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Update only as needed: Add a return true at the end of the menu bounds check (before the else): ```javascript } return true; // Click was inside menu but not on upgrade } else {
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Update only as needed: if (localX >= menuBounds.x && localX <= menuBounds.x + menuBounds.width && localY >= menuBounds.y && localY <= menuBounds.y + menuBounds.height) { // Check for upgrade clicks var textLocalY = localY - menuTextContainer.y;
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Update as needed: Move the localX/localY calculation to the start of the menuOpen block: ```javascript if (menuOpen) { var localX = x - menuContainer.x; var localY = y - menuContainer.y;
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Update with: // Inside game.update, after other updates if (UPGRADE_CONFIG.player.autoPop.currentLevel > 0) { // Spawn fish every 5 seconds (300 frames), reduced by level if (LK.ticks % Math.max(120, 300 - UPGRADE_CONFIG.player.autoPop.currentLevel * 30) === 0) { var fish = new Fish(); game.addChild(fish); } }
Code edit (2 edits merged)
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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 ];
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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));
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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 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: // 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 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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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 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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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) { // 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_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: 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: 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: // 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: 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: if (!menuOpen && facekit.mouthOpen && LK.ticks - game.lastBubbleTime > game.BUBBLE_COOLDOWN) { game.lastBubbleTime = LK.ticks;
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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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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
/**** * 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 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); } } self.destroy(); return true; // Stop event propagation }; self.getBP = function () { return Math.max(1, Math.floor(Math.pow(self.size, 1.4) * 0.02)); }; 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; }); var Fish = Container.expand(function () { var self = Container.call(this); var fishTypes = ['redfish', 'bluefish', 'yellowfish']; var fishType = fishTypes[Math.floor(Math.random() * fishTypes.length)]; // Create fish sprite var sprite = self.attachAsset(fishType, { anchorX: 0.5, anchorY: 0.5 }); // Initialize position and movement self.fromLeft = Math.random() < 0.5; self.x = self.fromLeft ? -100 : game.width + 100; self.y = Math.random() * (game.height * 0.7) + game.height * 0.1; sprite.scaleX = self.fromLeft ? 1 : -1; self.speed = 4; // Units per frame self.update = function () { self.x += self.fromLeft ? self.speed : -self.speed; // Remove when off screen if (self.fromLeft && self.x > game.width + 100 || !self.fromLeft && self.x < -100) { self.destroy(); } }; 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 ****/ 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 } }; function _slicedToArray3(r, e) { return _arrayWithHoles3(r) || _iterableToArrayLimit3(r, e) || _unsupportedIterableToArray3(r, e) || _nonIterableRest3(); } function _nonIterableRest3() { 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 _unsupportedIterableToArray3(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray3(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$/.test(t) ? _arrayLikeToArray3(r, a) : void 0; } } function _arrayLikeToArray3(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _iterableToArrayLimit3(r, l) { var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (null != t) { var e, n, i, u, a = [], f = !0, o = !1; try { if (i = (t = t.call(r)).next, 0 === l) { if (Object(t) !== t) { return; } f = !1; } else { for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) { ; } } } catch (r) { o = !0, n = r; } finally { try { if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) { return; } } finally { if (o) { throw n; } } } return a; } } function _arrayWithHoles3(r) { if (Array.isArray(r)) { return r; } } function getUpgradeCost(upgrade) { if (upgrade.amount !== undefined) { // For clams return Math.floor(upgrade.baseCost * Math.pow(upgrade.costScale, upgrade.amount)); } else { // For regular upgrades return Math.floor(upgrade.baseCost * Math.pow(upgrade.costScale, upgrade.currentLevel)); } } function _slicedToArray2(r, e) { return _arrayWithHoles2(r) || _iterableToArrayLimit2(r, e) || _unsupportedIterableToArray2(r, e) || _nonIterableRest2(); } function _nonIterableRest2() { throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray2(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray2(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray2(r, a) : void 0; } } function _arrayLikeToArray2(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 _iterableToArrayLimit2(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 _arrayWithHoles2(r) { if (Array.isArray(r)) { return r; } } function updateClams() { Object.entries(UPGRADE_CONFIG.machines).forEach(function (_ref) { var _ref2 = _slicedToArray3(_ref, 2), type = _ref2[0], machine = _ref2[1]; if (machine.amount > 0) { // Calculate production time with speed upgrade var baseTime = machine.production * 60; // Convert to frames var speedMultiplier = Math.pow(1 - UPGRADE_EFFECTS.autoBubbleSpeed.decrementPercent / 100, UPGRADE_CONFIG.machine.autoBubbleSpeed.currentLevel); var adjustedTime = Math.max(1, Math.floor(baseTime * speedMultiplier)); if (LK.ticks % adjustedTime === 0) { for (var i = 0; i < machine.amount; i++) { if (game.bubbles.length < game.MAX_BUBBLES) { var x = Math.random() * (game.width - 200) + 100; spawnSplitBubble(x, game.height + 100, machine.bubbleSize, 0); } } } } }); } 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 playerMask = new pufferMask(); game.addChild(playerMask); var UPGRADE_CONFIG = { player: { lungCapacity: { name: "Lung Capacity", baseCost: 50, // About 1-2 max bubbles costScale: 2.0, // Steeper scaling maxLevel: 10, currentLevel: 0 }, quickBreath: { name: "Quick Breath", baseCost: 100, // 2-3 max bubbles costScale: 2.0, // Steeper scaling maxLevel: 10, currentLevel: 0 }, autoPop: { // Moved here from machine section name: "Fish Friends", // Updated name baseCost: 1000, costScale: 2.3, maxLevel: 5, currentLevel: 0 } }, machines: { basicClam: { name: "Basic Clam", baseCost: 300, // 6-7 max bubbles costScale: 1.25, // Slightly steeper scaling amount: 0, production: 3, bubbleSize: 25 }, advancedClam: { name: "Advanced Clam", baseCost: 2000, // Requires running basic clams for a while costScale: 1.3, amount: 0, production: 2, bubbleSize: 35, unlockCost: 2000 }, premiumClam: { name: "Premium Clam", baseCost: 15000, // True end-game content costScale: 1.35, amount: 0, production: 1, bubbleSize: 50, unlockCost: 15000 } }, machine: { bubbleDurability: { name: "Bubble Durability", baseCost: 250, costScale: 2.8, // Significant scaling maxLevel: 5, currentLevel: 0 }, autoBubbleSpeed: { name: "Auto-Bubble Speed", baseCost: 500, costScale: 2.5, maxLevel: 10, 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: -570, 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 = 150; var upgradeSpacing = 250; var columnWidth = 1024; // Create arrays to hold upgrade categories in desired order var leftColumnUpgrades = [['player', 'lungCapacity'], ['player', 'quickBreath'], ['player', 'autoPop']]; var rightColumnUpgrades = [['machines', 'basicClam'], ['machines', 'advancedClam'], ['machines', 'premiumClam'], ['machine', 'bubbleDurability'], ['machine', 'autoBubbleSpeed']]; // 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(function (text) { return text.destroy(); }); upgradeTexts = []; // Create left column leftColumnUpgrades.forEach(function (upgrade, index) { createUpgradeText(upgrade[0], upgrade[1], index, true); }); // Create right column rightColumnUpgrades.forEach(function (upgrade, index) { createUpgradeText(upgrade[0], upgrade[1], index, false); }); // 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 menuTextContainer.x = 0; // Center in panel // Menu state and animation 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% 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 () { // Update mouth state and duration if (!game.lastMouthState) { game.mouthOpenDuration = 0; } 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; var 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; game.mouthOpenDuration = 0; } } // Update cooldown timer if (game.blowCooldown > 0) { game.blowCooldown--; } game.lastMouthState = facekit.mouthOpen; updateClams(); // Inside game.update, after other updates if (UPGRADE_CONFIG.player.autoPop.currentLevel > 0) { // Spawn fish every 5 seconds (300 frames), reduced by level if (LK.ticks % Math.max(120, 300 - UPGRADE_CONFIG.player.autoPop.currentLevel * 30) === 0) { var fish = new Fish(); game.addChild(fish); } } // 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) { // 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 * menuTab.scaleX / 2, // Account for scale y: -menuTab.height * menuTab.scaleY, // Account for scale width: menuTab.width * menuTab.scaleX, // Account for scale height: menuTab.height * menuTab.scaleY // Account for scale }; if (localX >= tabBounds.x && localX <= tabBounds.x + tabBounds.width && localY >= tabBounds.y && localY <= tabBounds.y + tabBounds.height) { menuOpen = !menuOpen; var targetY = menuOpen ? menuTab.height : game.height; // Move menu to top when opening if (menuOpen) { game.setChildIndex(menuContainer, game.children.length - 1); } tween(menuContainer, { y: targetY }, { duration: 300, easing: tween.easeOutBack, onFinish: function onFinish() { // Move menu back down in z-index when closed if (!menuOpen) { game.setChildIndex(menuContainer, 1); // Above background } } }); 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
@@ -849,8 +849,16 @@
game.blowCooldown--;
}
game.lastMouthState = facekit.mouthOpen;
updateClams();
+ // Inside game.update, after other updates
+ if (UPGRADE_CONFIG.player.autoPop.currentLevel > 0) {
+ // Spawn fish every 5 seconds (300 frames), reduced by level
+ if (LK.ticks % Math.max(120, 300 - UPGRADE_CONFIG.player.autoPop.currentLevel * 30) === 0) {
+ var fish = new Fish();
+ game.addChild(fish);
+ }
+ }
// Update all children (bubbles)
// Only spawn if under max bubbles
if (game.bubbles.length < game.MAX_BUBBLES) {
if (LK.ticks % game.baseSpawnRate == 0) {
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