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update with: var targetY = menuOpen ? game.height - menuTab.height : game.height;
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update with: // First create menu tab var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, // Bottom anchor y: 0, scaleX: 3, scaleY: 0.8, alpha: 0.9 }); // Then create panel that should touch the tab's top edge var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, // Top anchor y: -menuTab.height * menuTab.scaleY, // Move up by tab's actual height alpha: 0.9 }); // Set panel scale after creation menuPanel.scaleX = 2048 / 200; menuPanel.scaleY = game.height * 0.4 / 100.3;
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update with: // First create the panel with basic settings var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, y: 0, alpha: 0.9 }); // Then set its scale after creation menuPanel.scaleX = 2048 / 200; // 200 is the upgradetab width from asset definition menuPanel.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 menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, y: 0, // Changed from -menuTab.height alpha: 0.9, scaleX: 2048 / menuPanel.width, scaleY: game.height * 0.4 / 100.3 });
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update as needed with: // First, adjust the starting Y position and spacing between upgrades var startY = 150; // Increase initial offset var upgradeSpacing = 250; // Increase space between upgrade groups Object.entries(UPGRADE_CONFIG).forEach(function(category, categoryIndex) { Object.entries(category[1]).forEach(function(upgrade, index) { // Name text stays the same var nameText = new Text2(upgrade[1].name, { size: 96, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); var costText = new Text2(upgrade[1].baseCost + " BP", { size: 96, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); nameText.x = (categoryIndex * columnWidth) - 924; nameText.y = startY + (index * upgradeSpacing); // Use new spacing costText.x = (categoryIndex * columnWidth) - 924; costText.y = startY + (index * upgradeSpacing) + 100; nameText.upgrade = upgrade[0]; upgradeTexts.push(nameText); upgradeTexts.push(costText); menuTextContainer.addChild(nameText); menuTextContainer.addChild(costText); }); }); // Move the entire text container down by adjusting its Y position menuTextContainer.y = 0; // This should align it with the top of the panel instead of being above it
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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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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
Code edit (1 edits merged)
Please save this source code
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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;
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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: // 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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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: // After creating menuTextContainer menuTextContainer.y = -menuPanel.height - menuTab.height; // Position at panel top menuTextContainer.x = 0; // Center in 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: // 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. 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 }; ↪💡 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 }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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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... }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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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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anchor the menupanel to bottom of the menutab
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fix the menu tab alignment, its bottom should be anchored with the bottom of the screen
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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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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 targetY = menuOpen ? game.height - (menuPanel.height + menuTab.height) : // Show panel game.height - menuTab.height; // Show just tab
/**** * 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, alpha: 0.9 }); 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) { // Add cooldown check (100ms) var currentTime = Date.now(); if (currentTime - self.lastPopTime < 100) { 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(); game.addBP(points, self.x, self.y, false); // Pass position and flag for manual pop // 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; // Stop event propagation }; 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 () { 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; }; 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 ****/ function _slicedToArray(r, e) { return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest(); } function _nonIterableRest() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _iterableToArrayLimit(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles(r) { if (Array.isArray(r)) { return r; } } var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: game.width / 2, y: game.height / 2 }); game.addChild(background); 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 // Menu tab (handle) // First position the panel relative to container at y=0 // Menu panel should be below the tab in the container 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 }); var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, y: -menuTab.height, alpha: 0.9, scaleX: 2048 / 200, // Use the width of the asset directly scaleY: game.height * 0.4 / 100.3 }); // Initialize menu structure // Initialize menu container at the right position var menuContainer = new Container(); menuContainer.x = game.width / 2; menuContainer.y = game.height; // Position at bottom // 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; // Position relative to container bottom menuContainer.addChild(menuText); // Add to game game.addChild(menuContainer); // 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 = 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); }); }); // Position text container relative to panel menuTextContainer.y = -menuPanel.height - menuTab.height; // Position at panel top menuTextContainer.x = 0; // Center in panel // Menu state and animation var menuOpen = false; var menuTargetY = game.height; 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.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: 120, fill: 0xFFFFFF, stroke: 0x33caf8, strokeThickness: 4, font: "Impact", fontWeight: "bold" }); bpText.anchor.set(1, 0); bpText.x = game.width - 20; bpText.y = 20; game.addChild(bpText); 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: 96, fill: 0xFFFF00, font: "Impact", 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: 1200, 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(); } }); } }; 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) { // 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, // 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 ? menuTab.height : // Panel will stop at screen bottom game.height; // Hide panel tween(menuContainer, { y: targetY }, { duration: 300, easing: tween.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: tween.easeInBack }); return true; } } // Rest of click handling for bubbles... }; 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
@@ -377,27 +377,25 @@
var menuTextContainer = new Container();
menuContainer.addChild(menuTextContainer);
// Add upgrade texts to text container instead of panel
var upgradeTexts = [];
-var startY = 50; // Increase starting Y position
-var scaledPanelWidth = menuPanel.width * menuPanel.scaleX; // Real width after scaling
-var scaledPanelOffsetX = scaledPanelWidth / 2; // Half width for centering
-var columnWidth = scaledPanelWidth / 2; // Base column width on scaled panel
+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,
- // Back to original size
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 2,
font: "Impact"
});
- text.x = categoryIndex * columnWidth - columnWidth / 2 + 40;
+ // 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); // Add to text container instead of panel
+ menuTextContainer.addChild(text);
});
});
// Position text container relative to panel
menuTextContainer.y = -menuPanel.height - menuTab.height; // Position at panel top
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