User prompt
update with: // Add these variables at the start of pufferMask var scaleHistory = new Array(5).fill(0); // Keep last 5 scale values var scaleIndex = 0; // Replace the scaling section in update(): if (facekit.leftEye && facekit.rightEye && facekit.mouthCenter) { var eyeDistance = Math.abs(facekit.rightEye.x - facekit.leftEye.x); var newScale = eyeDistance / 500; // Update rolling average scaleHistory[scaleIndex] = newScale; scaleIndex = (scaleIndex + 1) % scaleHistory.length; // Calculate average scale var avgScale = scaleHistory.reduce((a, b) => a + b, 0) / scaleHistory.length; // More gentle smoothing sprite.scaleX = sprite.scaleX * 0.85 + avgScale * 0.15; sprite.scaleY = sprite.scaleY * 0.85 + avgScale * 0.15; }
Code edit (1 edits merged)
Please save this source code
User prompt
update as needed with: // Track current growing bubble game.growingBubble = null; game.maxBubbleSize = 100; // Base max size before upgrades game.growthRate = 1; // Size units per 0.1 seconds (10 per second) // Add to game.update: if (facekit.mouthCenter && facekit.mouthOpen) { // Start or continue growing bubble if (!game.growingBubble) { game.growingBubble = new Bubble(); game.growingBubble.size = 25; // Minimum starting size game.addChild(game.growingBubble); game.bubbles.push(game.growingBubble); } // Update growing bubble position and size if (game.growingBubble) { game.growingBubble.x = facekit.mouthCenter.x; game.growingBubble.y = facekit.mouthCenter.y; game.growingBubble.size = Math.min( game.growingBubble.size + game.growthRate, game.maxBubbleSize ); game.growingBubble.verticalVelocity = 0; // Stay in place while growing game.growingBubble.driftX = 0; } } else if (game.growingBubble) { // Release bubble when mouth closes game.growingBubble.verticalVelocity = -5; // Initial downward velocity game.growingBubble.driftX = (Math.random() * 2 - 1) * 2; // Small random horizontal drift game.growingBubble = null; } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
update as needed with: // Update these values at game initialization game.maxBubbleSize = 130; // Increased by 30% game.growthRate = 1.3; // Slightly increased to match new max size // Replace the mouth position check in game.update with: if (facekit.mouthOpen) { // Calculate spawn position relative to pufferfish mask var spawnX = playerMask.x; // Center of mask var spawnY = playerMask.y + (playerMask.height * 0.4); // 40% from bottom // Start or continue growing bubble if (!game.growingBubble) { game.growingBubble = new Bubble(); game.growingBubble.size = 25; // Keep minimum starting size game.addChild(game.growingBubble); game.bubbles.push(game.growingBubble); } // Update growing bubble position and size if (game.growingBubble) { game.growingBubble.x = spawnX; game.growingBubble.y = spawnY; game.growingBubble.size = Math.min( game.growingBubble.size + game.growthRate, game.maxBubbleSize ); game.growingBubble.verticalVelocity = 0; game.growingBubble.driftX = 0; } } else if (game.growingBubble) { // Stronger initial downward velocity when released game.growingBubble.verticalVelocity = -8; // Increased from -5 game.growingBubble.driftX = (Math.random() * 2 - 1) * 2.5; // Slightly increased drift game.growingBubble = null; } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
Code edit (6 edits merged)
Please save this source code
User prompt
update as needed with: var Bubble = Container.expand(function() { // ... existing init code ... self.lifetime = 0; self.AUTO_POP_SIZE = 40; self.MIN_SPLIT_SIZE = 30; self.update = function() { self.lifetime++; // Auto-pop small bubbles after 3 seconds if(self.size <= self.AUTO_POP_SIZE && self.lifetime > 180) { self.autoPop(); return; } // Clear off-screen bubbles if(self.y < -self.size || self.y > game.height + self.size) { self.destroy(); return; } // ... existing update code ... }; self.autoPop = function() { var points = Math.floor(self.getBP() * 0.5); // Half points for auto-pop game.addBP(points); self.destroy(); }; });
User prompt
update bubble with: self.lifetime = 0; self.AUTO_POP_SIZE = 40; self.MIN_SPLIT_SIZE = 30;
User prompt
update with: if (self.size > 60 && !self.justSplit) { var newSize = Math.max(self.MIN_SPLIT_SIZE, self.size * 0.6); if(newSize >= self.MIN_SPLIT_SIZE) { for (var i = 0; i < 2; i++) { spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1); } } }
User prompt
update as needed with: // Near other game variables game.MAX_BUBBLES = 125; game.baseSpawnRate = 180; // Every 3 seconds // In game update game.update = function() { // Only spawn if under max bubbles if(game.bubbles.length < game.MAX_BUBBLES) { if (LK.ticks % game.baseSpawnRate == 0) { var x = Math.random() * (game.width - 200) + 100; spawnSplitBubble(x, game.height + 100, 100, 0); } } // Clean up destroyed bubbles from array game.bubbles = game.bubbles.filter(function(bubble) { return !bubble.destroyed; }); // ... rest of update code ... };
User prompt
update with: if (LK.ticks % game.baseSpawnRate == 0) { console.log('Attempting spawn, bubbles:', game.bubbles.length); var x = Math.random() * (game.width - 200) + 100; spawnSplitBubble(x, game.height + 100, 100, 0); }
User prompt
update with: // Change this: if(self.y < -self.size || self.y > game.height + self.size) { self.destroy(); return; } // To this: if(self.y < -self.size) { self.destroy(); return; }
User prompt
update as needed with: // In Bubble class update: self.update = function() { self.lifetime++; // Auto-split large bubbles after 5 seconds if(self.size > 60 && self.lifetime > 300 && !self.justSplit) { var newSize = Math.max(self.MIN_SPLIT_SIZE, self.size * 0.6); for (var i = 0; i < 2; i++) { spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1); } self.destroy(); return; } // Auto-pop smaller bubbles after 3 seconds if(self.size <= 70 && self.lifetime > 180) { self.autoPop(); return; }
User prompt
update with: self.update = function() { // Auto-split large bubbles at halfway point if(self.size > 60 && self.y < game.height/2 && !self.justSplit) { var newSize = Math.max(self.MIN_SPLIT_SIZE, self.size * 0.6); for (var i = 0; i < 2; i++) { spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1); } self.destroy(); return; } // Auto-pop smaller bubbles near top if(self.size <= 70 && self.y < game.height/4) { self.autoPop(); return; }
User prompt
update with: self.autoPop = function() { var points = Math.floor(self.getBP() * 0.5); // Half points for auto-pop game.addBP(points); self.destroy(); // Just destroy, no splitting return; };
User prompt
update as needed with: self.down = function() { // ... cooldown check code ... game.addBP(points); // Only split if manually popped and large enough if(self.size > 60 && !self.justSplit) { var newSize = Math.max(self.MIN_SPLIT_SIZE, 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; };
User prompt
update with: self.lifetime++; // Only allow splits after bubble has existed for some frames if (self.lifetime < 10) { return; }
User prompt
update with: // Auto-split large bubbles at halfway point if (self.size > 60 && self.y < game.height / 2 && !self.justSplit && !self.hasSplit) { self.hasSplit = true; // Prevent future splits var newSize = Math.max(self.MIN_SPLIT_SIZE, self.size * 0.6); for (var i = 0; i < 2; i++) { spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1); } self.destroy(); return; }
User prompt
update bubble with: var self = Container.call(this); self.lifetime = 0; self.hasSplit = false;
User prompt
update with: // Replace the fixed height check with a randomized range if (self.size > 60 && self.y < game.height * (Math.random() * 0.2 + 0.5) && !self.justSplit && !self.hasSplit) { self.hasSplit = true; // Prevent future splits var newSize = Math.max(self.MIN_SPLIT_SIZE, self.size * 0.6); for (var i = 0; i < 2; i++) { spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1); } self.destroy(); return; }
User prompt
update with: function spawnSplitBubble(parentX, parentY, size, direction, isAutoPop = false) { var bubble = new Bubble(); bubble.x = parentX; bubble.y = parentY; bubble.size = size; bubble.justSplit = true; var speedMultiplier = 120 / size * (0.9 + Math.random() * 0.2); if (isAutoPop) { // Gentler split for auto-pops - mostly upward/sideways motion bubble.verticalVelocity = -(Math.random() * 1 + 2); // Reduced downward velocity bubble.driftX = direction * (Math.random() * 1.5 + 2); // Gentler spread } else { // Keep existing dramatic split for manual pops bubble.verticalVelocity = -(Math.random() * 2 + 4); bubble.driftX = direction * (Math.random() * 2 + 4); } bubble.floatSpeed = (45 + Math.random() * 10) / 60 * speedMultiplier; game.addChild(bubble); game.bubbles.push(bubble); }
User prompt
update with: if (self.size > 60 && self.y < game.height * (Math.random() * 0.2 + 0.5) && !self.justSplit && !self.hasSplit) { self.hasSplit = true; var newSize = Math.max(self.MIN_SPLIT_SIZE, self.size * 0.6); for (var i = 0; i < 2; i++) { spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1, true); // true for autoPop } self.destroy(); return; }
User prompt
update with: // Auto-split large bubbles when they float high enough (but not while growing) if (self.size > 60 && self.y < game.height * 0.4 && // This means 60% from the bottom or higher !self.justSplit && !self.hasSplit && !game.growingBubble === self) { // Don't split if this is the currently growing bubble self.hasSplit = true; var newSize = Math.max(self.MIN_SPLIT_SIZE, self.size * 0.6); for (var i = 0; i < 2; i++) { spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1, true); } self.destroy(); return; }
User prompt
update with: if (self.size > 60 && self.y < game.height * 0.4 && // Top 40% of screen !self.justSplit && !self.hasSplit && self !== game.growingBubble) { // Correct comparison syntax
Code edit (3 edits merged)
Please save this source code
User prompt
update with: // Adjust bubble physics if (isAutoPop) { // More natural upward/sideways motion for auto-splits bubble.verticalVelocity = -(Math.random() * 2 + 3); // More upward drift bubble.driftX = direction * (Math.random() * 2.5 + 1.5); // More horizontal spread // Add slight random vertical variance bubble.floatSpeed = (55 + Math.random() * 15) / 60 * speedMultiplier; } else { // Manual pop physics - more dramatic split bubble.verticalVelocity = -(Math.random() * 2 + 4); bubble.driftX = direction * (Math.random() * 2 + 4); bubble.floatSpeed = (45 + Math.random() * 10) / 60 * speedMultiplier; }
/****
* 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 = 0.12;
var prevX = null;
var prevY = null;
var targetRotation = 0;
var rotationSmoothingFactor = 0.1;
var targetTilt = 0;
var tiltSmoothingFactor = 0.09; // Reduced from 0.08 for smoother movement
var tiltScaleFactor = 0.09; // Reduced from 0.15 for less tilt
var scaleHistory = new Array(5).fill(0); // Keep last 5 scale values
var scaleIndex = 0;
var baseScale = 1;
var minScale = 0.1;
var maxScale = 3;
self.update = function () {
// Adjust scale based on face size
if (facekit.leftEye && facekit.rightEye && facekit.mouthCenter) {
var eyeDistance = Math.abs(facekit.rightEye.x - facekit.leftEye.x);
var newScale = eyeDistance / 500;
// Update rolling average
scaleHistory[scaleIndex] = newScale;
scaleIndex = (scaleIndex + 1) % scaleHistory.length;
// Calculate average scale
var avgScale = scaleHistory.reduce(function (a, b) {
return a + b;
}, 0) / scaleHistory.length;
// More gentle smoothing
sprite.scaleX = sprite.scaleX * 0.85 + avgScale * 0.15;
sprite.scaleY = sprite.scaleY * 0.85 + avgScale * 0.15;
}
// Follow nose position for main face tracking
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;
}
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;
}
};
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));
// Reduced max angle to ±15 degrees and lowered multiplier
return Math.max(-15, Math.min(15, angle * 0.15));
}
return 0; // Default to straight when face points aren't available
}
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
}
}
};
;
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