d0d353b.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66de950cd88e3b2f9d0d353f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66de963fd88e3b2f9d0d354a.png%3F3) 
 cartoon light blue circle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66dea3d513f4e3322754d739.png%3F3) 
 cartoon white square. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66debcf2db9f488945f51665.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66debcfcdb9f488945f51669.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66debd0ddb9f488945f5166d.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66df0274876eb28d122afd62.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66df1409876eb28d122afd83.png%3F3) 
 black rectangle
:quality(85)/https://cdn.frvr.ai/66e802ebf1cf1fab5fecc015.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66f3cf9c820d0de862b6a096.png%3F3)