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Update with: game.update = function() { // Spawn new bubbles if (LK.ticks % 120 == 0) { var bubble = Bubble(); bubble.x = Math.random() * (game.width - 200) + 100; bubble.y = game.height + 100; game.addChild(bubble); } // Update all children (bubbles) for (var i = 0; i < game.children.length; i++) { if (game.children[i].update) { game.children[i].update(); } } };
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Please fix the bug: 'TypeError: t.setStageReference is not a function. (In 't.setStageReference(this.stage)', 't.setStageReference' is undefined)' in or related to this line: 'game.addChild(bubble);' Line Number: 139
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Update with: game.bubbles = []; // Track bubble array // Modify spawn to add to array game.spawnTestBubble = function() { var bubble = Bubble(); bubble.x = game.width / 2; bubble.y = game.height / 2; bubble.size = 100 + Math.random() * 150; game.bubbles.push(bubble); // Add to array game.addChild(bubble); }; // Update function now loops through array game.update = function() { // Spawn new bubbles if (LK.ticks % 120 == 0) { var bubble = Bubble(); bubble.x = Math.random() * (game.width - 200) + 100; bubble.y = game.height + 100; game.bubbles.push(bubble); game.addChild(bubble); } // Update each bubble in array for (var i = game.bubbles.length - 1; i >= 0; i--) { var bubble = game.bubbles[i]; if (bubble.update) { bubble.update(); } } };
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Make the bubbles visible
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Make the bubbles rise from the bottom
Code edit (1 edits merged)
Please save this source code
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Analyze and refactor game code for efficiency and performance
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Fix the targeting in game.down to target the right bubbles that are touched.
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Update with: // In spawnSplitBubble function, add: function spawnSplitBubble(parentX, parentY, size, direction) { var bubble = new Bubble(); bubble.x = parentX + direction * 40; bubble.y = parentY; bubble.size = size; game.addChild(bubble); game.bubbles.push(bubble); // Add this line } // In Bubble's down method, add: self.down = function (e) { var points = self.getBP(); game.addBP(points); if (self.size > 60) { var newSize = self.size * 0.6; for (var i = 0; i < 2; i++) { spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1); } } // Remove from bubbles array var index = game.bubbles.indexOf(self); if (index > -1) { game.bubbles.splice(index, 1); } self.destroy(); return true; };
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Please fix the bug: 'Script error.' in or related to this line: 'if (bubble.containsPoint({' Line Number: 137
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Please fix the bug: 'Script error.' in or related to this line: 'if (bubble && bubble.containsPoint({' Line Number: 137
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Update with: game.down = function (x, y, obj) { for (var i = game.bubbles.length - 1; i >= 0; i--) { var bubble = game.bubbles[i]; // Calculate distance between click and bubble center var dx = x - bubble.x; var dy = y - bubble.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if click is within bubble radius (size/2) plus 10px for easier clicking if (distance <= (bubble.size/2 + 10) && bubble.down) { bubble.down(); break; } } };
Code edit (4 edits merged)
Please save this source code
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Update with: ar Bubble = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5 }); self.size = 100; self.floatSpeed = 50/60; self.driftX = (Math.random() * 20 - 10)/60; self.verticalVelocity = 0; // Add this self.update = function () { // Add gravity effect if (self.verticalVelocity < self.floatSpeed) { self.verticalVelocity += 0.1; // Gradually transition to floating } self.y -= self.verticalVelocity; // Use velocity instead of direct float self.x += self.driftX; // Rest of update code... }; }); function spawnSplitBubble(parentX, parentY, size, direction) { var bubble = new Bubble(); bubble.x = parentX + direction * (size/2 + 20); bubble.y = parentY; bubble.size = size; bubble.verticalVelocity = -3; // Start with downward velocity game.addChild(bubble); game.bubbles.push(bubble); }
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Update with: function spawnSplitBubble(parentX, parentY, size, direction) { var bubble = new Bubble(); bubble.x = parentX; // Start at parent position bubble.y = parentY; bubble.size = size; bubble.verticalVelocity = -3; // Initial downward velocity bubble.driftX = direction * (Math.random() * 4 + 2)/60; // Stronger horizontal spread game.addChild(bubble); game.bubbles.push(bubble); }
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Update with: self.update = function () { // Add gravity effect if (self.verticalVelocity < self.floatSpeed) { self.verticalVelocity += 0.1; // Gradually transition to floating } self.y -= self.verticalVelocity; // Gradually reduce horizontal speed after split if (Math.abs(self.driftX) > (Math.random() * 20 - 10)/60) { self.driftX *= 0.98; // Slowly return to normal drift speed } self.x += self.driftX; // Keep existing bounce code... };
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Update with: function spawnSplitBubble(parentX, parentY, size, direction) { var bubble = new Bubble(); bubble.x = parentX; bubble.y = parentY; bubble.size = size; // Much stronger initial velocities bubble.verticalVelocity = -5; // Stronger downward bubble.driftX = direction * 5; // Stronger horizontal (5 pixels per frame) game.addChild(bubble); game.bubbles.push(bubble); }
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Update with: function spawnSplitBubble(parentX, parentY, size, direction) { var bubble = new Bubble(); bubble.x = parentX; bubble.y = parentY; bubble.size = size; // More random velocities bubble.verticalVelocity = -(Math.random() * 3 + 4); // Random between -4 to -7 bubble.driftX = direction * (Math.random() * 3 + 4); // Random between 4-7, direction determines left/right // Random initial float speed too bubble.floatSpeed = (45 + Math.random() * 10)/60; // Random between 45-55 pixels per second game.addChild(bubble); game.bubbles.push(bubble); }
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Update as needed with: var Bubble = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5 }); self.size = 100; // Base speed inversely proportional to size, plus random variance var speedMultiplier = (150/self.size) * (0.8 + Math.random() * 0.4); // 0.8-1.2 random variance self.floatSpeed = (50 * speedMultiplier)/60; self.driftX = (Math.random() * 30 - 15)/60; // More horizontal drift variance self.verticalVelocity = 0; });
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Update spawnSplitBubble with: // Much more variance, scaled by size var speedMultiplier = (150/size) * (0.8 + Math.random() * 0.4); bubble.verticalVelocity = -(Math.random() * 5 + 3) * speedMultiplier; // More downward variance bubble.driftX = direction * (Math.random() * 5 + 3) * speedMultiplier; // More horizontal variance bubble.floatSpeed = (45 + Math.random() * 20)/60 * speedMultiplier; // More upward variance
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Update with: var Bubble = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5 }); self.size = 100; // Subtle size-based variance plus small random factor var speedMultiplier = (120/self.size) * (0.9 + Math.random() * 0.2); // Just 10% variance self.floatSpeed = (50 * speedMultiplier)/60; self.driftX = (Math.random() * 20 - 10)/60; // Normal drift variance self.verticalVelocity = 0; });
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Update with: var speedMultiplier = (120/size) * (0.9 + Math.random() * 0.2); bubble.verticalVelocity = -(Math.random() * 2 + 4); // More reasonable downward speed bubble.driftX = direction * (Math.random() * 2 + 4); // More reasonable spread bubble.floatSpeed = (45 + Math.random() * 10)/60 * speedMultiplier;
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Update with: var Bubble = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5 }); self.size = 100; self.invulnerable = false; // Existing bubble setup code... self.down = function (e) { if (self.invulnerable) return false; var points = self.getBP(); game.addBP(points); if (self.size > 60) { var newSize = self.size * 0.6; for (var i = 0; i < 2; i++) { spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1); } } var index = game.bubbles.indexOf(self); if (index > -1) { game.bubbles.splice(index, 1); } self.destroy(); return false; }; });
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Update with: function spawnSplitBubble(parentX, parentY, size, direction) { var bubble = new Bubble(); bubble.x = parentX; bubble.y = parentY; bubble.size = size; bubble.invulnerable = true; // Existing velocity setup... LK.setTimeout(function() { bubble.invulnerable = false; }, 6); // 6 frames β 100ms at 60fps game.addChild(bubble); game.bubbles.push(bubble); }
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Update spawnSplitBubble as needed with: bubble.invulnerable = true; // Existing velocity setup... LK.setTimeout(function() { bubble.invulnerable = false; }, 6); // 6 frames β 100ms at 60fps
===================================================================
--- original.js
+++ change.js
@@ -76,21 +76,9 @@
/****
* Game Code
****/
// Separate spawn functions:
-function spawnSplitBubble(parentX, parentY, size, direction) {
- var bubble = new Bubble();
- bubble.x = parentX;
- bubble.y = parentY;
- bubble.size = size;
- // More reasonable velocities
- var speedMultiplier = 120 / size * (0.9 + Math.random() * 0.2);
- bubble.verticalVelocity = -(Math.random() * 2 + 4); // More reasonable downward speed
- bubble.driftX = direction * (Math.random() * 2 + 4); // More reasonable spread
- bubble.floatSpeed = (45 + Math.random() * 10) / 60 * speedMultiplier;
- game.addChild(bubble);
- game.bubbles.push(bubble);
-}
+function spawnSplitBubble(parentX, parentY, size, direction) {}
game.bubbles = []; // Track bubble array
// Initialize game variables
//<Assets used in the game will automatically appear here>
game.bp = 0; // Track total BP
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