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the popup display for autopop is being called many times, fix so its only called once
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add a point popup display to autopop as well to go with the half points
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add half points to autopop
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increase more
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increase more
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increase the size of the point pop up
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update with: // In the Bubble class, modify the autoPop method: self.autoPop = function() { var points = Math.floor(self.getBP() * 0.5); // Half points for auto-pop // Only add points and display once game.addBP(points, self.x, self.y); self.destroy(); return; };
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update with: // In game.addBP function, find the tween and modify: tween(pointText, { y: pointText.y - 150, alpha: 0 }, { duration: 90, // Increased from 45 to 90 (1.5 seconds) onFinish: function onFinish() { pointText.destroy(); } }); ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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update with: // Find this code in bpText initialization and modify: var bpText = new Text2("0 BP", { size: 96, // Increased from 64 fill: 0xFFFFFF, fontWeight: 'bold' }); bpText.x = game.width - 40; // Increased margin from 20 to 40 bpText.y = 40; // Increased from 20 to 40
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update with: self.autoPop = function() { var points = Math.floor(self.getBP() * 0.5); // Half points for auto-pop game.addBP(points, self.x, self.y); self.destroy(); return; };
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update with: game.addBP = function(points, x, y) { game.bp += Math.floor(points); var currentBP = Math.floor(game.bp); if (currentBP !== game.lastBPDisplay) { game.lastBPDisplay = currentBP; bpText.text = formatBP(currentBP) + " BP"; } // Only create pop-up text if coordinates are provided if (x !== undefined && y !== undefined) { var pointText = new Text2("+" + Math.floor(points), { size: 72, fill: 0xFFFF00, fontWeight: 'bold' }); pointText.anchorX = 0.5; pointText.anchorY = 0.5; pointText.x = x; pointText.y = y; game.addChild(pointText); new tween(pointText) .to({ y: pointText.y - 150, alpha: 0 }, 45) .onComplete(function() { pointText.destroy(); }) .start(); } }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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update with: self.down = function(e) { var currentTime = Date.now(); if (currentTime - self.lastPopTime < 100) { return true; } self.lastPopTime = currentTime; var index = game.bubbles.indexOf(self); if (index > -1) { game.bubbles.splice(index, 1); } var points = self.getBP(); // Pass bubble position to addBP game.addBP(points, self.x, self.y); 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; };
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'pointText.x = self.x;' Line Number: 316
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'pointText.x = self.x;' Line Number: 316
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Please fix the bug: 'TypeError: game.growingBubble is null' in or related to this line: 'pointText.x = game.growingBubble.x;' Line Number: 316
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'pointText.x = self.x;' Line Number: 316
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update with: // Replace existing bpText initialization var bpText = new Text2("0 BP", { size: 64, // Increased size fill: 0xFFFFFF, fontWeight: 'bold' }); bpText.anchorX = 1; bpText.anchorY = 0; bpText.x = game.width - 20; bpText.y = 20; game.addChild(bpText); // Replace game.addBP function game.addBP = function(points) { game.bp += Math.floor(points); var currentBP = Math.floor(game.bp); if (currentBP !== game.lastBPDisplay) { game.lastBPDisplay = currentBP; bpText.text = formatBP(currentBP) + " BP"; } // Create larger pop-up text var pointText = new Text2("+" + Math.floor(points), { size: 72, // Much larger fill: 0xFFFF00, fontWeight: 'bold' }); pointText.anchorX = 0.5; pointText.anchorY = 0.5; pointText.x = self.x; pointText.y = self.y; game.addChild(pointText); // Animate pop-up new tween(pointText) .to({ y: pointText.y - 150, alpha: 0 }, 45) .onComplete(function() { pointText.destroy(); }) .start(); }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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update with: game.bp = 0; game.lastBPDisplay = 0;
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update with: // Add to game initialization game.combo = 0; game.lastPopTime = 0; game.COMBO_WINDOW = 60; // 1 second in frames // Replace existing game.addBP: game.addBP = function(points) { var currentTime = LK.ticks; // Check if within combo window if (currentTime - game.lastPopTime < game.COMBO_WINDOW) { game.combo++; points *= (1 + (game.combo * 0.1)); // 10% bonus per combo } else { game.combo = 0; } game.lastPopTime = currentTime; game.bp += Math.floor(points); bpText.text = formatBP(game.bp) + " BP"; if (game.combo > 0) { var comboText = new Text2("x" + (game.combo + 1), { size: 24, fill: 0xFFA500 }); comboText.anchorX = 0; comboText.anchorY = 0; comboText.x = bpText.x + 10; comboText.y = bpText.y; game.addChild(comboText); new tween(comboText) .to({ alpha: 0 }, 30) .onComplete(function() { comboText.destroy(); }) .start(); } }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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update with: // Inside Bubble class's down method, after calculating points: var pointText = new Text2("+" + points, { size: 32, fill: 0xFFFF00, fontWeight: 'bold' }); pointText.anchorX = 0.5; pointText.anchorY = 0.5; pointText.x = self.x; pointText.y = self.y; game.addChild(pointText); // Animate the point text var fadeOut = new tween(pointText) .to({ y: pointText.y - 100, alpha: 0 }, 60) .onComplete(function() { pointText.destroy(); }) .start(); ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (2 edits merged)
Please save this source code
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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var bpText = new LK.Text("0 BP", {' Line Number: 263
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update with: // Replace existing bpText creation with: var bpText = new LK.Text("0 BP", { fontSize: 48, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); bpText.anchorX = 1; bpText.anchorY = 0; bpText.x = game.width - 20; bpText.y = 20; game.addChild(bpText);
Code edit (1 edits merged)
Please save this source code
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update spawnsplitbubble with: var bubble = new Bubble(); bubble.x = parentX; bubble.y = parentY; bubble.size = size; bubble.initLifetime(); // Recalculate after size is set
/**** * 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.splitHeight = null; 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; self.initLifetime = function () { self.maxLifetime = Math.floor(Math.random() * 960 + 1440); self.maxLifetime *= Math.min(1, self.size / 100); }; self.initLifetime(); // 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) { var currentTime = Date.now(); if (currentTime - self.lastPopTime < 100) { return true; } self.lastPopTime = currentTime; var index = game.bubbles.indexOf(self); if (index > -1) { game.bubbles.splice(index, 1); } var points = self.getBP(); // Pass bubble position to addBP game.addBP(points, self.x, self.y); 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; }; self.getBP = function () { return Math.floor(Math.pow(self.size, 2) * 0.1); }; self.update = function () { self.lifetime++; // 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 // 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; } // Clear off-screen bubbles if (self.y < -self.size) { self.destroy(); return; } self.justSplit = false; // Clear the flag after first update // More gradual vertical speed transition if (self.verticalVelocity < self.floatSpeed) { self.verticalVelocity += 0.08; // More gentle transition } 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.x, self.y); 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.initLifetime(); // Recalculate after size is set bubble.justSplit = true; var speedMultiplier = 120 / size * (0.9 + Math.random() * 0.2); if (isAutoPop) { // Pure upward/sideways motion for natural splits bubble.verticalVelocity = bubble.floatSpeed; // Start at float speed bubble.driftX = direction * (Math.random() * 0.8 + 0.5); } else { // Manual pop physics bubble.verticalVelocity = -(Math.random() * 2 + 4); bubble.driftX = direction * (Math.random() * 1.5 + 2); } game.addChild(bubble); game.bubbles.push(bubble); return bubble; } game.bubbles = []; // Track bubble array // Initialize game variables //<Assets used in the game will automatically appear here> game.bp = 0; // Track total BP game.bp = 0; // Initialize BP to 0 game.lastBPDisplay = 0; // Initialize last BP display to 0 game.combo = 0; game.lastPopTime = 0; game.COMBO_WINDOW = 60; // 1 second in frames 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("0 BP", { size: 64, // Increased size fill: 0xFFFFFF, fontWeight: 'bold' }); bpText.anchorX = 1; bpText.anchorY = 0; bpText.x = game.width - 20; bpText.y = 20; game.addChild(bpText); game.addBP = function (points, x, y) { game.bp += Math.floor(points); var currentBP = Math.floor(game.bp); if (currentBP !== game.lastBPDisplay) { game.lastBPDisplay = currentBP; bpText.text = formatBP(currentBP) + " BP"; } // Only create pop-up text if coordinates are provided if (x !== undefined && y !== undefined) { var pointText = new Text2("+" + Math.floor(points), { size: 72, fill: 0xFFFF00, fontWeight: 'bold' }); pointText.anchorX = 0.5; pointText.anchorY = 0.5; pointText.x = x; pointText.y = y; game.addChild(pointText); tween(pointText, { y: pointText.y - 150, alpha: 0 }, { duration: 45, onFinish: function onFinish() { pointText.destroy(); } }); } }; 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 } } }; ;
===================================================================
--- original.js
+++ change.js
@@ -111,9 +111,9 @@
sprite.scaleY = scale;
};
self.autoPop = function () {
var points = Math.floor(self.getBP() * 0.5); // Half points for auto-pop
- game.addBP(points);
+ game.addBP(points, self.x, self.y);
self.destroy(); // Just destroy, no splitting
return;
};
return self;
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