Initial prompt
Bubble Blowing Tycoon
User prompt
Remove bubble blower class
User prompt
Remove the bubbles array
User prompt
Add: // Test spawn (in game class) game.spawnTestBubble = function() { var bubble = Bubble(); bubble.x = 200; bubble.y = 400; game.addChild(bubble); }; // Single test bubble game.spawnTestBubble();
User prompt
Update with: var Bubble = Container.expand(function() { var self = Container.call(this); var sprite = LK.getAsset('bubble'); sprite.anchorX = 0.5; sprite.anchorY = 0.5; self.addChild(sprite); // Basic properties self.size = 25; self.floatSpeed = 2; self.driftX = (Math.random() * 2) - 1; // Small random left/right drift self.update = function() { self.y -= self.floatSpeed; self.x += self.driftX; // Basic scaling var scale = self.size / sprite.width; sprite.scaleX = scale; sprite.scaleY = scale; }; return self; });
User prompt
Update with: game.spawnTestBubble = function() { var bubble = Bubble(); bubble.x = 200; bubble.y = 400; bubble.size = 25 + Math.random() * 50; // Random size between 25-75 game.addChild(bubble); }; // Spawn a few test bubbles for (var i = 0; i < 3; i++) { game.spawnTestBubble(); }
Code edit (1 edits merged)
Please save this source code
User prompt
Update with: var Bubble = Container.expand(function() { var self = Container.call(this); var sprite = LK.getAsset('bubble'); sprite.anchorX = 0.5; sprite.anchorY = 0.5; self.addChild(sprite); self.size = 25; self.floatSpeed = 2; self.driftX = (Math.random() * 2) - 1; self.down = function(e) { var dx = e.x - self.x; var dy = e.y - self.y; var touchRadius = Math.sqrt(dx * dx + dy * dy); if (touchRadius <= (self.size/2 + 10)) { self.destroy(); return true; } return false; }; self.update = function() { self.y -= self.floatSpeed; self.x += self.driftX; var scale = self.size / sprite.width; sprite.scaleX = scale; sprite.scaleY = scale; }; return self; });
User prompt
Update with: var Bubble = Container.expand(function() { var self = Container.call(this); var sprite = LK.getAsset('bubble'); sprite.anchorX = 0.5; sprite.anchorY = 0.5; self.addChild(sprite); self.size = 25; self.floatSpeed = 2; self.driftX = (Math.random() * 2) - 1; self.down = function(e) { var dx = e.x - self.x; var dy = e.y - self.y; var touchRadius = Math.sqrt(dx * dx + dy * dy); if (touchRadius <= (self.size/2 + 10)) { self.destroy(); return true; // Consume the event } return false; }; self.update = function() { self.y -= self.floatSpeed; self.x += self.driftX; var scale = self.size / sprite.width; sprite.scaleX = scale; sprite.scaleY = scale; }; return self; });
User prompt
Update with: game.down = function(e) { for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].down && game.children[i].down(e)) { break; } } };
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Update with: var Bubble = Container.expand(function() { var self = Container.call(this); var sprite = LK.getAsset('bubble'); sprite.anchorX = 0.5; sprite.anchorY = 0.5; self.addChild(sprite); self.size = 25; self.floatSpeed = 2; self.driftX = (Math.random() * 2) - 1; self.update = function() { self.y -= self.floatSpeed; self.x += self.driftX; var scale = self.size / sprite.width; sprite.scaleX = scale; sprite.scaleY = scale; }; return self; }); game.down = function(x, y, obj) { if (obj && obj instanceof Bubble) { obj.destroy(); } };
User prompt
Add a down event handler to the bubble class to destroy the bubble on touch.
User prompt
Connect game.down to the bubble class touch event hqndler.
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On touch on a bubble instance, the bubble should be destroyed.
User prompt
Update with: var Bubble = Container.expand(function() { var self = Container.call(this); var sprite = LK.getAsset('bubble'); sprite.anchorX = 0.5; sprite.anchorY = 0.5; self.addChild(sprite); self.size = 25; self.floatSpeed = 2; self.driftX = (Math.random() * 2) - 1; self.down = function(e) { if (self.size > 15) { var newSize = self.size * 0.6; // Create two smaller bubbles for (var i = 0; i < 2; i++) { var newBubble = Bubble(); newBubble.x = self.x + (i === 0 ? -10 : 10); newBubble.y = self.y; newBubble.size = newSize; newBubble.driftX = (Math.random() * 2) - 1; // New random drift game.addChild(newBubble); } } self.destroy(); return true; }; self.update = function() { self.y -= self.floatSpeed; self.x += self.driftX; var scale = self.size / sprite.width; sprite.scaleX = scale; sprite.scaleY = scale; }; return self; });
User prompt
Update with: var Bubble = Container.expand(function() { var self = Container.call(this); var sprite = LK.getAsset('bubble'); sprite.anchorX = 0.5; sprite.anchorY = 0.5; self.addChild(sprite); self.size = 100; // Increased base size self.floatSpeed = 4; // Slightly faster to match scale self.driftX = (Math.random() * 4) - 2; // More drift self.down = function(e) { if (self.size > 60) { // Increased minimum split size var newSize = self.size * 0.6; for (var i = 0; i < 2; i++) { var newBubble = Bubble(); newBubble.x = self.x + (i === 0 ? -40 : 40); // Wider spread newBubble.y = self.y; newBubble.size = newSize; newBubble.driftX = (Math.random() * 4) - 2; game.addChild(newBubble); } } self.destroy(); return true; }; self.update = function() { self.y -= self.floatSpeed; self.x += self.driftX; var scale = self.size / sprite.width; sprite.scaleX = scale; sprite.scaleY = scale; }; return self; }); game.spawnTestBubble = function() { var bubble = Bubble(); bubble.x = game.width / 2; bubble.y = game.height / 2; bubble.size = 100 + Math.random() * 150; // Random size between 100-250 game.addChild(bubble); };
User prompt
Please fix the bug: 'self.addChild is not a function. (In 'self.addChild(sprite)', 'self.addChild' is undefined)' in or related to this line: 'self.addChild(sprite);' Line Number: 18
User prompt
Please fix the bug: 'self.attachAsset is not a function. (In 'self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5 })', 'self.attachAsset' is undefined)' in or related to this line: 'var sprite = self.attachAsset('bubble', {' Line Number: 15
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Update bubble as needed with: // In Bubble class initialization: self.size = 100; // was 25 self.floatSpeed = 4; // was 2 self.driftX = (Math.random() * 4) - 2; // was (Math.random() * 2) - 1 // In split logic: if (self.size > 60) { // was 15 ... newBubble.x = self.x + (i === 0 ? -40 : 40); // was ±10 ... newBubble.driftX = (Math.random() * 4) - 2; // Match parent drift range }
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Update with: bubble.size = 100 + Math.random() * 150; // was 25 + Math.random() * 50
User prompt
Add this to game code: function formatBP(value) { const units = ['', 'K', 'M', 'B', 'T']; let unitIndex = 0; while (value >= 1000 && unitIndex < units.length - 1) { value /= 1000; unitIndex++; } return Math.floor(value * 10) / 10 + units[unitIndex]; }
User prompt
Update as needed with: // Add at start of Bubble class: self.getBP = function() { return Math.floor(Math.pow(self.size, 2) * 0.1); }; // Modify down function: self.down = function(e) { var points = self.getBP(); // Add points to game score here game.addBP(points); // We'll need to implement this in game if (self.size > 60) { var newSize = self.size * 0.6; for (var i = 0; i < 2; i++) { var newBubble = Bubble(); newBubble.x = self.x + (i === 0 ? -40 : 40); newBubble.y = self.y; newBubble.size = newSize; newBubble.driftX = (Math.random() * 4) - 2; game.addChild(newBubble); } } self.destroy(); return true; };
User prompt
game.bp = 0; // Track total BP game.addBP = function(points) { game.bp += points; // Update display bpText.text = formatBP(game.bp) + " BP"; };
User prompt
Add: // Create BP display text (add near game initialization) var bpText = LK.getText("BP: 0"); // Assuming getText is the right method bpText.x = game.width - 200; // Position in top right bpText.y = 100; game.addChild(bpText);
User prompt
Please fix the bug: 'LK.getText is not a function. (In 'LK.getText("BP: 0")', 'LK.getText' is undefined)' in or related to this line: 'var bpText = LK.getText("BP: 0"); // Assuming getText is the right method' Line Number: 96
===================================================================
--- original.js
+++ change.js
@@ -13,16 +13,8 @@
// Basic properties
self.size = 25;
self.floatSpeed = 2;
self.driftX = Math.random() * 2 - 1; // Small random left/right drift
- self.update = function () {
- self.y -= self.floatSpeed;
- self.x += self.driftX;
- // Basic scaling
- var scale = self.size / sprite.width;
- sprite.scaleX = scale;
- sprite.scaleY = scale;
- };
});
/****
* Initialize Game
A treasure chest with gold coins. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A golden skull with diamonds for eyes. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A golden necklace with a ruby pendant. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A filled in white circle.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A yellow star. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a game logo for a game called 'Bubble Blower Tycoon' about a happy purple pufferfish with yellow fins and spines that builds an underwater empire of bubbles. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
an SVG of the word 'Start'. word should be yellow and the font should look like its made out of bubbles. cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bubblelow
Sound effect
backgroundmusic
Music
bubblehigh
Sound effect
bubble1
Sound effect
bubble2
Sound effect
bubble3
Sound effect
bubble4
Sound effect
blowing
Sound effect
bubbleshoot
Sound effect
fishtank
Sound effect
menuopen
Sound effect
upgrade
Sound effect
jellyfish
Sound effect
titlemusic
Music
startbutton
Sound effect