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; }
User prompt
update with: // Inside self.update function // Add subtle drift variation if (self.lifetime % 60 === 0) { // Every second self.driftX += (Math.random() - 0.5) * 0.3; // Add small random drift } // Increase overall horizontal movement self.x += self.driftX * 1.2; // 20% more horizontal movement // More gradual vertical speed transition if (self.verticalVelocity < self.floatSpeed) { self.verticalVelocity += 0.08; // More gentle transition }
User prompt
update with: if (self.size > 60 && self.y < self.splitHeight && !self.justSplit && !self.hasSplit && self !== game.growingBubble) { 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); // Added true for isAutoPop } self.destroy(); return; }
User prompt
update with: if (isAutoPop) { // Gentle upward/sideways motion for auto-splits bubble.verticalVelocity = -(Math.random() * 1.5 + 2); // Gentler upward bubble.driftX = direction * (Math.random() * 2 + 1); // Gentler spread bubble.floatSpeed = (55 + Math.random() * 15) / 60 * speedMultiplier; } else { // Manual pop physics - back to original values bubble.verticalVelocity = -(Math.random() * 2 + 4); bubble.driftX = direction * (Math.random() * 1.5 + 2); // Reduced from previous adjustment bubble.floatSpeed = (45 + Math.random() * 10) / 60 * speedMultiplier; }
User prompt
update with: if (isAutoPop) { // Pure upward/sideways motion for auto-splits bubble.verticalVelocity = -(Math.random() * 2 + 2); // Only upward velocity bubble.driftX = direction * (Math.random() * 2 + 1.5); // Gentle horizontal spread bubble.floatSpeed = (60 + Math.random() * 15) / 60 * speedMultiplier; // Slightly faster float } else { // Keep manual pop physics as is bubble.verticalVelocity = -(Math.random() * 2 + 4); bubble.driftX = direction * (Math.random() * 1.5 + 2); bubble.floatSpeed = (45 + Math.random() * 10) / 60 * speedMultiplier; }
User prompt
update with: // In Bubble's update method, replace the splitting logic with: if (self.size > 60 && self.y < self.splitHeight && !self.justSplit && !self.hasSplit && self !== game.growingBubble) { self.hasSplit = true; // Only split if bubble is moving upward to prevent infinite loops if (self.verticalVelocity < 0) { 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 isAutoPop } } self.destroy(); return; }
User prompt
update with: // In Bubble's update method if (self.size > 60 && self.y < self.splitHeight && !self.justSplit && !self.hasSplit && self !== game.growingBubble) { self.hasSplit = true; // Check if bubble is naturally floating (using floatSpeed) if (self.verticalVelocity >= 0 && self.verticalVelocity <= self.floatSpeed * 1.2) { // Added tolerance 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 (isAutoPop) { // Pure upward/sideways motion for natural splits bubble.verticalVelocity = bubble.floatSpeed; // Start at float speed bubble.driftX = direction * (Math.random() * 2 + 1.5); } else { // Manual pop physics bubble.verticalVelocity = -(Math.random() * 2 + 4); bubble.driftX = direction * (Math.random() * 1.5 + 2); }
Code edit (5 edits merged)
Please save this source code
User prompt
update with: // At Bubble initialization, add random lifetime max self.lifetime = 0; self.maxLifetime = Math.floor(Math.random() * 300 + 300); // 5-10 seconds base lifetime // Scale down lifetime for smaller bubbles self.maxLifetime *= Math.min(1, self.size / 100); // In the update method, replace the height-based checks with lifetime check self.update = function() { self.lifetime++; // Only allow splits after bubble has existed for some frames if (self.lifetime < 10) { return; } // Auto-pop when lifetime exceeded if (self.lifetime > self.maxLifetime) { // Keep guaranteed BP for small bubbles near top if (self.size <= 70 && self.y < game.height / 4) { self.autoPop(); return; } // For larger bubbles, split if moving naturally if (self.size > 60 && !self.justSplit && !self.hasSplit && self !== game.growingBubble && self.verticalVelocity >= 0 && self.verticalVelocity <= self.floatSpeed * 1.2) { self.hasSplit = true; var newSize = Math.max(self.MIN_SPLIT_SIZE, self.size * 0.6); for (var i = 0; i < 2; i++) { var split = spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1, true); // Give split bubbles shorter lifetimes split.maxLifetime *= 0.7; } self.destroy(); return; } } // Rest of update code... };
Code edit (1 edits merged)
Please save this source code
User prompt
update with: if (self.lifetime > self.maxLifetime) { // Check for splitting first if (self.size > 60 && !self.hasSplit && !self.justSplit) { self.hasSplit = true; var newSize = Math.max(self.MIN_SPLIT_SIZE, self.size * 0.6); for (var i = 0; i < 2; i++) { var split = spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1, true); split.maxLifetime *= 0.7; } self.destroy(); return; } // Auto-pop as fallback self.autoPop(); return; }
User prompt
update with: self.maxLifetime = Math.floor(Math.random() * 120 + 180); // 3-5 seconds base lifetime self.maxLifetime *= Math.min(1, self.size / 100); // Keep size scaling
User prompt
update with: self.update = function() { self.lifetime++; // Auto-pop or split when lifetime exceeded if (self.lifetime > self.maxLifetime) { // Just check size and not already split if (self.size > 60 && !self.hasSplit) { self.hasSplit = true; var newSize = Math.max(self.MIN_SPLIT_SIZE, self.size * 0.6); for (var i = 0; i < 2; i++) { var split = spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1, true); split.maxLifetime *= 0.7; // Shorter lifetime for split bubbles } self.destroy(); return; } // If too small to split, just pop self.autoPop(); return; } // Rest of update code... }
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: split is undefined' in or related to this line: 'split.maxLifetime *= 0.7; // Shorter lifetime for split bubbles' Line Number: 81
Code edit (3 edits merged)
Please save this source code
User prompt
update with: var self = Container.call(this); self.lifetime = 0; self.size = 100; // ... other init code ... self.initLifetime = function() { self.maxLifetime = Math.floor(Math.random() * 120 + 180); self.maxLifetime *= Math.min(1, self.size / 100); }; self.initLifetime();
User prompt
update spawnsplitbubble with: var bubble = new Bubble(); bubble.x = parentX; bubble.y = parentY; bubble.size = size; bubble.initLifetime(); // Recalculate after size is set
Code edit (2 edits merged)
Please save this source code
/****
* 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.lifetime = 0;
self.hasSplit = false;
self.lifetime = 0;
self.AUTO_POP_SIZE = 40;
self.MIN_SPLIT_SIZE = 30;
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);
// 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; // Stop event propagation
};
self.getBP = function () {
return Math.floor(Math.pow(self.size, 2) * 0.1);
};
self.update = function () {
self.lifetime++;
// Only allow splits after bubble has existed for some frames
if (self.lifetime < 10) {
return;
}
// 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, true); // true for autoPop
}
self.destroy();
return;
}
// Auto-pop smaller bubbles near top
if (self.size <= 70 && self.y < game.height / 4) {
self.autoPop();
return;
}
// Clear off-screen bubbles
if (self.y < -self.size) {
self.destroy();
return;
}
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;
};
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;
};
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 = 0.11; // 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);
// Initialize game variables
game.growingBubble = null;
game.maxBubbleSize = 160; // Increased by 30%
game.growthRate = 1.6; // Slightly increased to match new max size
game.MAX_BUBBLES = 125;
game.baseSpawnRate = 180; // Every 3 seconds
function spawnSplitBubble(parentX, parentY, size, direction) {
var isAutoPop = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 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);
}
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 () {
// Add logic to grow and release bubbles based on facekit mouth state
if (facekit.mouthOpen) {
// Calculate spawn position relative to pufferfish mask
var spawnX = playerMask.x; // Center of mask
var spawnY = playerMask.y + playerMask.height * 0.15; // 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 = -12; // Increased from -5
game.growingBubble.driftX = (Math.random() * 2 - 1) * 2.5; // Slightly increased drift
game.growingBubble = null;
}
// Update all children (bubbles)
// 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;
});
// 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