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update with: // Add near game.update function updateClams() { Object.entries(UPGRADE_CONFIG.machines).forEach(([type, machine]) => { if(machine.amount > 0 && (LK.ticks % (machine.production * 60)) === 0) { let speedMultiplier = Math.pow(0.9, UPGRADE_CONFIG.machine.autoBubbleSpeed.currentLevel); let amount = machine.amount; for(let i = 0; i < amount; i++) { if(game.bubbles.length < game.MAX_BUBBLES) { let x = Math.random() * (game.width - 200) + 100; spawnSplitBubble(x, game.height + 100, machine.bubbleSize, 0); } } } }); } // Add this line inside game.update: updateClams();
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update as needed with: 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 } }, machines: { // Moved up before machine upgrades basicClam: { name: "Basic Clam", baseCost: 100, costScale: 1.15, amount: 0, production: 3, bubbleSize: 25 }, advancedClam: { name: "Advanced Clam", baseCost: 1000, costScale: 1.18, amount: 0, production: 2, bubbleSize: 35, unlockCost: 1000 }, premiumClam: { name: "Premium Clam", baseCost: 10000, costScale: 1.20, amount: 0, production: 1, bubbleSize: 50, unlockCost: 10000 } }, machine: { bubbleDurability: { name: "Bubble Durability", baseCost: 200, costScale: 3, maxLevel: 5, currentLevel: 0 }, autoBubbleSpeed: { name: "Auto-Bubble Speed", baseCost: 150, costScale: 2.5, maxLevel: 10, currentLevel: 0 }, autoPop: { name: "Auto-Pop", baseCost: 500, costScale: 2, maxLevel: 5, currentLevel: 0 } } }; // Add this helper function to calculate costs function getUpgradeCost(upgrade) { if (upgrade.amount !== undefined) { // For clams return Math.floor(upgrade.baseCost * Math.pow(upgrade.costScale, upgrade.amount)); } else { // For regular upgrades return Math.floor(upgrade.baseCost * Math.pow(upgrade.costScale, upgrade.currentLevel)); } } // Then update the cost text creation in the menu setup: Object.entries(UPGRADE_CONFIG).forEach(function(category, categoryIndex) { Object.entries(category[1]).forEach(function(upgrade, index) { // Create name text (unchanged) var nameText = new Text2(upgrade[1].name, { size: 96, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); // Update cost text to use the helper function var cost = getUpgradeCost(upgrade[1]); var costText = new Text2(cost + " BP", { size: 96, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); // Rest of the positioning code remains the same nameText.x = categoryIndex * columnWidth - 924; nameText.y = startY + index * upgradeSpacing; 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); }); });
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Please fix the bug: 'TypeError: can't convert undefined to object' in or related to this line: 'Object.entries(UPGRADE_CONFIG.machine.machines).forEach(function (_ref) {' Line Number: 299
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update with: function updateClams() { Object.entries(UPGRADE_CONFIG.machines).forEach(([type, machine]) => { if(machine.amount > 0 && (LK.ticks % (machine.production * 60)) === 0) { let speedMultiplier = Math.pow(0.9, UPGRADE_CONFIG.machine.autoBubbleSpeed.currentLevel); let amount = machine.amount; for(let i = 0; i < amount; i++) { if(game.bubbles.length < game.MAX_BUBBLES) { let x = Math.random() * (game.width - 200) + 100; spawnSplitBubble(x, game.height + 100, machine.bubbleSize, 0); } } } }); }
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update with: var startY = 150; var upgradeSpacing = 250; var columnWidth = 1024; // Create arrays to hold upgrade categories in desired order var leftColumnUpgrades = [ ['player', 'lungCapacity'], ['player', 'quickBreath'] ]; var rightColumnUpgrades = [ ['machines', 'basicClam'], ['machines', 'advancedClam'], ['machines', 'premiumClam'], ['machine', 'bubbleDurability'], ['machine', 'autoBubbleSpeed'], ['machine', 'autoPop'] ]; // Function to create upgrade text function createUpgradeText(category, key, index, isLeftColumn) { var upgrade = UPGRADE_CONFIG[category][key]; // Create name text var nameText = new Text2(upgrade.name, { size: 96, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); // Create cost text var cost = getUpgradeCost(upgrade); var costText = new Text2(cost + " BP", { size: 96, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); // Position texts var xOffset = isLeftColumn ? -924 : 100; // Adjust these values as needed nameText.x = xOffset; nameText.y = startY + index * upgradeSpacing; costText.x = xOffset; costText.y = startY + index * upgradeSpacing + 100; nameText.upgrade = key; nameText.category = category; upgradeTexts.push(nameText); upgradeTexts.push(costText); menuTextContainer.addChild(nameText); menuTextContainer.addChild(costText); } // Clear existing texts upgradeTexts.forEach(text => text.destroy()); upgradeTexts = []; // Create left column leftColumnUpgrades.forEach((upgrade, index) => { createUpgradeText(upgrade[0], upgrade[1], index, true); }); // Create right column rightColumnUpgrades.forEach((upgrade, index) => { createUpgradeText(upgrade[0], upgrade[1], index, false); });
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Updated as needed with: if (!menuOpen && facekit.mouthOpen && facekit.mouthCenter) { // Get vertical distance between top and bottom lip const mouthOpenness = Math.abs(facekit.mouthTop.y - facekit.mouthBottom.y); // Only spawn bubble if mouth is open beyond threshold // Adjust threshold value (20) to tune sensitivity if (mouthOpenness > 20) { // Calculate spawn position relative to pufferfish mask 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); } // Rest of bubble growth code... } } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'facekit.mouthTop.y')' in or related to this line: 'var mouthOpenness = Math.abs(facekit.mouthTop.y - facekit.mouthBottom.y);' Line Number: 752
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Update with: game.lastBubbleTime = 0; game.BUBBLE_COOLDOWN = 8; // Frames between bubble starts (adjust between 5-10)
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Update with: if (!menuOpen && facekit.mouthOpen && LK.ticks - game.lastBubbleTime > game.BUBBLE_COOLDOWN) { game.lastBubbleTime = LK.ticks;
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Update with: if (!menuOpen && facekit.mouthOpen && LK.ticks - game.lastBubbleTime > game.BUBBLE_COOLDOWN) { // Only start a new bubble if we don't have one growing if (!game.growingBubble) { game.lastBubbleTime = LK.ticks; // Calculate spawn position relative to pufferfish mask var spawnX = playerMask.x; var spawnY = playerMask.y + playerMask.height * 0.15; 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; } } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Update with: // In Bubble class, modify getBP: getBP: function() { // Reduce multiplier significantly and adjust power to make size matter more return Math.floor(Math.pow(self.size, 1.6) * 0.003); } // Now a max size bubble (160px) gives: 160^1.6 * 0.003 ≈ 45 BP
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Update with: player: { lungCapacity: { baseCost: 50, // About 1-2 max bubbles costScale: 2.0 // Steeper scaling }, quickBreath: { baseCost: 100, // 2-3 max bubbles costScale: 2.0 } }, machines: { basicClam: { baseCost: 300, // 6-7 max bubbles costScale: 1.25 // Slightly steeper scaling }, advancedClam: { baseCost: 2000, // Requires running basic clams for a while costScale: 1.3, unlockCost: 2000 }, premiumClam: { baseCost: 15000, // True end-game content costScale: 1.35, unlockCost: 15000 } }, machine: { bubbleDurability: { baseCost: 250, costScale: 2.8 // Significant scaling }, autoBubbleSpeed: { baseCost: 500, costScale: 2.5 }, autoPop: { baseCost: 1000, costScale: 2.3 } }
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Update with: getBP: function() { // More appropriate scaling for these size ranges (25-160) return Math.max(1, Math.floor(Math.pow(self.size, 1.4) * 0.02)); }
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Update with: game.MIN_MOUTH_OPENING = 0.2; // Minimum mouth opening threshold (0-1) game.MIN_SPAWN_SIZE = 25; // Minimum initial bubble size game.lastMouthState = false; // Track previous mouth state
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Update with: if (!menuOpen && facekit.mouthOpen) { // Get mouth opening amount (assuming facekit provides this) const mouthOpening = facekit.mouthOpenAmount || 0; // Only create/grow bubbles if mouth is opened enough if (mouthOpening >= game.MIN_MOUTH_OPENING) { // Calculate spawn position relative to pufferfish mask const spawnX = playerMask.x; const spawnY = playerMask.y + playerMask.height * 0.15; // Only create new bubble if we don't have one and weren't just blowing if (!game.growingBubble && !game.lastMouthState) { game.growingBubble = new Bubble(); game.growingBubble.size = game.MIN_SPAWN_SIZE; game.addChild(game.growingBubble); game.bubbles.push(game.growingBubble); } if (game.growingBubble) { game.growingBubble.x = spawnX; game.growingBubble.y = spawnY; // Scale growth rate by how open the mouth is const growthMultiplier = Math.min(1, mouthOpening / 0.5); game.growingBubble.size = Math.min( game.growingBubble.size + (game.growthRate * growthMultiplier), game.maxBubbleSize ); game.growingBubble.verticalVelocity = 0; game.growingBubble.driftX = 0; } } game.lastMouthState = true; } else { if (game.growingBubble) { game.growingBubble.verticalVelocity = -12; game.growingBubble.driftX = (Math.random() * 2 - 1) * 2.5; game.growingBubble = null; } game.lastMouthState = false; } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Update with: game.MIN_SPAWN_SIZE = 25; // Minimum initial bubble size game.blowCooldown = 0; // Cooldown timer between bubble starts game.BLOW_COOLDOWN_TIME = 15; // Frames to wait between new bubbles
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Update with: if (!menuOpen && facekit.mouthOpen) { // Only allow new bubbles after cooldown if (!game.growingBubble && game.blowCooldown <= 0) { // Calculate spawn position relative to pufferfish mask const spawnX = playerMask.x; const spawnY = playerMask.y + playerMask.height * 0.15; game.growingBubble = new Bubble(); game.growingBubble.size = game.MIN_SPAWN_SIZE; game.addChild(game.growingBubble); game.bubbles.push(game.growingBubble); game.blowCooldown = game.BLOW_COOLDOWN_TIME; } if (game.growingBubble) { game.growingBubble.x = playerMask.x; game.growingBubble.y = playerMask.y + playerMask.height * 0.15; game.growingBubble.size = Math.min( game.growingBubble.size + game.growthRate, game.maxBubbleSize ); game.growingBubble.verticalVelocity = 0; game.growingBubble.driftX = 0; } } else { if (game.growingBubble) { game.growingBubble.verticalVelocity = -12; game.growingBubble.driftX = (Math.random() * 2 - 1) * 2.5; game.growingBubble = null; } } // Update cooldown timer if (game.blowCooldown > 0) { game.blowCooldown--; } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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game.lastMouthState = false; // Track previous mouth state game.mouthOpenDuration = 0; // Track how long mouth has been open game.MOUTH_OPEN_THRESHOLD = 10; // Frames required with mouth open to start bubble Update with:
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Update only as needed with: // Modify the if statement to: if (!menuOpen && facekit.mouthOpen) { if (!game.lastMouthState) { game.mouthOpenDuration = 0; } game.mouthOpenDuration++; if (game.mouthOpenDuration >= game.MOUTH_OPEN_THRESHOLD) { // Existing bubble creation code stays the same ``` Then at the very end of the else block where it releases the bubble, add: ```javascript game.mouthOpenDuration = 0; ``` And finally before the updateClams() call: ```javascript game.lastMouthState = facekit.mouthOpen;
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Update with: // Near the top of the game code, add maximum upgrade effects: var UPGRADE_EFFECTS = { lungCapacity: { baseValue: 160, // Base max bubble size incrementPercent: 25 // +25% per level }, quickBreath: { baseValue: 1.6, // Base growth rate incrementPercent: 25 // +25% per level }, autoBubbleSpeed: { decrementPercent: 10 // -10% production time per level }, bubbleDurability: { extraSplits: 1 // +1 split per level }, autoPop: { timeReduction: 0.8 // Reduces lifetime by 20% per level } };
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Update with: // Modify Bubble class to handle durability splits: if (self.size > 60 && !self.justSplit) { var splitCount = 2 + UPGRADE_CONFIG.machine.bubbleDurability.currentLevel; var newSize = Math.max(self.MIN_SPLIT_SIZE, self.size * 0.6); for (var i = 0; i < splitCount; i++) { var angle = (i / splitCount) * Math.PI * 2; spawnSplitBubble( self.x, self.y, newSize, Math.cos(angle), // More even distribution false ); } }
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Update with: // Modify updateClams to use autoBubbleSpeed: function updateClams() { Object.entries(UPGRADE_CONFIG.machines).forEach(([type, machine]) => { if(machine.amount > 0) { // Calculate production time with speed upgrade let baseTime = machine.production * 60; // Convert to frames let speedMultiplier = Math.pow( (1 - UPGRADE_EFFECTS.autoBubbleSpeed.decrementPercent / 100), UPGRADE_CONFIG.machine.autoBubbleSpeed.currentLevel ); let adjustedTime = Math.max(1, Math.floor(baseTime * speedMultiplier)); if(LK.ticks % adjustedTime === 0) { for(let i = 0; i < machine.amount; i++) { if(game.bubbles.length < game.MAX_BUBBLES) { let x = Math.random() * (game.width - 200) + 100; spawnSplitBubble(x, game.height + 100, machine.bubbleSize, 0); } } } } }); }
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Update game.update with: game.maxBubbleSize = UPGRADE_EFFECTS.lungCapacity.baseValue * (1 + (UPGRADE_CONFIG.player.lungCapacity.currentLevel * UPGRADE_EFFECTS.lungCapacity.incrementPercent / 100)); // Calculate growth rate with upgrades game.growthRate = UPGRADE_EFFECTS.quickBreath.baseValue * (1 + (UPGRADE_CONFIG.player.quickBreath.currentLevel * UPGRADE_EFFECTS.quickBreath.incrementPercent / 100));
Code edit (2 edits merged)
Please save this source code
User prompt
Update with: var leftColumnUpgrades = [ ['player', 'lungCapacity'], ['player', 'quickBreath'], ['player', 'autoPop'] // Added here ]; var rightColumnUpgrades = [ ['machines', 'basicClam'], ['machines', 'advancedClam'], ['machines', 'premiumClam'], ['machine', 'bubbleDurability'], ['machine', 'autoBubbleSpeed'] // autoPop removed from here ];
===================================================================
--- original.js
+++ change.js
@@ -631,8 +631,11 @@
var menuOpen = false;
var menuTargetY = game.height;
// Initialize game variables
game.growingBubble = null;
+game.lastMouthState = false; // Track previous mouth state
+game.mouthOpenDuration = 0; // Track how long mouth has been open
+game.MOUTH_OPEN_THRESHOLD = 10; // Frames required with mouth open to start bubble
game.MIN_SPAWN_SIZE = 25; // Minimum initial bubble size
game.blowCooldown = 0; // Cooldown timer between bubble starts
game.BLOW_COOLDOWN_TIME = 15; // Frames to wait between new bubbles
game.maxBubbleSize = 160; // Increased by 30%
@@ -749,10 +752,16 @@
});
}
};
game.update = function () {
- // Only allow bubble creation if menu is closed
- if (!menuOpen && facekit.mouthOpen) {
+ // Update mouth state and duration
+ if (facekit.mouthOpen) {
+ game.mouthOpenDuration++;
+ } else {
+ game.mouthOpenDuration = 0;
+ }
+ // Only allow bubble creation if menu is closed and mouth has been open long enough
+ if (!menuOpen && facekit.mouthOpen && game.mouthOpenDuration >= game.MOUTH_OPEN_THRESHOLD) {
// Only allow new bubbles after cooldown
if (!game.growingBubble && game.blowCooldown <= 0) {
// Calculate spawn position relative to pufferfish mask
var spawnX = playerMask.x;
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