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fix the syntax in the mask class to properly use facekit ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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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
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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
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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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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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import facekit plugin. do not add any other code ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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import facekit ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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remove pufferfish-inflated asset
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Please fix the bug: 'Script error.' in or related to this line: 'if (index > -1) {' Line Number: 36
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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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Update with: if (self.size > 60 && !self.justSplit) { // ... splitting code ... }
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Update with: self.update = function () { self.justSplit = false; // Clear the flag after first update
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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.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: 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 } } };
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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 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: 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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Code edit (4 edits merged)
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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
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bubble class to represent each bubble in the game var Bubble = Container.expand(function () { var self = Container.call(this); self.lastPopTime = 0; // Add timestamp tracking 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; 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; if (index > -1) { game.bubbles.splice(index, 1); } var points = self.getBP(); game.addBP(points); if (self.size > 60 && !self.justSplit) { 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 }; self.getBP = function () { return Math.floor(Math.pow(self.size, 2) * 0.1); }; self.update = function () { self.justSplit = false; // Clear the flag after first update // 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; // Bounce off edges if (self.x < self.size) { self.x = self.size; self.driftX = Math.abs(self.driftX); } else if (self.x > game.width - self.size) { self.x = game.width - self.size; self.driftX = -Math.abs(self.driftX); } var scale = self.size / sprite.width; sprite.scaleX = scale; sprite.scaleY = scale; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to represent the sky }); /**** * Game Code ****/ // Separate spawn functions: function spawnSplitBubble(parentX, parentY, size, direction) { var bubble = new Bubble(); bubble.x = parentX; bubble.y = parentY; bubble.size = size; bubble.justSplit = true; // Add this flag // 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); } game.bubbles = []; // Track bubble array // Initialize game variables //<Assets used in the game will automatically appear here> game.bp = 0; // Track total BP function formatBP(value) { var units = ['', 'K', 'M', 'B', 'T']; var unitIndex = 0; while (value >= 1000 && unitIndex < units.length - 1) { value /= 1000; unitIndex++; } return Math.floor(value * 10) / 10 + units[unitIndex]; } // Create BP display text (add near game initialization) var bpText = new Text2("BP: 0", { size: 100, fill: 0xFFFFFF }); bpText.anchor.set(0.5, 0); bpText.x = game.width - 200; // Position in top right bpText.y = 100; game.addChild(bpText); game.addBP = function (points) { game.bp += points; // Update display bpText.text = formatBP(game.bp) + " BP"; }; game.update = function () { // Spawn new bubbles if (LK.ticks % 120 == 0) { var x = Math.random() * (game.width - 200) + 100; spawnSplitBubble(x, game.height + 100, 100, 0); } // Update all children (bubbles) for (var i = game.bubbles.length - 1; i >= 0; i--) { var bubble = game.bubbles[i]; if (bubble.update) { bubble.update(); } } }; // Handle touch/mouse events for the game 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 } } }; ;
===================================================================
--- original.js
+++ change.js
@@ -8,8 +8,9 @@
****/
// Bubble class to represent each bubble in the game
var Bubble = Container.expand(function () {
var self = Container.call(this);
+ self.lastPopTime = 0; // Add timestamp tracking
var sprite = self.attachAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5
});
@@ -19,10 +20,14 @@
self.floatSpeed = 50 * speedMultiplier / 60;
self.driftX = (Math.random() * 20 - 10) / 60; // Normal drift variance
self.verticalVelocity = 0;
self.down = function (e) {
- // Remove from bubbles array immediately
- var index = game.bubbles.indexOf(self);
+ // Add cooldown check (100ms)
+ var currentTime = Date.now();
+ if (currentTime - self.lastPopTime < 100) {
+ return true; // Ignore clicks too close together
+ }
+ self.lastPopTime = currentTime;
if (index > -1) {
game.bubbles.splice(index, 1);
}
var points = self.getBP();
A white bubble with a black outline 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
A outstretched straight octopus tentacle. Green with purple suckers. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A colorful underwater coral reef background. Cartoon Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A white bubble with a black outline. Pixel art.. 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