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// LoFinity — the Game Boy mini-game: a tiny, relaxing garden.
// Plant a seed, water it, watch it grow. No score, no losing, nothing to chase.
// Rendered as Game-Boy-Color-style pixel art on a 160x144 canvas.

const W = 160; // Game Boy (Color) screen resolution
const H = 144;

const SEEDS = ["sunflower", "dandelion", "daisy", "pumpkin"];
// the bottom tray = the four seeds plus a "dig" tool for removing a plant
const TRAY = [...SEEDS, "dig"];
const SEED_LABEL = {
  sunflower: "SUNFLOWER",
  dandelion: "DANDELION",
  daisy: "DAISY",
  pumpkin: "PUMPKIN",
  dig: "DIG UP",
};

// Garden plots: two rows of four, drawn back-to-front for a little depth.
const COLS = 4;
const ROWS = 2;
const COL_X = [29, 63, 97, 131]; // soil centre x per column
const ROW_Y = [84, 110]; // soil-top y per row (plants grow upward from here)
// each row is sheared sideways (~22°) so the front row sits offset from the
// back row instead of directly in front of it — the back plots stay visible.
const ROW_SHEAR = 12;

// Growth tuning — gentle. A watered plant blooms in ~10s; left dry it crawls.
const WET_TIME = 6; // seconds the soil stays damp after a watering
const WET_RATE = 0.5; // growth-stages per second while damp
const DRY_RATE = 0.1; // growth-stages per second while dry
const WATER_BUMP = 0.18; // instant nudge each time you water

// cap the render loop at 30fps — the garden animates gently, so there's no need
// to redraw at the display's full 60/120Hz (keeps it light on the CPU/GPU).
const FRAME_MS = 1000 / 30;

// A cohesive, sunny GBC-ish palette.
const P = {
  sky0: "#7ec8ff",
  sky1: "#a6dcff",
  sky2: "#cdeeff",
  haze: "#e7f7ff",
  sun: "#ffe45e",
  sunHi: "#fff6c2",
  cloud: "#ffffff",
  cloudShade: "#d8eefc",
  grass: "#7bcf5a",
  grassHi: "#9be06f",
  grassLo: "#57b045",
  soilTop: "#b9824e",
  soil: "#9a6336",
  soilDark: "#74462450",
  soilWetTop: "#7c5230",
  soilWet: "#5f3c20",
  shadow: "#3a6b3055",
  stem: "#4faa46",
  stemDark: "#2f7d3a",
  leaf: "#6cc24a",
  leafHi: "#8ed86a",
  petalSun: "#ffc01e",
  petalSunHi: "#ffe066",
  sunCenter: "#7a431b",
  sunCenter2: "#9c5a26",
  dandel: "#ffd23f",
  dandelHi: "#fff0a6",
  white: "#ffffff",
  whiteShade: "#dfe8f0",
  daisyCenter: "#ffcb1f",
  pumpkin: "#ff8a3d",
  pumpkinHi: "#ffb072",
  pumpkinDark: "#e0651f",
  pumpkinRib: "#c8531a",
  bud: "#9bd06a",
  drop: "#7cc6ff",
  star: "#fff6c2",
  cursor: "#ffffff",
  cursorDark: "#1c2540",
  tray: "#2a2350",
  trayLo: "#1a1530",
  traySlot: "#3a3070",
  traySel: "#ffe45e",
};

export function createGarden(root) {
  const canvas = root.querySelector("#gb-canvas");
  const caption = root.querySelector("#gb-caption");
  const ctx = canvas.getContext("2d");
  ctx.imageSmoothingEnabled = false;

  // --- state (persists across opens — your garden stays put) -----------------
  // progress (0..3 → seed, sprout, bud, bloom) is the single source of truth;
  // the drawn stage is always floor(progress), so the art never lags the state.
  const plots = Array.from({ length: COLS * ROWS }, (_, i) => ({
    type: null,
    progress: 0,
    bloomed: false, // tracks the one-shot bloom sparkle
    wet: 0, // seconds of dampness left
    phase: i * 1.7, // desync the sway
  }));
  const stageOf = (p) => Math.min(3, Math.floor(p.progress));
  let cursor = 0; // selected plot index
  let seedIdx = 0; // selected seed type
  const particles = [];
  const cloud = { x: 116 };
  const fly = { t: 0 }; // butterfly clock
  let t = 0; // game clock (seconds)

  let running = false;
  let raf = 0;
  let last = 0;

  // --- helpers ---------------------------------------------------------------
  const r = (x, y, w, h, c) => {
    ctx.fillStyle = c;
    ctx.fillRect(x | 0, y | 0, w | 0, h | 0);
  };
  const px = (x, y, c) => {
    ctx.fillStyle = c;
    ctx.fillRect(x | 0, y | 0, 1, 1);
  };
  const disc = (cx, cy, rad, c) => {
    ctx.fillStyle = c;
    for (let y = -rad; y <= rad; y++) {
      const w = Math.floor(Math.sqrt(rad * rad - y * y));
      ctx.fillRect((cx - w) | 0, (cy + y) | 0, 2 * w + 1, 1);
    }
  };
  const oval = (cx, cy, rx, ry, c) => {
    ctx.fillStyle = c;
    for (let y = -ry; y <= ry; y++) {
      const w = Math.floor(rx * Math.sqrt(1 - (y * y) / (ry * ry)));
      ctx.fillRect((cx - w) | 0, (cy + y) | 0, 2 * w + 1, 1);
    }
  };

  function plotPos(i) {
    const col = i % COLS;
    const row = Math.floor(i / COLS);
    // shear rows around the centre so the layout leans diagonally
    return {
      cx: COL_X[col] + (row - (ROWS - 1) / 2) * ROW_SHEAR,
      baseY: ROW_Y[row],
    };
  }

  // --- input -----------------------------------------------------------------
  function move(dx, dy) {
    const col = cursor % COLS;
    const row = Math.floor(cursor / COLS);
    const nc = Math.min(COLS - 1, Math.max(0, col + dx));
    const nr = Math.min(ROWS - 1, Math.max(0, row + dy));
    cursor = nr * COLS + nc;
  }

  function spawnDrops(cx, baseY) {
    for (let i = 0; i < 6; i++) {
      particles.push({
        type: "drop",
        x: cx - 8 + Math.floor((i / 6) * 16),
        y: baseY - 26 - (i % 3) * 4,
        vy: 36 + (i % 3) * 8,
        life: 0.7,
        max: 0.7,
      });
    }
  }
  function spawnStars(cx, cy) {
    for (let i = 0; i < 6; i++) {
      const a = (i / 6) * Math.PI * 2;
      particles.push({
        type: "star",
        x: cx + Math.cos(a) * 8,
        y: cy + Math.sin(a) * 8,
        vx: Math.cos(a) * 6,
        vy: Math.sin(a) * 6 - 4,
        life: 0.9,
        max: 0.9,
      });
    }
  }
  function spawnPoof(cx, baseY) {
    for (let i = 0; i < 8; i++) {
      particles.push({
        type: "poof",
        x: cx - 6 + (i % 4) * 4,
        y: baseY - 4 - Math.floor(i / 4) * 4,
        vx: ((i % 4) - 1.5) * 8,
        vy: -10 - (i % 3) * 6,
        life: 0.6,
        max: 0.6,
      });
    }
  }

  // A button: with the dig tool selected, remove the plant; with a seed
  // selected, plant on an empty plot or water what's already growing.
  function act() {
    if (TRAY[seedIdx] === "dig") {
      clearPlot();
      return;
    }
    const p = plots[cursor];
    const { cx, baseY } = plotPos(cursor);
    if (!p.type) {
      // just sow the seed — it grows slowly until you water it
      p.type = SEEDS[seedIdx];
      p.progress = 0;
      p.bloomed = false;
      p.wet = 0;
    } else {
      p.wet = WET_TIME;
      if (p.progress < 3) p.progress = Math.min(3, p.progress + WATER_BUMP);
      spawnDrops(cx, baseY);
      if (p.progress >= 3) spawnStars(cx, baseY - bloomHeight(p.type));
      flash(caption, P.drop);
    }
  }

  function cycleSeed(dir = 1) {
    seedIdx = (seedIdx + dir + TRAY.length) % TRAY.length;
    updateCaption();
  }

  // dig up the current plot so you can replant / rearrange (B→dig tool, or START)
  function clearPlot() {
    const p = plots[cursor];
    if (!p.type) return;
    const { cx, baseY } = plotPos(cursor);
    p.type = null;
    p.progress = 0;
    p.bloomed = false;
    p.wet = 0;
    spawnPoof(cx, baseY);
  }

  function input(action) {
    if (!running) return;
    switch (action) {
      case "up":
        move(0, -1);
        break;
      case "down":
        move(0, 1);
        break;
      case "left":
        move(-1, 0);
        break;
      case "right":
        move(1, 0);
        break;
      case "a":
        act();
        break;
      case "b":
        cycleSeed(1);
        break;
      case "select":
        cycleSeed(1);
        break;
      case "start":
        clearPlot();
        break;
    }
  }

  // --- update ----------------------------------------------------------------
  function update(dt) {
    t += dt;
    fly.t += dt;
    cloud.x -= dt * 4;
    if (cloud.x < -34) cloud.x = W + 6;

    for (const p of plots) {
      if (!p.type) continue;
      if (p.wet > 0) {
        p.wet = Math.max(0, p.wet - dt);
        p.progress = Math.min(3, p.progress + WET_RATE * dt);
      } else {
        p.progress = Math.min(3, p.progress + DRY_RATE * dt);
      }
      if (p.progress >= 3 && !p.bloomed) {
        p.bloomed = true;
        const { cx, baseY } = plotPos(plots.indexOf(p));
        spawnStars(cx, baseY - bloomHeight(p.type));
      }
    }

    for (let i = particles.length - 1; i >= 0; i--) {
      const q = particles[i];
      q.life -= dt;
      if (q.life <= 0) {
        particles.splice(i, 1);
        continue;
      }
      q.x += (q.vx || 0) * dt;
      q.y += (q.vy || 0) * dt;
      if (q.type === "drop") q.vy += 120 * dt;
      if (q.type === "poof") q.vy += 40 * dt;
    }
  }

  // --- drawing ---------------------------------------------------------------
  function drawSky() {
    r(0, 0, W, 14, P.sky0);
    r(0, 14, W, 12, P.sky1);
    r(0, 26, W, 10, P.sky2);
    r(0, 36, W, 6, P.haze);

    // sun, top-left, with a few soft rays
    const sx = 22,
      sy = 22;
    for (let a = 0; a < 8; a++) {
      const ang = (a / 8) * Math.PI * 2 + Math.sin(t * 0.4) * 0.05;
      px(sx + Math.cos(ang) * 13, sy + Math.sin(ang) * 13, P.sunHi);
      px(sx + Math.cos(ang) * 14, sy + Math.sin(ang) * 14, P.sunHi);
    }
    disc(sx, sy, 9, P.sun);
    disc(sx - 2, sy - 2, 4, P.sunHi);

    // a drifting cloud
    const cx = cloud.x | 0,
      cy = 18;
    oval(cx, cy + 2, 16, 5, P.cloudShade);
    oval(cx, cy, 16, 5, P.cloud);
    disc(cx - 7, cy - 2, 5, P.cloud);
    disc(cx + 6, cy - 1, 6, P.cloud);
  }

  function drawGround() {
    r(0, 42, W, H - 42, P.grass);
    // a brighter strip near the top of the field + a darker foreground
    r(0, 42, W, 4, P.grassHi);
    r(0, H - 16, W, 16, P.grassLo);
    // scattered grass tufts for texture
    for (let i = 0; i < 16; i++) {
      const gx = (i * 53 + 11) % W;
      const gy = 52 + ((i * 37) % (H - 70));
      px(gx, gy, P.grassHi);
      px(gx + 1, gy - 1, P.grassHi);
    }
  }

  function soilMound(cx, baseY, wet) {
    const c = wet > 0 ? P.soilWet : P.soil;
    const top = wet > 0 ? P.soilWetTop : P.soilTop;
    oval(cx, baseY + 3, 15, 5, P.soilDark);
    oval(cx, baseY + 1, 14, 4, c);
    oval(cx, baseY - 1, 13, 3, top);
    // a couple of pebbles / specks
    px(cx - 6, baseY, P.soilDark);
    px(cx + 5, baseY + 1, P.soilDark);
  }

  function bloomHeight(type) {
    return { sunflower: 30, dandelion: 20, daisy: 16, pumpkin: 6 }[type] || 16;
  }

  // green stem that leans slightly with `sway` near the top
  function stem(cx, baseY, top, sway) {
    const span = baseY - top;
    for (let y = baseY; y >= top; y--) {
      const f = span > 0 ? (baseY - y) / span : 0;
      r(cx - 1 + sway * f, y, 2, 1, P.stem);
    }
    return cx + sway; // x of the tip
  }

  function leaf(x, y, dir) {
    const d = dir; // -1 left, +1 right
    r(x, y, 3 * d, 1, P.leaf);
    r(x + d, y - 1, 3 * d, 1, P.leafHi);
    r(x + d, y + 1, 2 * d, 1, P.leaf);
  }

  function drawSunflower(hx, hy) {
    disc(hx, hy, 7, P.petalSun);
    // petal points
    const pts = [
      [0, -8],
      [0, 8],
      [-8, 0],
      [8, 0],
      [-6, -6],
      [6, -6],
      [-6, 6],
      [6, 6],
    ];
    for (const [dx, dy] of pts)
      disc(hx + dx * 0.7, hy + dy * 0.7, 2, P.petalSunHi);
    disc(hx, hy, 4, P.sunCenter);
    disc(hx - 1, hy - 1, 2, P.sunCenter2);
    px(hx + 1, hy + 1, P.sunCenter2);
    px(hx - 2, hy + 1, P.sunCenter2);
  }
  function drawDandelion(hx, hy) {
    disc(hx, hy, 5, P.dandel);
    const rag = [
      [-6, 0],
      [6, 0],
      [0, -6],
      [0, 6],
      [-4, -4],
      [4, -4],
      [-4, 4],
      [4, 4],
    ];
    for (const [dx, dy] of rag) px(hx + dx, hy + dy, P.dandel);
    disc(hx - 1, hy - 1, 2, P.dandelHi);
  }
  function drawDaisy(hx, hy) {
    const pet = [
      [0, -4],
      [0, 4],
      [-4, 0],
      [4, 0],
      [-3, -3],
      [3, -3],
      [-3, 3],
      [3, 3],
    ];
    for (const [dx, dy] of pet) disc(hx + dx, hy + dy, 2, P.white);
    for (const [dx, dy] of pet) px(hx + dx, hy + dy + 1, P.whiteShade);
    disc(hx, hy, 2, P.daisyCenter);
  }

  function drawUpright(p, cx, baseY, sway, stage) {
    const cfg = bloomHeight(p.type);
    if (stage === 0) {
      // a sprouting seed: a tiny green nub poking out of the soil
      r(cx - 1, baseY - 3, 2, 3, P.stem);
      px(cx - 2, baseY - 3, P.leafHi);
      px(cx + 1, baseY - 4, P.leafHi);
      return;
    }
    if (stage === 1) {
      const top = baseY - 7;
      stem(cx, baseY, top, sway * 0.4);
      leaf(cx, baseY - 4, -1);
      leaf(cx, baseY - 6, 1);
      return;
    }
    if (stage === 2) {
      const top = baseY - Math.round(cfg * 0.6);
      const tip = stem(cx, baseY, top, sway * 0.7);
      leaf(cx, baseY - 6, -1);
      leaf(cx, baseY - Math.round(cfg * 0.4), 1);
      // a closed bud, tinted toward the flower it will become
      const budCol =
        p.type === "daisy"
          ? P.bud
          : p.type === "sunflower"
            ? P.stemDark
            : P.bud;
      disc(tip, top - 1, 2, budCol);
      px(tip, top - 2, P.leafHi);
      return;
    }
    // stage 3 — bloom
    const top = baseY - cfg;
    const tip = stem(cx, baseY, top + 2, sway);
    leaf(cx, baseY - 7, -1);
    leaf(cx, baseY - Math.round(cfg * 0.5), 1);
    if (p.type === "sunflower") drawSunflower(tip, top);
    else if (p.type === "dandelion") drawDandelion(tip, top);
    else drawDaisy(tip, top);
  }

  function drawPumpkin(p, cx, baseY, sway, stage) {
    if (stage === 0) {
      r(cx - 1, baseY - 3, 2, 3, P.stem);
      px(cx + 1, baseY - 4, P.leafHi);
      return;
    }
    if (stage === 1) {
      // a vine creeping along the soil with a couple of leaves
      r(cx - 6, baseY, 12, 1, P.stemDark);
      leaf(cx - 5, baseY - 1, -1);
      leaf(cx + 4, baseY - 1, 1);
      return;
    }
    if (stage === 2) {
      // small unripe green pumpkin + a yellow blossom
      r(cx - 7, baseY, 14, 1, P.stemDark);
      oval(cx - 3, baseY - 2, 4, 3, P.stem);
      oval(cx - 3, baseY - 3, 3, 2, P.leafHi);
      disc(cx + 6, baseY - 4 + sway, 2, P.dandel);
      px(cx + 6, baseY - 4 + sway, P.daisyCenter);
      leaf(cx + 3, baseY - 1, 1);
      return;
    }
    // stage 3 — a plump ribbed pumpkin resting on the soil
    const py = baseY - 5;
    oval(cx, py, 10, 7, P.pumpkin);
    oval(cx - 5, py, 3, 6, P.pumpkinRib);
    oval(cx + 5, py, 3, 6, P.pumpkinRib);
    oval(cx, py, 2, 7, P.pumpkinDark);
    oval(cx - 3, py - 1, 2, 5, P.pumpkinHi);
    r(cx - 1, py - 8, 3, 3, P.stemDark);
    // a leaf and a little curling vine off to the side
    leaf(cx + 8, py - 5, 1);
    px(cx + 10, py - 6, P.stem);
    px(cx + 11, py - 5, P.stem);
  }

  function drawPlant(p, cx, baseY) {
    if (!p.type) return;
    const stage = stageOf(p);
    const sway = stage >= 2 ? Math.sin(t * 1.6 + p.phase) * 1.4 : 0;
    // soft shadow on the soil
    oval(
      cx,
      baseY + 2,
      p.type === "pumpkin" && stage === 3 ? 11 : 6,
      2,
      P.shadow,
    );
    if (p.type === "pumpkin") drawPumpkin(p, cx, baseY, sway, stage);
    else drawUpright(p, cx, baseY, sway, stage);
  }

  function drawCursor() {
    const { cx, baseY } = plotPos(cursor);
    if (Math.floor(t * 2.2) % 2 === 0) return; // blink
    const x0 = cx - 15,
      x1 = cx + 14,
      y0 = baseY - 8,
      y1 = baseY + 7,
      len = 5;
    const corners = [
      [x0, y0, 1, 1],
      [x1, y0, -1, 1],
      [x0, y1, 1, -1],
      [x1, y1, -1, -1],
    ];
    for (const [bx, by, sx, sy] of corners) {
      // a dark backing so the bracket reads on any colour, then the bright line
      r(bx, by + sy, len * sx, 1, P.cursorDark);
      r(bx + sx, by, 1, len * sy, P.cursorDark);
      r(bx, by, len * sx, 1, P.cursor);
      r(bx, by, 1, len * sy, P.cursor);
    }
  }

  function drawParticles() {
    for (const q of particles) {
      if (q.type === "drop") {
        r(q.x, q.y, 1, 2, P.drop);
      } else if (q.type === "star") {
        const c = q.life > q.max * 0.5 ? P.star : P.white;
        px(q.x, q.y - 1, c);
        px(q.x, q.y + 1, c);
        px(q.x - 1, q.y, c);
        px(q.x + 1, q.y, c);
        px(q.x, q.y, c);
      } else if (q.type === "poof") {
        disc(q.x, q.y, q.life > q.max * 0.5 ? 2 : 1, P.soilTop);
      }
    }
  }

  function drawButterfly() {
    const bx = (W / 2 + Math.sin(fly.t * 0.6) * 56) | 0;
    const by =
      (62 + Math.sin(fly.t * 1.3) * 14 + Math.cos(fly.t * 0.5) * 6) | 0;
    const up = Math.floor(fly.t * 9) % 2 === 0;
    px(bx, by, P.stemDark); // body
    px(bx, by + 1, P.stemDark);
    const wy = up ? -1 : 1;
    r(bx - 3, by + (up ? -1 : 0), 2, 2, "#ff9ecb");
    r(bx + 2, by + (up ? -1 : 0), 2, 2, "#ff9ecb");
    px(bx - 3, by + wy, "#ffd2e8");
    px(bx + 3, by + wy, "#ffd2e8");
  }

  function miniIcon(type, cx, cy) {
    if (type === "sunflower") {
      disc(cx, cy, 3, P.petalSun);
      disc(cx, cy, 1, P.sunCenter);
    } else if (type === "dandelion") {
      disc(cx, cy, 3, P.dandel);
      px(cx, cy, P.dandelHi);
    } else if (type === "daisy") {
      const pet = [
        [0, -2],
        [0, 2],
        [-2, 0],
        [2, 0],
      ];
      for (const [dx, dy] of pet) px(cx + dx, cy + dy, P.white);
      disc(cx, cy, 1, P.daisyCenter);
    } else if (type === "pumpkin") {
      oval(cx, cy + 1, 3, 2, P.pumpkin);
      px(cx, cy - 1, P.stemDark);
    } else {
      // dig — a little shovel: wooden handle + silver spade
      r(cx, cy - 4, 1, 4, "#9a6336");
      r(cx - 2, cy, 5, 1, "#c3c8d2");
      r(cx - 2, cy + 1, 5, 1, "#aeb4c0");
      r(cx - 1, cy + 2, 3, 1, "#aeb4c0");
      px(cx, cy + 3, "#9aa0ad");
    }
  }

  function drawTray() {
    const ty = H - 14;
    r(0, ty, W, 14, P.trayLo);
    r(0, ty, W, 1, P.traySlot);
    const cw = W / TRAY.length;
    for (let i = 0; i < TRAY.length; i++) {
      const cx = (i * cw + cw / 2) | 0;
      const sel = i === seedIdx;
      if (sel) {
        r(i * cw + 3, ty + 1, cw - 6, 12, P.tray);
        // bright selection frame
        r(i * cw + 3, ty + 1, cw - 6, 1, P.traySel);
        r(i * cw + 3, ty + 12, cw - 6, 1, P.traySel);
        r(i * cw + 3, ty + 1, 1, 12, P.traySel);
        r(i * cw + cw - 4, ty + 1, 1, 12, P.traySel);
      }
      miniIcon(TRAY[i], cx, ty + 7 - (sel ? 1 : 0));
    }
  }

  function render() {
    drawSky();
    drawGround();
    for (let i = 0; i < plots.length; i++) {
      const { cx, baseY } = plotPos(i);
      soilMound(cx, baseY, plots[i].wet);
    }
    // plants back-to-front so front rows overlap correctly
    for (let i = 0; i < plots.length; i++) {
      const { cx, baseY } = plotPos(i);
      drawPlant(plots[i], cx, baseY);
    }
    drawCursor();
    drawButterfly();
    drawParticles();
    drawTray();
  }

  // --- caption (DotGothic16 DOM line under the screen) -----------------------
  function updateCaption() {
    if (!caption) return;
    const tool = TRAY[seedIdx];
    if (tool === "dig") {
      caption.innerHTML =
        `<span class="gb-seed" style="color:#cdd2e0">✖ DIG UP</span>` +
        `<span class="gb-hint">Ⓐ remove plant &nbsp; Ⓑ next</span>`;
      return;
    }
    const col = {
      sunflower: P.petalSun,
      dandelion: P.dandel,
      daisy: "#ffffff",
      pumpkin: P.pumpkin,
    }[tool];
    caption.innerHTML =
      `<span class="gb-seed" style="color:${col}">✿ ${SEED_LABEL[tool]}</span>` +
      `<span class="gb-hint">Ⓐ plant · water &nbsp; Ⓑ next</span>`;
  }
  function flash(el, _c) {
    if (!el) return;
    el.classList.remove("gb-flash");
    void el.offsetWidth;
    el.classList.add("gb-flash");
  }

  // --- loop ------------------------------------------------------------------
  function frame(now) {
    if (!running) return;
    raf = requestAnimationFrame(frame);
    if (now - last < FRAME_MS - 1) return; // throttle to ~30fps
    const dt = Math.min(0.05, last ? (now - last) / 1000 : 0);
    last = now;
    update(dt);
    render();
  }

  // --- input wiring ----------------------------------------------------------
  function bindButton(el, action) {
    if (!el) return;
    el.addEventListener("click", (e) => {
      e.preventDefault();
      input(action);
    });
  }
  root
    .querySelectorAll("[data-dir]")
    .forEach((el) => bindButton(el, el.dataset.dir));
  root
    .querySelectorAll("[data-action]")
    .forEach((el) => bindButton(el, el.dataset.action));

  const TRAY_TOP = H - 14; // matches drawTray()

  function pointAt(e) {
    const rect = canvas.getBoundingClientRect();
    return {
      mx: ((e.clientX - rect.left) / rect.width) * W,
      my: ((e.clientY - rect.top) / rect.height) * H,
    };
  }

  // click the seed tray to pick a flower, or a plot to plant / water it
  canvas.addEventListener("click", (e) => {
    if (!running) return;
    const { mx, my } = pointAt(e);
    if (my >= TRAY_TOP) {
      const i = Math.floor(mx / (W / TRAY.length));
      seedIdx = Math.min(TRAY.length - 1, Math.max(0, i));
      updateCaption();
      return;
    }
    let best = -1,
      bestD = 1e9;
    for (let i = 0; i < plots.length; i++) {
      const { cx, baseY } = plotPos(i);
      const d = (mx - cx) ** 2 + (my - (baseY - 4)) ** 2;
      if (d < bestD) {
        bestD = d;
        best = i;
      }
    }
    if (best >= 0 && bestD < 26 * 26) {
      cursor = best;
      act();
    }
  });

  // a pointer cursor over the clickable spots (tray + plots) hints they're interactive
  canvas.addEventListener("mousemove", (e) => {
    if (!running) return;
    const { mx, my } = pointAt(e);
    let hot = my >= TRAY_TOP;
    if (!hot) {
      for (let i = 0; i < plots.length; i++) {
        const { cx, baseY } = plotPos(i);
        if ((mx - cx) ** 2 + (my - (baseY - 4)) ** 2 < 26 * 26) {
          hot = true;
          break;
        }
      }
    }
    canvas.style.cursor = hot ? "pointer" : "default";
  });

  // arrows move; the A/B keys mirror the on-screen A/B buttons (z/x/space/enter alias A).
  const KEYS = {
    ArrowUp: "up",
    ArrowDown: "down",
    ArrowLeft: "left",
    ArrowRight: "right",
    a: "a",
    A: "a",
    z: "a",
    Z: "a",
    Enter: "a",
    " ": "a",
    b: "b",
    B: "b",
    x: "b",
    X: "b",
  };
  function onKey(e) {
    if (!running) return;
    const action = KEYS[e.key];
    if (!action) return;
    e.preventDefault();
    e.stopPropagation();
    input(action);
  }

  return {
    start() {
      if (running) return;
      running = true;
      last = 0; // 0 → the first frame renders immediately, then the gate kicks in
      updateCaption();
      window.addEventListener("keydown", onKey, true);
      raf = requestAnimationFrame(frame);
    },
    stop() {
      running = false;
      cancelAnimationFrame(raf);
      window.removeEventListener("keydown", onKey, true);
    },
  };
}