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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 ≈ 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 ≈ 100ms at 60fps
Code edit (6 edits merged)
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Update with: 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; }; });
Code edit (1 edits merged)
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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; self.invulnerableFrames = 0; // Track frames of invulnerability self.update = function () { if (self.invulnerableFrames > 0) { self.invulnerableFrames--; } // Rest of existing update code... }; self.down = function (e) { if (self.invulnerableFrames > 0) return false; // Rest of existing down code... }; });
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Update with: bubble.x = parentX; bubble.y = parentY; bubble.size = size; bubble.invulnerableFrames = 12; // About 200ms at 60fps
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Update with: game.down = function (x, y, obj) { var popped = false; // Track if we've popped any bubble 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); // Only pop if we haven't popped anything this click if (!popped && distance <= (bubble.size/2 + 10) && bubble.down) { bubble.down(); popped = true; break; // Exit loop after first pop } } };
Code edit (1 edits merged)
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Update with: self.down = function (e) { // Remove from bubbles array immediately var index = game.bubbles.indexOf(self); if (index > -1) { game.bubbles.splice(index, 1); } 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); } } self.destroy(); return true; // Stop event propagation };
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Update with: bubble.x = parentX; bubble.y = parentY; bubble.size = size; bubble.justSplit = true; // Add this flag
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Update with: self.update = function () { self.justSplit = false; // Clear the flag after first update
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Update with: if (self.size > 60 && !self.justSplit) { // ... splitting code ... }
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Update with: var Bubble = Container.expand(function () { var self = Container.call(this); self.lastPopTime = 0; // Add timestamp tracking self.down = function (e) { // Add cooldown check (100ms) var currentTime = Date.now(); if (currentTime - self.lastPopTime < 100) { return true; // Ignore clicks too close together } self.lastPopTime = currentTime; 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 true; }; // ... rest of Bubble code ... });
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Please fix the bug: 'Script error.' in or related to this line: 'if (index > -1) {' Line Number: 36
Code edit (2 edits merged)
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remove pufferfish-inflated asset
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import facekit ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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import facekit plugin. do not add any other code ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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update with: // Face tracking setup var face = new faceKit.FaceTracker(); game.addChild(face); // Pufferfish mask that follows face var mask = Container.expand(function() { var self = Container.call(this); var sprite = self.attachAsset('pufferfish', { anchorX: 0.5, anchorY: 0.5 }); var isBlowing = false; var baseScale = 1; var blowScale = 0.8; // Shrink to 80% when blowing self.update = function() { if(face.detected) { self.x = face.x; self.y = face.y; self.rotation = face.rotation; self.scale = face.scale; // Handle blowing animation if(face.mouthOpen && !isBlowing) { isBlowing = true; tween(sprite) .to({scaleX: blowScale, scaleY: blowScale}, 15) .start(); } else if(!face.mouthOpen && isBlowing) { isBlowing = false; tween(sprite) .to({scaleX: baseScale, scaleY: baseScale}, 10) .start(); } // Start creating bubble when mouth opens if(face.mouthOpen) { // We'll add bubble creation here in next step } } }; return self; }); var playerMask = new mask(); game.addChild(playerMask); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1, @upit/tween.v1
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Please fix the bug: 'facekit.FaceTracker is not a constructor' in or related to this line: 'var face = new facekit.FaceTracker();' Line Number: 136
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Please fix the bug: 'facekit.createFaceTracker is not a function' in or related to this line: 'var face = facekit.createFaceTracker();' Line Number: 136
Code edit (1 edits merged)
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Please fix the bug: 'ReferenceError: face is not defined' in or related to this line: 'if (face.detected) {' Line Number: 93
===================================================================
--- original.js
+++ change.js
@@ -76,9 +76,25 @@
/****
* Game Code
****/
// Separate spawn functions:
-function spawnSplitBubble(parentX, parentY, size, direction) {}
+function spawnSplitBubble(parentX, parentY, size, direction) {
+ var bubble = new Bubble();
+ bubble.x = parentX;
+ bubble.y = parentY;
+ bubble.size = size;
+ bubble.invulnerable = true;
+ // 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);
+ LK.setTimeout(function () {
+ bubble.invulnerable = false;
+ }, 6); // 6 frames ≈ 100ms at 60fps
+}
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