User prompt
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; }
User prompt
update with: // Add near other game initialization variables game.mouthState = { isOpen: false, openWidth: 0, currentWidth: 0, blowCooldown: 0, COOLDOWN_FRAMES: 15 // Prevent rapid-fire blowing }; // Replace the mouth detection section in game.update if (facekit.mouthCenter && facekit.mouthLeft && facekit.mouthRight) { var currentWidth = Math.abs(facekit.mouthLeft.x - facekit.mouthRight.x); var currentHeight = Math.abs(facekit.mouthTop.y - facekit.mouthBottom.y); var mouthRatio = currentHeight / currentWidth; // Track mouth states if (mouthRatio > 0.7) { // Mouth is clearly open game.mouthState.isOpen = true; game.mouthState.openWidth = currentWidth; } else if (game.mouthState.isOpen && mouthRatio < 0.3 && game.mouthState.blowCooldown === 0) { // Transition from open to nearly closed - this is a "blow" game.mouthState.isOpen = false; game.mouthState.blowCooldown = game.mouthState.COOLDOWN_FRAMES; // Create and launch bubble var bubble = new Bubble(); bubble.x = playerMask.x; bubble.y = playerMask.y + playerMask.height * 0.15; bubble.size = Math.min(100, game.mouthState.openWidth); bubble.verticalVelocity = -8; bubble.driftX = (Math.random() * 2 - 1) * 2; game.addChild(bubble); game.bubbles.push(bubble); } // Update cooldown if (game.mouthState.blowCooldown > 0) { game.mouthState.blowCooldown--; } } βͺπ‘ Consider importing and using the following plugins: @upit/facekit.v1
User prompt
update as needed with: // Add near other game initialization variables game.mouthState = { isOpen: false, openWidth: 0, currentWidth: 0, blowCooldown: 0, COOLDOWN_FRAMES: 15 // Prevent rapid-fire blowing }; // Replace the mouth detection section in game.update if (facekit.mouthCenter && facekit.mouthLeft && facekit.mouthRight) { var currentWidth = Math.abs(facekit.mouthLeft.x - facekit.mouthRight.x); var currentHeight = Math.abs(facekit.mouthTop.y - facekit.mouthBottom.y); var mouthRatio = currentHeight / currentWidth; // Track mouth states if (mouthRatio > 0.7) { // Mouth is clearly open game.mouthState.isOpen = true; game.mouthState.openWidth = currentWidth; } else if (game.mouthState.isOpen && mouthRatio < 0.3 && game.mouthState.blowCooldown === 0) { // Transition from open to nearly closed - this is a "blow" game.mouthState.isOpen = false; game.mouthState.blowCooldown = game.mouthState.COOLDOWN_FRAMES; // Create and launch bubble var bubble = new Bubble(); bubble.x = playerMask.x; bubble.y = playerMask.y + playerMask.height * 0.15; bubble.size = Math.min(100, game.mouthState.openWidth); bubble.verticalVelocity = -8; bubble.driftX = (Math.random() * 2 - 1) * 2; game.addChild(bubble); game.bubbles.push(bubble); } // Update cooldown if (game.mouthState.blowCooldown > 0) { game.mouthState.blowCooldown--; } } βͺπ‘ Consider importing and using the following plugins: @upit/facekit.v1
User prompt
update as needed with: // Add near other game initialization variables game.mouthTracking = { lastY: 0, centerY: 0, blowThreshold: 5, cooldown: 0, COOLDOWN_FRAMES: 10 }; // Replace the mouth detection section in game.update if (facekit.mouthCenter) { // Track mouth center movement game.mouthTracking.lastY = game.mouthTracking.centerY; game.mouthTracking.centerY = facekit.mouthCenter.y; // Calculate mouth movement (positive = mouth closing) var mouthMovement = game.mouthTracking.centerY - game.mouthTracking.lastY; // Detect quick closing motion (blowing gesture) if (mouthMovement > game.mouthTracking.blowThreshold && game.mouthTracking.cooldown === 0) { // Create bubble var bubble = new Bubble(); bubble.x = facekit.mouthCenter.x; bubble.y = facekit.mouthCenter.y; bubble.size = 50 + Math.min(50, Math.abs(mouthMovement * 2)); bubble.verticalVelocity = -Math.max(5, Math.abs(mouthMovement)); bubble.driftX = (Math.random() * 2 - 1) * 2; game.addChild(bubble); game.bubbles.push(bubble); // Set cooldown game.mouthTracking.cooldown = game.mouthTracking.COOLDOWN_FRAMES; } // Update cooldown if (game.mouthTracking.cooldown > 0) { game.mouthTracking.cooldown--; } } βͺπ‘ Consider importing and using the following plugins: @upit/facekit.v1
Code edit (1 edits merged)
Please save this source code
User prompt
add: // Upgrade Menu Configuration var UPGRADE_CONFIG = { player: { lungCapacity: { name: "Lung Capacity", baseCost: 50, costScale: 2, maxLevel: 10, currentLevel: 0 }, quickBreath: { name: "Quick Breath", baseCost: 75, costScale: 2, maxLevel: 10, currentLevel: 0 } }, machine: { bubbleDurability: { name: "Bubble Durability", baseCost: 200, costScale: 3, maxLevel: 5, currentLevel: 0 }, machineSpeed: { name: "Machine Speed", baseCost: 150, costScale: 2.5, maxLevel: 10, currentLevel: 0 }, autoPop: { name: "Auto-Pop", baseCost: 500, costScale: 2, maxLevel: 5, currentLevel: 0 } } }; // Create upgrade menu elements var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, x: game.width / 2, y: game.height, alpha: 0.9 }); var menuText = new Text2("Upgrades", { size: 48, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); menuText.anchorX = 0.5; menuText.anchorY = 0.5; menuText.x = menuTab.width / 2; menuText.y = menuTab.height / 2; menuTab.addChild(menuText); var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, x: game.width / 2, y: game.height, alpha: 0.5, scaleX: game.width / 67, // Adjust to game width scaleY: game.height * 0.25 / 100.3 // 25% of game height }); // Add upgrade text elements var upgradeTexts = []; var startY = 50; var columnWidth = game.width / 2; Object.entries(UPGRADE_CONFIG).forEach(([category, upgrades], categoryIndex) => { Object.entries(upgrades).forEach(([key, upgrade], index) => { var x = categoryIndex * columnWidth + 20; var y = startY + index * 60; var text = new Text2(upgrade.name + " - " + upgrade.baseCost + " BP", { size: 36, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); text.x = x; text.y = y; text.upgrade = key; upgradeTexts.push(text); menuPanel.addChild(text); }); }); // Menu state and animation var menuOpen = false; var menuTargetY = game.height; game.addChild(menuPanel); game.addChild(menuTab); // Extend the existing down handler var originalDown = game.down; game.down = function(x, y, obj) { // Check if clicked on menu tab var tabBounds = { x: menuTab.x - menuTab.width / 2, y: menuTab.y - menuTab.height, width: menuTab.width, height: menuTab.height }; if (x >= tabBounds.x && x <= tabBounds.x + tabBounds.width && y >= tabBounds.y && y <= tabBounds.y + tabBounds.height) { menuOpen = !menuOpen; var targetY = menuOpen ? game.height - menuPanel.height : game.height; tween(menuPanel, { y: targetY }, { duration: 300 }); tween(menuTab, { y: targetY }, { duration: 300 }); return true; } // Close menu if clicking outside when open if (menuOpen) { var menuBounds = { x: menuPanel.x - menuPanel.width / 2, y: menuPanel.y - menuPanel.height, width: menuPanel.width, height: menuPanel.height }; if (!(x >= menuBounds.x && x <= menuBounds.x + menuBounds.width && y >= menuBounds.y && y <= menuBounds.y + menuBounds.height)) { menuOpen = false; tween(menuPanel, { y: game.height }, { duration: 300 }); tween(menuTab, { y: game.height }, { duration: 300 }); return true; } } // Call original down handler for bubble popping return originalDown(x, y, obj); };
User prompt
update with: // Upgrade Menu Configuration var UPGRADE_CONFIG = { player: { lungCapacity: { name: "Lung Capacity", baseCost: 50, costScale: 2, maxLevel: 10, currentLevel: 0 }, quickBreath: { name: "Quick Breath", baseCost: 75, costScale: 2, maxLevel: 10, currentLevel: 0 } }, machine: { bubbleDurability: { name: "Bubble Durability", baseCost: 200, costScale: 3, maxLevel: 5, currentLevel: 0 }, machineSpeed: { name: "Machine Speed", baseCost: 150, costScale: 2.5, maxLevel: 10, currentLevel: 0 }, autoPop: { name: "Auto-Pop", baseCost: 500, costScale: 2, maxLevel: 5, currentLevel: 0 } } }; // Create upgrade menu elements var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, x: game.width / 2, y: game.height, alpha: 0.9 }); var menuText = new Text2("Upgrades", { size: 48, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); menuText.anchorX = 0.5; menuText.anchorY = 0.5; menuText.x = menuTab.width / 2; menuText.y = menuTab.height / 2; menuTab.addChild(menuText); var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, x: game.width / 2, y: game.height, alpha: 0.5, scaleX: game.width / 67, // Adjust to game width scaleY: game.height * 0.25 / 100.3 // 25% of game height }); // Add upgrade text elements var upgradeTexts = []; var startY = 50; var columnWidth = game.width / 2; Object.entries(UPGRADE_CONFIG).forEach(([category, upgrades], categoryIndex) => { Object.entries(upgrades).forEach(([key, upgrade], index) => { var x = categoryIndex * columnWidth + 20; var y = startY + index * 60; var text = new Text2(upgrade.name + " - " + upgrade.baseCost + " BP", { size: 36, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); text.x = x; text.y = y; text.upgrade = key; upgradeTexts.push(text); menuPanel.addChild(text); }); }); // Menu state and animation var menuOpen = false; var menuTargetY = game.height; game.addChild(menuPanel); game.addChild(menuTab);
User prompt
initialize the background before the menu
User prompt
update as needed with: // Upgrade Menu Configuration var UPGRADE_CONFIG = { player: { lungCapacity: { name: "Lung Capacity", baseCost: 50, costScale: 2, maxLevel: 10, currentLevel: 0 }, quickBreath: { name: "Quick Breath", baseCost: 75, costScale: 2, maxLevel: 10, currentLevel: 0 } }, machine: { bubbleDurability: { name: "Bubble Durability", baseCost: 200, costScale: 3, maxLevel: 5, currentLevel: 0 }, machineSpeed: { name: "Machine Speed", baseCost: 150, costScale: 2.5, maxLevel: 10, currentLevel: 0 }, autoPop: { name: "Auto-Pop", baseCost: 500, costScale: 2, maxLevel: 5, currentLevel: 0 } } }; // Create upgrade menu elements var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, x: game.width / 2, y: game.height, alpha: 0.9 }); var menuText = new Text2("Upgrades", { size: 48, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); menuText.anchorX = 0.5; menuText.anchorY = 0.5; menuText.x = menuTab.width / 2; menuText.y = menuTab.height / 2; menuTab.addChild(menuText); var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, x: game.width / 2, y: game.height, alpha: 0.5, scaleX: game.width / 67, // Adjust to game width scaleY: game.height * 0.25 / 100.3 // 25% of game height }); // Add upgrade text elements var upgradeTexts = []; var startY = 50; var columnWidth = game.width / 2; Object.entries(UPGRADE_CONFIG).forEach(([category, upgrades], categoryIndex) => { Object.entries(upgrades).forEach(([key, upgrade], index) => { var x = categoryIndex * columnWidth + 20; var y = startY + index * 60; var text = new Text2(upgrade.name + " - " + upgrade.baseCost + " BP", { size: 36, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); text.x = x; text.y = y; text.upgrade = key; upgradeTexts.push(text); menuPanel.addChild(text); }); }); // Menu state and animation var menuOpen = false; var menuTargetY = game.height; game.addChild(menuPanel); game.addChild(menuTab); // Extend the existing down handler var originalDown = game.down; game.down = function(x, y, obj) { // Check if clicked on menu tab var tabBounds = { x: menuTab.x - menuTab.width / 2, y: menuTab.y - menuTab.height, width: menuTab.width, height: menuTab.height }; if (x >= tabBounds.x && x <= tabBounds.x + tabBounds.width && y >= tabBounds.y && y <= tabBounds.y + tabBounds.height) { menuOpen = !menuOpen; var targetY = menuOpen ? game.height - menuPanel.height : game.height; tween(menuPanel, { y: targetY }, { duration: 300 }); tween(menuTab, { y: targetY }, { duration: 300 }); return true; } // Close menu if clicking outside when open if (menuOpen) { var menuBounds = { x: menuPanel.x - menuPanel.width / 2, y: menuPanel.y - menuPanel.height, width: menuPanel.width, height: menuPanel.height }; if (!(x >= menuBounds.x && x <= menuBounds.x + menuBounds.width && y >= menuBounds.y && y <= menuBounds.y + menuBounds.height)) { menuOpen = false; tween(menuPanel, { y: game.height }, { duration: 300 }); tween(menuTab, { y: game.height }, { duration: 300 }); return true; } } // Call original down handler for bubble popping return originalDown(x, y, obj); };
User prompt
update as needed with: // Modify the menuTab initialization var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, x: game.width / 2, y: game.height, alpha: 0.9, rotation: 90, // Rotate to horizontal orientation scaleX: 2, // Make it wider scaleY: 1.5 // Make it taller }); var menuText = new Text2("Upgrades", { size: 72, // Bigger text fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3, font: "Impact" }); menuText.anchorX = 0.5; menuText.anchorY = 0.5; menuText.x = menuTab.width / 2; menuText.y = menuTab.height / 2; menuText.rotation = -90; // Counter-rotate text to keep it readable menuTab.addChild(menuText); // Modify the menuPanel initialization var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, x: game.width / 2, y: game.height + game.height * 0.25, // Start offscreen alpha: 0.5, scaleX: game.width / 67, // Adjust to game width scaleY: game.height * 0.25 / 100.3 // 25% of game height }); // Modify the menu animation in the down handler game.down = function(x, y, obj) { var tabBounds = { x: menuTab.x - menuTab.width / 2, y: menuTab.y - menuTab.height, width: menuTab.width, height: menuTab.height }; if (x >= tabBounds.x && x <= tabBounds.x + tabBounds.width && y >= tabBounds.y && y <= tabBounds.y + tabBounds.height) { menuOpen = !menuOpen; // Panel moves up from offscreen var panelTargetY = menuOpen ? game.height - menuPanel.height : game.height + menuPanel.height; // Tab stays attached to panel var tabTargetY = menuOpen ? game.height - menuPanel.height : game.height; tween(menuPanel, { y: panelTargetY }, { duration: 300 }); tween(menuTab, { y: tabTargetY }, { duration: 300 }); return true; } // Close menu if clicking outside when open if (menuOpen) { var menuBounds = { x: menuPanel.x - menuPanel.width / 2, y: menuPanel.y - menuPanel.height, width: menuPanel.width, height: menuPanel.height }; if (!(x >= menuBounds.x && x <= menuBounds.x + menuBounds.width && y >= menuBounds.y && y <= menuBounds.y + menuBounds.height)) { menuOpen = false; tween(menuPanel, { y: game.height + menuPanel.height }, { duration: 300 }); tween(menuTab, { y: game.height }, { duration: 300 }); return true; } } // Call original down handler for bubble popping return originalDown(x, y, obj); };
User prompt
update with: // Create upgrade menu elements - adjust the tab to be wider than tall var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, x: game.width / 2, y: game.height, alpha: 0.9, scaleX: 3, // Make it wider scaleY: 0.8 // Make it shorter }); // Make the text bigger and position it on the tab var menuText = new Text2("Upgrades", { size: 72, // Bigger text fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3, font: "Impact" }); menuText.anchorX = 0.5; menuText.anchorY = 0.5; menuText.x = menuTab.width / 2; menuText.y = menuTab.height / 2; menuTab.addChild(menuText);
User prompt
update with: // Create a container for our menu elements var menuContainer = new Container(); menuContainer.x = game.width / 2; menuContainer.y = game.height; // Create the tab with default scale var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, scaleX: 3, scaleY: 0.8, alpha: 0.9 }); // Position text relative to tab var menuText = new Text2("Upgrades", { size: 72, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3, font: "Impact" }); // Center the text menuText.anchor = {x: 0.5, y: 0.5}; menuText.x = 0; // Center in container menuText.y = -menuTab.height / 2; // Half way up the tab // Add elements to container menuContainer.addChild(menuTab); menuContainer.addChild(menuText); // Add container to game game.addChild(menuContainer);
Code edit (1 edits merged)
Please save this source code
User prompt
center the menutab behind the menutext
Code edit (2 edits merged)
Please save this source code
User prompt
move the menupanel to the menucontainer
User prompt
update with: var tabBounds = { x: menuContainer.x + menuTab.x - menuTab.width / 2, y: menuContainer.y + menuTab.y - menuTab.height, width: menuTab.width, height: menuTab.height };
User prompt
update game.down with: // Calculate how far to move up (panel height + small gap) var panelOffset = menuOpen ? -menuPanel.height - 20 : 0; // Animate the container instead of individual elements tween(menuContainer, { y: game.height + panelOffset }, { duration: 300, easing: 'easeOutBack' // Optional: adds a nice bounce effect }); βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
update as needed with: // Initialize menu structure var menuContainer = new Container(); menuContainer.x = game.width / 2; menuContainer.y = game.height; // Menu tab (handle) var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, scaleX: 3, scaleY: 0.8, alpha: 0.9 }); // Menu panel (the full upgrade menu) var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, // Changed to align from top y: menuTab.height, // Position below tab alpha: 0.5, scaleX: game.width / 67, scaleY: game.height * 0.25 / 100.3 }); // Add panel first (so it's behind tab) menuContainer.addChild(menuPanel); menuContainer.addChild(menuTab); // Menu text setup var menuText = new Text2("Upgrades", { size: 90, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3, font: "Impact" }); menuText.anchor = {x: 0.5, y: 0.5}; menuText.x = 0; // Relative to container menuText.y = -menuTab.height / 2; menuContainer.addChild(menuText); // Add upgrade texts to panel var upgradeTexts = []; var startY = 50; var columnWidth = game.width / 2; Object.entries(UPGRADE_CONFIG).forEach(function(category, categoryIndex) { Object.entries(category[1]).forEach(function(upgrade, index) { var text = new Text2(upgrade[1].name + " - " + upgrade[1].baseCost + " BP", { size: 36, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); text.x = (categoryIndex * columnWidth + 20) - menuPanel.width/2; text.y = startY + index * 60; text.upgrade = upgrade[0]; upgradeTexts.push(text); menuPanel.addChild(text); }); }); // Add to game game.addChild(menuContainer); // Modified click handler game.down = function(x, y, obj) { // Convert to local coordinates for container var localX = x - menuContainer.x; var localY = y - menuContainer.y; // Check if clicked on menu tab var tabBounds = { x: -menuTab.width/2, y: -menuTab.height, width: menuTab.width, height: menuTab.height }; if (localX >= tabBounds.x && localX <= tabBounds.x + tabBounds.width && localY >= tabBounds.y && localY <= tabBounds.y + tabBounds.height) { menuOpen = !menuOpen; var targetY = menuOpen ? game.height - menuPanel.height - menuTab.height : game.height; tween(menuContainer, { y: targetY }, { duration: 300, easing: 'easeOutBack' }); return true; } // Check for clicks outside when menu is open if (menuOpen) { var menuBounds = { x: -menuPanel.width/2, y: -menuPanel.height, width: menuPanel.width, height: menuPanel.height + menuTab.height }; if (!(localX >= menuBounds.x && localX <= menuBounds.x + menuBounds.width && localY >= menuBounds.y && localY <= menuBounds.y + menuBounds.height)) { menuOpen = false; tween(menuContainer, { y: game.height }, { duration: 300, easing: 'easeInBack' }); return true; } } // Rest of click handling for bubbles... }; βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'return true;' Line Number: 593 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
Code edit (3 edits merged)
Please save this source code
User prompt
update with: // First position the panel relative to container at y=0 var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, // Anchor from top y: 0, // Start at container's top alpha: 0.9, scaleX: game.width / 67, scaleY: game.height * 0.25 / 100.3 }); // Place tab at top of container, extending upward var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, // Anchor from bottom so it sticks up y: 0, // Align with top of container/panel scaleX: 3, scaleY: 0.8, alpha: 0.9 }); // Position container so only tab is visible menuContainer.x = game.width / 2; menuContainer.y = game.height - menuTab.height; // Show just the tab // When animating: var targetY = menuOpen ? game.height - menuPanel.height - menuTab.height : // Raise up to show panel game.height - menuTab.height; // Back down to just show tab
User prompt
Please fix the bug: 'menuTab is undefined' in or related to this line: 'menuContainer.y = game.height - menuTab.height; // Show just the tab' Line Number: 341
User prompt
update with: // Menu panel should be below the tab in the container var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, // Anchor from top y: menuTab.height, // Position it below the tab alpha: 0.9, scaleX: game.width / 67, scaleY: game.height * 0.25 / 100.3 }); // Tab at the top of the container var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, // Anchor from top y: 0, // At the very top of container scaleX: 3, scaleY: 0.8, alpha: 0.9 }); // Position container at bottom initially menuContainer.x = game.width / 2; menuContainer.y = game.height; // Start at bottom // When clicking, animate between: var targetY = menuOpen ? game.height - menuPanel.height : // Raise to show panel game.height; // Back to bottom
User prompt
update with: menuContainer.x = game.width / 2; menuContainer.y = game.height - menuTab.height; // Show just the tab initially
===================================================================
--- original.js
+++ change.js
@@ -351,9 +351,9 @@
});
// Initialize menu structure
var menuContainer = new Container();
menuContainer.x = game.width / 2;
-menuContainer.y = game.height; // Start at bottom
+menuContainer.y = game.height - menuTab.height; // Show just the tab initially
// Add panel first (so it's behind tab)
menuContainer.addChild(menuPanel);
menuContainer.addChild(menuTab);
// Menu text setup
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