User prompt
make sure when objtoast intersects with objseagul it can be snatched
User prompt
make sure objtoast can be snatched
User prompt
Please fix the bug: 'ReferenceError: toast is not defined' in or related to this line: 'if (toast && toast.attached) {' Line Number: 357
User prompt
similar to objcrab, objtoast can be snatched, make sure to copy over all the related code and apply it to objtoast
User prompt
if seagul intersects with objtoast, destroy objtoast
Code edit (1 edits merged)
Please save this source code
User prompt
after objtoast is initialized, move it to ObjToast.x = 75; ObjToast.y = 1150; while gradually scaling it by 50% animate it like its being thrown in a curve
Code edit (1 edits merged)
Please save this source code
User prompt
every 10 seconds, if objtoast does not exist, initialize it at ObjToast.x = 75; ObjToast.y = 1150; with a scale of 50%
Code edit (9 edits merged)
Please save this source code
User prompt
if objtoast does not exist, initialize it at ObjToast.x = 450; ObjToast.y = 2090; with a scale of 50%
Code edit (1 edits merged)
Please save this source code
User prompt
it rotates too fast
User prompt
move objMultipliertext a bit to the right and down
User prompt
objMultipliertext should always rotate
User prompt
reduce the waveeffect intensity
User prompt
with each second passed add +1 to scoreMultiplier
User prompt
if objMultipliertext visibility is set to 1, add a score multiplier if its 0, disable it
User prompt
objMultipliertext should be above objbackground02
User prompt
make sure objMultipliertext is behind seagul
User prompt
at the start of the game, set objmultipliertext visibility to 0
User prompt
if waveEffect is activate, set visibility of objMultipliertext to 1, else set it to 0
User prompt
if hunger bar is decreasing set visibility of objMultipliertext to 0, if its increasing, set it to 1
User prompt
Please fix the bug: 'ReferenceError: waveEffect is not defined' in or related to this line: 'waveEffect(); // Start wave effect' Line Number: 133
Code edit (1 edits merged)
Please save this source code
/**** 
* Classes
****/ 
var Background02 = Container.expand(function () {
	var self = Container.call(this);
	var background02Graphics = self.attachAsset('objBackground02', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Add wind animation in the update method
	self.update = function () {
		// Simulate wind blowing by rotating the object slightly
		self.rotation = Math.sin(LK.ticks / 120) * 0.05; // Rotate more back and forth with increased effect
	};
});
var Background04 = Container.expand(function () {
	var self = Container.call(this);
	var background04Graphics = self.attachAsset('objBackground04', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		self.y += Math.sin(LK.ticks / 60) * 0.2; // Reduced floating effect
	};
});
var Background06 = Container.expand(function () {
	var self = Container.call(this);
	var background06Graphics = self.attachAsset('objBackground06', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		self.y += Math.sin(LK.ticks / 60) * 0.2; // Reduced floating effect
		self.rotation = Math.sin(LK.ticks / 60) * 0.05 + Math.sin(LK.ticks / 120) * 0.03; // Add a more complex rotation pattern
	};
});
var Background07 = Container.expand(function () {
	var self = Container.call(this);
	var background07Graphics = self.attachAsset('objBackground07', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Add wind animation in the update method
	self.update = function () {
		// Simulate wind blowing by rotating the object slightly
		self.rotation = Math.sin(LK.ticks / 120) * 0.08; // Rotate a bit less back and forth
	};
});
var Background13 = Container.expand(function () {
	var self = Container.call(this);
	var background13Graphics = self.attachAsset('objBackground13', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 10;
	self.direction = Math.random() > 0.5 ? 1 : -1; // Randomly choose a direction
	self.update = function () {
		var background13Graphics = self.children[0]; // Access the attached asset
		self.x += self.speed * self.direction;
		// Flip the image depending on the direction
		background13Graphics.scale.x = self.direction * (0.75 + Math.random() * 0.25);
		// Check if background13 is out of bounds horizontally
		if (self.x > 2048 + background13Graphics.width / 2 || self.x < -background13Graphics.width / 2) {
			self.destroy(); // Destroy background13 when it goes out of bounds
			game.background13Active = false; // Reset the flag when objBackground13 is destroyed
		}
	};
});
var ObjCrab = Container.expand(function () {
	var self = Container.call(this);
	var crabGraphics = self.attachAsset('objCrab', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.y = 2400;
	self.speed = 2.2 + Math.random() * (3.5 - 2.2);
	self.update = function () {
		self.x += self.speed;
		self.y += Math.sin(LK.ticks / 3) * 2; // Add vertical waddling effect
		self.rotation = Math.sin(LK.ticks / 20) * 0.1; // Add rotation for waddling effect
		if (self.attached) {
			self.x = objContactPoint.x;
			self.y = objContactPoint.y;
			if (!self.scoreUpdated) {
				self.scoreUpdated = true; // Ensure score is only updated once per snatch
				self.snatchStartTick = LK.ticks; // Record the tick when snatch starts
				flashScreenDuringSnatch(); // Start flashing the screen with various colors
				waveEffect(); // Start wave effect
			}
			if (LK.ticks % 60 == 0 && self.attached) {
				score += 5; // Increase score by 5 every second when snatch is true
			}
		}
		// Check for intersection with objContactPoint
		if (self.intersects(objContactPoint)) {
			self.attached = true; // Set attached state to true when snatched
			game.down = null; // Disable left click when a crab is snatched
			if (hungerMeter.width < 2048) {
				hungerMeter.width += 2; // Refill the hunger bar progressively
				hungerMeter.tint = 0x00ff00; // Change color to green when increasing
				if (!game.objYum) {
					game.objYum = game.addChild(LK.getAsset('objYum', {
						anchorX: 0.5,
						anchorY: 0.5
					}));
					game.objYum.x = game.objImHungry.x;
					game.objYum.y = game.objImHungry.y;
				}
				game.objYum.visible = 1;
				objStar.visible = 1;
				pulsateScore(); // Call pulsate effect
			}
		}
		// Check for intersection with objBackground08 only if not snatched
		if (!self.attached && self.intersects(background8)) {
			var sandDust = game.addChild(new ObjSandDust());
			sandDust.x = self.x + 200;
			sandDust.y = self.y;
			self.destroy();
		}
		// Check if objCrab is out of bounds
		if (self.y > 2732 + self.height / 2 || self.y < -self.height / 2 || self.x > 2048 + self.width / 2 || self.x < -self.width / 2) {
			self.destroy();
			if (crab && crab.attached) {
				crab.attached = false; // Re-enable left click
				LK.setTimeout(function () {
					game.down = function (x, y, obj) {
						if (!seagull.diving && !seagull.returning && (!crab || !crab.attached)) {
							// Only start diving if not already diving or returning
							seagull.diving = true;
							seagull.diveTime = 0;
							seagull.startX = seagull.x;
							seagull.startY = seagull.y;
							// Calculate endX based on current speed and direction
							seagull.endX = seagull.startX + seagull.speed * seagull.direction * seagull.diveDuration / 2;
						}
						if (!gustSpawned && !gustCooldown) {
							// Spawn objGust behind seagull
							var objGust = game.addChildAt(new ObjGust(), game.getChildIndex(seagull));
							objGust.x = seagull.x; // Position at the center of the seagull
							objGust.y = seagull.y;
							LK.setTimeout(function () {
								objGust.destroy();
							}, 100); // Destroy objGust after 0.1 seconds
							gustSpawned = true; // Set gustSpawned flag to true
							gustCooldown = true; // Set gustCooldown flag to true
							LK.setTimeout(function () {
								gustCooldown = false; // Reset gustCooldown flag after 2 seconds
							}, 2000);
						}
					};
				}, 500); // Re-enable left click after 0.5 second
			}
		}
	};
});
var ObjFish = Container.expand(function () {
	var self = Container.call(this);
	var fishGraphics = self.attachAsset('objFish', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	var startX = 1000; // Centered X position
	var startY = 1875; // Centered Y position
	self.x = startX;
	self.y = startY;
	var scaleDirection = 1;
	self.update = function () {
		// Make the fish swim around its starting position
		var newX = startX + Math.sin(LK.ticks / 60) * 50;
		if (newX < self.x) {
			fishGraphics.scale.x = -1; // Flip horizontally
		} else {
			fishGraphics.scale.x = 1; // Default orientation
		}
		self.x = newX;
		self.y = startY + Math.cos(LK.ticks / 60) * 30;
		// Slowly scale the fish up and down
		if (self.scale.x >= 1.1) {
			scaleDirection = -1;
		} else if (self.scale.x <= 0.9) {
			scaleDirection = 1;
		}
		self.scale.x += scaleDirection * 0.001;
		self.scale.y += scaleDirection * 0.001;
	};
});
var ObjGust = Container.expand(function () {
	var self = Container.call(this);
	var gustGraphics = self.attachAsset('objGust', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		self.alpha -= 0.02; // Gradually disappear over 0.5 seconds (30 frames)
		if (self.alpha <= 0) {
			intersecting = false; // Reset intersecting flag
			self.destroy(); // Destroy the object when fully transparent
		}
	};
});
var ObjMusica = Container.expand(function () {
	var self = Container.call(this);
	var musicaGraphics = self.attachAsset('objMusica', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		self.y += Math.sin(LK.ticks / 15) * 0.15; // Further reduced ripple vertical movement
		self.x += Math.cos(LK.ticks / 35) * 0.15; // Further reduced ripple horizontal movement
	};
});
var ObjPDroplet = Container.expand(function () {
	var self = Container.call(this);
	var dropletGraphics = self.attachAsset('objPDroplet', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		self.y += 10 + Math.random() * 5; // Increased freefall speed with added y randomness
		self.x += seagull.speed * seagull.direction * 0.1; // Follow the direction of the seagull on the X axis
		if (self.y > 2600 + Math.random() * 200) {
			// Check if it reaches anywhere near the bottom of the screen
			var splash = game.addChild(new ObjPSplash());
			splash.x = self.x;
			splash.y = self.y;
			self.destroy();
			LK.setTimeout(function () {
				splash.destroy();
			}, 2000); // Destroy splash after 2 seconds
		}
	};
});
var ObjPSplash = Container.expand(function () {
	var self = Container.call(this);
	var splashGraphics = self.attachAsset('objPSplash', {
		anchorX: 0.5,
		anchorY: 0.5
	});
});
var ObjSandDust = Container.expand(function () {
	var self = Container.call(this);
	var sandDustGraphics = self.attachAsset('objSandDust', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.alpha = 1.0;
	self.update = function () {
		self.y -= 1; // Move upwards
		self.alpha -= 0.01; // Gradually disappear over 2 seconds (60 frames per second)
		if (self.alpha <= 0) {
			self.destroy(); // Destroy the object when fully transparent
		}
	};
});
var ObjToast = Container.expand(function () {
	var self = Container.call(this);
	var toastGraphics = self.attachAsset('ObjToast', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.y = 1150;
	self.speed = 2.2 + Math.random() * (3.5 - 2.2);
	self.update = function () {
		self.x += self.speed;
		self.y += Math.sin(LK.ticks / 3) * 2; // Add vertical waddling effect
		self.rotation = Math.sin(LK.ticks / 20) * 0.1; // Add rotation for waddling effect
		if (self.attached) {
			self.x = objContactPoint.x;
			self.y = objContactPoint.y;
			if (!self.scoreUpdated) {
				self.scoreUpdated = true; // Ensure score is only updated once per snatch
				self.snatchStartTick = LK.ticks; // Record the tick when snatch starts
				flashScreenDuringSnatch(); // Start flashing the screen with various colors
				waveEffect(); // Start wave effect
			}
			if (LK.ticks % 60 == 0 && self.attached) {
				score += 5; // Increase score by 5 every second when snatch is true
			}
		}
		// Check for intersection with objContactPoint
		if (self.intersects(objContactPoint)) {
			self.attached = true; // Set attached state to true when snatched
			game.down = null; // Disable left click when a toast is snatched
			if (hungerMeter.width < 2048) {
				hungerMeter.width += 2; // Refill the hunger bar progressively
				hungerMeter.tint = 0x00ff00; // Change color to green when increasing
				if (!game.objYum) {
					game.objYum = game.addChild(LK.getAsset('objYum', {
						anchorX: 0.5,
						anchorY: 0.5
					}));
					game.objYum.x = game.objImHungry.x;
					game.objYum.y = game.objImHungry.y;
				}
				game.objYum.visible = 1;
				objStar.visible = 1;
				pulsateScore(); // Call pulsate effect
			}
		}
		// Check for intersection with objBackground08 only if not snatched
		if (!self.attached && self.intersects(background8)) {
			var sandDust = game.addChild(new ObjSandDust());
			sandDust.x = self.x + 200;
			sandDust.y = self.y;
			self.destroy();
		}
		// Check if objToast is out of bounds
		if (self.y > 2732 + self.height / 2 || self.y < -self.height / 2 || self.x > 2048 + self.width / 2 || self.x < -self.width / 2) {
			self.destroy();
			if (toast && toast.attached) {
				toast.attached = false; // Re-enable left click
				LK.setTimeout(function () {
					game.down = function (x, y, obj) {
						if (!seagull.diving && !seagull.returning && (!toast || !toast.attached)) {
							// Only start diving if not already diving or returning
							seagull.diving = true;
							seagull.diveTime = 0;
							seagull.startX = seagull.x;
							seagull.startY = seagull.y;
							// Calculate endX based on current speed and direction
							seagull.endX = seagull.startX + seagull.speed * seagull.direction * seagull.diveDuration / 2;
						}
						if (!gustSpawned && !gustCooldown) {
							// Spawn objGust behind seagull
							var objGust = game.addChildAt(new ObjGust(), game.getChildIndex(seagull));
							objGust.x = seagull.x; // Position at the center of the seagull
							objGust.y = seagull.y;
							LK.setTimeout(function () {
								objGust.destroy();
							}, 100); // Destroy objGust after 0.1 seconds
							gustSpawned = true; // Set gustSpawned flag to true
							gustCooldown = true; // Set gustCooldown flag to true
							LK.setTimeout(function () {
								gustCooldown = false; // Reset gustCooldown flag after 2 seconds
							}, 2000);
						}
					};
				}, 500); // Re-enable left click after 0.5 second
			}
		}
	};
});
var Seagull = Container.expand(function () {
	var self = Container.call(this);
	var seagullGraphics = self.attachAsset('objSeagull', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 5 * Math.pow(1.1, Math.floor(score / 50)) * (1 + Math.floor(score / 50) * 0.1);
	self.direction = 1;
	self.diving = false;
	self.diveTime = 0;
	self.diveDuration = 60; // Total duration of the dive in frames
	self.startX = 0;
	self.startY = 0;
	self.endX = 0;
	self.endY = 2732 - seagullGraphics.height / 2 - 200; // Target Y position for the dive
	self.returning = false;
	self.update = function () {
		if (self.diving) {
			self.diveTime++;
			var t = self.diveTime / self.diveDuration; // Normalized time (0 to 1)
			self.x = (1 - t) * self.startX + t * self.endX; // Linear horizontal movement
			self.y = (1 - t) * self.startY + t * self.endY - 300 * t * (1 - t); // Parabolic vertical movement
			if (self.diveTime >= self.diveDuration) {
				self.diveTime = 0;
				self.diving = false;
				self.returning = true; // Start returning to original position
				gustSpawned = false; // Reset gustSpawned flag
				self.startX = self.x; // Update startX to the current X
				self.startY = self.y; // Update startY to the current Y (bottom of the dive)
				self.endY = 475; // Return to the original Y position
				self.endX = self.startX + self.speed * self.direction * self.diveDuration / 2; // Move further ahead
			}
		} else if (self.returning) {
			self.diveTime++;
			var t = self.diveTime / self.diveDuration; // Normalized time (0 to 1)
			self.x = (1 - t) * self.startX + t * self.endX; // Linear horizontal movement back
			self.y = (1 - t) * self.startY + t * self.endY - 300 * t * (1 - t); // Parabolic vertical movement back
			if (self.diveTime >= self.diveDuration) {
				self.diveTime = 0;
				self.returning = false; // End the return phase
				self.diving = false; // Reset diving state
				self.startX = self.x; // Reset startX for the next dive
				self.startY = self.y; // Reset startY for the next dive
				self.endY = 2732 - seagullGraphics.height / 2 - 200; // Reset endY for the next dive
			}
		} else {
			intersecting = false;
			self.x += self.speed * self.direction;
			self.y += Math.sin(LK.ticks / 10) * 5; // Add a hover effect
			// Check if seagull is out of bounds horizontally
			if (self.x > 2048 + seagullGraphics.width / 2 || self.x < -seagullGraphics.width / 2) {
				self.direction *= -1; // Flip direction
				self.x = Math.max(-seagullGraphics.width / 2, Math.min(2048 + seagullGraphics.width / 2, self.x)); // Keep seagull within bounds
				self.y = Math.random() * (2732 * 0.3) + 100; // Random Y position in the upper 30% of the playspace with a 100px boundary
				// Flip the seagull's graphics
				seagullGraphics.scale.x *= -1;
			}
		}
		// Update the score display
		scoreText.setText('Score: ' + score);
		// Decrease hungerMeter's width over time if seagull is not snatching fries or crab
		if (hungerMeter.width > 0 && (!crab || !crab.attached)) {
			if (crab && crab.attached && hungerMeter.width < 2048) {
				hungerMeter.tint = 0xffffff; // Reset color when not decreasing
				hungerMeter.width += 2; // Refill the hunger bar progressively
			}
			if (hungerMeter.width < 2048 * 0.35 && LK.ticks % 120 == 0) {
				// Trigger shake intermittently every 2 seconds
				screenShake(500, 15); // Shake for 500ms with increased intensity of 15 pixels
			}
			hungerMeter.width -= 1.5; // Decrease the rate of decrease
			hungerMeter.tint = 0xff0000; // Change color to red when decreasing
			scoreText.tint = 0xffffff; // Change score text color back to white
			LK.clearInterval(pulsateInterval); // Stop pulsating effect
			// Instantiate objImHungry for two seconds over objHead
			if (!game.objImHungry) {
				game.objImHungry = game.addChild(LK.getAsset('objImHungry', {
					anchorX: 0.5,
					anchorY: 0.5
				}));
				game.objImHungry.x = head.x + 150;
				game.objImHungry.y = head.y - 25;
			}
			if (game.objYum) {
				game.objYum.visible = 0;
			}
			objStar.visible = 0;
			if (LK.ticks % 60 == 0) {
				score += 1 * scoreMultiplier;
				self.speed = 10 * Math.pow(1.1, Math.floor(score / 50)) * (1 + Math.floor(score / 50) * 0.1);
			}
			// Stop shake and pulsate effects
			LK.clearInterval(shakeInterval);
			if (pulsateIntervalActive) {
				LK.clearInterval(pulsateInterval);
				pulsateIntervalActive = false; // Reset flag when pulsateInterval is cleared
			}
		}
		// Check if fries or crab leave the playspace
		if (typeof crab !== 'undefined' && (crab.y > 2732 + crab.height / 2 || crab.y < -crab.height / 2 || crab.x > 2048 + crab.width / 2 || crab.x < -crab.width / 2)) {
			crab.destroy();
		}
		// Initialize objBackground13 every 6 to 15 seconds
		if (!game.background13Active && LK.ticks % (60 * (Math.floor(Math.random() * 10) + 6)) == 0) {
			var background13 = game.addChildAt(new Background13(), game.getChildIndex(seagull) - 1);
			background13.direction = Math.random() > 0.5 ? 1 : -1; // Randomly choose a direction
			background13.x = background13.direction > 0 ? -background13.width / 2 : 2048 + background13.width / 2; // Start from the left or right edge of the playspace
			background13.y = Math.random() * (2732 * 0.2) + 50; // Random Y position in the upper 20% of the playspace with a 50px boundary
			game.background13Active = true; // Set the flag to indicate that objBackground13 is active
			background13.update = function () {
				var background13Graphics = this.children[0]; // Access the attached asset
				this.x += this.speed * this.direction;
				// Flip the image depending on the direction
				background13Graphics.scale.x = this.direction;
				// Check if background13 is out of bounds horizontally
				if (this.x > 2048 + background13Graphics.width / 2 || this.x < -background13Graphics.width / 2) {
					this.destroy(); // Destroy background13 when it goes out of bounds
					game.background13Active = false; // Reset the flag when objBackground13 is destroyed
				}
			};
		}
		// Spawn objCrab every 10 seconds
		if (LK.ticks % (60 * 10) == 0) {
			crab = new ObjCrab();
			crab.attached = false; // Initialize attached state
			crab.x = -crab.width / 2; // Start from the utmost left
			game.addChildAt(crab, game.getChildIndex(background9)); // Add crab behind objBackground09
		}
		// Initialize ObjToast every 10 seconds if it does not exist
		if (LK.ticks % (60 * 10) == 0 && !game.ObjToast) {
			var toast = new ObjToast();
			toast.attached = false; // Initialize attached state
			toast.x = -toast.width / 2; // Start from the utmost left
			game.addChildAt(toast, game.getChildIndex(background9)); // Add toast behind objBackground09
			game.ObjToast = toast;
		}
		// Trigger game over when hungerMeter's width reaches 0
		if (hungerMeter.width <= 0) {
			var redOverlay = game.addChild(LK.getAsset('objRedOverlay', {
				anchorX: 0.5,
				anchorY: 0.5,
				alpha: 0.1
			}));
			redOverlay.x = 1024;
			redOverlay.y = 1366;
			LK.setTimeout(function () {
				var objDizzy = game.addChild(LK.getAsset('objDizzy', {
					anchorX: 0.5,
					anchorY: 0.5
				}));
				objDizzy.x = 1024;
				objDizzy.y = 1366;
				LK.setScore(score);
				scoreText.visible = false; // Set visibility of score to 0 during game over
				LK.setTimeout(function () {
					LK.showGameOver(); //Calling this will destroy the 'Game' and reset entire game state.
				}, 3000); // Delay game over by 3 seconds
			}, 100); // Delay game over by 0.1 seconds
		}
		// Attach objContactPoint to the center of seagull
		objContactPoint.x = self.x;
		objContactPoint.y = self.y + 200;
		// Check for intersection with objCrab
		if (objContactPoint.intersects(crab)) {
			// Add any additional logic for snatching the crab here
		}
	};
	// Remove the down event from the seagull as we want to trigger it from anywhere in the playspace
});
var SeagullShadow = Container.expand(function () {
	var self = Container.call(this);
	var shadowGraphics = self.attachAsset('objSeagullShadow', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0.5
	});
	self.update = function () {
		self.x = seagull.x + 20; // Offset shadow slightly
		self.y = 2575 - 100; // Keep shadow at the bottom of the screen
		// Calculate scale based on seagull's Y position
		var maxScale = 3;
		var minScale = 1;
		var maxY = 2732 - seagull.height / 2 - 200;
		var minY = 475;
		var t = (seagull.y - minY) / (maxY - minY);
		var scale = minScale + t * (maxScale - minScale);
		self.scale.set(scale, scale);
	};
});
var Smoke = Container.expand(function () {
	var self = Container.call(this);
	var smokeGraphics = self.attachAsset('objSmoke', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		self.y += Math.sin(LK.ticks / 60) * 0.2; // Reduced floating effect
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
var scoreMultiplier = 1; // Initialize scoreMultiplier variable
function waveEffect() {
	if (crab && crab.attached) {
		game.y += Math.sin(LK.ticks / 30) * 1; // Apply further reduced wave effect
		game.x += Math.cos(LK.ticks / 30) * 0.5; // Further lower the horizontal wave effect
		objMultipliertext.visible = 1; // Set visibility to 1 when waveEffect is active
		objMultipliertext.rotation += 0.05; // Rotate objMultipliertext
		scoreMultiplier = 2; // Enable score multiplier
		LK.setTimeout(waveEffect, 16); // Continue wave effect every frame (60 FPS)
	} else {
		game.y = 0; // Reset playspace position to original
		game.x = 0; // Reset playspace position to original
		objMultipliertext.visible = 0; // Set visibility to 0 when waveEffect is not active
		objMultipliertext.rotation += 0.05; // Rotate objMultipliertext
		scoreMultiplier = 1; // Disable score multiplier
	}
}
function flashScreenDuringSnatch() {
	var colors = [0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
	var colorIndex = 0;
	function flash() {
		if (crab && crab.attached) {
			LK.effects.flashScreen(colors[colorIndex], 500);
			colorIndex = (colorIndex + 1) % colors.length;
			LK.setTimeout(flash, 500);
		}
	}
	function waveEffect() {
		if (crab && crab.attached) {
			game.y += Math.sin(LK.ticks / 30) * 1; // Apply further reduced wave effect
			game.x += Math.cos(LK.ticks / 30) * 0.5; // Further lower the horizontal wave effect
			LK.setTimeout(waveEffect, 16); // Continue wave effect every frame (60 FPS)
		} else {
			game.y = 0; // Reset playspace position to original
			game.x = 0; // Reset playspace position to original
		}
	}
	flash();
	waveEffect();
}
function pulsateScore() {
	var originalTint = scoreText.tint;
	var pulsateDuration = 1000; // Duration of one pulsate cycle in milliseconds
	function pulsate() {
		scoreText.tint = 0x00ff00; // Change to green
		LK.setTimeout(function () {
			scoreText.tint = originalTint; // Change back to original color
		}, pulsateDuration / 2);
	}
	pulsateInterval = LK.setInterval(pulsate, pulsateDuration);
	pulsateIntervalActive = true; // Set flag to true when pulsateInterval is active
	// Stop pulsating after a certain condition (e.g., hunger bar is full)
	// LK.clearInterval(pulsateInterval);
}
LK.setInterval(function () {
	var droplet = game.addChild(new ObjPDroplet());
	droplet.x = seagull.x;
	droplet.y = seagull.y;
	droplet.direction = seagull.direction; // Set the direction of the droplet to match the seagull
}, (Math.random() * 10 + 10) * 1000); // Random interval between 10 to 20 seconds
var scaleUp = true;
LK.setInterval(function () {
	if (scaleUp) {
		objRadio.scale.x *= 1.1;
		objRadio.scale.y *= 1.1;
	} else {
		objRadio.scale.x /= 1.1;
		objRadio.scale.y /= 1.1;
	}
	scaleUp = !scaleUp;
}, 500);
function screenShake(duration, intensity) {
	var originalX = game.x;
	var originalY = game.y;
	var shakeInterval = LK.setInterval(function () {
		game.x = originalX + (Math.random() - 0.5) * intensity;
		game.y = originalY + (Math.random() - 0.5) * intensity;
	}, 16); // Shake every frame (60 FPS)
	LK.setTimeout(function () {
		LK.clearInterval(shakeInterval);
		game.x = originalX;
		game.y = originalY;
	}, duration);
}
var crab; // Declare crab in the global scope
var snatchStartTick = 0; // Initialize snatchStartTick variable
var objContactPoint; // Declare objContactPoint in the global scope
var gustSpawned = false; // Flag to track if objGust has been spawned
var gustCooldown = false; // Flag to track if the cooldown period is active
var background = game.addChild(LK.getAsset('ObjBackground01', {
	anchorX: 0.5,
	anchorY: 0.5
}));
background.x = 1024;
background.y = 1366;
var objSmoke = game.addChild(new Smoke());
objSmoke.x = 975;
objSmoke.y = 875;
var objFish = game.addChild(new ObjFish());
objFish.x = 1024;
objFish.y = 1366; // Position objFish at y 1366
objFish.visible = true; // Ensure objFish is visible
var background11 = game.addChild(LK.getAsset('objBackground11', {
	anchorX: 0.5,
	anchorY: 0.5
}));
background11.x = 25;
background11.y = 1300;
var background10 = game.addChild(LK.getAsset('objBackground10', {
	anchorX: 0.5,
	anchorY: 0.5
}));
// Removed duplicate objRadio instantiation
var objRadio = game.addChild(LK.getAsset('objRadio', {
	anchorX: 0.5,
	anchorY: 0.5
}));
objRadio.x = 265;
objRadio.y = 1165;
var objMusica = game.addChild(new ObjMusica());
objMusica.x = 400;
objMusica.y = 1100;
background10.x = 125;
background10.y = 2500;
var background9 = game.addChild(LK.getAsset('objBackground09', {
	anchorX: 0.5,
	anchorY: 0.5
}));
background9.x = 450;
background9.y = 2490;
var background8 = game.addChild(LK.getAsset('objBackground08', {
	anchorX: 0.5,
	anchorY: 0.5
}));
background8.x = 1550;
background8.y = 2455;
var background7 = game.addChild(new Background07());
background7.x = 150;
background7.y = 2650;
var background6 = game.addChild(new Background06());
background6.x = 1175;
background6.y = 1035;
var background4 = game.addChild(new Background04());
var objSos = game.addChild(LK.getAsset('ObjSos', {
	anchorX: 0.5,
	anchorY: 0.5
}));
objSos.rotation = -0.436332; // Rotate by -25 degrees (in radians)
objSos.x = 1110;
objSos.y = 850;
objSos.update = function () {
	objSos.y += Math.sin(LK.ticks / 30) * 0.5; // Further reduced vertical wave effect
	objSos.x += Math.cos(LK.ticks / 60) * 0.25; // Further reduced horizontal wave effect
};
var background5 = game.addChild(LK.getAsset('objBackground05', {
	anchorX: 0.5,
	anchorY: 0.5
}));
var objRadio = game.addChild(LK.getAsset('objRadio', {
	anchorX: 0.5,
	anchorY: 0.5
}));
objRadio.x = 265;
objRadio.y = 1165;
var background12 = game.addChild(LK.getAsset('objBackground12', {
	anchorX: 0.5,
	anchorY: 0.5
}));
background12.x = 850;
background12.y = 3335;
background5.x = 165;
background5.y = 1925;
background4.x = 1024;
background4.y = 990;
var background3 = game.addChild(LK.getAsset('objBackground03', {
	anchorX: 0.5,
	anchorY: 0.5
}));
background3.x = 1824;
background3.y = 2166;
var background2 = game.addChild(new Background02());
background2.x = 1790;
background2.y = 1766;
var seagull = game.addChild(new Seagull());
var seagullShadow = game.addChild(new SeagullShadow());
intersecting = false; // Reset intersecting flag
crabSmokeInstantiated = false; // Reset crab smoke flag
gustSpawned = false; // Reset gust spawned flag
gustCooldown = false; // Reset gust cooldown flag
seagull.x = -seagull.width / 2; // Start from outside the left edge of the playspace
seagull.y = 475;
if (typeof crab !== 'undefined') {
	crab.attached = false; // Reset attached state for crab
	crab.destroy(); // Ensure the crab is destroyed and reset
}
var hungerMeter = game.addChild(LK.getAsset('objHungerMeter', {
	anchorX: 0.5,
	anchorY: 0.5,
	width: 2048
}));
hungerMeter.x = 1024;
hungerMeter.y = 2650;
var objMultipliertext = game.addChildAt(LK.getAsset('objMultipliertext', {}), game.getChildIndex(background2) + 1);
objMultipliertext.x = 850;
objMultipliertext.y = 1250;
objMultipliertext.visible = 0; // Set visibility to 0 at the start of the game
objContactPoint = game.addChild(LK.getAsset('objContactPoint', {
	anchorX: 0.5,
	anchorY: 0.5,
	alpha: 0
}));
objContactPoint.x = 1024;
objContactPoint.y = 1366;
// Create a text object to display the score
var scoreText = new Text2('Score: 0', {
	size: 80,
	fill: "#ffffff",
	font: "Impact"
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var score = 0;
scoreText.visible = true; // Reset visibility of score to 1 when game starts
game.background13Active = false; // Flag to track if objBackground13 is active
// Instantiate objStomach where objHungerFrame is and remove objHungerFrame from the playspace
var head = game.addChild(LK.getAsset('objHead', {
	anchorX: 0.5,
	anchorY: 0.5
}));
head.x = 1050;
head.y = 2635;
var objStar = game.addChildAt(LK.getAsset('objStar', {
	anchorX: 0.5,
	anchorY: 0.5
}), game.getChildIndex(head) - 1);
objStar.x = head.x - 45;
objStar.y = head.y - head.height / 2 - objStar.height / 2 + 235;
;
game.down = function (x, y, obj) {
	if (!seagull.diving && !seagull.returning && (!crab || !crab.attached)) {
		// Only start diving if not already diving or returning
		seagull.diving = true;
		seagull.diveTime = 0;
		seagull.startX = seagull.x;
		seagull.startY = seagull.y;
		// Calculate endX based on current speed and direction
		seagull.endX = seagull.startX + seagull.speed * seagull.direction * seagull.diveDuration / 2;
	}
	if (!gustSpawned && !gustCooldown) {
		// Spawn objGust behind seagull
		var objGust = game.addChildAt(new ObjGust(), game.getChildIndex(seagull));
		objGust.x = seagull.x; // Position at the center of the seagull
		objGust.y = seagull.y;
		LK.setTimeout(function () {
			objGust.destroy();
		}, 100); // Destroy objGust after 0.1 seconds
		gustSpawned = true; // Set gustSpawned flag to true
		gustCooldown = true; // Set gustCooldown flag to true
		LK.setTimeout(function () {
			gustCooldown = false; // Reset gustCooldown flag after 2 seconds
		}, 2000);
	}
};
var pulsateInterval;
var pulsateIntervalActive = false; // Track if pulsateInterval is active
var shakeInterval; ===================================================================
--- original.js
+++ change.js
@@ -252,8 +252,96 @@
 			self.destroy(); // Destroy the object when fully transparent
 		}
 	};
 });
+var ObjToast = Container.expand(function () {
+	var self = Container.call(this);
+	var toastGraphics = self.attachAsset('ObjToast', {
+		anchorX: 0.5,
+		anchorY: 0.5
+	});
+	self.y = 1150;
+	self.speed = 2.2 + Math.random() * (3.5 - 2.2);
+	self.update = function () {
+		self.x += self.speed;
+		self.y += Math.sin(LK.ticks / 3) * 2; // Add vertical waddling effect
+		self.rotation = Math.sin(LK.ticks / 20) * 0.1; // Add rotation for waddling effect
+		if (self.attached) {
+			self.x = objContactPoint.x;
+			self.y = objContactPoint.y;
+			if (!self.scoreUpdated) {
+				self.scoreUpdated = true; // Ensure score is only updated once per snatch
+				self.snatchStartTick = LK.ticks; // Record the tick when snatch starts
+				flashScreenDuringSnatch(); // Start flashing the screen with various colors
+				waveEffect(); // Start wave effect
+			}
+			if (LK.ticks % 60 == 0 && self.attached) {
+				score += 5; // Increase score by 5 every second when snatch is true
+			}
+		}
+		// Check for intersection with objContactPoint
+		if (self.intersects(objContactPoint)) {
+			self.attached = true; // Set attached state to true when snatched
+			game.down = null; // Disable left click when a toast is snatched
+			if (hungerMeter.width < 2048) {
+				hungerMeter.width += 2; // Refill the hunger bar progressively
+				hungerMeter.tint = 0x00ff00; // Change color to green when increasing
+				if (!game.objYum) {
+					game.objYum = game.addChild(LK.getAsset('objYum', {
+						anchorX: 0.5,
+						anchorY: 0.5
+					}));
+					game.objYum.x = game.objImHungry.x;
+					game.objYum.y = game.objImHungry.y;
+				}
+				game.objYum.visible = 1;
+				objStar.visible = 1;
+				pulsateScore(); // Call pulsate effect
+			}
+		}
+		// Check for intersection with objBackground08 only if not snatched
+		if (!self.attached && self.intersects(background8)) {
+			var sandDust = game.addChild(new ObjSandDust());
+			sandDust.x = self.x + 200;
+			sandDust.y = self.y;
+			self.destroy();
+		}
+		// Check if objToast is out of bounds
+		if (self.y > 2732 + self.height / 2 || self.y < -self.height / 2 || self.x > 2048 + self.width / 2 || self.x < -self.width / 2) {
+			self.destroy();
+			if (toast && toast.attached) {
+				toast.attached = false; // Re-enable left click
+				LK.setTimeout(function () {
+					game.down = function (x, y, obj) {
+						if (!seagull.diving && !seagull.returning && (!toast || !toast.attached)) {
+							// Only start diving if not already diving or returning
+							seagull.diving = true;
+							seagull.diveTime = 0;
+							seagull.startX = seagull.x;
+							seagull.startY = seagull.y;
+							// Calculate endX based on current speed and direction
+							seagull.endX = seagull.startX + seagull.speed * seagull.direction * seagull.diveDuration / 2;
+						}
+						if (!gustSpawned && !gustCooldown) {
+							// Spawn objGust behind seagull
+							var objGust = game.addChildAt(new ObjGust(), game.getChildIndex(seagull));
+							objGust.x = seagull.x; // Position at the center of the seagull
+							objGust.y = seagull.y;
+							LK.setTimeout(function () {
+								objGust.destroy();
+							}, 100); // Destroy objGust after 0.1 seconds
+							gustSpawned = true; // Set gustSpawned flag to true
+							gustCooldown = true; // Set gustCooldown flag to true
+							LK.setTimeout(function () {
+								gustCooldown = false; // Reset gustCooldown flag after 2 seconds
+							}, 2000);
+						}
+					};
+				}, 500); // Re-enable left click after 0.5 second
+			}
+		}
+	};
+});
 var Seagull = Container.expand(function () {
 	var self = Container.call(this);
 	var seagullGraphics = self.attachAsset('objSeagull', {
 		anchorX: 0.5,
@@ -274,12 +362,8 @@
 			self.diveTime++;
 			var t = self.diveTime / self.diveDuration; // Normalized time (0 to 1)
 			self.x = (1 - t) * self.startX + t * self.endX; // Linear horizontal movement
 			self.y = (1 - t) * self.startY + t * self.endY - 300 * t * (1 - t); // Parabolic vertical movement
-			if (game.ObjToast && self.intersects(game.ObjToast)) {
-				game.ObjToast.destroy();
-				game.ObjToast = null;
-			}
 			if (self.diveTime >= self.diveDuration) {
 				self.diveTime = 0;
 				self.diving = false;
 				self.returning = true; // Start returning to original position
@@ -386,35 +470,13 @@
 			game.addChildAt(crab, game.getChildIndex(background9)); // Add crab behind objBackground09
 		}
 		// Initialize ObjToast every 10 seconds if it does not exist
 		if (LK.ticks % (60 * 10) == 0 && !game.ObjToast) {
-			var ObjToast = game.addChild(LK.getAsset('ObjToast', {
-				anchorX: 0.5,
-				anchorY: 0.5,
-				scaleX: 0.5,
-				scaleY: 0.5
-			}));
-			ObjToast.x = 75;
-			ObjToast.y = 1150;
-			game.ObjToast = ObjToast;
-			// Animate ObjToast
-			var startX = 75;
-			var startY = 1150; // Start from the bottom of the screen
-			var endX = 450;
-			var endY = 2090;
-			var duration = 60; // Duration of the animation in frames (1 second)
-			var currentFrame = 0;
-			ObjToast.x = startX;
-			ObjToast.y = startY;
-			ObjToast.update = function () {
-				if (currentFrame <= duration) {
-					var t = currentFrame / duration;
-					ObjToast.x = (1 - t) * startX + t * endX;
-					ObjToast.y = (1 - t) * startY + t * endY - 300 * t * (1 - t); // Parabolic movement
-					ObjToast.scale.set(0.5 + 0.5 * t); // Gradually scale by 50%
-					currentFrame++;
-				}
-			};
+			var toast = new ObjToast();
+			toast.attached = false; // Initialize attached state
+			toast.x = -toast.width / 2; // Start from the utmost left
+			game.addChildAt(toast, game.getChildIndex(background9)); // Add toast behind objBackground09
+			game.ObjToast = toast;
 		}
 		// Trigger game over when hungerMeter's width reaches 0
 		if (hungerMeter.width <= 0) {
 			var redOverlay = game.addChild(LK.getAsset('objRedOverlay', {
 Create a cartoon-style illustration of the ocean and an empty sandy beach from the perspective of a person standing on the beach. The goal is to capture a lively and playful location.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 Create a cartoon-style illustration of fries in a brown bag. The goal is to capture a lively and playful object. Front perspective. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 Create a cartoon-style illustration of white drop of paint. The goal is to capture a lively and playful paint.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 Create a cartoon-style illustration of white splash of paint. The goal is to capture a lively and playful paint. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 
 Create a cartoon-style illustration of a stomach The goal is to capture a lively and playful stomach... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 Create a cartoon-style illustration of palm trees. The goal is to capture a lively and playful location. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 Create a cartoon-style illustration of beach rocks. The goal is to capture a lively and playful location. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 Create a cartoon-style illustration of a wooden no feeding and no littering sign on a sandy stake.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 Create a cartoon-style illustration of a speech bubble that is written I'm Hungry!. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 Create a cartoon-style illustration of a giant squid menacingly staring... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 
 Create a cartoon-style illustration of palm trees leaves.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 
 
 
 
 Create a cartoon-style illustration of a dark silhouette of a seaplane, side profile. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 
 Create a cartoon-style illustration of smoke.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 
 Create a cartoon-style illustration of a mix of colorful music notes. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 
 create a cartoon-style illustration of a crab from the back. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 create a cartoon-style illustration of a sand cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 create a cartoon-style illustration of an explosion of stars. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 create a cartoon-style illustration of an speech bubble with the word "Yum!". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 make it more colorful in the top portion of the bricks
 Create a cartoon-style illustration of a mix of a beach radio. Front View. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 Create a close-up cartoon-style illustration of an dizzy seagull with his tongue sticking out on an empty sandy beach. The goal is to capture a lively and playful game over screen. Make sure 'game over' is written.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 Create a close-up cartoon-style illustration of the letters "sos" in black. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 Create a cartoon-style illustration of a smiling face of a seagul with black shades with the words "Time Bonus" at the bottom of it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 
 Create a cartoon-style illustration of a seagul's face chomping down on a slice of bread make it comical. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 create a cartoon-style illustration of an red girly angry emoji. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 
 create a cartoon-style illustration of a seagul's face chomping down on fries make it comical.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 
 create a cartoon-style illustration of a seagul's face chomping down on a fish make it comical.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
 three words 'dive to eat' in a cartoonish style with an arrow pointing down. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.