Code edit (2 edits merged)
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update as needed with: // In pufferMask, replace the position tracking variables with: var smoothingFactor = 0.12; var prevX = null; var prevY = null; // Then in the update function, modify the position tracking part: self.update = function() { // Follow nose position with weighted averaging if (facekit.noseTip) { targetX = facekit.noseTip.x; targetY = facekit.noseTip.y; // Initialize previous positions if not set if (prevX === null) { prevX = targetX; prevY = targetY; } // Weighted average between previous and target position var newX = prevX * (1 - smoothingFactor) + targetX * smoothingFactor; var newY = prevY * (1 - smoothingFactor) + targetY * smoothingFactor; self.x = newX; self.y = newY; // Update previous positions prevX = newX; prevY = newY; } // Rest of the update function remains the same...
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update as needed with: // Adjust the smoothing variables at the top of pufferMask var smoothingFactor = 0.12; // Slightly down from 0.15 var lastX = 0; var lastY = 0; var velocityX = 0; var velocityY = 0; var velocityDamping = 0.85; // Damping factor to reduce sudden movements // Then in the update function, modify the position tracking: self.update = function() { // Follow nose position with momentum if (facekit.noseTip) { targetX = facekit.noseTip.x; targetY = facekit.noseTip.y; // Calculate velocity with dampening velocityX = (velocityX * velocityDamping) + (targetX - lastX) * smoothingFactor; velocityY = (velocityY * velocityDamping) + (targetY - lastY) * smoothingFactor; // Update position using velocity self.x += velocityX; self.y += velocityY; // Store last position lastX = self.x; lastY = self.y; } // Rest of the update function remains the same...
Code edit (2 edits merged)
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update with: // Adjust these variables at the top of pufferMask var tiltSmoothingFactor = 0.05; // Reduced from 0.08 for smoother movement var tiltScaleFactor = 0.08; // Reduced from 0.15 for less tilt function calculateFaceTilt() { if (facekit.leftEye && facekit.rightEye && facekit.mouthCenter) { var eyeMidX = (facekit.leftEye.x + facekit.rightEye.x) / 2; var eyeMidY = (facekit.leftEye.y + facekit.rightEye.y) / 2; var dx = facekit.mouthCenter.x - eyeMidX; var dy = facekit.mouthCenter.y - eyeMidY; var angle = -(Math.atan2(dx, dy) * (180 / Math.PI)); // Reduced max angle to ±15 degrees and lowered multiplier return Math.max(-15, Math.min(15, angle * 0.15)); } return 0; }
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update with: function calculateFaceTilt() { if (facekit.leftEye && facekit.rightEye && facekit.mouthCenter) { // Calculate midpoint between eyes var eyeMidX = (facekit.leftEye.x + facekit.rightEye.x) / 2; var eyeMidY = (facekit.leftEye.y + facekit.rightEye.y) / 2; // Calculate angle between eye midpoint and mouth, negated to fix direction var dx = facekit.mouthCenter.x - eyeMidX; var dy = facekit.mouthCenter.y - eyeMidY; var angle = -(Math.atan2(dx, dy) * (180 / Math.PI)); // Normalize angle and apply dampening return Math.max(-30, Math.min(30, angle * 0.3)); } return 0; }
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update with: var tiltSmoothingFactor = 0.08; // Reduced from 0.12 var tiltScaleFactor = 0.15; // Reduced from 0.2
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update with: function calculateFaceTilt() { if (facekit.leftEye && facekit.rightEye && facekit.mouthCenter) { // Calculate midpoint between eyes var eyeMidX = (facekit.leftEye.x + facekit.rightEye.x) / 2; var eyeMidY = (facekit.leftEye.y + facekit.rightEye.y) / 2; // Calculate angle between eye midpoint and mouth var dx = facekit.mouthCenter.x - eyeMidX; var dy = facekit.mouthCenter.y - eyeMidY; var angle = Math.atan2(dx, dy) * (180 / Math.PI); // Normalize angle to [-30, 30] range and apply dampening return Math.max(-30, Math.min(30, angle * 0.3)); } return 0; // Default to straight when face points aren't available } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Please fix the bug: 'ReferenceError: tiltScaleFactor is not defined' in or related to this line: 'return Math.atan2(dy, dx) * (180 / Math.PI); // Convert to degrees' Line Number: 147
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update with: // Modify the rotation code in pufferMask: var tiltSmoothingFactor = 0.08; // Made smoother var tiltScaleFactor = 0.2; // Only use 20% of the actual tilt // Replace the rotation update in self.update: if (facekit.leftEye && facekit.rightEye) { targetTilt = calculateFaceTilt() * tiltScaleFactor; // Scale down the tilt // Reduce max rotation to ±15 degrees targetTilt = Math.max(-15, Math.min(15, targetTilt)); self.rotation += (targetTilt - self.rotation) * tiltSmoothingFactor; } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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update with: // Add to top of pufferMask var targetTilt = 0; var tiltSmoothingFactor = 0.12; // Add this function inside pufferMask function calculateFaceTilt() { if (facekit.leftEye && facekit.rightEye) { // Calculate angle between eyes var dx = facekit.rightEye.x - facekit.leftEye.x; var dy = facekit.rightEye.y - facekit.leftEye.y; return Math.atan2(dy, dx) * (180/Math.PI); // Convert to degrees } return 0; } // Replace the rotation code in self.update with: if (facekit.leftEye && facekit.rightEye) { targetTilt = calculateFaceTilt(); // Add some constraints to prevent extreme angles targetTilt = Math.max(-45, Math.min(45, targetTilt)); self.rotation += (targetTilt - self.rotation) * tiltSmoothingFactor; } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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update with: // Add near top of pufferMask var targetRotation = 0; var rotationSmoothingFactor = 0.1; // Add to self.update after position update: if (facekit.faceAngle) { targetRotation = facekit.faceAngle; self.rotation += (targetRotation - self.rotation) * rotationSmoothingFactor; } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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update with: // Add near top of pufferMask var mouthOpenCounter = 0; var mouthOpenThreshold = 3; // Adjust frames needed to trigger state change // Replace the mouth tracking code with: if (facekit.mouthCenter) { if (facekit.mouthOpen) { mouthOpenCounter++; if (mouthOpenCounter >= mouthOpenThreshold && !isBlowing) { isBlowing = true; tween(sprite, { scaleX: blowScale, scaleY: blowScale }, { duration: 15 }); } } else { mouthOpenCounter = 0; if (isBlowing) { isBlowing = false; tween(sprite, { scaleX: baseScale, scaleY: baseScale }, { duration: 10 }); } } } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1, @upit/tween.v1
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update with: // Add near the top of pufferMask var targetX = 0; var targetY = 0; var smoothingFactor = 0.15; // Adjust between 0-1 (lower = smoother) // Replace the position update in self.update with: if (facekit.noseTip) { targetX = facekit.noseTip.x; targetY = facekit.noseTip.y; self.x += (targetX - self.x) * smoothingFactor; self.y += (targetY - self.y) * smoothingFactor; } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Please fix the bug: 'TypeError: tween(...) is undefined' in or related to this line: 'tween(sprite).to({' Line Number: 102 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'ReferenceError: faceKit is not defined' in or related to this line: 'if (faceKit.mouthCenter) {' Line Number: 99 ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Please fix the bug: 'ReferenceError: faceKit is not defined' in or related to this line: 'if (faceKit.noseTip) {' Line Number: 94 ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
Code edit (1 edits merged)
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overlay the pufferfish asset on the players face
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Please fix the bug: 'ReferenceError: face is not defined' in or related to this line: 'if (face.mouthOpen) {' Line Number: 117 ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
Code edit (1 edits merged)
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fix the syntax in mask class to use facekit properly for the blowing animation ↪💡 Consider importing and using the following plugins: @upit/facekit.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: 135 ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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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
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var facekit = LK.import("@upit/facekit.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; 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 && !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; }); // Pufferfish mask that follows face var pufferMask = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('pufferfish', { anchorX: 0.5, anchorY: 0.5 }); var targetX = 0; var targetY = 0; var smoothingFactor = 0.15; // Adjust between 0-1 (lower = smoother) var targetRotation = 0; var rotationSmoothingFactor = 0.1; var targetTilt = 0; var tiltSmoothingFactor = 0.12; var tiltScaleFactor = 0.2; // Only use 20% of the actual tilt var mouthOpenCounter = 0; var mouthOpenThreshold = 3; // Adjust frames needed to trigger state change var isBlowing = false; var baseScale = 1; var blowScale = 0.8; self.update = function () { // Follow nose position for main face tracking if (facekit.noseTip) { targetX = facekit.noseTip.x; targetY = facekit.noseTip.y; self.x += (targetX - self.x) * smoothingFactor; self.y += (targetY - self.y) * smoothingFactor; } if (facekit.leftEye && facekit.rightEye) { targetTilt = calculateFaceTilt() * tiltScaleFactor; // Scale down the tilt // Reduce max rotation to ±15 degrees targetTilt = Math.max(-15, Math.min(15, targetTilt)); self.rotation += (targetTilt - self.rotation) * tiltSmoothingFactor; } // Track mouth state for blowing animation if (facekit.mouthCenter) { if (facekit.mouthOpen) { mouthOpenCounter++; if (mouthOpenCounter >= mouthOpenThreshold && !isBlowing) { isBlowing = true; tween(sprite, { scaleX: blowScale, scaleY: blowScale }, { duration: 15 }); } } else { mouthOpenCounter = 0; if (isBlowing) { isBlowing = false; tween(sprite, { scaleX: baseScale, scaleY: baseScale }, { duration: 10 }); } } } }; function calculateFaceTilt() { if (facekit.leftEye && facekit.rightEye) { // Calculate angle between eyes var dx = facekit.rightEye.x - facekit.leftEye.x; var dy = facekit.rightEye.y - facekit.leftEye.y; return Math.atan2(dy, dx) * (180 / Math.PI); // Convert to degrees } return 0; } return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to represent the sky }); /**** * Game Code ****/ var playerMask = new pufferMask(); game.addChild(playerMask); // 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
@@ -85,8 +85,9 @@
var targetRotation = 0;
var rotationSmoothingFactor = 0.1;
var targetTilt = 0;
var tiltSmoothingFactor = 0.12;
+ var tiltScaleFactor = 0.2; // Only use 20% of the actual tilt
var mouthOpenCounter = 0;
var mouthOpenThreshold = 3; // Adjust frames needed to trigger state change
var isBlowing = false;
var baseScale = 1;
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