User prompt
Make the mystery box in the same line as the player if the player goes by it the player gets infinite hearts
User prompt
Add mystery box asset the mystery box has infinite hearts
User prompt
Please fix the bug: 'ReferenceError: currentTime is not defined' in or related to this line: 'self.lastAttackTime = currentTime;' Line Number: 111
User prompt
Add a angel asset that is a helper and defend the player from the enemies
User prompt
Prove it by adding five hearts on a top right screen you think you can do that
User prompt
Add five lives
Remix started
Copy Mario: Coin Rush
/**** 
* Classes
****/ 
// Angel helper class
var Angel = Container.expand(function () {
	var self = Container.call(this);
	// Create angel graphics (using particle asset as a placeholder)
	var angelGraphics = self.attachAsset('particle', {
		anchorX: 0.5,
		anchorY: 0.5,
		color: 0xFFFFFF // White color for angel
	});
	// Angel properties
	self.zIndex = 25; // Between player (20) and weapon (30)
	self.orbitRadius = 150;
	self.orbitSpeed = 0.03;
	self.orbitAngle = 0;
	self.protectionRadius = 200;
	self.lastAttackTime = 0;
	self.attackCooldown = 1000; // 1 second between attacks
	// Update method called every tick
	self.update = function () {
		// Orbit around player
		if (player) {
			self.orbitAngle += self.orbitSpeed;
			self.x = player.x + Math.cos(self.orbitAngle) * self.orbitRadius;
			self.y = player.y + Math.sin(self.orbitAngle) * self.orbitRadius;
			// Check for nearby enemies to attack
			var currentTime = Date.now();
			if (currentTime - self.lastAttackTime > self.attackCooldown) {
				// Check all enemy types
				self.checkAndAttackEnemies(enemies);
				self.checkAndAttackEnemies(flyinEnemies);
				self.checkAndAttackEnemies(zigzagEnemies);
			}
		}
	};
	// Helper method to check and attack enemies of a specific type
	self.checkAndAttackEnemies = function (enemyArray) {
		if (!player) return;
		for (var i = enemyArray.length - 1; i >= 0; i--) {
			var enemy = enemyArray[i];
			if (!enemy) continue;
			// Calculate distance to enemy
			var dx = enemy.x - player.x;
			var dy = enemy.y - player.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			// If enemy is within protection radius, attack it
			if (distance <= self.protectionRadius) {
				// Create a particle effect at the enemy's position
				var particleEffect = LK.getAsset('particle', {
					anchorX: 0.5,
					anchorY: 0.5,
					color: 0xFFFFFF // White light
				});
				particleEffect.x = enemy.x;
				particleEffect.y = enemy.y;
				particleEffect.zIndex = 300;
				game.addChild(particleEffect);
				// Create a coin if it's a regular enemy or zigzag enemy
				if (enemyArray === enemies || enemyArray === zigzagEnemies) {
					var coin = new Coin();
					coin.x = enemy.x;
					coin.y = enemy.y;
					coin.velocity = 5;
					game.addChild(coin);
					coins.push(coin);
				}
				// Remove the enemy
				enemy.destroy();
				enemyArray.splice(i, 1);
				// Remove particle effect after a short time
				LK.setTimeout(function () {
					particleEffect.destroy();
				}, 150);
				// Set last attack time
				self.lastAttackTime = currentTime;
				break; // Only attack one enemy per cooldown
			}
		}
	};
	return self;
});
// Coin class
var Coin = Container.expand(function () {
	var self = Container.call(this);
	var coinGraphics = self.attachAsset('coin', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.velocity = gameStartDelay ? 0 : 5;
	self.zIndex = 15;
	self.update = function () {
		if (gameStartDelay) {
			self.velocity = 0;
		} else if (self.velocity === 0) {
			self.velocity = 5;
		}
		self.x -= self.velocity;
	};
});
// NEW: EndlessBG3 class using the same scroll system as background2
var EndlessBG3 = Container.expand(function () {
	var self = Container.call(this);
	var bg1 = LK.getAsset('endlessbg3', {
		anchorX: 0,
		anchorY: 0
	});
	bg1.x = 0;
	bg1.y = 0;
	self.addChild(bg1);
	var bg2 = LK.getAsset('endlessbg3', {
		anchorX: 1,
		anchorY: 0
	});
	bg2.scaleX = -1;
	bg2.x = bg1.width;
	bg2.y = 0;
	self.addChild(bg2);
	self.speed = 2;
	self.update = function () {
		bg1.x -= self.speed;
		bg2.x -= self.speed;
		if (bg1.x + bg1.width <= 0) {
			bg1.x = bg2.x + bg2.width;
		}
		if (bg2.x + bg2.width <= 0) {
			bg2.x = bg1.x + bg1.width;
		}
	};
});
// Enemy class
var Enemy = Container.expand(function () {
	var self = Container.call(this);
	var enemyGraphics = self.attachAsset('enemy', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = gameStartDelay ? 0 : 5;
	self.zIndex = 10;
	self.canDamage = true;
	self.update = function () {
		if (gameStartDelay) {
			self.speed = 0;
		} else if (self.speed === 0) {
			self.speed = 5;
		}
		self.x -= self.speed;
		if (self.x < -50) {
			self.destroy();
		}
	};
});
// FlyinEnemy class
var FlyinEnemy = Container.expand(function () {
	var self = Container.call(this);
	var flyinEnemyGraphics = self.attachAsset('flyin_enemy', {
		anchorX: 0.5,
		anchorY: 0
	});
	self.speed = gameStartDelay ? 0 : 5;
	self.zIndex = 10;
	self.canDamage = true;
	self.homing = false;
	self.vx = 0;
	self.vy = 0;
	self.update = function () {
		if (gameStartDelay) {
			self.speed = 0;
			self.vx = 0;
			self.vy = 0;
		} else if (self.speed === 0) {
			self.speed = 5;
			if (self.homing && self.origVx !== undefined && self.origVy !== undefined) {
				self.vx = self.origVx;
				self.vy = self.origVy;
			}
		}
		if (!self.homing) {
			self.x -= self.speed;
			if (self.x < -50) {
				self.destroy();
			}
		} else {
			if (gameStartDelay) {
				// Store original velocities if not already stored
				if (self.origVx === undefined && self.origVy === undefined) {
					self.origVx = self.vx;
					self.origVy = self.vy;
				}
			}
			self.x += self.vx;
			self.y += self.vy;
			if (self.x < -200 || self.x > 2248 || self.y < -200 || self.y > 2932) {
				self.destroy();
			}
		}
	};
});
// Player class
var Player = Container.expand(function () {
	var self = Container.call(this);
	var playerGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = gameStartDelay ? 0 : 5;
	self.jumpHeight = 40;
	self.isJumping = false;
	self.velocityY = 0;
	self.isFalling = false;
	self.fallSpeed = 0;
	self.fallAcceleration = gameStartDelay ? 0 : 0.7;
	self.fallTargetY = 2732 / 2 - 7;
	// Karakterin diğer öğelerin üzerinde görünmesi için yüksek z-index
	self.zIndex = 20;
	self.hearts = typeof remainingHearts !== 'undefined' ? remainingHearts : 5;
	self.update = function () {
		self.prevY = self.y;
		if (gameStartDelay) {
			self.fallAcceleration = 0;
		} else if (self.fallAcceleration === 0) {
			self.fallAcceleration = 0.7;
		}
		if (self.isFalling && !gameStartDelay) {
			self.y += self.fallSpeed;
			self.fallSpeed += self.fallAcceleration;
			if (self.y >= self.fallTargetY) {
				self.y = self.fallTargetY;
				self.isFalling = false;
				self.fallSpeed = 0;
				game.weaponEnabled = true;
			}
		}
		self.prevY = self.y;
		if (self.isJumping && !gameStartDelay) {
			self.y += self.velocityY;
			self.velocityY += 0.7;
			if (self.y >= 2732 / 2 - 3) {
				self.y = 2732 / 2 - 9;
				self.isJumping = false;
				self.velocityY = 0;
			}
		}
	};
	self.invulnerable = false;
	self.hit = function () {
		if (!self.invulnerable) {
			self.loseHeart();
			self.invulnerable = true;
			LK.setTimeout(function () {
				self.invulnerable = false;
			}, 500);
		}
	};
	self.jump = function () {
		if (!self.isJumping) {
			self.isJumping = true;
			self.velocityY = -self.jumpHeight;
		}
	};
	self.loseHeart = function () {
		self.hearts--;
		playerDeaths++;
		if (playerDeaths === 1 && hearts[0]) {
			hearts[0].destroy();
		} else if (playerDeaths === 2 && hearts[1]) {
			hearts[1].destroy();
		} else if (playerDeaths === 3 && hearts[2]) {
			hearts[2].destroy();
		} else if (playerDeaths === 4 && hearts[3]) {
			hearts[3].destroy();
		} else if (playerDeaths === 5 && hearts[4]) {
			hearts[4].destroy();
		}
		remainingHearts = self.hearts;
		if (hearts.length === 0) {
			// Apply score multipliers based on active game states
			var finalScore = coinCounter;
			// Apply 2x multiplier if control is active
			if (game.controlActive) {
				finalScore *= 2;
			}
			// Apply 3x multiplier if yesil1 is active (has 3+ points)
			var yesil1Active = false;
			for (var i = 0; i < game.children.length; i++) {
				var child = game.children[i];
				if (child.points && child.points >= 3) {
					finalScore *= 3;
					break;
				}
			}
			// Make sure LK score system gets updated with the final multiplied score
			LK.setScore(finalScore);
			for (var i = enemies.length - 1; i >= 0; i--) {
				enemies[i].destroy();
				enemies.splice(i, 1);
			}
			for (var i = flyinEnemies.length - 1; i >= 0; i--) {
				flyinEnemies[i].destroy();
				flyinEnemies.splice(i, 1);
			}
			for (var i = zigzagEnemies.length - 1; i >= 0; i--) {
				zigzagEnemies[i].destroy();
				zigzagEnemies.splice(i, 1);
			}
			for (var i = trainEnemies.length - 1; i >= 0; i--) {
				trainEnemies[i].destroy();
				trainEnemies.splice(i, 1);
			}
			for (var i = coins.length - 1; i >= 0; i--) {
				coins[i].destroy();
				coins.splice(i, 1);
			}
			self.destroy();
			game.weaponEnabled = false;
		}
	};
});
// ScrollingBackground class
var ScrollingBackground = Container.expand(function () {
	var self = Container.call(this);
	self.bg1 = LK.getAsset('background', {
		anchorX: 0,
		anchorY: 0
	});
	self.bg1.x = 0;
	self.bg1.y = 0;
	self.addChild(self.bg1);
	self.bg2 = LK.getAsset('background', {
		anchorX: 1,
		anchorY: 0
	});
	self.bg2.scaleX = -1;
	self.bg2.x = self.bg1.width;
	self.bg2.y = 0;
	self.addChild(self.bg2);
	self.speed = gameStartDelay ? 0 : 2;
	self.update = function () {
		if (gameStartDelay) {
			self.speed = 0;
		} else if (self.speed === 0) {
			self.speed = 2;
		}
		self.bg1.x -= self.speed;
		self.bg2.x -= self.speed;
		if (self.bg1.x + self.bg1.width <= 0) {
			self.bg1.x = self.bg2.x + self.bg2.width;
		}
		if (self.bg2.x + self.bg2.width <= 0) {
			self.bg2.x = self.bg1.x + self.bg1.width;
		}
	};
});
// ScrollingBackground2 class
var ScrollingBackground2 = Container.expand(function () {
	var self = Container.call(this);
	var bg1 = LK.getAsset('background2', {
		anchorX: 0,
		anchorY: 0
	});
	bg1.x = 0;
	bg1.y = 0;
	self.addChild(bg1);
	var bg2 = LK.getAsset('background2', {
		anchorX: 1,
		anchorY: 0
	});
	bg2.scaleX = -1;
	bg2.x = bg1.width;
	bg2.y = 0;
	self.addChild(bg2);
	self.speed = gameStartDelay ? 0 : 2;
	self.update = function () {
		if (gameStartDelay) {
			self.speed = 0;
		} else if (self.speed === 0) {
			self.speed = 2;
		}
		bg1.x -= self.speed;
		bg2.x -= self.speed;
		if (bg1.x + bg1.width <= 0) {
			bg1.x = bg2.x + bg2.width;
		}
		if (bg2.x + bg2.width <= 0) {
			bg2.x = bg1.x + bg1.width;
		}
	};
});
// Tube class
var Tube = Container.expand(function () {
	var self = Container.call(this);
	var tubeGraphics = self.attachAsset('tup_1', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = gameStartDelay ? 0 : 5;
	// Tube'ların arka plan gibi gözükmesi için düşük z-index
	self.zIndex = 0;
	self.update = function () {
		if (gameStartDelay) {
			self.speed = 0;
		} else if (self.speed === 0) {
			self.speed = 5;
		}
		self.x -= self.speed;
		if (self.x < -50) {
			self.destroy();
		}
	};
});
// Tube2 class (yesil_1 3 puandan sonra spawn olacak ve ekranda görünecek)
var Tube2 = Container.expand(function () {
	var self = Container.call(this);
	var tubeGraphics = self.attachAsset('tube_2', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = gameStartDelay ? 0 : 5;
	// Tube2'nin diğer öğelerin üzerinde görünmesi için orta seviyede bir z-index
	self.zIndex = 21;
	self.update = function () {
		if (gameStartDelay) {
			self.speed = 0;
		} else if (self.speed === 0) {
			self.speed = 5;
		}
		self.x -= self.speed;
		if (self.x < -self.width) {
			self.destroy();
		}
	};
});
// Weapon class (Weapon'ın da diğer ön plandaki öğeler arasında gözükmesi için yüksek z-index eklenmiştir)
var Weapon = Container.expand(function () {
	var self = Container.call(this);
	var weaponGraphics = self.attachAsset('weapon', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Weapon'ın arka planın üzerinde görünmesi için yüksek z-index
	self.zIndex = 30;
	self.speed = 40;
	self.update = function () {
		self.x += self.directionX * self.speed;
		self.y += self.directionY * self.speed;
		weaponGraphics.rotation += 0.3;
		if (Math.abs(game.down.x - self.x) < self.speed && Math.abs(game.down.y - self.y) < self.speed) {
			self.destroy();
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	width: 2048,
	height: 2732,
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
var control_2 = LK.getAsset('control_2', {
	anchorX: 0.5,
	anchorY: 0.5
});
/**** 
* Global Variables & Flags
****/ 
// Add a flag to prevent spawning and movement during the first 4 seconds
var gameStartDelay = true;
// Add intro image to center of screen
var introImage = LK.getAsset('intro', {
	anchorX: 0.5,
	anchorY: 0.5
});
introImage.x = 2048 / 2;
introImage.y = 2732 / 2;
introImage.zIndex = 100; // High z-index to display on top
game.addChild(introImage);
LK.setTimeout(function () {
	gameStartDelay = false;
	// Fade out and remove intro image
	var fadeSteps = 20;
	var fadeInterval = LK.setInterval(function () {
		introImage.alpha -= 1 / fadeSteps;
		if (introImage.alpha <= 0) {
			introImage.destroy();
			LK.clearInterval(fadeInterval);
		}
	}, 50);
	console.log("Game start delay ended - all objects resuming normal speed");
}, 4000); // 4 seconds delay
var endlessbg3SpawnerInterval;
var endlessbg3 = LK.getAsset('endlessbg3', {
	anchorX: 0.5,
	anchorY: 0.5
});
// Arka plan varlıklarımızın diğer nesnelerin arkasında kalması için düşük z-index
endlessbg3.zIndex = 1;
var cc = LK.getAsset('cc', {
	anchorX: 0.5,
	anchorY: 0.5
});
cc.x = 2048 / 2;
cc.y = 2732 / 2;
game.addChild(cc);
var startNormalEnemy = true;
var coinCounter = 0;
var flyinEnemies = [];
var zigzagEnemies = [];
var trainEnemies = [];
var playerDeaths = 0;
var hearts = [];
var remainingHearts = 5;
game.controlActive = false;
var coins = [];
var firstControlTriggered = false;
var enemies = [];
var enemySpawnInterval = Math.floor(Math.random() * 100) + 30;
var enemySpawnCounter = 0;
var stopSpawn = false;
game.weaponEnabled = true;
// Yeni endlessbg3 spawn fonksiyonu (spawn aralığı 3000ms olarak ayarlandı)
function spawnEndlessBG3() {
	// Don't spawn anything when intro is on screen
	if (gameStartDelay) {
		return;
	}
	// endlessbg3 varlığını oluşturuyoruz.
	var bg3 = LK.getAsset('endlessbg3', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// bg3'ün x konumunu ayarla (sol kenarın ekranın sağ kenarıyla hizalanması için)
	bg3.x = game.width + bg3.width / 2;
	// bg3'ün y konumunu ayarlayın
	bg3.y = 2732 / 2 + 150;
	// Arka plan öğesi olarak diğerlerinin altında kalması için z-index düşük
	bg3.zIndex = 1;
	// Hızı arttırıldı; bg3 son ile eş zamanlı hareket edecek
	bg3.speed = 4;
	bg3.update = function () {
		this.x -= this.speed;
	};
	game.addChild(bg3);
}
// Spawn aralığını 3000ms yapıyoruz
var spawnInterval = 3000;
var endlessBG3SpawnScheduled = false;
function scheduleNextEndlessBG3() {
	if (!gameStartDelay) {
		spawnEndlessBG3();
	}
	LK.setTimeout(scheduleNextEndlessBG3, spawnInterval);
}
/**** 
* (A) Eski FlyinEnemy Spawn (sağdan sola, homing false)
****/ 
function spawnFlyinEnemy() {
	if (stopSpawn) {
		return;
	}
	var delay = Math.random() * 2000 + 2000;
	LK.setTimeout(function () {
		if (stopSpawn) {
			return;
		}
		// Only spawn if game start delay is over
		if (!gameStartDelay) {
			var fe = new FlyinEnemy();
			fe.x = 2048;
			fe.y = 449;
			fe.zIndex = 10;
			game.addChild(fe);
			flyinEnemies.push(fe);
		}
		spawnFlyinEnemy();
	}, delay);
}
// Start the spawn chain, even during gameStartDelay
spawnFlyinEnemy();
/**** 
* (B) Wave şeklinde, homing davranışlı FlyinEnemy Spawn 
* (Modified to remove top-to-bottom enemy)
****/ 
function spawnWaveOfFlyinEnemies() {
	var spawnPoints = [{
		x: 0,
		y: 0
	}, {
		x: 2048,
		y: 0
	}, {
		x: 0,
		y: 2732
	}, {
		x: 2048,
		y: 2732
	}, {
		x: 2048,
		y: 1366
	}];
	// Removed top-to-bottom spawn point (1024, 0)
	for (var i = spawnPoints.length - 1; i > 0; i--) {
		var j = Math.floor(Math.random() * (i + 1));
		var temp = spawnPoints[i];
		spawnPoints[i] = spawnPoints[j];
		spawnPoints[j] = temp;
	}
	spawnPoints.forEach(function (point, index) {
		LK.setTimeout(function () {
			var enemy = new FlyinEnemy();
			enemy.homing = true;
			enemy.wave = true;
			enemy.x = point.x;
			enemy.y = point.y;
			var dx = player.x - enemy.x;
			var dy = player.y - enemy.y;
			var distance = Math.sqrt(dx * dx + dy * dy) || 1;
			enemy.vx = dx / distance * enemy.speed;
			enemy.vy = dy / distance * enemy.speed;
			enemy.zIndex = 10;
			if (enemy.x < 1024) {
				enemy.scaleX = -1;
			}
			game.addChild(enemy);
			flyinEnemies.push(enemy);
		}, index * 800);
		if (index === spawnPoints.length - 1) {
			LK.setTimeout(function () {
				spawnFlyinEnemy();
			}, 10000);
		}
	});
}
/**** 
* Normal Enemy Spawn (sağdan sola, homing false)
****/ 
game.update = function () {
	scrollingBackground.update();
	player.update();
	if (game.scrollingBg2 && game.scrollingBg2.update) {
		game.scrollingBg2.update();
	}
	for (var t = 0; t < game.children.length; t++) {
		var child = game.children[t];
		if (child instanceof Tube || child === yesil1) {
			child.update();
		}
		if (child.children) {
			for (var c = 0; c < child.children.length; c++) {
				var subChild = child.children[c];
				if (subChild.update) {
					subChild.update();
				}
			}
		}
	}
	enemySpawnCounter++;
	if (startNormalEnemy && !stopSpawn && !gameStartDelay && enemySpawnCounter >= enemySpawnInterval && !(LK.ticks >= 876 && LK.ticks <= 936) && !(LK.ticks >= 1776 && LK.ticks <= 1836) && !(LK.ticks >= 2676 && LK.ticks <= 2736) && !(LK.ticks >= 3576 && LK.ticks <= 3636) && !(LK.ticks >= 4476 && LK.ticks <= 4536) && !(LK.ticks >= 5376 && LK.ticks <= 5436) && !(LK.ticks >= 6276 && LK.ticks <= 6336) && !(LK.ticks >= 7776 && LK.ticks <= 7836)) {
		var canSpawn = true;
		for (var i = 0; i < enemies.length; i++) {
			if (enemies[i].x > 1800) {
				canSpawn = false;
				break;
			}
		}
		if (canSpawn) {
			var tubeCollision = false;
			for (var t = 0; t < game.children.length; t++) {
				var child = game.children[t];
				if (child.asset && child.asset.name === 'tup_1') {
					var enemyRight = 2048 + 75;
					var enemyLeft = 2048 - 75;
					var tubeRight = child.x + 125;
					var tubeLeft = child.x - 125;
					if (!(enemyLeft > tubeRight || enemyRight < tubeLeft)) {
						tubeCollision = true;
						break;
					}
				}
			}
			if (!tubeCollision) {
				LK.setTimeout(function () {
					if (stopSpawn) {
						return;
					}
					var enemy = new Enemy();
					enemy.x = 2048;
					enemy.y = 2732 / 2 - 13;
					enemy.zIndex = 10;
					enemies.push(enemy);
					game.addChild(enemy);
				}, 100);
			}
			enemySpawnCounter = 0;
			enemySpawnInterval = Math.floor(Math.random() * 100) + 30;
		}
		enemySpawnCounter = 0;
		enemySpawnInterval = Math.floor(Math.random() * 100) + 30;
	}
	game.children.sort(function (a, b) {
		return (a.zIndex || 0) - (b.zIndex || 0);
	});
	// --- Enemy - Player ---
	for (var j = enemies.length - 1; j >= 0; j--) {
		if (enemies[j]) {
			enemies[j].update();
		}
		if (player.intersects(enemies[j]) && enemies[j].canDamage) {
			enemies[j].canDamage = false;
			LK.effects.flashScreen(0xff0000, 750, 0.0001);
			player.hit();
			if (player.hearts <= 0) {
				LK.showGameOver();
			}
		}
		for (var k = game.children.length - 1; k >= 0; k--) {
			var child = game.children[k];
			if (child instanceof Weapon && child.intersects(enemies[j])) {
				var coin = new Coin();
				coin.x = enemies[j].x;
				coin.y = enemies[j].y;
				coin.velocity = 5;
				game.addChild(coin);
				coins.push(coin);
				var particleEffect = LK.getAsset('particle', {
					anchorX: 0.5,
					anchorY: 0.5,
					color: 0x808080
				});
				particle.zindex = 300;
				particleEffect.x = enemies[j].x - 15;
				particleEffect.y = enemies[j].y;
				game.addChild(particleEffect);
				LK.setTimeout(function () {
					particleEffect.destroy();
				}, 150);
				enemies[j].destroy();
				child.destroy();
				enemies.splice(j, 1);
				break;
			}
		}
	}
	// --- ZigzagEnemy - Player ---
	for (var z = zigzagEnemies.length - 1; z >= 0; z--) {
		if (zigzagEnemies[z]) {
			zigzagEnemies[z].update();
		}
		if (player.intersects(zigzagEnemies[z]) && zigzagEnemies[z].canDamage) {
			zigzagEnemies[z].canDamage = false;
			LK.effects.flashScreen(0xff0000, 750, 0.0001);
			player.loseHeart();
			if (player.hearts <= 0) {
				LK.showGameOver();
			}
		}
		for (var k = game.children.length - 1; k >= 0; k--) {
			var child = game.children[k];
			if (child instanceof Weapon && child.intersects(zigzagEnemies[z])) {
				// Ölüm anındaki koordinatlar
				var px = zigzagEnemies[z].x,
					py = zigzagEnemies[z].y;
				// Partikül efekti
				var particleEffect = LK.getAsset('particle', {
					anchorX: 0.5,
					anchorY: 0.5,
					color: 0x808080
				});
				particleEffect.x = px;
				particleEffect.y = py;
				particleEffect.zIndex = 300;
				game.addChild(particleEffect);
				LK.setTimeout(function () {
					particleEffect.destroy();
				}, 100);
				zigzagEnemies[z].destroy();
				child.destroy();
				zigzagEnemies.splice(z, 1);
				break;
			}
		}
	}
	// --- FlyinEnemy - Player ---
	for (var n = flyinEnemies.length - 1; n >= 0; n--) {
		if (flyinEnemies[n]) {
			flyinEnemies[n].update();
		}
		if (player.intersects(flyinEnemies[n]) && flyinEnemies[n].canDamage) {
			flyinEnemies[n].canDamage = false;
			LK.effects.flashScreen(0xff0000, 750, 0.0001);
			player.hit();
			if (player.hearts <= 0) {
				LK.showGameOver();
			}
		}
		for (var k = game.children.length - 1; k >= 0; k--) {
			var child = game.children[k];
			if (child instanceof Weapon && child.intersects(flyinEnemies[n])) {
				if (!flyinEnemies[n].wave) {
					var coin = new Coin();
					coin.x = flyinEnemies[n].x;
					coin.y = flyinEnemies[n].y + 60;
					coin.velocity = 5;
					game.addChild(coin);
					coins.push(coin);
				}
				var particleEffect = LK.getAsset('particle', {
					anchorX: 0.5,
					anchorY: 0.5,
					color: 0x808080
				});
				particleEffect.x = flyinEnemies[n].x - 30;
				particleEffect.y = flyinEnemies[n].y + 30;
				game.addChild(particleEffect);
				LK.setTimeout(function () {
					particleEffect.destroy();
				}, 150);
				flyinEnemies[n].destroy();
				child.destroy();
				flyinEnemies.splice(n, 1);
				break;
			}
		}
		if (flyinEnemies[n] && !flyinEnemies[n].homing && flyinEnemies[n].x < -50) {
			flyinEnemies[n].destroy();
			flyinEnemies.splice(n, 1);
		}
	}
	// --- TrainEnemy - Player ---
	for (var t = trainEnemies.length - 1; t >= 0; t--) {
		if (trainEnemies[t]) {
			trainEnemies[t].update();
		}
		if (player.intersects(trainEnemies[t]) && trainEnemies[t].canDamage) {
			trainEnemies[t].canDamage = false;
			LK.effects.flashScreen(0xff0000, 750, 0.0001);
			player.loseHeart();
			if (player.hearts <= 0) {
				LK.showGameOver();
			}
		}
		for (var k = game.children.length - 1; k >= 0; k--) {
			var child = game.children[k];
			if (child instanceof Weapon && child.intersects(trainEnemies[t])) {
				child.destroy();
				break;
			}
		}
	}
	// --- Coin Toplanması ---
	for (var m = coins.length - 1; m >= 0; m--) {
		var coin = coins[m];
		coin.x -= coin.velocity;
		if (coin.x < -100) {
			coin.destroy();
			coins.splice(m, 1);
		} else if (player.intersects(coin)) {
			coinCounter++;
			scoreText.setText(coinCounter.toString());
			if (coinCounter > 9 && !scoreText.movedLeft) {
				scoreText.x -= 20;
				scoreText.movedLeft = true;
			}
			coin.destroy();
			coins.splice(m, 1);
		}
	}
};
LK.stage.addChild(game);
/**** 
* Tube Spawn (her 15 saniyede bir)
****/ 
function spawnTube() {
	if (stopSpawn || gameStartDelay) {
		return;
	}
	var tube = new Tube();
	tube.x = 2048 + 125;
	tube.y = 2732 / 2 - 120;
	game.addChild(tube);
	// yesil_1 nesnesi; puan başlangıcı 0 olarak ayarlandı
	var yesil1 = LK.getAsset('yesil_1', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	var yesil1PointsCounter = 0;
	yesil1.x = tube.x;
	yesil1.y = tube.y - 170;
	yesil1.speed = 10;
	yesil1.points = 0;
	yesil1.fadeBonusApplied = false;
	yesil1.coinBonusApplied = false;
	yesil1.touchBonusApplied = false;
	yesil1.update = function () {
		yesil1.x -= yesil1.speed;
		if (yesil1.x < -yesil1.width) {
			yesil1.destroy();
		}
		function applyBonus(condition, bonusFlag, bonusName) {
			if (condition && !yesil1[bonusFlag]) {
				yesil1[bonusFlag] = true;
				yesil1.points += 1;
				console.log(bonusName + " applied. Yesil1 points: " + yesil1.points);
			}
		}
		applyBonus(game.fadeTriggered, 'fadeBonusApplied', "Fade bonus");
		applyBonus(coinCounter >= 50, 'coinBonusApplied', "Coin bonus");
		applyBonus(player.intersects(yesil1) && yesil1.points >= 2, 'touchBonusApplied', "Touch bonus");
		// Eğer yesil1 puanı 3 veya daha fazla olursa:
		if (yesil1.points >= 3) {
			yesil1PointsCounter++;
			if (yesil1PointsCounter === 1) {
				if (!yesil1.spawnScheduled) {
					yesil1.spawnScheduled = true;
					console.log("Yesil1 3 puana ulaştı. Tube2, zigzagenemy ve trainenemy spawn ediliyor.");
					// Trainenemy'yi 2 saniye sonra spawn ediyoruz
					LK.setTimeout(function () {
						var trainEnemy = LK.getAsset('Trainenemy', {
							anchorX: 0.5,
							anchorY: 0.5
						});
						trainEnemy.zIndex = 20;
						trainEnemy.x = 2048; // Ekranın en sağında
						trainEnemy.y = 2732 / 2; // Ekranın ortasında
						trainEnemy.canDamage = true; // Add this line to ensure damage works
						game.addChild(trainEnemy);
						trainEnemies.push(trainEnemy); // Add to trainEnemies array
						// Add invisible FlyinEnemy inside TrainEnemy
						var invisibleFlyinEnemy = new FlyinEnemy();
						invisibleFlyinEnemy.x = trainEnemy.x;
						invisibleFlyinEnemy.y = trainEnemy.y;
						invisibleFlyinEnemy.alpha = 0; // Make it invisible
						invisibleFlyinEnemy.canDamage = true; // Ensure it can damage the player
						game.addChild(invisibleFlyinEnemy);
						trainEnemy.update = function () {
							var _this = this;
							if (!this.slowed) {
								this.slowed = true;
								this.originalSpeed = 16.05; // 7% faster than 15
								this.x -= 15 * 0.96 / 2; // 4% slower than original (was 15), half speed for initial delay
								LK.setTimeout(function () {
									_this.x -= 15 * 0.96; // 4% slower than original (was 15), full speed after delay
								}, 500);
							} else {
								this.x -= 15 * 0.96; // 4% slower than original (was 15)
							}
							// Check if trainEnemy has reached the middle of the screen
							if (this.x <= 2048 / 2 && !this.falling) {
								this.falling = true;
								this.fallSpeed = 0; // Initial fall speed
								var _this = this;
								LK.setTimeout(function () {
									_this.fallSpeed = 5; // Set fall speed after 0.5 seconds
								}, 500);
							}
							// If falling, move downwards
							if (this.falling) {
								this.y += this.fallSpeed;
							}
							if (this.x < -this.width || this.y > 2732) {
								this.destroy();
								invisibleFlyinEnemy.destroy(); // Destroy the invisible flyin enemy as well
								// Remove from trainEnemies array
								var index = trainEnemies.indexOf(this);
								if (index !== -1) {
									trainEnemies.splice(index, 1);
								}
							}
						};
					}, 2000);
					// Spawn another trainenemy 6 seconds after yesil_1 has 3 points
					LK.setTimeout(function () {
						var thirdTrainEnemy = LK.getAsset('Trainenemy', {
							anchorX: 0.5,
							anchorY: 0.5
						});
						thirdTrainEnemy.zIndex = 20;
						thirdTrainEnemy.x = 2048; // Ekranın en sağında
						thirdTrainEnemy.y = 2732 / 2; // Ekranın ortasında
						thirdTrainEnemy.canDamage = true; // Add this line to ensure damage works
						game.addChild(thirdTrainEnemy);
						trainEnemies.push(thirdTrainEnemy); // Add to trainEnemies array
						thirdTrainEnemy.update = function () {
							var _this = this;
							if (!this.slowed) {
								this.slowed = true;
								this.originalSpeed = 16.05; // 7% faster than 15
								this.x -= 15 * 0.96 / 2; // 4% slower than original (was 15), half speed for initial delay
								LK.setTimeout(function () {
									_this.x -= 15 * 0.96; // 4% slower than original (was 15), full speed after delay
								}, 500);
							} else {
								this.x -= 15 * 0.96; // 4% slower than original (was 15)
							}
							// Check if trainEnemy has reached the middle of the screen
							if (this.x <= 2048 / 2 && !this.falling) {
								this.falling = true;
								this.fallSpeed = 0; // Initial fall speed
								var _this = this;
								LK.setTimeout(function () {
									_this.fallSpeed = 5; // Set fall speed after 0.5 seconds
								}, 500);
							}
							// If falling, move downwards
							if (this.falling) {
								this.y += this.fallSpeed;
							}
							if (this.x < -this.width || this.y > 2732) {
								this.destroy();
							}
						};
					}, 6000);
					// Spawn another trainenemy 8 seconds after yesil_1 has 3 points
					LK.setTimeout(function () {
						var fourthTrainEnemy = LK.getAsset('Trainenemy', {
							anchorX: 0.5,
							anchorY: 0.5
						});
						fourthTrainEnemy.zIndex = 20;
						fourthTrainEnemy.x = 2048; // Ekranın en sağında
						fourthTrainEnemy.y = 2732 / 2; // Ekranın ortasında
						fourthTrainEnemy.canDamage = true; // Add this line to ensure damage works
						game.addChild(fourthTrainEnemy);
						trainEnemies.push(fourthTrainEnemy); // Add to trainEnemies array
						fourthTrainEnemy.update = function () {
							var _this = this;
							if (!this.slowed) {
								this.slowed = true;
								this.originalSpeed = 16.05; // 7% faster than 15
								this.x -= 15 * 0.96 / 2; // 4% slower than original (was 15), half speed for initial delay
								LK.setTimeout(function () {
									_this.x -= 15 * 0.96; // 4% slower than original (was 15), full speed after delay
								}, 500);
							} else {
								this.x -= 15 * 0.96; // 4% slower than original (was 15)
							}
							// Check if trainEnemy has reached the middle of the screen
							if (this.x <= 2048 / 2 && !this.falling) {
								this.falling = true;
								this.fallSpeed = 0; // Initial fall speed
								var _this = this;
								LK.setTimeout(function () {
									_this.fallSpeed = 5; // Set fall speed after 0.5 seconds
								}, 500);
							}
							// If falling, move downwards
							if (this.falling) {
								this.y += this.fallSpeed;
							}
							if (this.x < -this.width || this.y > 2732) {
								this.destroy();
							}
						};
					}, 8000);
					// Spawn another trainenemy 10 seconds after yesil_1 has 3 points
					LK.setTimeout(function () {
						var fifthTrainEnemy = LK.getAsset('Trainenemy', {
							anchorX: 0.5,
							anchorY: 0.5
						});
						fifthTrainEnemy.zIndex = 20;
						fifthTrainEnemy.x = 2048; // Ekranın en sağında
						fifthTrainEnemy.y = 2732 / 2; // Ekranın ortasında
						fifthTrainEnemy.canDamage = true; // Add this line to ensure damage works
						game.addChild(fifthTrainEnemy);
						trainEnemies.push(fifthTrainEnemy); // Add to trainEnemies array
						fifthTrainEnemy.update = function () {
							var _this = this;
							if (!this.slowed) {
								this.slowed = true;
								this.originalSpeed = 16.05; // 7% faster than 15
								this.x -= 15 * 0.96 / 2; // 4% slower than original (was 15), half speed for initial delay
								LK.setTimeout(function () {
									_this.x -= 15 * 0.96; // 4% slower than original (was 15), full speed after delay
								}, 500);
							} else {
								this.x -= 15 * 0.96; // 4% slower than original (was 15)
							}
							// Check if trainEnemy has reached the middle of the screen
							if (this.x <= 2048 / 2 && !this.falling) {
								this.falling = true;
								this.fallSpeed = 0; // Initial fall speed
								var _this = this;
								LK.setTimeout(function () {
									_this.fallSpeed = 5; // Set fall speed after 0.5 seconds
								}, 500);
							}
							// If falling, move downwards
							if (this.falling) {
								this.y += this.fallSpeed;
							}
							if (this.x < -this.width || this.y > 2732) {
								this.destroy();
							}
						};
					}, 10000);
					// Spawn another trainenemy 12 seconds after yesil_1 has 3 points
					LK.setTimeout(function () {
						var sixthTrainEnemy = LK.getAsset('Trainenemy', {
							anchorX: 0.5,
							anchorY: 0.5
						});
						sixthTrainEnemy.zIndex = 20;
						sixthTrainEnemy.x = 2048; // Ekranın en sağında
						sixthTrainEnemy.y = 2732 / 2; // Ekranın ortasında
						sixthTrainEnemy.canDamage = true; // Add this line to ensure damage works
						game.addChild(sixthTrainEnemy);
						trainEnemies.push(sixthTrainEnemy); // Add to trainEnemies array
						sixthTrainEnemy.update = function () {
							var _this = this;
							if (!this.slowed) {
								this.slowed = true;
								this.originalSpeed = 16.05; // 7% faster than 15
								this.x -= 15 * 0.96 / 2; // 4% slower than original (was 15), half speed for initial delay
								LK.setTimeout(function () {
									_this.x -= 15 * 0.96; // 4% slower than original (was 15), full speed after delay
								}, 500);
							} else {
								this.x -= 15 * 0.96; // 4% slower than original (was 15)
							}
							// Check if trainEnemy has reached the middle of the screen
							if (this.x <= 2048 / 2 && !this.falling) {
								this.falling = true;
								this.fallSpeed = 0; // Initial fall speed
								var _this = this;
								LK.setTimeout(function () {
									_this.fallSpeed = 5; // Set fall speed after 0.5 seconds
								}, 500);
							}
							// If falling, move downwards
							if (this.falling) {
								this.y += this.fallSpeed;
							}
							if (this.x < -this.width || this.y > 2732) {
								this.destroy();
							}
						};
					}, 12000);
					// Spawn another trainenemy 3 seconds after the first one
					LK.setTimeout(function () {
						var secondTrainEnemy = LK.getAsset('Trainenemy', {
							anchorX: 0.5,
							anchorY: 0.5
						});
						secondTrainEnemy.zIndex = 20;
						secondTrainEnemy.x = 2048; // Ekranın en sağında
						secondTrainEnemy.y = 2732 / 2; // Ekranın ortasında
						secondTrainEnemy.canDamage = true; // Add this line to ensure damage works
						game.addChild(secondTrainEnemy);
						trainEnemies.push(secondTrainEnemy); // Add to trainEnemies array
						secondTrainEnemy.update = function () {
							var _this = this;
							if (!this.slowed) {
								this.slowed = true;
								this.originalSpeed = 16.05; // 7% faster than 15
								this.x -= 15 * 0.96 / 2; // 4% slower than original (was 15), half speed for initial delay
								LK.setTimeout(function () {
									_this.x -= 15 * 0.96; // 4% slower than original (was 15), full speed after delay
								}, 500);
							} else {
								this.x -= 15 * 0.96; // 4% slower than original (was 15)
							}
							// Check if trainEnemy has reached the middle of the screen
							if (this.x <= 2048 / 2 && !this.falling) {
								this.falling = true;
								this.fallSpeed = 0; // Initial fall speed
								var _this = this;
								LK.setTimeout(function () {
									_this.fallSpeed = 5; // Set fall speed after 0.5 seconds
								}, 500);
							}
							// If falling, move downwards
							if (this.falling) {
								this.y += this.fallSpeed;
							}
							if (this.x < -this.width || this.y > 2732) {
								this.destroy();
							}
						};
					}, 3000);
					// Tube2'yi hemen spawn ediyoruz
					var tube2 = new Tube2();
					// Tube2'nin ekranda görüneceği konumu ayarlıyoruz
					tube2.x = 2048 / 2 + 140 - 150;
					tube2.y = tube2.height / 2 - 60;
					game.addChild(tube2);
					// Tube2'yi 15 saniye sonra sola hareket ettir
					LK.setTimeout(function () {
						tube2.update = function () {
							this.x -= this.speed;
							if (this.x < -this.width) {
								this.destroy();
							}
						};
					}, 15000);
					// Schedule ZigzagEnemy to spawn 15 seconds after yesil_1 reaches 3 points
					LK.setTimeout(function () {
						function spawnZigzagEnemy() {
							var zigzagEnemy = LK.getAsset('zigzagenemy', {
								anchorX: 0.5,
								anchorY: 0.5
							});
							zigzagEnemy.zIndex = 20;
							zigzagEnemy.x = 2048; // Spawn at the right edge of the screen
							zigzagEnemy.y = 2732 / 2; // Vertically centered
							zigzagEnemy.canDamage = true; // Add this line to ensure damage works
							game.addChild(zigzagEnemy);
							zigzagEnemies.push(zigzagEnemy); // Add enemy to the zigzagEnemies array
							zigzagEnemy.update = function () {
								this.x -= 8 * 0.96; // 4% slower than original (was 8)
								if (!this.movingUp) {
									this.y += 12 * 0.96; // 4% slower than original (was 12)
									if (this.y >= 2732 / 2) {
										// Middle of the screen
										this.movingUp = true;
									}
								} else {
									this.y -= 12 * 0.96; // 4% slower than original (was 12)
									if (this.y <= 650) {
										// 650 pixels down from the top of the screen
										this.movingUp = false;
									}
								}
								if (this.x < -this.width) {
									this.destroy();
									// Remove from the zigzagEnemies array
									var index = zigzagEnemies.indexOf(this);
									if (index !== -1) {
										zigzagEnemies.splice(index, 1);
									}
								}
							};
							// Schedule the next zigzagEnemy spawn
							var nextSpawnTime = Math.random() * 1000 + 1000; // Random time between 1 and 2 seconds
							LK.setTimeout(spawnZigzagEnemy, nextSpawnTime);
						}
						spawnZigzagEnemy();
					}, 15000);
					// Karakter yeniden spawn edilsin:
					LK.setTimeout(function () {
						var newCharacter = new Player();
						newCharacter.x = 2048 / 2 - 30;
						newCharacter.y = 0;
						newCharacter.isFalling = true;
						newCharacter.fallSpeed = 0;
						newCharacter.fallAcceleration = 0.7;
						newCharacter.fallTargetY = 2732 / 2 + 3;
						game.addChild(newCharacter);
						player = newCharacter;
						game.weaponEnabled = true;
					}, 1000);
					// bg3son ve endlessbg3’nin spawn sürelerini senkronize etmek için spawn intervalini azaltıyoruz
					LK.setTimeout(function () {
						spawnEndlessBG3();
						// Artık spawn aralığı 3000ms
						yesil1.endlessBG3Interval = LK.setInterval(function () {
							spawnEndlessBG3();
						}, 3000);
					}, 15000);
				}
			}
			console.log("Freeze game triggered because yesil1 points reached: " + yesil1.points);
			stopSpawn = true;
			var bb = LK.getAsset('bb', {
				anchorX: 0.5,
				anchorY: 0.5
			});
			bb.x = 2048 - bb.width / 2;
			bb.y = 2732 / 2 + 150;
			game.addChild(bb);
			for (var i = 0; i < game.children.length; i++) {
				var obj = game.children[i];
				if (obj.update) {
					obj.update = function () {};
				}
			}
			// Arka plan ve tube güncellemelerini 5 saniyelik bir süre sonra geri veriyoruz
			LK.setTimeout(function () {
				for (var i = 0; i < game.children.length; i++) {
					var obj = game.children[i];
					if (obj instanceof ScrollingBackground2 || obj instanceof Tube) {
						obj.update = function () {
							this.x -= this.speed;
							if (this.x < -this.width) {
								this.destroy();
							}
						};
					}
				}
			}, 5000);
			var kara = LK.getAsset('kara', {
				anchorX: 0.5,
				anchorY: 0.5
			});
			kara.x = 2048 / 2;
			kara.y = 2732 / 2;
			kara.alpha = 0;
			kara.zIndex = 1;
			game.addChild(kara);
			var fadeInSteps = 30;
			var fadeInStepTime = 500 / fadeInSteps;
			var fadeInStep = 0;
			var fadeInInterval = LK.setInterval(function () {
				if (fadeInStep < fadeInSteps) {
					kara.alpha = fadeInStep / fadeInSteps;
					fadeInStep++;
				} else {
					LK.clearInterval(fadeInInterval);
					var fadeOutSteps = 30;
					var fadeOutStepTime = 500 / fadeOutSteps;
					var fadeOutStep = 0;
					var fadeOutInterval = LK.setInterval(function () {
						if (fadeOutStep < fadeOutSteps) {
							kara.alpha = 1 - fadeOutStep / fadeOutSteps;
							fadeOutStep++;
						} else {
							LK.clearInterval(fadeOutInterval);
							kara.destroy();
						}
						// bg3son ve endlessbg3 aynı anda harekete başlamalı
						var bg3son = LK.getAsset('bg3son', {
							anchorX: 0.5,
							anchorY: 0.5
						});
						bg3son.zIndex = 1;
						bg3son.x = 2048 / 2;
						bg3son.y = 2732 / 2 + 150;
						game.addChild(bg3son);
						endlessbg3 = LK.getAsset('endlessbg3', {
							anchorX: 0.5,
							anchorY: 0.5
						});
						endlessbg3.zIndex = 1;
						endlessbg3.x = bg3son.x + bg3son.width / 2 + 450;
						endlessbg3.y = 2732 / 2 + 150;
						game.addChild(endlessbg3);
						var endlessbg3Child = LK.getAsset('endlessbg3', {
							anchorX: 0.5,
							anchorY: 0.5
						});
						endlessbg3Child.zIndex = 1;
						endlessbg3Child.x = endlessbg3.x + 600;
						endlessbg3Child.y = endlessbg3.y;
						game.addChild(endlessbg3Child);
						// Artık bg3son'un hareketi için delay yok; her ikisi de aynı anda sola hareket edecek
						LK.setTimeout(function () {
							bg3son.update = function () {
								this.x -= 4;
							};
						}, 14000);
					}, fadeOutStepTime);
				}
			}, fadeInStepTime);
			LK.setTimeout(function () {
				player.destroy();
				function destroyAndRemove(objects) {
					for (var i = objects.length - 1; i >= 0; i--) {
						objects[i].destroy();
						objects.splice(i, 1);
					}
				}
				destroyAndRemove(enemies);
				destroyAndRemove(flyinEnemies);
				destroyAndRemove(coins);
				for (var i = game.children.length - 1; i >= 0; i--) {
					var child = game.children[i];
					if (child.asset && (child.asset.name === 'background' || child.asset.name === 'tup_1')) {
						child.destroy();
					}
				}
			}, 500);
			if (!game.isFading) {
				console.log("Triggering fade effect because yesil1 is active with points: " + yesil1.points);
				enhancedFadeEffect();
			}
		}
	};
	game.addChild(yesil1);
	var control = LK.getAsset('control', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	control.x = 0;
	control.y = -177.5;
	tube.addChild(control);
	control.update = function () {
		if (player.intersects(control)) {
			if (!firstControlTriggered && coinCounter >= 20) {
				var toggleSpawn = function toggleSpawn(state, delay) {
					stopSpawn = state;
					if (!state) {
						LK.setTimeout(function () {
							stopSpawn = false;
						}, delay);
					}
				};
				game.controlActive = true;
				control.update = function () {};
				console.log("Control event triggered: coinCounter = " + coinCounter);
				startNormalEnemy = false;
				coins.forEach(function (coin) {
					coin.velocity = 0;
				});
				LK.setTimeout(function () {
					coins.forEach(function (coin) {
						coin.velocity = 5;
					});
				}, 4000);
				toggleSpawn(true, 5000);
				game.controlActive = true;
				LK.setTimeout(function () {
					for (var i = enemies.length - 1; i >= 0; i--) {
						enemies[i].destroy();
						enemies.splice(i, 1);
					}
					for (var i = flyinEnemies.length - 1; i >= 0; i--) {
						flyinEnemies[i].destroy();
						flyinEnemies.splice(i, 1);
					}
				}, 400);
				for (var i = 0; i < game.children.length; i++) {
					var obj = game.children[i];
					if (obj.update) {
						obj.update = function () {};
					}
				}
				LK.setTimeout(function () {
					player.destroy();
				}, 330);
				enhancedFadeEffect();
				firstControlTriggered = true;
			}
		}
	};
	if (!stopSpawn) {
		LK.setTimeout(spawnTube, 15000);
	}
}
LK.setTimeout(function () {
	if (!stopSpawn && !gameStartDelay) {
		spawnTube();
	}
}, 4000); // Wait 4 seconds before spawning the first tube
/**** 
* Arka Plan ve Oyuncu
****/ 
var scrollingBackground = new ScrollingBackground();
game.addChild(scrollingBackground);
var player = game.addChild(new Player());
player.x = 2048 / 2 - 30;
player.y = 2732 / 2 + 3;
/**** 
* Angel Helper
****/ 
// Create angel helper that will orbit around the player and protect them
var angel = new Angel();
angel.x = player.x;
angel.y = player.y - 150;
game.addChild(angel);
/**** 
* Skor GUI ve Kalp
****/ 
var counterBackground = LK.getAsset('counter_background', {
	anchorX: 0.5,
	anchorY: 0.5
});
LK.gui.top.addChild(counterBackground);
counterBackground.x = LK.gui.top.width / 2 - 62;
counterBackground.y = 45;
var scoreText = new Text2('0', {
	size: 80,
	fill: 0xFFFFFF
});
LK.gui.top.addChild(scoreText);
scoreText.x = LK.gui.top.width / 2 - 85;
scoreText.y = 0;
// Add 5 hearts to the top right of the screen
for (var i = 0; i < 5; i++) {
	var heart = LK.getAsset('heart', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	LK.gui.topRight.addChild(heart);
	heart.x = -50 - i * 110; // Position from right edge going left
	heart.y = 55;
	hearts.push(heart);
}
/**** 
* enhancedFadeEffect: Fade-out, clear scene, spawn background2, Tube2, then new player
****/ 
function enhancedFadeEffect() {
	if (game.isFading || game.fadeCompleted || !game.controlActive) {
		return;
	}
	game.isFading = true;
	game.fadeTriggered = true;
	var overlay = LK.getAsset('overlay', {
		anchorX: 0,
		anchorY: 0
	});
	overlay.alpha = 0;
	overlay.zIndex = 1;
	if (!overlay.parent) {
		LK.stage.addChild(overlay);
	}
	var steps = 20;
	var duration = 500;
	var stepTime = duration / steps;
	var currentStep = 0;
	var fadeOutInterval = LK.setInterval(function () {
		if (currentStep < steps) {
			overlay.alpha = currentStep / steps;
			currentStep++;
		} else {
			LK.clearInterval(fadeOutInterval);
			currentStep = 0;
			stopSpawn = true;
			while (game.children.length > 0) {
				game.removeChild(game.children[0]);
				// kodun bir kısmı bu hata şu : 
				// [insert intended functionality or leave empty if not needed]
			}
			var scrollingBg2 = new ScrollingBackground2();
			scrollingBg2.alpha = 0;
			game.scrollingBg2 = scrollingBg2;
			game.addChild(scrollingBg2);
			var tube2 = new Tube2();
			control_2.x = 0;
			control_2.y = -177.5;
			tube2.addChild(control_2);
			control_2.update = function () {
				if (player && player.intersects(control_2)) {
					if (coinCounter >= 50) {
						console.log("Control_2 event triggered: coinCounter = " + coinCounter);
						for (var i = 0; i < game.children.length; i++) {
							var obj = game.children[i];
							if (obj.update) {
								obj.update = function () {};
							}
						}
					}
				}
			};
			tube2.x = 2048 / 2 + 140;
			tube2.y = tube2.height / 2 - 60;
			game.addChild(tube2);
			LK.setTimeout(function () {
				var newPlayer = new Player();
				newPlayer.hearts = remainingHearts;
				newPlayer.x = 2048 / 2 - 30;
				newPlayer.y = tube2.y;
				newPlayer.isFalling = true;
				newPlayer.fallSpeed = 0;
				newPlayer.fallAcceleration = 0.7;
				newPlayer.fallTargetY = 2732 / 2 - 7;
				game.addChild(newPlayer);
				player = newPlayer;
				game.weaponEnabled = true;
				LK.setTimeout(function () {
					spawnWaveOfFlyinEnemies();
				}, 800);
				LK.setTimeout(function () {
					startNormalEnemy = true;
				}, 10500);
			}, 500);
			var fadeInDuration = 500;
			var fadeInStepTime = fadeInDuration / steps;
			var fadeInInterval = LK.setInterval(function () {
				if (currentStep < steps) {
					if (game.scrollingBg2) {
						game.scrollingBg2.alpha = currentStep / steps;
					}
					currentStep++;
				} else {
					LK.clearInterval(fadeInInterval);
					if (overlay.parent) {
						overlay.parent.removeChild(overlay);
					}
					var oldScrollingSpeed = game.scrollingBg2.speed;
					var oldTubeSpeed = tube2.speed;
					game.scrollingBg2.speed = 0;
					tube2.speed = 0;
					LK.setTimeout(function () {
						game.scrollingBg2.speed = oldScrollingSpeed;
						tube2.speed = oldTubeSpeed;
						stopSpawn = false;
						game.isFading = false;
						game.fadeCompleted = true;
					}, 8000);
				}
			}, fadeInStepTime);
		}
	}, stepTime);
}
/**** 
* Oyun Döngüsü
****/ 
game.update = function () {
	scrollingBackground.update();
	player.update();
	// Update angel if it exists
	if (angel && angel.update) {
		angel.update();
	}
	if (game.scrollingBg2 && game.scrollingBg2.update) {
		game.scrollingBg2.update();
	}
	for (var t = 0; t < game.children.length; t++) {
		var child = game.children[t];
		if (child instanceof Tube) {
			child.update();
		}
		if (child.children) {
			for (var c = 0; c < child.children.length; c++) {
				var subChild = child.children[c];
				if (subChild.update) {
					subChild.update();
				}
			}
		}
	}
	enemySpawnCounter++;
	if (startNormalEnemy && !stopSpawn && enemySpawnCounter >= enemySpawnInterval && !(LK.ticks >= 876 && LK.ticks <= 936) && !(LK.ticks >= 1776 && LK.ticks <= 1836) && !(LK.ticks >= 2676 && LK.ticks <= 2736) && !(LK.ticks >= 3576 && LK.ticks <= 3636) && !(LK.ticks >= 4476 && LK.ticks <= 4536) && !(LK.ticks >= 5376 && LK.ticks <= 5436) && !(LK.ticks >= 6276 && LK.ticks <= 6336) && !(LK.ticks >= 7776 && LK.ticks <= 7836)) {
		var canSpawn = true;
		for (var i = 0; i < enemies.length; i++) {
			if (enemies[i].x > 1800) {
				canSpawn = false;
				break;
			}
		}
		if (canSpawn) {
			var tubeCollision = false;
			for (var t = 0; t < game.children.length; t++) {
				var child = game.children[t];
				if (child.asset && child.asset.name === 'tup_1') {
					var enemyRight = 2048 + 75;
					var enemyLeft = 2048 - 75;
					var tubeRight = child.x + 125;
					var tubeLeft = child.x - 125;
					if (!(enemyLeft > tubeRight || enemyRight < tubeLeft)) {
						tubeCollision = true;
						break;
					}
				}
			}
			if (!tubeCollision) {
				LK.setTimeout(function () {
					if (stopSpawn) {
						return;
					}
					var enemy = new Enemy();
					enemy.x = 2048;
					enemy.y = 2732 / 2 - 13;
					enemy.zIndex = 10;
					enemies.push(enemy);
					game.addChild(enemy);
				}, 100);
			}
			enemySpawnCounter = 0;
			enemySpawnInterval = Math.floor(Math.random() * 100) + 30;
		}
		enemySpawnCounter = 0;
		enemySpawnInterval = Math.floor(Math.random() * 100) + 30;
	}
	game.children.sort(function (a, b) {
		return (a.zIndex || 0) - (b.zIndex || 0);
	});
	// Çarpışma Kontrolleri
	for (var j = enemies.length - 1; j >= 0; j--) {
		if (enemies[j]) {
			enemies[j].update();
		}
		if (player.intersects(enemies[j]) && enemies[j].canDamage) {
			enemies[j].canDamage = false;
			LK.effects.flashScreen(0xff0000, 750, 0.0001);
			player.loseHeart();
			if (player.hearts <= 0) {
				LK.showGameOver();
			}
		}
		for (var k = game.children.length - 1; k >= 0; k--) {
			var child = game.children[k];
			if (child instanceof Weapon && child.intersects(enemies[j])) {
				var coin = new Coin();
				coin.x = enemies[j].x;
				coin.y = enemies[j].y;
				coin.velocity = 5;
				game.addChild(coin);
				coins.push(coin);
				var particleEffect = LK.getAsset('particle', {
					anchorX: 0.5,
					anchorY: 0.5,
					color: 0x808080
				});
				particleEffect.x = enemies[j].x - 15;
				particleEffect.y = enemies[j].y;
				game.addChild(particleEffect);
				LK.setTimeout(function () {
					particleEffect.destroy();
				}, 150);
				enemies[j].destroy();
				child.destroy();
				enemies.splice(j, 1);
				break;
			}
		}
	}
	// --- ZigzagEnemy - Player ---
	for (var z = zigzagEnemies.length - 1; z >= 0; z--) {
		var zig = zigzagEnemies[z];
		if (!zig) {
			continue;
		}
		zig.update();
		// Çarpışma ile hasar
		if (player.intersects(zig) && zig.canDamage) {
			zig.canDamage = false;
			LK.effects.flashScreen(0xff0000, 750, 0.0001);
			player.loseHeart();
			if (player.hearts <= 0) {
				LK.showGameOver();
			}
		}
		// Silahla kesişme = ölüm + particle
		for (var k = game.children.length - 1; k >= 0; k--) {
			var child = game.children[k];
			if (child instanceof Weapon && child.intersects(zig)) {
				// Ölüm anındaki koordinatlar
				var px = zig.x,
					py = zig.y;
				// Partikül efekti
				var particleEffect = LK.getAsset('particle', {
					anchorX: 0.5,
					anchorY: 0.5,
					color: 0x808080
				});
				particleEffect.x = px;
				particleEffect.y = py;
				particleEffect.zIndex = 300;
				game.addChild(particleEffect);
				LK.setTimeout(function () {
					particleEffect.destroy();
				}, 100);
				// Spawn a coin at the zigzag enemy's position
				var coin = new Coin();
				coin.x = px;
				coin.y = py;
				coin.velocity = 5; // Move to the left
				game.addChild(coin);
				coins.push(coin);
				zig.destroy();
				child.destroy();
				zigzagEnemies.splice(z, 1);
				break;
			}
		}
	}
	for (var n = flyinEnemies.length - 1; n >= 0; n--) {
		if (flyinEnemies[n]) {
			flyinEnemies[n].update();
		}
		if (player.intersects(flyinEnemies[n]) && flyinEnemies[n].canDamage) {
			flyinEnemies[n].canDamage = false;
			LK.effects.flashScreen(0xff0000, 750, 0.0001);
			player.loseHeart();
			if (player.hearts <= 0) {
				LK.showGameOver();
			}
		}
		for (var k = game.children.length - 1; k >= 0; k--) {
			var child = game.children[k];
			if (child instanceof Weapon && child.intersects(flyinEnemies[n])) {
				if (!flyinEnemies[n].wave) {
					var coin = new Coin();
					coin.x = flyinEnemies[n].x;
					coin.y = flyinEnemies[n].y + 60;
					coin.velocity = 5;
					game.addChild(coin);
					coins.push(coin);
				}
				var particleEffect = LK.getAsset('particle', {
					anchorX: 0.5,
					anchorY: 0.5,
					color: 0x808080
				});
				particleEffect.x = flyinEnemies[n].x - 30;
				particleEffect.y = flyinEnemies[n].y + 30;
				game.addChild(particleEffect);
				LK.setTimeout(function () {
					particleEffect.destroy();
				}, 150);
				flyinEnemies[n].destroy();
				child.destroy();
				flyinEnemies.splice(n, 1);
				break;
			}
		}
		if (flyinEnemies[n] && !flyinEnemies[n].homing && flyinEnemies[n].x < -50) {
			flyinEnemies[n].destroy();
			flyinEnemies.splice(n, 1);
		}
	}
	// --- TrainEnemy - Player ---
	for (var t = trainEnemies.length - 1; t >= 0; t--) {
		var train = trainEnemies[t];
		if (!train) {
			continue;
		}
		train.update();
		// Çarpışma ile hasar
		if (player.intersects(train) && train.canDamage) {
			train.canDamage = false;
			LK.effects.flashScreen(0xff0000, 750, 0.0001);
			player.loseHeart();
			if (player.hearts <= 0) {
				LK.showGameOver();
			}
		}
		// Silahla kesişme = particle + (isterseniz destroy)
		for (var k = game.children.length - 1; k >= 0; k--) {
			var child = game.children[k];
			if (child instanceof Weapon && child.intersects(train)) {
				// Ölüm anı veya çarpışma noktası
				var tx = train.x,
					ty = train.y;
				// Partikül efekti
				var particleEffect = LK.getAsset('particle', {
					anchorX: 0.5,
					anchorY: 0.5,
					color: 0x808080
				});
				particleEffect.x = tx;
				particleEffect.y = ty;
				particleEffect.zIndex = 300;
				game.addChild(particleEffect);
				LK.setTimeout(function () {
					particleEffect.destroy();
				}, 100);
				// Silahı yok et
				child.destroy();
				break;
			}
		}
	}
	for (var m = coins.length - 1; m >= 0; m--) {
		var coin = coins[m];
		coin.x -= coin.velocity;
		if (coin.x < -100) {
			coin.destroy();
			coins.splice(m, 1);
		} else if (player.intersects(coin)) {
			coinCounter++;
			// Update both the visible score text and the internal LK score
			scoreText.setText(coinCounter.toString());
			// Set LK score system to match coin counter
			LK.setScore(coinCounter);
			if (coinCounter > 9 && !scoreText.movedLeft) {
				scoreText.x -= 20;
				scoreText.movedLeft = true;
			}
			coin.destroy();
			coins.splice(m, 1);
		}
	}
};
LK.stage.addChild(game);
// Dokunma/Kontrol
game.down = function (x, y, obj) {
	if (player.isJumping && game.weaponEnabled) {
		if (!game.lastWeaponTime || Date.now() - game.lastWeaponTime > 350) {
			var weapon = new Weapon();
			weapon.x = player.x;
			weapon.y = player.y;
			var dx = x - weapon.x;
			var dy = y - weapon.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			weapon.directionX = dx / distance;
			weapon.directionY = dy / distance;
			var angle = Math.acos(weapon.directionY / Math.sqrt(weapon.directionX * weapon.directionX + weapon.directionY * weapon.directionY));
			var angleInDegrees = angle * (180 / Math.PI);
			if (angleInDegrees <= 30) {
				weapon.speed *= 1.3;
			}
			game.addChild(weapon);
			LK.setTimeout(function () {
				weapon.destroy();
			}, 9000);
			game.lastWeaponTime = Date.now();
		}
	}
	player.jump();
};
// Oyunu Sahneye Ekle
LK.stage.addChild(game); ===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,87 @@
 /**** 
 * Classes
 ****/ 
+// Angel helper class
+var Angel = Container.expand(function () {
+	var self = Container.call(this);
+	// Create angel graphics (using particle asset as a placeholder)
+	var angelGraphics = self.attachAsset('particle', {
+		anchorX: 0.5,
+		anchorY: 0.5,
+		color: 0xFFFFFF // White color for angel
+	});
+	// Angel properties
+	self.zIndex = 25; // Between player (20) and weapon (30)
+	self.orbitRadius = 150;
+	self.orbitSpeed = 0.03;
+	self.orbitAngle = 0;
+	self.protectionRadius = 200;
+	self.lastAttackTime = 0;
+	self.attackCooldown = 1000; // 1 second between attacks
+	// Update method called every tick
+	self.update = function () {
+		// Orbit around player
+		if (player) {
+			self.orbitAngle += self.orbitSpeed;
+			self.x = player.x + Math.cos(self.orbitAngle) * self.orbitRadius;
+			self.y = player.y + Math.sin(self.orbitAngle) * self.orbitRadius;
+			// Check for nearby enemies to attack
+			var currentTime = Date.now();
+			if (currentTime - self.lastAttackTime > self.attackCooldown) {
+				// Check all enemy types
+				self.checkAndAttackEnemies(enemies);
+				self.checkAndAttackEnemies(flyinEnemies);
+				self.checkAndAttackEnemies(zigzagEnemies);
+			}
+		}
+	};
+	// Helper method to check and attack enemies of a specific type
+	self.checkAndAttackEnemies = function (enemyArray) {
+		if (!player) return;
+		for (var i = enemyArray.length - 1; i >= 0; i--) {
+			var enemy = enemyArray[i];
+			if (!enemy) continue;
+			// Calculate distance to enemy
+			var dx = enemy.x - player.x;
+			var dy = enemy.y - player.y;
+			var distance = Math.sqrt(dx * dx + dy * dy);
+			// If enemy is within protection radius, attack it
+			if (distance <= self.protectionRadius) {
+				// Create a particle effect at the enemy's position
+				var particleEffect = LK.getAsset('particle', {
+					anchorX: 0.5,
+					anchorY: 0.5,
+					color: 0xFFFFFF // White light
+				});
+				particleEffect.x = enemy.x;
+				particleEffect.y = enemy.y;
+				particleEffect.zIndex = 300;
+				game.addChild(particleEffect);
+				// Create a coin if it's a regular enemy or zigzag enemy
+				if (enemyArray === enemies || enemyArray === zigzagEnemies) {
+					var coin = new Coin();
+					coin.x = enemy.x;
+					coin.y = enemy.y;
+					coin.velocity = 5;
+					game.addChild(coin);
+					coins.push(coin);
+				}
+				// Remove the enemy
+				enemy.destroy();
+				enemyArray.splice(i, 1);
+				// Remove particle effect after a short time
+				LK.setTimeout(function () {
+					particleEffect.destroy();
+				}, 150);
+				// Set last attack time
+				self.lastAttackTime = currentTime;
+				break; // Only attack one enemy per cooldown
+			}
+		}
+	};
+	return self;
+});
 // Coin class
 var Coin = Container.expand(function () {
 	var self = Container.call(this);
 	var coinGraphics = self.attachAsset('coin', {
@@ -1375,8 +1455,16 @@
 var player = game.addChild(new Player());
 player.x = 2048 / 2 - 30;
 player.y = 2732 / 2 + 3;
 /**** 
+* Angel Helper
+****/ 
+// Create angel helper that will orbit around the player and protect them
+var angel = new Angel();
+angel.x = player.x;
+angel.y = player.y - 150;
+game.addChild(angel);
+/**** 
 * Skor GUI ve Kalp
 ****/ 
 var counterBackground = LK.getAsset('counter_background', {
 	anchorX: 0.5,
@@ -1515,8 +1603,12 @@
 ****/ 
 game.update = function () {
 	scrollingBackground.update();
 	player.update();
+	// Update angel if it exists
+	if (angel && angel.update) {
+		angel.update();
+	}
 	if (game.scrollingBg2 && game.scrollingBg2.update) {
 		game.scrollingBg2.update();
 	}
 	for (var t = 0; t < game.children.length; t++) {
 
 
 red heart mario. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
 
 
 completely black simple counter without sharp edges
 sea and sky Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
 sea and sky,pixel,realistic but detailles benzer renkler mavi ve mavi Single Game Texture. In-Game asset. 2d. Blank background. low contrast. No shadows
 
 
 
 Restyled
 Among Us. In-Game asset. High contrast. No shadows
 Among Us killer
 Gun BB gun. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
 Skibidi toilet. In-Game asset. High contrast. No shadows
 Gyatt . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
 
 Angel . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat