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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
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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
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update with: menuContainer.x = game.width / 2; menuContainer.y = game.height - menuTab.height; // Show just the tab initially
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update with: var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, // Anchor from top y: 0, // At top of container scaleX: 3, scaleY: 0.8, alpha: 0.9 });
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update with: var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, // Anchor from top y: 0, // Connected to tab alpha: 0.9, scaleX: game.width / 67, scaleY: game.height * 0.25 / 100.3 });
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update with: menuText.x = 0; menuText.y = menuTab.height / 2; // Center in tab
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update with: var targetY = menuOpen ? game.height - (menuPanel.height + menuTab.height) : // Show panel game.height - menuTab.height; // Show just tab
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update with: // Initialize menu container at the right position var menuContainer = new Container(); menuContainer.x = game.width / 2; 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 - should be good as is 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; // Center in tab menuContainer.addChild(menuText);
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update with: var tabBounds = { x: -menuTab.width / 2, y: 0, // Start from top width: menuTab.width, height: menuTab.height };
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fix the menu tab alignment, its bottom should be anchored with the bottom of the screen
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anchor the menupanel to bottom of the menutab
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update with: // Modify near the menu creation code: // 1. Setup menu tab var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, // Change to bottom anchor y: 0, // Will be at container's position scaleX: 3, scaleY: 0.8, alpha: 0.9 }); // 2. Setup menu panel var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, // Keep top anchor y: -menuTab.height, // Position relative to tab's top alpha: 0.9, scaleX: game.width / 67, scaleY: game.height * 0.25 / 100.3 }); // 3. Adjust container position var menuContainer = new Container(); menuContainer.x = game.width / 2; menuContainer.y = game.height; // Position at bottom // 4. Add in correct order menuContainer.addChild(menuPanel); menuContainer.addChild(menuTab); // 5. Adjust menu text position menuText.y = -menuTab.height/2; // Position relative to container bottom // 6. Modify click handler animation targets var targetY = menuOpen ? game.height - menuPanel.height : // Show full panel game.height; // Show just tab
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update as needed with: // Replace the tab click detection in game.down: 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, // Tab is anchored at bottom now 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 : // Show panel game.height; // Hide panel tween(menuContainer, { y: targetY }, { duration: 300, easing: tween.easeOutBack }); return true; } // Rest of the click handling... }; βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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update as needed with: // 1. First adjust the panel scaling var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, y: -menuTab.height, alpha: 0.9, scaleX: game.width / 67, // Increase panel height to show all upgrades properly scaleY: game.height * 0.4 / 100.3 // Increased from 0.25 to 0.4 }); // 2. Adjust the upgrade text sizing and positioning 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: 24, // Reduced from 36 fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); text.x = categoryIndex * columnWidth + 20 - menuPanel.width / 2; text.y = startY + index * 40; // Reduced spacing from 60 to 40 text.upgrade = upgrade[0]; upgradeTexts.push(text); menuPanel.addChild(text); }); }); // 3. Fix the menu opening position calculation in the click handler game.down = function(x, y, obj) { // ... existing click detection code ... if (/* tab clicked condition */) { menuOpen = !menuOpen; var targetY = menuOpen ? game.height - (menuPanel.height * menuPanel.scaleY + menuTab.height) : // Accurate panel height game.height; tween(menuContainer, { y: targetY }, { duration: 300, easing: tween.easeOutBack }); return true; } // ... rest of handler }; βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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update as needed with: // 1. First make text much smaller and adjust spacing var upgradeTexts = []; var startY = 30; // Reduced from 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: 16, // Significantly reduced from 24 fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 1, // Reduced stroke for smaller text font: "Impact" }); text.x = categoryIndex * columnWidth + 20 - menuPanel.width / 2; text.y = startY + index * 25; // Reduced spacing from 40 to 25 text.upgrade = upgrade[0]; upgradeTexts.push(text); menuPanel.addChild(text); }); }); // 2. Fix the panel height calculation in click handler game.down = function(x, y, obj) { // ... existing click detection code ... if (/* tab clicked condition */) { menuOpen = !menuOpen; var targetY = menuOpen ? menuTab.height : // Panel will stop at screen bottom game.height; tween(menuContainer, { y: targetY }, { duration: 300, easing: tween.easeOutBack }); return true; } // ... rest of handler }; βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Update with: // 1. Create text container AFTER panel scaling var menuTextContainer = new Container(); menuContainer.addChild(menuTextContainer); // 2. Add upgrade texts to text container instead of panel var upgradeTexts = []; var startY = 30; 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, // Back to original size 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); menuTextContainer.addChild(text); // Add to text container instead of panel }); }); // Position text container relative to panel menuTextContainer.y = -menuTab.height; // Align with top of panel
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Update as needed with: // 1. Calculate actual panel dimensions after scaling var scaledPanelWidth = menuPanel.width * menuPanel.scaleX; // Real width after scaling var scaledPanelOffsetX = scaledPanelWidth / 2; // Half width for centering // 2. Position text container properly var menuTextContainer = new Container(); menuContainer.addChild(menuTextContainer); menuTextContainer.y = -menuTab.height; // Align with top of panel // 3. Adjust text positioning within container var upgradeTexts = []; var startY = 30; var columnWidth = scaledPanelWidth / 2; // Base column width on scaled panel 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" }); // Position relative to scaled panel edges text.x = -scaledPanelOffsetX + (categoryIndex * columnWidth) + 40; // Start from left edge text.y = startY + index * 60; text.upgrade = upgrade[0]; upgradeTexts.push(text); menuTextContainer.addChild(text); }); });
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update with: // After creating menuTextContainer menuTextContainer.y = -menuPanel.height - menuTab.height; // Position at panel top menuTextContainer.x = 0; // Center in panel
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update with: var startY = 50; // Increase starting Y position var columnWidth = (menuPanel.width * menuPanel.scaleX) / 2; text.x = (categoryIndex * columnWidth) - (columnWidth / 2) + 40; text.y = startY + index * 60;
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update with: // Replace the existing menuPanel scaling with: var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, y: -menuTab.height, alpha: 0.9, scaleX: 2048 / menuPanel.width, // Set fixed width to 2048 scaleY: game.height * 0.4 / 100.3 });
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Please fix the bug: 'menuPanel is undefined' in or related to this line: 'var menuPanel = LK.getAsset('upgradetab', {' Line Number: 351
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update with: var startY = 50; var columnWidth = 1024; // Half of 2048 for two columns 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" }); // Position text in two columns text.x = (categoryIndex * columnWidth) - 924; // Starting from left side text.y = startY + (index * 60); text.upgrade = upgrade[0]; upgradeTexts.push(text); menuTextContainer.addChild(text); }); }); // Ensure text container is properly positioned relative to panel menuTextContainer.y = -menuPanel.height - menuTab.height;
Code edit (2 edits merged)
Please save this source code
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update as needed with: // Replace the text creation code in the forEach loops: Object.entries(UPGRADE_CONFIG).forEach(function(category, categoryIndex) { Object.entries(category[1]).forEach(function(upgrade, index) { // Create name text var nameText = new Text2(upgrade[1].name, { size: 96, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); // Create cost text var costText = new Text2(upgrade[1].baseCost + " BP", { size: 96, fill: 0xFFFF00, // Gold color for cost stroke: 0x000000, strokeThickness: 2, font: "Impact" }); // Position texts nameText.x = (categoryIndex * columnWidth) - 924; nameText.y = startY + (index * 160); // Increased spacing for two lines costText.x = (categoryIndex * columnWidth) - 924; costText.y = startY + (index * 160) + 100; // Position below name nameText.upgrade = upgrade[0]; upgradeTexts.push(nameText); upgradeTexts.push(costText); menuTextContainer.addChild(nameText); menuTextContainer.addChild(costText); }); }); // Fix container positioning - move this after panel creation menuTextContainer.y = -menuPanel.height; // Remove the extra menuTab.height offset
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okay, the words and their own costs have good vertical spacing, but the costs are on top of the name below them. their orientation is still too high on the Y axis, it kind of looks like the top of the text container is lined up with the top of the menu container, but it needs to go down another of its own container heights i think
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--- original.js
+++ change.js
@@ -374,30 +374,34 @@
menuText.y = -menuTab.height / 2; // Position relative to container bottom
menuContainer.addChild(menuText);
// Add to game
game.addChild(menuContainer);
-// Add upgrade texts to panel
+// Create text container AFTER panel scaling
+var menuTextContainer = new Container();
+menuContainer.addChild(menuTextContainer);
+// Add upgrade texts to text container instead of panel
var upgradeTexts = [];
-var startY = 30; // Reduced from 50
+var startY = 30;
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: 16,
- // Significantly reduced from 24
+ size: 36,
+ // Back to original size
fill: 0xFFFFFF,
stroke: 0x000000,
- strokeThickness: 1,
- // Reduced stroke for smaller text
+ strokeThickness: 2,
font: "Impact"
});
text.x = categoryIndex * columnWidth + 20 - menuPanel.width / 2;
- text.y = startY + index * 25; // Reduced spacing from 40 to 25
+ text.y = startY + index * 60;
text.upgrade = upgrade[0];
upgradeTexts.push(text);
- menuPanel.addChild(text);
+ menuTextContainer.addChild(text); // Add to text container instead of panel
});
});
+// Position text container relative to panel
+menuTextContainer.y = -menuTab.height; // Align with top of panel
// Menu state and animation
var menuOpen = false;
var menuTargetY = game.height;
var playerMask = new pufferMask();
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