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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)
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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();
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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
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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);
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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: // 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(); βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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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(); } }; βͺπ‘ 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: // 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(); }; βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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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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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: 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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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(); } }; βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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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: // 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: // 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(); } }); βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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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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increase the size of the point pop up
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increase more
===================================================================
--- original.js
+++ change.js
@@ -31,28 +31,51 @@
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;
+ 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();
- // Pass bubble position to addBP
- game.addBP(points, self.x, self.y);
+ game.addBP(points);
+ // Display point text
+ var pointText = new Text2("+" + points, {
+ size: 48,
+ // Increased size from 32 to 48
+ 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
+ tween(pointText, {
+ y: pointText.y - 100,
+ alpha: 0
+ }, {
+ duration: 1000,
+ onFinish: function onFinish() {
+ pointText.destroy();
+ }
+ });
+ // 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;
+ return true; // Stop event propagation
};
self.getBP = function () {
return Math.floor(Math.pow(self.size, 2) * 0.1);
};
@@ -111,11 +134,10 @@
sprite.scaleY = scale;
};
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();
+ game.addBP(points);
+ self.destroy(); // Just destroy, no splitting
return;
};
return self;
});
@@ -242,10 +264,8 @@
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) {
@@ -259,44 +279,44 @@
}
// Create BP display text (add near game initialization)
var bpText = new Text2("0 BP", {
size: 96,
- // Increased from 64
fill: 0xFFFFFF,
- fontWeight: 'bold'
+ stroke: 0x000000,
+ strokeThickness: 4
});
-bpText.anchorX = 1;
-bpText.anchorY = 0;
-bpText.x = game.width - 40; // Increased margin from 20 to 40
-bpText.y = 40; // Increased from 20 to 40
+bpText.anchor.set(1, 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";
+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;
}
- // 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'
+ 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
});
- pointText.anchorX = 0.5;
- pointText.anchorY = 0.5;
- pointText.x = x;
- pointText.y = y;
- game.addChild(pointText);
- tween(pointText, {
- y: pointText.y - 150,
+ comboText.anchorX = 0;
+ comboText.anchorY = 0;
+ comboText.x = bpText.x + 10;
+ comboText.y = bpText.y;
+ game.addChild(comboText);
+ tween(comboText, {
alpha: 0
}, {
- duration: 90,
- // Increased from 45 to 90 (1.5 seconds)
+ duration: 500,
onFinish: function onFinish() {
- pointText.destroy();
+ comboText.destroy();
}
});
}
};
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