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)
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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)
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Code edit (1 edits merged)
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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
===================================================================
--- original.js
+++ change.js
@@ -71,14 +71,12 @@
if (!self.splitHeight) {
self.splitHeight = game.height * (Math.random() * 0.3 + 0.1); // 10% to 40% from top
}
if (self.size > 60 && self.y < self.splitHeight && !self.justSplit && !self.hasSplit && self !== game.growingBubble) {
- // Correct comparison syntax
- // 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);
+ spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1, true); // Added true for isAutoPop
}
self.destroy();
return;
}
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