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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
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increase more
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add half points to autopop
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add a point popup display to autopop as well to go with the half points
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the popup display for autopop is being called many times, fix so its only called once
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the BP display should update when points are added
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update with: // Inside game.addBP function, after the points text animation: if (game.combo > 0) { var comboText = new Text2("x" + (game.combo + 1), { size: 48, // Increased from 24 for better visibility fill: 0xFFA500, stroke: 0x000000, strokeThickness: 4, fontWeight: 'bold' }); comboText.anchorX = 1; comboText.anchorY = 0; comboText.x = bpText.x - 10; // Position it to the left of BP counter comboText.y = bpText.y + 50; // Position it below BP counter game.addChild(comboText); tween(comboText, { alpha: 0, y: comboText.y - 50 // Float upward as it fades }, { duration: 500, onFinish: function onFinish() { comboText.destroy(); } }); } βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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update as needed with: if (game.combo > 0) { var comboText = new Text2("x" + (game.combo + 1), { size: 96, // Much bigger fill: 0xFFA500, stroke: 0x000000, strokeThickness: 4, fontWeight: 'bold' }); comboText.anchorX = 0.5; comboText.anchorY = 0; comboText.x = game.width / 2; // Center of screen comboText.y = 20; // Near top game.addChild(comboText); tween(comboText, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { comboText.destroy(); } }); } βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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update with: self.autoPop = function() { if (!self.autoPopDisplayed) { var points = Math.floor(self.getBP() * 0.5); // Half points for auto-pop game.addBP(points, self.x, self.y, true); // Added true flag for autoPop self.autoPopDisplayed = true; } self.destroy(); return; };
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update with: game.addBP = function(points, x, y, isAutoPop) { var currentTime = LK.ticks; // Only update combo if it's not an auto-pop if (!isAutoPop) { 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.setText(formatBP(game.bp) + " BP"); // Only show combo if it's a manual pop and we have a combo if (!isAutoPop && game.combo > 0) { var comboText = new Text2("x" + (game.combo + 1), { size: 96, fill: 0xFFA500, stroke: 0x000000, strokeThickness: 4, fontWeight: 'bold' }); comboText.anchorX = 0.5; comboText.anchorY = 0; comboText.x = game.width / 2; comboText.y = 20; game.addChild(comboText); tween(comboText, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { comboText.destroy(); } }); } }; βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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update with: game.addBP = function(points, x, y, isAutoPop) { var currentTime = LK.ticks; // Only update combo if it's not an auto-pop if (!isAutoPop) { 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.setText(formatBP(game.bp) + " BP"); // Always show point text regardless of auto or manual pop var pointText = new Text2("+" + Math.floor(points), { size: 80, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 4, fontWeight: 'bold' }); pointText.anchorX = 0.5; pointText.anchorY = 0.5; pointText.x = x; pointText.y = y; game.addChild(pointText); tween(pointText, { y: pointText.y - 100, alpha: 0 }, { duration: 1000, onFinish: function onFinish() { pointText.destroy(); } }); // Only show combo text if it's a manual pop and we have a combo if (!isAutoPop && game.combo > 0) { var comboText = new Text2("x" + (game.combo + 1), { size: 96, fill: 0xFFA500, stroke: 0x000000, strokeThickness: 4, fontWeight: 'bold' }); comboText.anchorX = 0.5; comboText.anchorY = 0; comboText.x = game.width / 2; comboText.y = 20; game.addChild(comboText); tween(comboText, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { comboText.destroy(); } }); } }; βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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update bubble with: var points = self.getBP(); game.addBP(points, self.x, self.y, false); // Pass position and flag for manual pop
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set background asset as background, one layer behind puffermask
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increase size of bp display
Code edit (2 edits merged)
Please save this source code
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use impact font and make bp display bold
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use impact font for bp pop ups
Code edit (1 edits merged)
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set bubble alpha to 0.9
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update with: game.lastMouthWidth = 0; game.baselineWidth = null; game.BLOW_THRESHOLD = 0.6; // Mouth must be 60% narrower than baseline to count as blowing game.calibrationFrames = 0; game.CALIBRATION_PERIOD = 60; // 1 second to establish baseline
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update with: // Replace the if(facekit.mouthOpen) section in game.update if (facekit.mouthCenter && facekit.mouthLeft && facekit.mouthRight) { // Calculate current mouth width var currentWidth = Math.abs(facekit.mouthLeft.x - facekit.mouthRight.x); // Establish baseline during calibration if (game.calibrationFrames < game.CALIBRATION_PERIOD) { if (!game.baselineWidth) game.baselineWidth = currentWidth; game.baselineWidth = game.baselineWidth * 0.95 + currentWidth * 0.05; game.calibrationFrames++; return; } // Check for blowing gesture (pursed lips) var widthRatio = currentWidth / game.baselineWidth; var isBlowing = widthRatio < game.BLOW_THRESHOLD; if (isBlowing) { // Existing bubble growing logic var spawnX = playerMask.x; var spawnY = playerMask.y + playerMask.height * 0.15; if (!game.growingBubble) { game.growingBubble = new Bubble(); game.growingBubble.size = 25; game.addChild(game.growingBubble); game.bubbles.push(game.growingBubble); } 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) { // Release bubble when stopped blowing game.growingBubble.verticalVelocity = -12; game.growingBubble.driftX = (Math.random() * 2 - 1) * 2.5; game.growingBubble = null; } game.lastMouthWidth = currentWidth; }
===================================================================
--- original.js
+++ change.js
@@ -324,9 +324,9 @@
game.combo = 0;
}
game.lastPopTime = currentTime;
game.bp += Math.floor(points);
- bpText.text = formatBP(game.bp) + " BP";
+ bpText.setText(formatBP(game.bp) + " BP");
if (game.combo > 0) {
var comboText = new Text2("x" + (game.combo + 1), {
size: 24,
fill: 0xFFA500
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