User prompt
make best text smaller
User prompt
Change High Scoreto BEST and move belowthe scoreon the top right
User prompt
Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'y' in null' in or related to this line: 'tween(titleDot, {' Line Number: 327
User prompt
make tap to start caps
User prompt
when white dot bounces in the game title, it shouldn't movedownwrads.should bounce in the same position
User prompt
high score should nto be all caps
User prompt
add a soft up and down bounce to the dot in the game title. However it should always return to the same place. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
white dot shouldnot move from its original position when bouncing on main menu
User prompt
add a small animamtion to the dot in the title screen maybe a soft up and down bounce ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
move tap to start 200 pixels down
User prompt
move high scoreto thebottom lefto ofthe screen
User prompt
make high score way smaller
User prompt
move tap to start 300 pixels down more
User prompt
move tap to start 500 pixels down
User prompt
move tap to start 300 pixels down
User prompt
move tap to start frommain memnu 500 pixels down
User prompt
remove high score from main menu an put it in the game screen below the score
User prompt
tap to start should be blackand white andnot yellow and also make a nicer andsofter animation that the current blinking
User prompt
mmove tap to start 200 pixels up
User prompt
put tap to start text on top of high score
User prompt
Add text in the title dot asset, that says: TAP TO START.
User prompt
show player score in the game on the top right. it was there, but now it is not here.
User prompt
game elements should also fade in and not just appear
User prompt
remove tap text from hand
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreTxt.setText(LK.getScore().toString());' Line Number: 651
/**** 
* Plugins
****/ 
var storage = LK.import("@upit/storage.v1");
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
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
	});
	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) {
		var speedMultiplier = dotY < 1200 ? 3 : dotY < 1400 ? 2 : dotY < 2000 ? 1.3 : 1.2;
		self.starY += distance * speedMultiplier;
	};
	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 () {
		var previousY = self.y;
		self.velocityY += self.gravity;
		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) {
			createDotParticleEffect(self.x, self.y);
			self.destroyed = true;
			self.destroy();
			LK.getSound('death').play(); // Play death sound
			LK.setTimeout(function () {
				triggerGameOver();
			}, 1000);
		}
		self.movedDistance = self.y - previousY;
	};
	self.bounceUp = function () {
		if (!self.destroyed) {
			self.velocityY = self.bounce;
			self.firstTouch = true;
			if (!self.firstStarDestroyed) {
				self.firstStarDestroyed = true;
			}
		}
	};
});
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;
	for (var i = 0; i < 20; i++) {
		var particle = self.attachAsset('dot', {
			anchorX: 0.5,
			anchorY: 0.5
		});
		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);
});
// 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 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
		});
		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) {
	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
		});
		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('+1', {
		size: 100,
		fill: 0xFFFFFF,
		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 () {
	var self = Container.call(this);
	var starGraphics = self.attachAsset('star', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.scaleDirection = 1;
	self.scaleSpeed = 0.005;
	self.minScale = 1;
	self.maxScale = 1.2;
	self.moveDown = function (distance, dotY) {
		var speedMultiplier = dotY < 1200 ? 3 : dotY < 1400 ? 2 : dotY < 2000 ? 1.3 : 1.2;
		self.y += distance * speedMultiplier;
		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
});
/**** 
* Game Code
****/ 
LK.playMusic('Backgroundmusic');
var gameState = 'title'; // 'title', 'playing', 'gameOver'
var gameTitleAsset;
var highScoreTextDisplay;
var tapToStartText;
var blinkIntervalId = null; // For "Tap to Start" blinking
// Game elements that will be initialized later or need visibility control
var dot;
var stars = [];
var obstacles = [];
var orbitLine;
var hand;
var handMoved = false;
var titleDot; // Declare titleDot here
var scoreTxt; // Declare scoreTxt here so it's globally accessible for title/game states
var highScoreGameTxt; // New: high score text for in-game display
var menuBackground; // For managing the title screen background overlay
// Function to setup the title screen
function setupTitleScreen() {
	gameState = 'title';
	LK.setScore(0); // Reset score for the title screen phase
	// Add a black background overlay that covers the entire game area
	menuBackground = LK.getAsset('smallObstacle', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 2048,
		height: 2732,
		tint: 0x000000,
		alpha: 1.0
	});
	menuBackground.width = 2048;
	menuBackground.height = 2732;
	menuBackground.x = 2048 / 2;
	menuBackground.y = 2732 / 2;
	game.addChild(menuBackground);
	gameTitleAsset = game.addChild(LK.getAsset('gameTitle', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 2048 / 2,
		y: 2732 / 3.5 // Position title a bit up
	}));
	// Add a large dot below the game title
	titleDot = game.addChild(LK.getAsset('dot', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 2048 / 2,
		y: gameTitleAsset.y + gameTitleAsset.height / 2 + 600,
		// Position below the title, moved 400px down
		// Position below the title
		scaleX: 4,
		// Make it bigger
		scaleY: 4 // Make it bigger
	}));
	// Add a soft up and down bounce animation to the titleDot (visual only, does not move actual position)
	(function bounceTitleDot() {
		if (!(gameState === 'title' && titleDot && titleDot.parent)) return;
		// We'll animate a dummy property and update titleDot's .pivot.y for visual bounce
		var bounceObj = {
			offset: 0
		};
		function animateBounce(to, duration, onFinish) {
			tween(bounceObj, {
				offset: to
			}, {
				duration: duration,
				easing: tween.sineInOut,
				onUpdate: function onUpdate() {
					// Set pivot.y to create a visual bounce, but keep .y unchanged
					titleDot.pivot.y = bounceObj.offset;
				},
				onFinish: onFinish
			});
		}
		function bounceUp() {
			animateBounce(-60, 700, bounceDown);
		}
		function bounceDown() {
			animateBounce(60, 700, function () {
				bounceUp();
			});
		}
		bounceUp();
	})();
	// Remove "TAP TO START" text from inside the titleDot (do not add it to the dot)
	// Center "Tap to Start" horizontally and place it above the high score (if present), otherwise below the title
	tapToStartText = new Text2('Tap to Start', {
		size: 120,
		fill: '#FFFFFF',
		// White text
		stroke: '#000000',
		// Black outline for contrast
		strokeThickness: 8,
		alpha: 0 // Start invisible for soft fade animation
		// anchorX and anchorY will be set via .anchor.set() for precise centering
	});
	tapToStartText.anchor.set(0.5, 0.5);
	tapToStartText.x = 2048 / 2;
	var tapTextYPosition;
	if (highScoreTextDisplay && highScoreTextDisplay.parent) {
		// Place "Tap to Start" above the high score
		tapTextYPosition = highScoreTextDisplay.y - highScoreTextDisplay.height / 2 - 100;
	} else if (gameTitleAsset && gameTitleAsset.parent) {
		tapTextYPosition = gameTitleAsset.y + gameTitleAsset.height / 2 + 150;
	} else {
		tapTextYPosition = 2732 / 2 + 100; // Fallback y position
	}
	tapToStartText.y = tapTextYPosition + 1000;
	game.addChild(tapToStartText);
	if (blinkIntervalId) LK.clearInterval(blinkIntervalId);
	// Soft fade in/out animation using tween
	var fadeIn = true;
	function animateTapToStart() {
		if (!(gameState === 'title' && tapToStartText && tapToStartText.parent)) {
			if (blinkIntervalId) {
				LK.clearInterval(blinkIntervalId);
				blinkIntervalId = null;
			}
			return;
		}
		tween(tapToStartText, {
			alpha: fadeIn ? 1 : 0.3
		}, {
			duration: 700,
			onFinish: function onFinish() {
				fadeIn = !fadeIn;
				animateTapToStart();
			}
		});
	}
	animateTapToStart();
	if (scoreTxt && scoreTxt.parent) {
		scoreTxt.visible = false;
	}
	// Hide all game elements when title screen is up - ensure they're properly hidden
	if (dot) {
		dot.visible = false;
	}
	stars.forEach(function (s) {
		if (s) s.visible = false;
	});
	obstacles.forEach(function (o) {
		if (o) o.visible = false;
	});
	if (orbitLine) orbitLine.visible = false;
	if (hand) hand.visible = false;
}
// Function to initialize and start the actual game
function startGamePlay() {
	if (gameState !== 'title') return;
	// gameState = 'playing'; // Moved into completeGameSetupAfterFade
	if (blinkIntervalId) {
		LK.clearInterval(blinkIntervalId);
		blinkIntervalId = null;
	}
	var elementsToFadeOut = [];
	if (gameTitleAsset && gameTitleAsset.parent) elementsToFadeOut.push(gameTitleAsset);
	if (highScoreTextDisplay && highScoreTextDisplay.parent) elementsToFadeOut.push(highScoreTextDisplay);
	if (tapToStartText && tapToStartText.parent) elementsToFadeOut.push(tapToStartText);
	if (menuBackground && menuBackground.parent) elementsToFadeOut.push(menuBackground);
	if (titleDot && titleDot.parent) elementsToFadeOut.push(titleDot);
	var fadeDuration = 500; // Duration of the fade in milliseconds
	var tweensCompletedCount = 0;
	function completeGameSetupAfterFade() {
		// Destroy elements now that they are faded and nullify global references
		if (gameTitleAsset && gameTitleAsset.parent) gameTitleAsset.destroy();
		gameTitleAsset = null;
		if (highScoreTextDisplay && highScoreTextDisplay.parent) highScoreTextDisplay.destroy();
		highScoreTextDisplay = null;
		if (tapToStartText && tapToStartText.parent) tapToStartText.destroy();
		tapToStartText = null;
		if (menuBackground && menuBackground.parent) {
			menuBackground.destroy();
			menuBackground = null;
		}
		if (titleDot && titleDot.parent) {
			titleDot.destroy();
		}
		titleDot = null; // Nullify titleDot as well for good practice
		// This is the logic that was originally AFTER the destroyed elements
		if (!scoreTxt || !scoreTxt.parent) {
			if (scoreTxt) scoreTxt.destroy(); // Ensure old one is gone if somehow exists
			scoreTxt = new Text2('0', {
				size: 120,
				// Adjusted size for top-right placement
				fill: 0xFFFFFF
			}); //{2R} // Line identifier preserved
			scoreTxt.anchor.set(1, 0); // Anchor to top-right of the text
			scoreTxt.x = -20; // Position 20px from the right edge of the gui.topRight container
			scoreTxt.y = 20; // Position 20px from the top edge of the gui.topRight container
			LK.gui.topRight.addChild(scoreTxt);
		}
		scoreTxt.setText('0');
		scoreTxt.alpha = 0; // Prepare scoreTxt for fade-in
		scoreTxt.visible = true;
		// Add high score below the score
		if (highScoreGameTxt && highScoreGameTxt.parent) {
			highScoreGameTxt.destroy();
			highScoreGameTxt = null;
		}
		var currentHighScore = storage.highScore || 0;
		if (currentHighScore > 0) {
			highScoreGameTxt = new Text2('High score: ' + currentHighScore, {
				size: 36,
				fill: '#FFFFFF',
				font: 'Arial'
			});
			highScoreGameTxt.anchor.set(0, 1); // Anchor to bottom-left
			highScoreGameTxt.x = 20; // 20px from left edge
			highScoreGameTxt.y = -20; // 20px from bottom edge
			LK.gui.bottomLeft.addChild(highScoreGameTxt);
		}
		LK.setScore(0);
		initializeGameElements();
		gameState = 'playing'; // Set gameState to 'playing' only after all setup is complete
	}
	if (elementsToFadeOut.length === 0) {
		completeGameSetupAfterFade(); // No elements to fade, proceed directly
	} else {
		elementsToFadeOut.forEach(function (element) {
			tween(element, {
				alpha: 0
			}, {
				duration: fadeDuration,
				onFinish: function onFinish() {
					tweensCompletedCount++;
					if (tweensCompletedCount === elementsToFadeOut.length) {
						completeGameSetupAfterFade();
					}
				}
			});
		});
	}
}
// Function to initialize and fade in game elements
function initializeGameElements() {
	var elementsToFadeIn = [];
	var fadeDuration = 500; // Duration for game elements fade-in in milliseconds
	// Collect scoreTxt if it's ready (alpha is preset by completeGameSetupAfterFade)
	if (scoreTxt && scoreTxt.parent) {
		elementsToFadeIn.push(scoreTxt);
	}
	// Collect dot
	if (dot) {
		elementsToFadeIn.push(dot);
	}
	// Collect stars
	stars.forEach(function (s) {
		if (s) {
			elementsToFadeIn.push(s);
		}
	});
	// Collect obstacles (this includes the initial orbitLine and CircularObstacles)
	obstacles.forEach(function (o) {
		if (o) {
			elementsToFadeIn.push(o);
		}
	});
	// Collect hand
	if (hand) {
		elementsToFadeIn.push(hand);
	}
	if (elementsToFadeIn.length === 0) {
		return; // No elements to fade
	}
	// Set initial properties and start tween for each element
	elementsToFadeIn.forEach(function (element) {
		// For elements other than scoreTxt, set initial alpha.
		// scoreTxt's alpha is set to 0 by the calling function completeGameSetupAfterFade.
		if (element !== scoreTxt) {
			element.alpha = 0;
		}
		element.visible = true; // Ensure element is visible for alpha tween to have an effect
		tween(element, {
			// Tween to fade in
			alpha: 1
		}, {
			duration: fadeDuration
			// No specific onFinish needed here as gameState is handled by the caller
		});
	});
}
// Initialize game elements before setting up the title screen.
// This ensures they exist for the hiding logic in setupTitleScreen and are layered correctly.
// Dot (needed for Hand positioning)
dot = game.addChild(new Dot());
dot.x = 2048 / 2;
dot.y = 2732 - dot.height / 2 - 200;
// Stars
// global 'stars' array is already initialized as [] in variable declarations
star = game.addChild(new Star());
star.x = 2048 / 2;
star.y = 2732 / 2 - 500;
stars.push(star);
// Hand
// Global 'hand' is assigned within createHand. createHand function definition is hoisted.
// Global 'handMoved' is initialized at declaration; ensure it's correctly 'false' for a new game start.
createHand();
handMoved = false; // Explicitly set for game start logic
// Obstacles and OrbitLine
// global 'obstacles' array is already initialized as [] in variable declarations
// orbitLine needs 'star' to be defined.
orbitLine = game.addChild(new OrbitLine(star.x, star.y, 300));
obstacles.push(orbitLine);
// Call to spawnInitialObstacles moved to earlier consolidated block
spawnInitialObstacles();
setupTitleScreen(); // Show title screen on game load
// Initialize the offscreen threshold for destroying obstacles
var offscreenThreshold = 2732 + 1000;
function createParticleEffect(x, y) {
	var effect = new ParticleEffect(x, y);
	LK.on('tick', function () {
		effect._update_migrated();
	});
}
function createDotParticleEffect(x, y) {
	var effect = new DotParticleEffect(x, y);
	LK.on('tick', function () {
		effect._update_migrated();
	});
}
function updateObstacles() {
	var obstacleCount = 5 + LK.getScore();
	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);
	}
}
// scoreTxt is now declared globally as 'var scoreTxt;'
// It is initialized and added to LK.gui.top within the 'startGamePlay' function.
// This removes the original duplicate initialization and addition.
game.on('down', function (x, y, obj) {
	if (gameState === 'title') {
		startGamePlay();
		LK.getSound('bounce').play(); // Play a sound on game start
	} else if (gameState === 'playing' && dot && !dot.destroyed) {
		dot.bounceUp();
		LK.getSound('bounce').play();
	}
});
// Star creation and stars array population moved to earlier consolidated block
// OrbitLine creation and addition to obstacles moved to earlier consolidated block
function spawnInitialObstacles() {
	var starX = 2048 / 2;
	var starY = 2732 / 2 - 500;
	var radius = 300;
	var angleSpeed = 0.05;
	for (var i = 0; i < 20; i++) {
		var obstacle = game.addChild(new CircularObstacle(starX, starY, radius, angleSpeed));
		obstacles.push(obstacle);
	}
}
function triggerGameOver() {
	if (gameState === 'gameOver') return; // Already processing game over
	gameState = 'gameOver';
	var currentScore = LK.getScore();
	var highScore = storage.highScore || 0;
	if (currentScore > highScore) {
		storage.highScore = currentScore;
	}
	LK.showGameOver(); // This will reset the game instance
}
LK.on('tick', function () {
	if (gameState !== 'playing') {
		// Title screen animations (like blinking text) are handled by their own LK.setInterval.
		// No main game logic runs if not in 'playing' state.
		return;
	}
	// Ensure dot exists and is not destroyed before trying to update it.
	// Game over logic should handle the transition away from 'playing' state.
	if (!dot || dot.destroyed) {
		return;
	}
	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.y < 2300 && dot.movedDistance < 0) {
			obstacles[i].moveDown(-dot.movedDistance, dot.y);
		}
		if (dot.intersects(obstacles[i]) && !(obstacles[i] instanceof OrbitLine)) {
			if (!dot.destroyed) {
				createDotParticleEffect(dot.x, dot.y);
				dot.destroyed = true;
				LK.getSound('death').play(); // Play death sound
			}
			dot.destroy();
			LK.setTimeout(function () {
				triggerGameOver();
			}, 1000);
		} 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.intersects(stars[j])) {
			LK.getSound('star').play(); // Play star sound
			LK.setScore(LK.getScore() + 1);
			scoreTxt.setText(LK.getScore().toString());
			scoreTxt.alpha = 0;
			var originalY = scoreTxt.y;
			LK.on('tick', function updateScoreTextFadeIn() {
				if (!scoreTxt || !scoreTxt.parent) {
					// Defensive check for scoreTxt
					LK.off('tick', updateScoreTextFadeIn);
					return;
				}
				scoreTxt.alpha += 0.05;
				if (scoreTxt.alpha >= 1) {
					scoreTxt.alpha = 1; // Cap alpha at 1
					scoreTxt.y = originalY; // Explicitly reset Y to its original position for this animation cycle
					LK.off('tick', updateScoreTextFadeIn); // Remove this animation listener
				} else {
					// Update Y position only while the animation is in progress
					scoreTxt.y = originalY - (1 - scoreTxt.alpha) * 50;
				}
			});
			var oldStarY = stars[j].y;
			createParticleEffect(stars[j].x, stars[j].y);
			var scorePopup = new ScorePopup(stars[j].x, stars[j].y);
			LK.on('tick', function () {
				scorePopup._update_migrated();
			});
			stars[j].destroy();
			stars.splice(j, 1);
			var newStar = game.addChild(new Star());
			newStar.x = 2048 / 2;
			var additionalYOffset = LK.getScore() > 1 ? (LK.getScore() - 1) * 200 : 0;
			newStar.y = oldStarY - 2000 - additionalYOffset;
			stars.push(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 + LK.getScore();
			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.addChild(new CircularObstacle(newStar.x, newStar.y, 300 + radiusOffset, 0.05 * (k % 2 === 0 ? 1 : -1), randomAngle));
				obstacles.push(circularObstacle);
			}
			// Add orbit line after creating all obstacles
			var orbitLine = game.addChild(new OrbitLine(newStar.x, newStar.y, 300 + radiusOffset));
			obstacles.push(orbitLine);
		} else if (dot.y < 2300 && dot.movedDistance < 0) {
			stars[j].moveDown(-dot.movedDistance, dot.y);
		}
	}
});
// Dot creation moved to earlier consolidated block
// Redundant 'hand' and 'handMoved' declarations removed.
// createHand() call and handMoved reset moved to earlier consolidated block.
// createHand function definition remains and is hoisted.
function createHand() {
	hand = game.addChild(new Hand());
	hand.x = dot.x;
	hand.y = dot.y + dot.height / 2;
} ===================================================================
--- original.js
+++ change.js
@@ -442,9 +442,9 @@
 			highScoreGameTxt = null;
 		}
 		var currentHighScore = storage.highScore || 0;
 		if (currentHighScore > 0) {
-			highScoreGameTxt = new Text2('HIGH SCORE: ' + currentHighScore, {
+			highScoreGameTxt = new Text2('High score: ' + currentHighScore, {
 				size: 36,
 				fill: '#FFFFFF',
 				font: 'Arial'
 			});