User prompt
remove challenge container and let icon and challenge text adapt
User prompt
remove challenge container
User prompt
make sure chalengenumbertxt is displayed in the center of the screen
Code edit (6 edits merged)
Please save this source code
User prompt
move challenge lvl text 500 pixels to the right
User prompt
show lvl on top left of challenge, even if there is no container
User prompt
show LVL and challange number starting by zero on the top left of the screen on challenge mode
User prompt
remove challlenge container and adjust challenges and icons depending on their quantity
Code edit (1 edits merged)
Please save this source code
User prompt
center justify challenge container in the hud
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'y')' in or related to this line: 'if (dot && dot.intersects && stars[j] && isValidStar(stars[j]) && dot.intersects(stars[j]) && dot.y !== null && typeof dot.y !== 'undefined' && stars[j].y !== null && typeof stars[j].y !== 'undefined' && typeof dot.intersects === 'function' && stars[j] !== null) {' Line Number: 1038
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'challengesContainer.x = challenges.length > 1 ? 2048 / 2 : challengesContainer.x;' Line Number: 290
User prompt
when more than 1 obstacle is included in the challenge, please center the challenge container in the hud middle
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'y')' in or related to this line: 'if (dot && dot.intersects && stars[j] && isValidStar(stars[j]) && dot.intersects(stars[j]) && dot.y !== null && typeof dot.y !== 'undefined' && stars[j].y !== null && typeof stars[j].y !== 'undefined' && typeof dot.intersects === 'function') {' Line Number: 1038
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'y')' in or related to this line: 'if (dot && dot.intersects && stars[j] && isValidStar(stars[j]) && dot.intersects(stars[j]) && dot.y !== null && typeof dot.y !== 'undefined' && stars[j].y !== null && typeof stars[j].y !== 'undefined' && dot !== null && stars[j] !== null && typeof dot.intersects === 'function' && stars[j] !== null) {' Line Number: 1042
User prompt
make sure the compresion effect of the dot bouncing happens on tick
User prompt
add a very small compression effect to the dot every time it bounces, to replicate a ball getting flatter when it bounces
Code edit (1 edits merged)
Please save this source code
User prompt
make sure the compression effect happens in game
User prompt
add a very small compression effect to the dot every time it bounces, to replicate a ball getting flatter when it bounces
User prompt
without modifiyng the current position of icon and challenge text, make them adjust when there are many in the hud
User prompt
keep level text in hud fix in the initial spot no matter if challenge container grows
User prompt
when out of bounces instead of destroyin dot, prevent player from bouncing
Code edit (2 edits merged)
Please save this source code
/**** 
* Classes
****/ 
var BounceEffect = Container.expand(function (x, y, color) {
	var self = Container.call(this);
	self.x = x;
	self.y = y;
	var bounceGraphics = self.attachAsset('bounceEffect', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	bounceGraphics.tint = color;
	var duration = 30;
	self._update_migrated = function () {
		duration--;
		bounceGraphics.scaleX += 0.1;
		bounceGraphics.scaleY += 0.1;
		bounceGraphics.alpha -= 0.033;
		bounceGraphics.scaleX -= 0.01;
		bounceGraphics.scaleY -= 0.01;
		if (duration <= 0) {
			self.destroy();
		}
	};
	game.addChild(self);
});
var Challenge = Container.expand(function (color, amount, bounceLimit) {
	var self = Container.call(this);
	self.color = color;
	self.amount = amount;
	self.bounceLimit = bounceLimit;
	self.completed = false;
	var obstacleIcon = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5,
		tint: color,
		scaleX: 0.5,
		scaleY: 0.5
	});
	obstacleIcon.x = 80;
	obstacleIcon.y = 40;
	var challengeText = new Text2('0/' + amount, {
		size: 75,
		fill: "#ffffff",
		stroke: "#000000",
		strokeThickness: 8,
		anchorX: 0.5,
		anchorY: 0.5
	});
	challengeText.x = 150;
	challengeText.y -= 10;
	self.addChild(obstacleIcon);
	self.addChild(challengeText);
	self.updateProgress = function () {
		self.amount -= 1;
		challengeText.setText(amount - self.amount + '/' + amount);
		if (self.amount <= 0) {
			self.completed = true;
			if (currentChallenge.every(function (challenge) {
				return challenge.completed;
			})) {
				if (gameMode === 'challenges') {
					LK.setScore(LK.getScore() + 1);
				}
				hud.updateScore(LK.getScore());
				showChallengeCompletePopup(self.color);
				currentChallenge.forEach(function (challenge) {
					return challenge.destroy();
				});
				currentChallenge = [];
				resetGameToStartingPoint();
				startNextChallenge();
			}
		}
	};
});
var CircularObstacle = Container.expand(function (starX, starY, radius, angleSpeed, initialAngle) {
	var self = Container.call(this);
	var obstacleGraphics = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5,
		tint: getRandomTint()
	});
	self.angle = initialAngle || 0;
	self.radius = radius;
	self.angleSpeed = angleSpeed * 0.75;
	self.starX = starX;
	self.starY = starY;
	self.updatePosition = function () {
		self.x = self.starX + Math.cos(self.angle) * self.radius;
		self.y = self.starY + Math.sin(self.angle) * self.radius;
		self.angle += self.angleSpeed * 0.35;
		obstacleGraphics.rotation += self.angleSpeed * 0.35;
	};
	self.moveDown = function (distance, dotY) {
		self.starY += distance * getSpeedMultiplier(dotY);
	};
	self.updatePosition();
});
var Dot = Container.expand(function () {
	var self = Container.call(this);
	var dotGraphics = self.attachAsset('dot', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.destroyed = false;
	self.velocityY = 0;
	self.gravity = 0.7;
	self.bounce = -15;
	self._update_migrated = function () {
		if (!dotBouncing) {
			return;
		}
		var previousY = self.y;
		self.velocityY += self.gravity;
		if (self.velocityY > 0 && dotGraphics.scaleX < 1) {
			dotGraphics.scaleX += 0.02;
			dotGraphics.scaleY -= 0.02;
		}
		self.y += self.velocityY;
		if (!self.firstTouch && !self.intersects(hand)) {
			self.y = 2732 - self.height / 2 - 500;
		} else if (self.intersects(hand)) {
			self.bounceUp();
		} else if (self.y > 2232 - self.height / 2 && self.firstTouch && !self.firstStarDestroyed) {
			self.velocityY = self.bounce;
		} else if (self.y > 2832 && !self.destroyed) {
			handleDotDestruction();
		}
		self.movedDistance = self.y - previousY;
	};
	self.bounceUp = function () {
		if (!self.destroyed) {
			self.velocityY = self.bounce;
			dotGraphics.scaleX = 0.9;
			dotGraphics.scaleY = 1.1;
			LK.setTimeout(function () {
				dotGraphics.scaleX = 1.1;
				dotGraphics.scaleY = 0.9;
				LK.setTimeout(function () {
					dotGraphics.scaleX = 1;
					dotGraphics.scaleY = 1;
				}, 50);
			}, 50);
			LK.getSound('bounce').play();
			if (!self.intersects(hand)) {
				createBounceEffect(self.x, self.y, dotGraphics.tint);
			}
			self.firstTouch = true;
			if (!self.firstStarDestroyed) {
				self.firstStarDestroyed = true;
			}
			if (gameMode === 'challenges' && !self.intersects(hand)) {
				bounceCount++;
				hud.remainingBouncesTxt.setText((currentChallenge[0].bounceLimit - bounceCount).toString());
				if (bounceCount >= currentChallenge[0].bounceLimit) {
					handleDotDestruction();
				}
			}
		}
	};
	self.inheritStarColor = function (star) {
		dotGraphics.tint = star.children[0].tint;
	};
});
var DotParticleEffect = Container.expand(function (x, y) {
	var self = Container.call(this);
	self.x = x;
	self.y = y;
	var particles = [];
	var angleIncrement = Math.PI * 2 / 20;
	var speed = 30;
	var colors = [0xffe066, 0xcc66ff, 0xff6666, 0x99ccff, 0xffa500].slice(0, CONFIG.numColors);
	for (var i = 0; i < 20; i++) {
		var particle = self.attachAsset('dot', {
			anchorX: 0.5,
			anchorY: 0.5,
			tint: colors[Math.floor(Math.random() * colors.length)]
		});
		particle.scaleX = particle.scaleY = 0.5;
		particle.alpha = 1;
		var angle = i * angleIncrement;
		particle.vx = Math.cos(angle) * speed;
		particle.vy = Math.sin(angle) * speed;
		particles.push(particle);
	}
	self._update_migrated = function () {
		for (var i = particles.length - 1; i >= 0; i--) {
			particles[i].x += particles[i].vx;
			particles[i].y += particles[i].vy;
			particles[i].rotation += 0.1; // Rotate the particle
			particles[i].alpha -= 0.0167;
			if (particles[i].alpha <= 0) {
				particles[i].destroy();
				particles.splice(i, 1);
			}
		}
		if (particles.length === 0) {
			self.destroy();
		}
	};
	game.addChild(self);
});
var HUD = Container.expand(function () {
	var self = Container.call(this);
	// Create background line for HUD
	var backgroundLine = self.attachAsset('backgroundLine', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 1.5
	});
	backgroundLine.x = 2048 / 2;
	backgroundLine.y = 75;
	// Create score text
	scoreTxt = new Text2('0', {
		size: 150,
		// Reduced size to fit within the HUD
		fill: "#ffffff",
		stroke: "#000000",
		strokeThickness: 8
	});
	scoreTxt.anchor.set(0.5, 0);
	scoreTxt.x = 2048 - 200; // Adjusted position to fit within the HUD
	scoreTxt.y = -10; // Adjusted position to fit within the HUD
	self.addChild(scoreTxt);
	// Create challenge level text
	self.challengeLevelTxt = new Text2('LVL 0', {
		size: 75,
		fill: "#ffffff",
		stroke: "#000000",
		strokeThickness: 8
	});
	self.challengeLevelTxt.anchor.set(0, 0);
	self.challengeLevelTxt.x = 320;
	self.challengeLevelTxt.y = 30;
	self.addChild(self.challengeLevelTxt);
	// Create remaining bounces text
	self.remainingBouncesIcon = self.attachAsset('dot', {
		anchorX: 1,
		anchorY: 0,
		scaleX: 0.5,
		scaleY: 0.5
	});
	self.remainingBouncesIcon.x = 2048 - 30;
	self.remainingBouncesIcon.y = 40;
	self.remainingBouncesIcon.visible = true; // Ensure the remaining bounces icon is always visible
	self.addChild(self.remainingBouncesIcon);
	self.remainingBouncesTxt = new Text2('0', {
		size: 75,
		fill: "#ffffff",
		stroke: "#000000",
		strokeThickness: 8
	});
	self.remainingBouncesTxt.anchor.set(1, 0);
	self.remainingBouncesTxt.x = 2048 + 70;
	self.remainingBouncesTxt.y = 30;
	self.remainingBouncesTxt.visible = true; // Ensure the remaining bounces text is always visible
	self.addChild(self.remainingBouncesTxt);
	// Create challenges container
	var challengesContainer = new Container();
	challengesContainer.scaleX = 1.5;
	challengesContainer.scaleY = 1.5;
	challengesContainer.x = 2048 / 2;
	challengesContainer.y = 60;
	challengesContainer.anchorX = 0.5;
	challengesContainer.anchorY = 0.5;
	self.addChild(challengesContainer);
	self.updateScore = function (score) {
		scoreTxt.setText(score.toString());
	};
	self.updateChallenges = function (challenges) {
		challengesContainer.removeChildren();
		var totalWidth = challenges.reduce(function (acc, challenge) {
			return acc + challenge.width + 20; // 20px gap
		}, -20); // Subtract the last gap
		var startX = -totalWidth / 2;
		challenges.forEach(function (challenge, i) {
			challenge.x = startX + i * (challenge.width + 20) + totalWidth / 2;
			challenge.y = 0; // Ensure all challenges are aligned vertically
			challengesContainer.addChild(challenge);
		});
		// Keep the level text fixed in the initial spot
		self.challengeLevelTxt.x = 320;
		self.challengeLevelTxt.y = 30;
		self.challengeLevelTxt.visible = true; // Ensure the level text is always visible
	};
	return self;
});
// Add Hand asset below the dot
var Hand = Container.expand(function () {
	var self = Container.call(this);
	var handGraphics = self.attachAsset('hand', {
		anchorX: 0.5,
		anchorY: 0,
		alpha: 0.9
	});
	self._update_migrated = function (distance) {
		if (distance) {
			self.y += distance;
		}
	};
});
var MainMenu = Container.expand(function () {
	var self = Container.call(this);
	// Create background
	var background = self.attachAsset('mainMenuBackground', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 1.0
	});
	background.x = 0;
	background.y = 600;
	// Create Endless button using endless asset
	var endlessButton = self.attachAsset('Endless', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	endlessButton.x = 0;
	endlessButton.y = 1200;
	endlessButton.down = function () {
		self.destroy();
		startGame('endless');
	};
	// Create Challenges button using challenges asset
	var challengesButton = self.attachAsset('Challenges', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	challengesButton.x = 0;
	challengesButton.y = 1450;
	challengesButton.down = function () {
		self.destroy();
		startGame('challenges');
	};
	// Create game title using gametitle asset
	var gameTitle = self.attachAsset('gametitle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	gameTitle.x = 0;
	gameTitle.y = 600;
	self.addChild(background);
	// Create How to Play button using a new asset
	var howToPlayButton = new Text2('how to play', {
		size: 50,
		// Reduced size to half
		fill: "#ffffff",
		anchorX: 0.5,
		anchorY: 0.5,
		align: 'center' // Center justify the text
	});
	howToPlayButton.x = -125;
	howToPlayButton.y = 1700;
	howToPlayButton.down = function () {
		showHowToPlay();
	};
	self.addChild(gameTitle);
	self.addChild(endlessButton);
	self.addChild(challengesButton);
	self.addChild(howToPlayButton);
});
var ObstacleParticleEffect = Container.expand(function (x, y) {
	var self = Container.call(this);
	self.x = x;
	self.y = y;
	var particles = [];
	var angleIncrement = Math.PI * 2 / 30;
	var speed = 20;
	var colors = [0xff6666, 0x00ff00, 0x0000ff, 0xffe066, 0xcc66ff, 0x99ccff].slice(0, CONFIG.numColors);
	for (var i = 0; i < 30; i++) {
		var particle = self.attachAsset('smallObstacle', {
			anchorX: 0.5,
			anchorY: 0.5,
			tint: colors[Math.floor(Math.random() * colors.length)]
		});
		particle.scaleX = particle.scaleY = 0.5;
		particle.alpha = 1;
		var angle = i * angleIncrement;
		particle.vx = Math.cos(angle) * speed;
		particle.vy = Math.sin(angle) * speed;
		particles.push(particle);
	}
	self._update_migrated = function () {
		for (var i = particles.length - 1; i >= 0; i--) {
			particles[i].x += particles[i].vx;
			particles[i].y += particles[i].vy;
			particles[i].alpha -= 0.0167;
			if (particles[i].alpha <= 0) {
				particles[i].destroy();
				particles.splice(i, 1);
			}
		}
		if (particles.length === 0) {
			self.destroy();
		}
	};
	game.addChild(self);
});
var ObstacleScorePopup = Container.expand(function (x, y) {
	var self = Container.call(this);
	self.x = x;
	self.y = y;
	var scoreText = new Text2('+10', {
		size: 100,
		fill: "#ffffff",
		anchorX: 0.5,
		anchorY: 0.5
	});
	scoreText.x = -scoreText.width / 2;
	scoreText.y = -scoreText.height / 2;
	self.addChild(scoreText);
	self.alpha = 1;
	var duration = 120;
	self._update_migrated = function () {
		duration--;
		self.y -= 2;
		self.alpha -= 1 / 120;
		if (duration <= 0) {
			self.destroy();
		}
	};
	game.addChild(self);
});
var OrbitLine = Container.expand(function (starX, starY, radius) {
	var self = Container.call(this);
	self.starX = starX;
	self.starY = starY;
	self.radius = radius;
	var segments = 50;
	var angleIncrement = Math.PI * 2 / segments;
	for (var i = 0; i < segments; i++) {
		var angle = i * angleIncrement;
		var dot = self.attachAsset('smallObstacle', {
			x: starX + Math.cos(angle) * radius,
			y: starY + Math.sin(angle) * radius,
			anchorX: 0.5,
			anchorY: 0.5,
			tint: [0xffe066, 0xcc66ff, 0xff6666, 0x99ccff, 0xffa500][Math.floor(Math.random() * 5)]
		});
		if (i % 2 === 0) {
			dot.alpha = 0;
		}
	}
	self.moveDown = function (distance, dotY) {
		var speedMultiplier = dotY < 1200 ? 3 : dotY < 1400 ? 2 : dotY < 2000 ? 1.3 : dotY < 2300 ? 1.2 : 1;
		self.y += distance * speedMultiplier;
	};
});
var ParticleEffect = Container.expand(function (x, y, color) {
	var self = Container.call(this);
	self.x = x;
	self.y = y;
	var particles = [];
	for (var i = 0; i < 20; i++) {
		var particle = self.attachAsset('star', {
			anchorX: 0.5,
			anchorY: 0.5,
			tint: color
		});
		particle.scaleX = particle.scaleY = Math.random() * 0.5 + 0.5;
		particle.alpha = 0.7;
		particle.vx = (Math.random() - 0.5) * 10;
		particle.vy = (Math.random() - 0.5) * 10;
		particles.push(particle);
	}
	self._update_migrated = function () {
		for (var i = particles.length - 1; i >= 0; i--) {
			particles[i].x += particles[i].vx;
			particles[i].y += particles[i].vy;
			particles[i].alpha -= 0.02;
			if (particles[i].alpha <= 0) {
				particles[i].destroy();
				particles.splice(i, 1);
			}
		}
		if (particles.length === 0) {
			self.destroy();
		}
	};
	game.addChild(self);
});
var ScorePopup = Container.expand(function (x, y) {
	var self = Container.call(this);
	self.x = x;
	self.y = y;
	var scoreText = new Text2('+' + (10 * (starCount + 1)).toString(), {
		size: 100,
		fill: "#ffffff",
		anchorX: 0.5,
		anchorY: 0.5
	});
	scoreText.x = -scoreText.width / 2;
	scoreText.y = -scoreText.height / 2;
	self.addChild(scoreText);
	self.alpha = 1;
	var duration = 120;
	self._update_migrated = function () {
		duration--;
		self.y -= 2;
		self.alpha -= 1 / 120;
		if (duration <= 0) {
			self.destroy();
		}
	};
	game.addChild(self);
});
var Star = Container.expand(function (starNumber) {
	var self = Container.call(this);
	self.starNumber = starNumber;
	var starGraphics = self.attachAsset('star', {
		anchorX: 0.5,
		anchorY: 0.5,
		tint: getRandomTint()
	});
	self.scaleDirection = 1;
	self.scaleSpeed = 0.005;
	self.minScale = 1;
	self.maxScale = 1.2;
	self.moveDown = function (distance, dotY) {
		self.y += distance * getSpeedMultiplier(dotY);
		if (self.y > 2732 - self.height / 2) {
			self.y = -self.height / 2;
		}
	};
	self.updateScale = function () {
		if (self.scaleDirection === 1 && starGraphics.scale.x < self.maxScale) {
			starGraphics.scale.x += self.scaleSpeed;
			starGraphics.scale.y += self.scaleSpeed;
		} else if (self.scaleDirection === -1 && starGraphics.scale.x > self.minScale) {
			starGraphics.scale.x -= self.scaleSpeed;
			starGraphics.scale.y -= self.scaleSpeed;
		}
		if (starGraphics.scale.x >= self.maxScale || starGraphics.scale.x <= self.minScale) {
			self.scaleDirection *= -1;
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 // Black color
});
/**** 
* Game Code
****/ 
function showHowToPlay() {
	var howToPlayScreen = new Container({
		width: 2048,
		height: 2732
	});
	var background = howToPlayScreen.attachAsset('mainMenuBackground', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0.8,
		width: 2048,
		height: 2732
	});
	background.x = 2048 / 4;
	background.y = 2732 / 2;
	var endlessModeText = new Text2('Endless:\n\n1. Tap to make the dot bounce.\n2. Avoid obstacles.\n3. Collect stars to score points. \n4. Destroy same colored obstacles for extra points.', {
		size: 50,
		fill: "#ffffff",
		anchorX: 0.5,
		anchorY: 0.5,
		align: 'left',
		wordWrap: true,
		wordWrapWidth: 900
	});
	endlessModeText.x = 2048 / 4 - 900;
	endlessModeText.y = 2732 / 2 - 900;
	var challengesText = new Text2('Challenges:\n\n1. Complete objectives by destroying same colored obstacles.\n2. Earn extra points for each challenge completed.', {
		size: 50,
		fill: "#ffffff",
		anchorX: 0.5,
		anchorY: 0.5,
		align: 'left',
		wordWrap: true,
		wordWrapWidth: 900
	});
	challengesText.x = 2048 / 4 - 900;
	challengesText.y = 2732 / 2 - 300;
	var backButton = new Text2('Back', {
		size: 50,
		fill: "#ffffff",
		anchorX: 0.5,
		anchorY: 0.5
	});
	backButton.x = 2048 / 4;
	backButton.y = 2732 - 200;
	backButton.down = function () {
		howToPlayScreen.destroy();
		var mainMenu = new MainMenu();
		LK.gui.top.addChild(mainMenu);
	};
	howToPlayScreen.addChild(background);
	howToPlayScreen.addChild(endlessModeText);
	howToPlayScreen.addChild(challengesText);
	howToPlayScreen.addChild(backButton);
	// Add event listener to close overlay when screen is touched
	howToPlayScreen.down = function () {
		howToPlayScreen.destroy();
		var mainMenu = new MainMenu();
		LK.gui.top.addChild(mainMenu);
	};
	LK.gui.top.addChild(howToPlayScreen);
}
function isValidStar(star) {
	return star && star.children && star.children[0] && typeof star.children[0].tint !== 'undefined' && star.y !== null && typeof star.y !== 'undefined';
}
function resetGameToStartingPoint() {
	// Destroy all existing stars, obstacles, and the dot
	stars.forEach(function (star) {
		star.destroy();
	});
	stars = [];
	obstacles.forEach(function (obstacle) {
		obstacle.destroy();
	});
	obstacles = [];
	if (dot) {
		dot.destroy();
		dot = null;
	}
	// Reset star count
	starCount = 0;
	// Add initial star
	var star = game.addChildAt(new Star(), 1);
	star.x = 2048 / 2;
	star.y = 2732 / 2 - 500;
	stars.push(star);
	// Add initial dot
	if (!dot) {
		dot = game.addChild(new Dot());
		dot.x = 2048 / 2;
		dot.y = 2732 - dot.height / 2 - 200;
		dotBouncing = true;
	}
	if (!hand) {
		createHand();
	}
	handMoved = false;
	// Add initial orbit line
	var orbitLine = game.addChild(new OrbitLine(star.x, star.y, 300));
	obstacles.push(orbitLine);
	// Add initial circular obstacle
	var starX = 2048 / 2;
	var starY = 2732 / 2 - 500;
	var radius = 300;
	var angleSpeed = 0.05;
	var obstacle = new CircularObstacle(starX, starY, radius, angleSpeed);
	game.addChildAt(obstacle, 1);
	obstacles.push(obstacle);
	// Check if the first star has at least one obstacle, if not, create it
	if (obstacles.length === 0) {
		var newObstacle = new CircularObstacle(starX, starY, radius, angleSpeed);
		game.addChildAt(newObstacle, 1);
		obstacles.push(newObstacle);
	}
}
// Ensure HUD is still over the rest of the elements
game.addChild(hud);
var CONFIG = {
	numColors: 2 // Default number of colors, can be set between 2 and 5
};
var gameMode = 'challenges'; // Default game mode
var mainMenu = new MainMenu();
LK.gui.top.addChild(mainMenu);
var scoreTxt;
var hud = new HUD();
game.addChild(hud);
function getRandomTint() {
	var colors = [0xffe066, 0xcc66ff, 0xff6666, 0x99ccff, 0xffa500].slice(0, CONFIG.numColors);
	return colors[Math.floor(Math.random() * Math.min(CONFIG.numColors, colors.length))];
}
function showChallengeCompletePopup(color) {
	var challengeCompletePopup = LK.getAsset('success', {
		anchorX: 0.5,
		anchorY: 0.5,
		tint: color,
		alpha: 0
	});
	challengeCompletePopup.x = 2048 / 2;
	challengeCompletePopup.y = 2732 / 2;
	game.addChild(challengeCompletePopup);
	var animationDuration = 120;
	var animationFrame = 0;
	var animationInterval = LK.setInterval(function () {
		if (animationFrame < animationDuration / 2) {
			if (animationFrame === 0) {
				challengeCompletePopup.alpha = 1;
			}
			challengeCompletePopup.scaleX = challengeCompletePopup.scaleY = 1 + 0.5 * (animationFrame / (animationDuration / 2));
		} else {
			challengeCompletePopup.alpha = 1 - (animationFrame - animationDuration / 2) / (animationDuration / 2);
			challengeCompletePopup.scaleX = challengeCompletePopup.scaleY = 1.5 - 0.5 * (animationFrame - animationDuration / 2) / (animationDuration / 2);
		}
		animationFrame++;
		if (animationFrame >= animationDuration) {
			LK.clearInterval(animationInterval);
			challengeCompletePopup.destroy();
		}
	}, 1000 / 60);
}
function getStarColor(starNumber) {
	var colors = [0xffe066, 0xcc66ff, 0xff6666, 0x99ccff, 0xffa500].slice(0, CONFIG.numColors);
	return colors[starNumber % Math.min(CONFIG.numColors, colors.length)];
}
function getSpeedMultiplier(dotY) {
	if (dotY < 1200) {
		return 3;
	}
	if (dotY < 1400) {
		return 2;
	}
	if (dotY < 2000) {
		return 1.3;
	}
	return 1.2;
}
function handleDotDestruction() {
	createDotParticleEffect(dot.x, dot.y);
	LK.getSound('explosion').play();
	dot.destroyed = true;
	dot.destroy();
	LK.setTimeout(function () {
		LK.showGameOver();
	}, 1000);
}
function createBounceEffect(x, y, color) {
	var effect = new BounceEffect(x, y + 80, color); // Adjust y position to start from a little more lower on the ball
	LK.on('tick', function () {
		// Ensure HUD is on top of everything
		if (game.children.indexOf(hud) !== game.children.length - 1) {
			game.addChild(hud);
		}
		effect._update_migrated();
	});
}
var shrinkFrame = 0;
var shrinkDuration = 60;
function startGame(mode) {
	gameMode = mode;
	if (!dot) {
		dot = game.addChild(new Dot());
		dot.x = 2048 / 2;
		dot.y = 2732 - dot.height / 2 - 200;
		dotBouncing = true;
	}
	if (!hand) {
		hand = new Hand();
		game.addChild(hand);
		hand.x = dot.x;
		hand.y = dot.y + dot.height / 2;
	}
	if (mode === 'endless') {
		CONFIG.numColors = 5;
		// Start endless mode
		// Add your endless mode initialization code here
		hud.removeChild(hud.children[0]); // Remove HUD background
		hud.challengeLevelTxt.visible = false; // Hide level text in endless mode
		hud.remainingBouncesIcon.visible = false; // Hide remaining bounces icon in endless mode
		hud.remainingBouncesTxt.visible = false; // Hide remaining bounces text in endless mode
		scoreTxt.visible = true; // Show score text in endless mode
	} else if (mode === 'challenges') {
		CONFIG.numColors = 2;
		// Start challenges mode
		hud.challengeLevelTxt.visible = true; // Show level text in challenge mode
		hud.remainingBouncesIcon.visible = true; // Show remaining bounces icon in challenge mode
		hud.remainingBouncesTxt.visible = true; // Show remaining bounces text in challenge mode
		scoreTxt.visible = false; // Hide score text in challenge mode
		startNextChallenge();
	}
}
// Pregame screen removed
var challenges = [{
	id: 1,
	numColors: 2,
	obstacles: [{
		color: 0xffe066,
		amount: 1,
		bounceLimit: 20
	}]
}, {
	id: 2,
	numColors: 5,
	obstacles: [{
		color: 0xffe066,
		amount: 1,
		bounceLimit: 30
	}, {
		color: 0xcc66ff,
		amount: 1,
		bounceLimit: 40
	}, {
		color: 0xff6666,
		amount: 1,
		bounceLimit: 40
	}, {
		color: 0x99ccff,
		amount: 1,
		bounceLimit: 40
	}, {
		color: 0xffa500,
		amount: 1,
		bounceLimit: 40
	}]
}, {
	id: 3,
	numColors: 3,
	obstacles: [{
		color: 0xff6666,
		amount: 1,
		bounceLimit: 50
	}, {
		color: 0x99ccff,
		amount: 2,
		bounceLimit: 3
	}]
}, {
	id: 4,
	numColors: 3,
	obstacles: [{
		color: 0x99ccff,
		amount: 4,
		bounceLimit: 3
	}]
}, {
	id: 5,
	numColors: 5,
	obstacles: [{
		color: 0xffa500,
		amount: 5,
		bounceLimit: 3
	}]
}];
var currentChallengeIndex = 0;
var currentChallenge = null;
function startNextChallenge() {
	if (gameMode === 'endless') {
		return;
	}
	if (currentChallengeIndex < challenges.length) {
		CONFIG.numColors = challenges[currentChallengeIndex].numColors;
		var challengeData = challenges[currentChallengeIndex];
		var colors = [0xffe066, 0xcc66ff, 0xff6666, 0x99ccff, 0xffa500].slice(0, CONFIG.numColors);
		currentChallenge = challengeData.obstacles.map(function (obstacleData, i) {
			var challengeColor = colors[i % colors.length];
			var challenge = game.addChild(new Challenge(challengeColor, obstacleData.amount, obstacleData.bounceLimit));
			return challenge;
		});
		bounceCount = 0;
		var totalWidth = currentChallenge.reduce(function (acc, challenge) {
			return acc + challenge.width + 20; // 20px gap
		}, -20); // Subtract the last gap
		hud.updateChallenges(currentChallenge);
		hud.challengeLevelTxt.setText('LVL ' + currentChallengeIndex);
		hud.updateScore(LK.getScore()); // Ensure score is updated in the HUD
		hud.remainingBouncesTxt.setText(currentChallenge[0].bounceLimit.toString()); // Reset remaining bounces text
		// Ensure HUD is still over the rest of the elements
		if (hud.y < 0) {
			hud.y = 0;
		}
		if (hud.x < 0) {
			hud.x = 0;
		}
		if (hud.x + hud.width > 2048) {
			hud.x = 2048 - hud.width;
		}
		if (hud.y + hud.height > 2732) {
			hud.y = 2732 - hud.height;
		}
	}
	currentChallengeIndex++;
}
// startNextChallenge(); // Removed initial call to startNextChallenge
function createObstacleParticleEffect(x, y) {
	var effect = new ObstacleParticleEffect(x, y);
	LK.on('tick', function () {
		effect._update_migrated();
	});
}
function changeStarColor(star) {
	var colors = [0xffe066, 0xcc66ff, 0xff6666, 0x99ccff, 0xffa500].slice(0, CONFIG.numColors);
	var currentColorIndex = colors.indexOf(star.children[0].tint);
	var nextColorIndex = (currentColorIndex + 1) % Math.min(CONFIG.numColors, colors.length);
	star.children[0].tint = colors[nextColorIndex];
}
function updateStarColors() {
	for (var i = 0; i < stars.length; i++) {
		changeStarColor(stars[i]);
	}
}
LK.setInterval(updateStarColors, 2000);
var starCount = 0;
// Initialize the offscreen threshold for destroying obstacles
var offscreenThreshold = 2732 + 1000;
function createParticleEffect(x, y, color) {
	var effect = new ParticleEffect(x, y, color);
	LK.on('tick', function () {
		effect._update_migrated();
	});
}
function createDotParticleEffect(x, y) {
	var effect = new DotParticleEffect(x, y);
	LK.on('tick', function () {
		effect._update_migrated();
	});
}
var obstacles = [];
function updateObstacles() {
	var obstacleCount = 5 + starCount;
	while (obstacles.length < obstacleCount) {
		var obstacle = game.addChild(new Obstacle());
		obstacle.x = obstacle.direction === 1 ? -obstacle.width / 2 : 2048 + obstacle.width / 2;
		obstacle.y = Math.random() * (2732 - obstacle.height) + obstacle.height / 2;
		obstacles.push(obstacle);
	}
}
// Removed duplicate score text initialization and addition to the screen
game.on('down', function (x, y, obj) {
	if (dot) {
		dot.bounceUp();
	}
});
var stars = [];
var star = game.addChildAt(new Star(), 1);
star.x = 2048 / 2;
star.y = 2732 / 2 - 500;
stars.push(star);
LK.setInterval(function () {
	changeStarColor(star);
}, 1000); // Initialize star with a random color from the obstacles
// Add dotted orbit for the first star
var orbitLine = game.addChild(new OrbitLine(star.x, star.y, 300));
obstacles.push(orbitLine);
function spawnInitialObstacles() {
	var starX = 2048 / 2;
	var starY = 2732 / 2 - 500;
	var radius = 300;
	var angleSpeed = 0.05;
	var obstacle = new CircularObstacle(starX, starY, radius, angleSpeed);
	game.addChildAt(obstacle, 1);
	obstacles.push(obstacle);
	// No additional obstacles for the first star
}
spawnInitialObstacles();
game.addChild(hud);
LK.on('tick', function () {
	if (dot) {
		dot._update_migrated();
	}
	for (var i = 0; i < obstacles.length; i++) {
		if (obstacles[i] instanceof CircularObstacle) {
			obstacles[i].updatePosition();
		} else {
			if (typeof obstacles[i]._move_migrated === 'function') {
				obstacles[i]._move_migrated();
			}
		}
		if (dot && dot.y < 2300 && dot.movedDistance < 0) {
			obstacles[i].moveDown(-dot.movedDistance, dot.y);
		}
		if (dot && dot.intersects && obstacles[i] && dot.intersects(obstacles[i]) && !(obstacles[i] instanceof OrbitLine) && dot !== null && obstacles[i] !== null && typeof dot.intersects === 'function') {
			if (dot.children[0].tint === obstacles[i].children[0].tint) {
				createObstacleParticleEffect(obstacles[i].x, obstacles[i].y);
				if (gameMode === 'endless') {
					if (gameMode === 'endless') {
						LK.setScore(LK.getScore() + 10);
					}
				}
				hud.updateScore(LK.getScore());
				var obstacleScorePopup = new ObstacleScorePopup(obstacles[i].x, obstacles[i].y);
				LK.on('tick', function () {
					obstacleScorePopup._update_migrated();
				});
				LK.getSound('obstacle').play();
				// Update challenge progress before destroying the obstacle
				if (currentChallenge) {
					for (var j = 0; j < currentChallenge.length; j++) {
						if (obstacles[i].children[0].tint === currentChallenge[j].color) {
							currentChallenge[j].updateProgress();
							if (currentChallenge[j].completed) {
								currentChallenge.splice(j, 1);
								if (currentChallenge.length === 0) {
									startNextChallenge();
								}
							}
							break;
						}
					}
				}
				obstacles[i].destroy();
				obstacles.splice(i, 1);
			} else {
				if (!dot.destroyed) {
					createDotParticleEffect(dot.x, dot.y);
					LK.getSound('explosion').play();
					dot.destroyed = true;
				}
				dot.destroy();
				LK.setTimeout(function () {
					LK.showGameOver();
				}, 1500);
			}
		} else if (obstacles[i].y > offscreenThreshold) {
			obstacles[i].destroy();
			obstacles.splice(i, 1);
		}
	}
	for (var j = stars.length - 1; j >= 0; j--) {
		stars[j].updateScale();
		if (dot && dot.intersects && stars[j] && isValidStar(stars[j]) && dot.intersects(stars[j]) && dot.y !== null && typeof dot.y !== 'undefined' && stars[j].y !== null && typeof stars[j].y !== 'undefined' && dot !== null && stars[j] !== null && typeof dot.intersects === 'function' && stars[j] !== null) {
			if (hand) {
				hand.destroy();
				hand = null;
			}
			dot.inheritStarColor(stars[j]);
			if (gameMode === 'endless') {
				LK.setScore(LK.getScore() + 10 * (starCount + 1));
			}
			hud.updateScore(LK.getScore());
			var oldStarY = stars[j].y;
			createParticleEffect(stars[j].x, stars[j].y, stars[j].children[0].tint);
			LK.getSound('star').play();
			var scorePopup = new ScorePopup(stars[j].x, stars[j].y);
			LK.on('tick', function () {
				scorePopup._update_migrated();
			});
			stars[j].destroy();
			stars.splice(j, 1);
			starCount += 1;
			var newStar = game.addChildAt(new Star(), 1);
			newStar.x = 2048 / 2;
			var additionalYOffset = starCount > 1 ? (starCount - 1) * 200 : 0;
			newStar.y = oldStarY - 2000 - additionalYOffset;
			stars.push(newStar);
			// Ensure new star also has the color change function
			changeStarColor(newStar);
			if (!handMoved && hand) {
				var handMoveDistance = 0;
				var handMoveInterval = LK.setInterval(function () {
					handMoveDistance += 1;
					hand._update_migrated(handMoveDistance);
					if (handMoveDistance >= 1000) {
						LK.clearInterval(handMoveInterval);
					}
				}, 10);
				handMoved = true;
			}
			// Increase the offscreen threshold for destroying obstacles
			offscreenThreshold += 300;
			// Add a cumulative number of CircularObstacles at random positions around the new star
			var cumulativeObstacles = 1 + starCount;
			for (var k = 0; k < cumulativeObstacles; k++) {
				var randomAngle = Math.random() * Math.PI * 2; // Random angle in radians
				var radiusOffset = k * 100;
				var circularObstacle = game.addChildAt(new CircularObstacle(newStar.x, newStar.y, 300 + radiusOffset, 0.05 * (k % 2 === 0 ? 1 : -1), randomAngle), 1);
				obstacles.push(circularObstacle);
			}
			// Add orbit line before creating all obstacles
			var orbitLine = new OrbitLine(newStar.x, newStar.y, 300 + radiusOffset);
			game.addChildAt(orbitLine, 1);
			obstacles.push(orbitLine);
		} else if (dot.y < 2300 && dot.movedDistance < 0) {
			stars[j].moveDown(-dot.movedDistance, dot.y);
		}
	}
});
var dot = null;
var dotBouncing = false;
var hand;
var handMoved = false;
function createHand() {
	hand = new Hand();
	game.addChild(hand);
	hand.x = dot.x;
	hand.y = dot.y + dot.height / 2;
}
var motivationalWords = ["Great Job!", "Well Done!", "Keep Going!", "Awesome!", "Fantastic!", "Superb!", "Excellent!", "Nice Work!", "Bravo!"]; ===================================================================
--- original.js
+++ change.js
@@ -139,11 +139,10 @@
 				dotGraphics.scaleY = 0.9;
 				LK.setTimeout(function () {
 					dotGraphics.scaleX = 1;
 					dotGraphics.scaleY = 1;
-				}, 10);
-			}, 10);
-			createBounceEffect(self.x, self.y, dotGraphics.tint);
+				}, 50);
+			}, 50);
 			LK.getSound('bounce').play();
 			if (!self.intersects(hand)) {
 				createBounceEffect(self.x, self.y, dotGraphics.tint);
 			}
:quality(85)/https://cdn.frvr.ai/66589712ae874415a7f6288f.png%3F3) 
 Cartoon, white star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/665897bcae874415a7f628ad.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/665899cbae874415a7f6291e.png%3F3) 
 Cartoon. white circle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6658b746ae874415a7f6297e.png%3F3) 
 cartoon white dot with eyes (just black dots).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/665d8a9b80434ae8b5e26429.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/666015172f9306f3c3a65f97.png%3F3) 
 cartoon white ring. simple.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66643e9ccda5d101a74a61f6.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66686667594459aa54e762e8.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66686672594459aa54e762ec.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/666869141805dbe34cc133c9.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/666869211805dbe34cc133cd.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6668694a1805dbe34cc133d5.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6669a1191805dbe34cc137c1.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/666adf7a82d74503cdfe2e66.png%3F3) 
 cartoon white cloud.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/666b31cfd22b7adbafdc08ee.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/666bff6282d74503cdfe306b.png%3F3)