/**** 
* Classes
****/ 
// Bullet class
var Bullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.attachAsset('bullet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = -10;
	self.update = function () {
		self.y += self.speed;
	};
});
// Enemy class
var Enemy = Container.expand(function () {
	var self = Container.call(this);
	var enemyGraphics = self.attachAsset('enemy', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 3;
	self.update = function () {
		self.y += self.speed;
	};
});
//<Assets used in the game will automatically appear here>
// Fairy class
var Fairy = Container.expand(function () {
	var self = Container.call(this);
	var fairyGraphics = self.attachAsset('fairy', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 5;
	self.update = function () {
		// Fairy movement logic
	};
});
// Star class
var Star = Container.expand(function () {
	var self = Container.call(this);
	var starGraphics = self.attachAsset('star', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 5;
	self.update = function () {
		self.y += self.speed;
		if (self.y > 2732) {
			self.y = -5;
			self.x = Math.random() * 2048;
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Initialize variables
var fairy;
var bullets = [];
var enemies = [];
var scoreTxt;
var score = 0;
var dragNode = null;
var isFairyHeld = false; // Track if the fairy is being held
// Initialize game elements
function initGame() {
	// Create and position the fairy
	fairy = game.addChild(new Fairy());
	fairy.x = 2048 / 2;
	fairy.y = 2732 - 200;
	// Create score text
	scoreTxt = new Text2('0', {
		size: 150,
		fill: "#ffffff"
	});
	// Create starfield
	for (var i = 0; i < 500; i++) {
		var star = game.addChild(new Star());
		star.x = Math.random() * 2048;
		star.y = Math.random() * 2732;
	}
	scoreTxt.anchor.set(0.5, 0);
	LK.gui.top.addChild(scoreTxt);
	// Set up game event listeners
	game.down = function (x, y, obj) {
		dragNode = fairy;
		isFairyHeld = true; // Set isFairyHeld to true when the fairy is held
		handleMove(x, y, obj);
	};
	game.up = function (x, y, obj) {
		dragNode = null;
		isFairyHeld = false; // Set isFairyHeld to false when the fairy is released
	};
	game.move = handleMove;
	// Update game every tick
	game.update = updateGame;
}
// Handle move events
function handleMove(x, y, obj) {
	if (dragNode) {
		dragNode.x = x;
		if (y > 2732 * 0.6) {
			dragNode.y = y;
		} else {
			dragNode.y = 2732 * 0.6;
		}
	}
}
// Update game logic
function updateGame() {
	// Update starfield
	for (var i = game.children.length - 1; i >= 0; i--) {
		if (game.children[i] instanceof Star) {
			game.children[i].update();
		}
	}
	// Update bullets
	for (var i = bullets.length - 1; i >= 0; i--) {
		bullets[i].update();
		if (bullets[i].y < -50) {
			bullets[i].destroy();
			bullets.splice(i, 1);
		}
	}
	// Update enemies
	for (var j = enemies.length - 1; j >= 0; j--) {
		enemies[j].update();
		if (enemies[j].y > 2732 + 50) {
			enemies[j].destroy();
			enemies.splice(j, 1);
		}
	}
	// Check for collisions
	for (var k = bullets.length - 1; k >= 0; k--) {
		for (var l = enemies.length - 1; l >= 0; l--) {
			if (bullets[k].intersects(enemies[l])) {
				bullets[k].destroy();
				enemies[l].destroy();
				bullets.splice(k, 1);
				enemies.splice(l, 1);
				score++;
				scoreTxt.setText(score);
				break;
			}
		}
	}
	// Spawn new bullets
	if (LK.ticks % 20 == 0 && isFairyHeld) {
		// Only spawn new bullets if the fairy is being held
		var newBullet = new Bullet();
		newBullet.x = fairy.x;
		newBullet.y = fairy.y;
		bullets.push(newBullet);
		game.addChild(newBullet);
	}
	// Spawn new enemies
	if (LK.ticks % 60 == 0) {
		var newEnemy = new Enemy();
		newEnemy.x = Math.random() * 2048;
		newEnemy.y = -50;
		enemies.push(newEnemy);
		game.addChild(newEnemy);
	}
}
// Initialize the game
initGame(); ===================================================================
--- original.js
+++ change.js
@@ -37,8 +37,24 @@
 	self.update = function () {
 		// Fairy movement logic
 	};
 });
+// Star class
+var Star = Container.expand(function () {
+	var self = Container.call(this);
+	var starGraphics = self.attachAsset('star', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	self.speed = 5;
+	self.update = function () {
+		self.y += self.speed;
+		if (self.y > 2732) {
+			self.y = -5;
+			self.x = Math.random() * 2048;
+		}
+	};
+});
 
 /**** 
 * Initialize Game
 ****/ 
@@ -67,8 +83,14 @@
 	scoreTxt = new Text2('0', {
 		size: 150,
 		fill: "#ffffff"
 	});
+	// Create starfield
+	for (var i = 0; i < 500; i++) {
+		var star = game.addChild(new Star());
+		star.x = Math.random() * 2048;
+		star.y = Math.random() * 2732;
+	}
 	scoreTxt.anchor.set(0.5, 0);
 	LK.gui.top.addChild(scoreTxt);
 	// Set up game event listeners
 	game.down = function (x, y, obj) {
@@ -96,8 +118,14 @@
 	}
 }
 // Update game logic
 function updateGame() {
+	// Update starfield
+	for (var i = game.children.length - 1; i >= 0; i--) {
+		if (game.children[i] instanceof Star) {
+			game.children[i].update();
+		}
+	}
 	// Update bullets
 	for (var i = bullets.length - 1; i >= 0; i--) {
 		bullets[i].update();
 		if (bullets[i].y < -50) {
:quality(85)/https://cdn.frvr.ai/66b31a03d23a7fddab9a62a3.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66b646291219c7e7899ea5b5.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66b64c391219c7e7899ea60f.png%3F3) 
 8-bit. cartoon. white star.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66b65aba1219c7e7899ea64e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66b664a01219c7e7899ea6c6.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66b73c30b97cf4096a70eadf.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66bb15c11219c7e7899eb124.png%3F3) 
 cartoon 8 bit fairy dust. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66bc4954b9f48fd53cb0c9c8.png%3F3) 
 Cartoon, 8bit, fireball. Black border. Cicular.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66bcc12cb9f48fd53cb0ca72.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66bcdbf1b9f48fd53cb0ca8b.png%3F3) 
 cartoon, 8 bit, shield. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66bcf397b97cf4096a70efef.png%3F3) 
 8bit, cartoon, axe. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66bd2fd7b97cf4096a70f069.png%3F3) 
 dark electric ball, 8bit, cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66bd3695b97cf4096a70f0a2.png%3F3) 
 8bit, cartoon, treasure chest frame. very big empty center. only a fine border of chest. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66bd9c911219c7e7899eb5ca.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66bda37c1219c7e7899eb5f7.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66bde7fb28397410fcb63df2.png%3F3)