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 ];
Code edit (1 edits merged)
Please save this source code
User prompt
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 (1 edits merged)
Please save this source code
User prompt
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;
User prompt
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;
User prompt
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 with: if (menuOpen) { var localX = x - menuContainer.x; var localY = y - menuContainer.y; var menuBounds = { x: -menuPanel.width / 2, y: -menuPanel.height, width: menuPanel.width, height: menuPanel.height + menuTab.height }; // First check if click is within menu bounds 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; for (var i = 0; i < upgradeTexts.length; i++) { var text = upgradeTexts[i]; if (text.upgrade && text.category) { // Only check name texts, not cost texts // Check if click is within text bounds if (Math.abs(localX - text.x) < 400 && Math.abs(textLocalY - text.y) < 50) { var upgrade = UPGRADE_CONFIG[text.category][text.upgrade]; var cost = getUpgradeCost(upgrade); // Check if we can afford it if (game.bp >= cost) { // Handle machines differently if (text.category === 'machines') { upgrade.amount++; } else { // Check max level if (upgrade.currentLevel < upgrade.maxLevel) { upgrade.currentLevel++; } else { return true; } } // Deduct cost game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); // Update cost display upgradeTexts[i + 1].setText(getUpgradeCost(upgrade) + " BP"); } return true; } } } return true; // Click was inside menu but not on upgrade } else { // Click was outside menu bounds menuOpen = false; tween(menuContainer, { y: game.height }, { duration: 300, easing: tween.easeInBack }); return true; } }
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Update as needed with: if (menuOpen) { var localX = x - menuContainer.x; var localY = y - menuContainer.y; // Check for upgrade clicks first for (var i = 0; i < upgradeTexts.length; i++) { var text = upgradeTexts[i]; if (text.upgrade && text.category) { if (Math.abs(localX - text.x) < 400 && Math.abs(localY - text.y) < 50) { var upgrade = UPGRADE_CONFIG[text.category][text.upgrade]; var cost = getUpgradeCost(upgrade); if (game.bp >= cost) { if (text.category === 'machines') { upgrade.amount++; } else if (upgrade.currentLevel < upgrade.maxLevel) { upgrade.currentLevel++; } game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); upgradeTexts[i + 1].setText(getUpgradeCost(upgrade) + " BP"); } return true; } } } // If we didn't click an upgrade, check if we clicked outside the menu panel if (localY > 0) { // Simple check - if click is below the menu panel menuOpen = false; tween(menuContainer, { y: game.height }, { duration: 300, easing: tween.easeInBack }); } return true; }
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Update with: if (menuOpen) { // Calculate position relative to menuTextContainer var localX = x - menuContainer.x - menuTextContainer.x; var localY = y - menuContainer.y - menuTextContainer.y; // Check for upgrade clicks for (var i = 0; i < upgradeTexts.length; i++) { var text = upgradeTexts[i]; if (text.upgrade && text.category) { if (Math.abs(localX - text.x) < 400 && Math.abs(localY - text.y) < 50) { var upgrade = UPGRADE_CONFIG[text.category][text.upgrade]; var cost = getUpgradeCost(upgrade); if (game.bp >= cost) { if (text.category === 'machines') { upgrade.amount++; } else if (upgrade.currentLevel < upgrade.maxLevel) { upgrade.currentLevel++; } game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); upgradeTexts[i + 1].setText(getUpgradeCost(upgrade) + " BP"); } return true; } } } // If we didn't click an upgrade, check if we clicked outside the menu if (y > menuContainer.y) { menuOpen = false; tween(menuContainer, { y: game.height }, { duration: 300, easing: tween.easeInBack }); } return true; }
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update with: if (menuOpen) { // Normalize click position relative to the menu panel var panelX = x - menuContainer.x; var panelY = y - menuContainer.y; // Check if click is within the panel bounds var panelBounds = { x: -menuPanel.width * menuPanel.scaleX / 2, y: -menuPanel.height * menuPanel.scaleY, width: menuPanel.width * menuPanel.scaleX, height: menuPanel.height * menuPanel.scaleY }; if (panelY < 0 && // Above the bottom of the screen panelX >= panelBounds.x && panelX <= panelBounds.x + panelBounds.width && panelY >= panelBounds.y && panelY <= panelBounds.y + panelBounds.height) { // Check each upgrade text for (var i = 0; i < upgradeTexts.length; i++) { var text = upgradeTexts[i]; if (text.upgrade && text.category) { // Create larger hit area around text var hitBounds = { x: text.x - 500, // Wider click area y: text.y - 75, // Taller click area width: 1000, // Total width of hit area height: 150 // Total height of hit area }; if (panelX >= hitBounds.x && panelX <= hitBounds.x + hitBounds.width && panelY >= hitBounds.y && panelY <= hitBounds.y + hitBounds.height) { var upgrade = UPGRADE_CONFIG[text.category][text.upgrade]; var cost = getUpgradeCost(upgrade); if (game.bp >= cost) { if (text.category === 'machines') { upgrade.amount++; } else if (upgrade.currentLevel < upgrade.maxLevel) { upgrade.currentLevel++; } game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); upgradeTexts[i + 1].setText(getUpgradeCost(upgrade) + " BP"); } return true; } } } return true; // Clicked in panel but not on upgrade } // Close menu if clicked outside panel menuOpen = false; tween(menuContainer, { y: game.height }, { duration: 300, easing: tween.easeInBack }); return true; }
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replace game.down with:game.down = function(x, y, obj) { console.log('Click at:', x, y); console.log('Menu container position:', menuContainer.x, menuContainer.y); console.log('Menu open:', menuOpen); // 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, y: -menuTab.height * menuTab.scaleY, width: menuTab.width * menuTab.scaleX, height: menuTab.height * menuTab.scaleY }; 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() { // Move menu back down in z-index when closed if (!menuOpen) { game.setChildIndex(menuContainer, 1); } } }); return true; } if (menuOpen) { // Get global positions var containerGlobalPos = { x: menuContainer.x, y: menuContainer.y }; // Check each upgrade text for (var i = 0; i < upgradeTexts.length; i++) { var text = upgradeTexts[i]; if (text.upgrade && text.category) { // Get text's global position var textGlobalX = text.x + menuTextContainer.x + containerGlobalPos.x; var textGlobalY = text.y + menuTextContainer.y + containerGlobalPos.y; console.log('Text global pos:', text.upgrade, textGlobalX, textGlobalY); // Create hit area in global coordinates var hitArea = { x: textGlobalX - 400, y: textGlobalY - 50, width: 800, height: 100 }; // Check if click is within hit area if (x >= hitArea.x && x <= hitArea.x + hitArea.width && y >= hitArea.y && y <= hitArea.y + hitArea.height) { console.log('Hit detected on:', text.upgrade); var upgrade = UPGRADE_CONFIG[text.category][text.upgrade]; var cost = getUpgradeCost(upgrade); if (game.bp >= cost) { if (text.category === 'machines') { upgrade.amount++; } else if (upgrade.currentLevel < upgrade.maxLevel) { upgrade.currentLevel++; } game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); upgradeTexts[i + 1].setText(getUpgradeCost(upgrade) + " BP"); } return true; } } } // If we clicked within the menu panel area (above screen bottom), don't close if (localY < 0) { return true; } // Close menu if clicked outside menuOpen = false; tween(menuContainer, { y: game.height }, { duration: 300, easing: tween.easeInBack }); return true; } // Bubble popping logic var popped = false; for (var i = game.bubbles.length - 1; i >= 0; i--) { var bubble = game.bubbles[i]; var dx = x - bubble.x; var dy = y - bubble.y; var distance = Math.sqrt(dx * dx + dy * dy); if (!popped && distance <= bubble.size / 2 + 10 && bubble.down) { bubble.down(); popped = true; break; } } };
User prompt
update with: if (menuOpen) { // Check each upgrade text for (var i = 0; i < upgradeTexts.length; i++) { var text = upgradeTexts[i]; if (text.upgrade && text.category) { // Calculate hit area relative to menu container var hitArea = { x: text.x - 400, // Wide hit area y: text.y - 50, // Tall hit area width: 800, height: 100 }; // Check if click (in local coordinates) is within hit area if (localX >= hitArea.x && localX <= hitArea.x + hitArea.width && localY >= hitArea.y && localY <= hitArea.y + hitArea.height) { console.log('Hit detected on:', text.upgrade); var upgrade = UPGRADE_CONFIG[text.category][text.upgrade]; var cost = getUpgradeCost(upgrade); if (game.bp >= cost) { if (text.category === 'machines') { upgrade.amount++; } else if (upgrade.currentLevel < upgrade.maxLevel) { upgrade.currentLevel++; } game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); upgradeTexts[i + 1].setText(getUpgradeCost(upgrade) + " BP"); } return true; } } }
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update with: game.down = function(x, y, obj) { console.log('Click at:', x, y); // 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, y: -menuTab.height * menuTab.scaleY, width: menuTab.width * menuTab.scaleX, height: menuTab.height * menuTab.scaleY }; // Handle tab click 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; if (menuOpen) { game.setChildIndex(menuContainer, game.children.length - 1); } tween(menuContainer, { y: targetY }, { duration: 300, easing: tween.easeOutBack, onFinish: function() { if (!menuOpen) { game.setChildIndex(menuContainer, 1); } } }); return true; } // If menu is open, handle menu interactions if (menuOpen) { // Define panel bounds var panelBounds = { x: -menuPanel.width * menuPanel.scaleX / 2, y: -menuPanel.height * menuPanel.scaleY, width: menuPanel.width * menuPanel.scaleX, height: menuPanel.height * menuPanel.scaleY }; // If click is within panel bounds if (localX >= panelBounds.x && localX <= panelBounds.x + panelBounds.width && localY >= panelBounds.y && localY <= panelBounds.y + panelBounds.height) { // Check upgrades for (var i = 0; i < upgradeTexts.length; i++) { var text = upgradeTexts[i]; if (text.upgrade && text.category) { var hitArea = { x: text.x - 400, y: text.y - 50, width: 800, height: 100 }; if (localX >= hitArea.x && localX <= hitArea.x + hitArea.width && localY >= hitArea.y && localY <= hitArea.y + hitArea.height) { console.log('Hit detected on:', text.upgrade); var upgrade = UPGRADE_CONFIG[text.category][text.upgrade]; var cost = getUpgradeCost(upgrade); if (game.bp >= cost) { if (text.category === 'machines') { upgrade.amount++; } else if (upgrade.currentLevel < upgrade.maxLevel) { upgrade.currentLevel++; } game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); upgradeTexts[i + 1].setText(getUpgradeCost(upgrade) + " BP"); } return true; } } } return true; // Click was in panel but not on upgrade } // Click was outside panel, close menu menuOpen = false; tween(menuContainer, { y: game.height }, { duration: 300, easing: tween.easeInBack }); return true; } // Handle bubble popping var popped = false; for (var i = game.bubbles.length - 1; i >= 0; i--) { var bubble = game.bubbles[i]; var dx = x - bubble.x; var dy = y - bubble.y; var distance = Math.sqrt(dx * dx + dy * dy); if (!popped && distance <= bubble.size / 2 + 10 && bubble.down) { bubble.down(); popped = true; break; } } };
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update with: // Add this right after calculating localX/localY if (menuOpen) { localY += (game.height - menuTab.height); // Adjust for menu's open position } // Rest of the bounds checking remains the same
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update with: game.down = function(x, y, obj) { // Get container-relative coordinates var localX = x - menuContainer.x; var localY = y - menuContainer.y; // Check tab click first (no changes needed here) var tabBounds = { x: -menuTab.width * menuTab.scaleX / 2, y: -menuTab.height * menuTab.scaleY, width: menuTab.width * menuTab.scaleX, height: menuTab.height * menuTab.scaleY }; if (localX >= tabBounds.x && localX <= tabBounds.x + tabBounds.width && localY >= tabBounds.y && localY <= tabBounds.y + tabBounds.height) { // Tab click handling (no changes) return true; } // If menu is open, handle menu interactions if (menuOpen) { // Transform coordinates to account for panel's scale var panelLocalX = localX / menuPanel.scaleX; var panelLocalY = localY / menuPanel.scaleY; // Use unscaled panel dimensions for bounds var panelBounds = { x: -menuPanel.width / 2, y: -menuPanel.height, width: menuPanel.width, height: menuPanel.height }; // Check against unscaled bounds if (panelLocalX >= panelBounds.x && panelLocalX <= panelBounds.x + panelBounds.width && panelLocalY >= panelBounds.y && panelLocalY <= panelBounds.y + panelBounds.height) { // Update upgrade hit detection to use same coordinate space for (var i = 0; i < upgradeTexts.length; i++) { var text = upgradeTexts[i]; if (text.upgrade && text.category) { var hitArea = { x: text.x / menuPanel.scaleX - 400, y: text.y / menuPanel.scaleY - 50, width: 800, height: 100 }; if (panelLocalX >= hitArea.x && panelLocalX <= hitArea.x + hitArea.width && panelLocalY >= hitArea.y && panelLocalY <= hitArea.y + hitArea.height) { // Upgrade click handling (no changes needed) return true; } } } return true; // Click was in panel but not on upgrade } } // Rest of the function (bubble handling) remains the same }
Code edit (1 edits merged)
Please save this source code
User prompt
update only as needed with: if (menuOpen) { var panelLocalX = localX / menuPanel.scaleX; var panelLocalY = localY / menuPanel.scaleY; console.log('Click at:', x, y); console.log('Local to container:', localX, localY); console.log('Local to panel:', panelLocalX, panelLocalY); var panelBounds = { x: -menuPanel.width / 2, y: -menuPanel.height, width: menuPanel.width, height: menuPanel.height }; if (panelLocalX >= panelBounds.x && panelLocalX <= panelBounds.x + panelBounds.width && panelLocalY >= panelBounds.y && panelLocalY <= panelBounds.y + panelBounds.height) { for (var i = 0; i < upgradeTexts.length; i++) { var text = upgradeTexts[i]; if (text.upgrade && text.category) { // Don't transform text coordinates - they're already in the right space var hitArea = { x: text.x - 400, y: text.y - 50, width: 800, height: 100 }; console.log('Checking upgrade:', text.upgrade); console.log('Hit area:', hitArea); console.log('Click relative to text:', localX, localY); if (localX >= hitArea.x && localX <= hitArea.x + hitArea.width && localY >= hitArea.y && localY <= hitArea.y + hitArea.height) { console.log('Hit detected on:', text.upgrade); var upgrade = UPGRADE_CONFIG[text.category][text.upgrade]; var cost = getUpgradeCost(upgrade); if (game.bp >= cost) { if (text.category === 'machines') { upgrade.amount++; } else if (upgrade.currentLevel < upgrade.maxLevel) { upgrade.currentLevel++; } game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); upgradeTexts[i + 1].setText(getUpgradeCost(upgrade) + " BP"); } return true; } } } return true; } }
User prompt
update as needed with: game.down = function(x, y, obj) { var localX = x - menuContainer.x; var localY = y - menuContainer.y; // Tab handling stays the same... if (menuOpen) { // Keep tracking the raw coordinates var rawLocalX = localX; var rawLocalY = localY; console.log('Click raw local:', rawLocalX, rawLocalY); for (var i = 0; i < upgradeTexts.length; i++) { var text = upgradeTexts[i]; if (text.upgrade && text.category) { var hitArea = { x: text.x - 400, y: text.y - 50, width: 800, height: 100 }; console.log('Testing upgrade:', text.upgrade, 'at', hitArea); // Compare using raw coordinates if (rawLocalX >= hitArea.x && rawLocalX <= hitArea.x + hitArea.width && rawLocalY >= hitArea.y && rawLocalY <= hitArea.y + hitArea.height) { console.log('Hit detected on:', text.upgrade); var upgrade = UPGRADE_CONFIG[text.category][text.upgrade]; var cost = getUpgradeCost(upgrade); if (game.bp >= cost) { if (text.category === 'machines') { upgrade.amount++; } else if (upgrade.currentLevel < upgrade.maxLevel) { upgrade.currentLevel++; } game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); upgradeTexts[i + 1].setText(getUpgradeCost(upgrade) + " BP"); } return true; } } } return true; // Click was in panel } // Bubble popping stays the same... };
User prompt
update with: game.down = function(x, y, obj) { var localX = x - menuContainer.x; var localY = y - menuContainer.y; // Tab handling stays the same... if (menuOpen) { console.log('Click raw local:', localX, localY); for (var i = 0; i < upgradeTexts.length; i++) { var text = upgradeTexts[i]; if (text.upgrade && text.category) { // Adjust hit area to match actual click coordinates var hitArea = { x: text.x - 200, // Reduced from 400 y: text.y - 25, // Reduced from 50 width: 400, // Reduced from 800 height: 50 // Reduced from 100 }; console.log('Testing upgrade:', text.upgrade, 'at', hitArea); if (localX >= hitArea.x && localX <= hitArea.x + hitArea.width && localY >= hitArea.y && localY <= hitArea.y + hitArea.height) { console.log('Hit detected on:', text.upgrade); var upgrade = UPGRADE_CONFIG[text.category][text.upgrade]; var cost = getUpgradeCost(upgrade); if (game.bp >= cost) { if (text.category === 'machines') { upgrade.amount++; } else if (upgrade.currentLevel < upgrade.maxLevel) { upgrade.currentLevel++; } game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); upgradeTexts[i + 1].setText(getUpgradeCost(upgrade) + " BP"); } return true; } } } return true; // Click was in panel } // Bubble popping stays the same... };
User prompt
update as needed with: // First, in the text creation part where we position the upgrades: function createUpgradeText(category, key, index, isLeftColumn) { // ... text creation stays same ... // Adjust xOffset for better positioning var xOffset = isLeftColumn ? -700 : 100; // Changed from -924 nameText.x = xOffset; nameText.y = startY + index * upgradeSpacing; costText.x = xOffset; costText.y = startY + index * upgradeSpacing + 100; // ... rest stays same ... } // Then in game.down: if (menuOpen) { console.log('Click raw local:', localX, localY); for (var i = 0; i < upgradeTexts.length; i++) { var text = upgradeTexts[i]; if (text.upgrade && text.category) { var hitArea = { x: text.x - 150, // Adjusted to be closer to text y: text.y - 40, // Adjusted for better vertical hit width: 300, // Width of clickable area height: 80 // Height to cover both name and cost }; console.log('Testing upgrade:', text.upgrade, 'at', hitArea); if (localX >= hitArea.x && localX <= hitArea.x + hitArea.width && localY >= hitArea.y && localY <= hitArea.y + hitArea.height) { console.log('Hit detected on:', text.upgrade); // ... upgrade handling stays same ... } } } return true; }
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update as needed with: // In createUpgradeText: function createUpgradeText(category, key, index, isLeftColumn) { // ... text creation stays same ... // Move left column closer to click positions var xOffset = isLeftColumn ? -600 : 100; // Changed from -700 nameText.x = xOffset; nameText.y = startY + index * upgradeSpacing; costText.x = xOffset; costText.y = startY + index * upgradeSpacing + 100; // ... rest stays same ... } // In game.down: if (menuOpen) { console.log('Click raw local:', localX, localY); for (var i = 0; i < upgradeTexts.length; i++) { var text = upgradeTexts[i]; if (text.upgrade && text.category) { var hitArea = { x: text.x - 100, // Smaller offset from text y: text.y - 40, width: 200, // Tighter hit area height: 150 // Taller to ensure we catch the entire button }; // Add debug visualization if needed console.log(`Click at ${localX},${localY} checking against hitArea at ${text.x},${text.y} for ${text.upgrade}`); if (localX >= hitArea.x && localX <= hitArea.x + hitArea.width && localY >= hitArea.y && localY <= hitArea.y + hitArea.height) { // ... upgrade handling stays same ... } } } return true; }
User prompt
update as needed with: // In createUpgradeText: function createUpgradeText(category, key, index, isLeftColumn) { // ... text creation same ... // Center text where people are clicking var xOffset = isLeftColumn ? -550 : 100; // Centered around where clicks happen nameText.x = xOffset; nameText.y = startY + index * upgradeSpacing; costText.x = xOffset; costText.y = startY + index * upgradeSpacing + 100; } // In game.down: if (menuOpen) { console.log('Click raw local:', localX, localY); for (var i = 0; i < upgradeTexts.length; i++) { var text = upgradeTexts[i]; if (text.upgrade && text.category) { var hitArea = { x: text.x - 200, // Much wider hit area y: text.y - 40, width: 400, // Cover the entire text width height: 150 // Keep the height }; if (localX >= hitArea.x && localX <= hitArea.x + hitArea.width && localY >= hitArea.y && localY <= hitArea.y + hitArea.height) { // ... upgrade handling stays same ... } } } return true; }
User prompt
update as needed with: if (menuOpen) { console.log('Click raw local:', localX, localY); for (var i = 0; i < upgradeTexts.length; i++) { var text = upgradeTexts[i]; if (text.upgrade && text.category) { // Calculate position based on index to match creation spacing var baseY = startY + (Math.floor(i/2)) * upgradeSpacing; // Divide by 2 because we have name+cost pairs var hitArea = { x: text.x - 200, y: baseY - 40, // Use baseY instead of text.y width: 400, height: 150 }; console.log('Testing upgrade:', text.upgrade, 'Text pos:', text.x, baseY, 'Hit area:', hitArea, 'Click pos:', localX, localY); if (localX >= hitArea.x && localX <= hitArea.x + hitArea.width && localY >= hitArea.y && localY <= hitArea.y + hitArea.height) { console.log('Hit detected on:', text.upgrade); var upgrade = UPGRADE_CONFIG[text.category][text.upgrade]; var cost = getUpgradeCost(upgrade); if (game.bp >= cost) { if (text.category === 'machines') { upgrade.amount++; } else if (upgrade.currentLevel < upgrade.maxLevel) { upgrade.currentLevel++; } game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); upgradeTexts[i + 1].setText(getUpgradeCost(upgrade) + " BP"); } return true; } } } return true; }
User prompt
update with: // First, modify the container creation at start var menuContainer = new Container(); menuContainer.x = game.width / 2; menuContainer.y = game.height; var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, y: -570, alpha: 0.9, scaleX: 2048 / 200, scaleY: game.height * 0.4 / 100.3 }); var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, y: 0, scaleX: 3, scaleY: 0.8, alpha: 0.9 }); menuContainer.addChild(menuPanel); menuContainer.addChild(menuTab); // Menu text setup var menuText = new Text2("Upgrades", { size: 90, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3, font: "Impact" }); menuText.anchor = {x: 0.5, y: 0.5}; menuText.x = 0; menuText.y = -menuTab.height / 2; menuContainer.addChild(menuText); var menuTextContainer = new Container(); menuContainer.addChild(menuTextContainer); // Modified createUpgradeText function function createUpgradeText(category, key, index, isLeftColumn) { var upgrade = UPGRADE_CONFIG[category][key]; var xOffset = isLeftColumn ? -550 : 100; var yPos = startY + index * upgradeSpacing; // Create hit container first (so it's behind text) var hitContainer = new Container(); // Create a shape for the hit area (can make visible for debugging) var hitArea = LK.getAsset('blower', { width: 400, height: 150, color: 0xFFFFFF, alpha: 0.0 // Set to 0.2 to see hit areas }); hitContainer.addChild(hitArea); hitContainer.x = xOffset - 200; // Center on where text will be hitContainer.y = yPos - 40; // Create name text var nameText = new Text2(upgrade.name, { size: 96, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); nameText.x = xOffset; nameText.y = yPos; // Create cost text var cost = getUpgradeCost(upgrade); var costText = new Text2(cost + " BP", { size: 96, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); costText.x = xOffset; costText.y = yPos + 100; // Add click handler to hit container hitContainer.down = function() { console.log('Click on:', upgrade.name); var cost = getUpgradeCost(upgrade); if (game.bp >= cost) { if (category === 'machines') { upgrade.amount++; } else if (upgrade.currentLevel < upgrade.maxLevel) { upgrade.currentLevel++; } game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); costText.setText(getUpgradeCost(upgrade) + " BP"); } return true; }; menuTextContainer.addChild(hitContainer); menuTextContainer.addChild(nameText); menuTextContainer.addChild(costText); }
===================================================================
--- original.js
+++ change.js
@@ -915,42 +915,62 @@
return true;
}
// Check for clicks outside when menu is open
if (menuOpen) {
- // Calculate position relative to menuTextContainer
- var localX = x - menuContainer.x - menuTextContainer.x;
- var localY = y - menuContainer.y - menuTextContainer.y;
- // Check for upgrade clicks
- for (var i = 0; i < upgradeTexts.length; i++) {
- var text = upgradeTexts[i];
- if (text.upgrade && text.category) {
- if (Math.abs(localX - text.x) < 400 && Math.abs(localY - text.y) < 50) {
- var upgrade = UPGRADE_CONFIG[text.category][text.upgrade];
- var cost = getUpgradeCost(upgrade);
- if (game.bp >= cost) {
- if (text.category === 'machines') {
- upgrade.amount++;
- } else if (upgrade.currentLevel < upgrade.maxLevel) {
- upgrade.currentLevel++;
+ // Normalize click position relative to the menu panel
+ var panelX = x - menuContainer.x;
+ var panelY = y - menuContainer.y;
+ // Check if click is within the panel bounds
+ var panelBounds = {
+ x: -menuPanel.width * menuPanel.scaleX / 2,
+ y: -menuPanel.height * menuPanel.scaleY,
+ width: menuPanel.width * menuPanel.scaleX,
+ height: menuPanel.height * menuPanel.scaleY
+ };
+ if (panelY < 0 &&
+ // Above the bottom of the screen
+ panelX >= panelBounds.x && panelX <= panelBounds.x + panelBounds.width && panelY >= panelBounds.y && panelY <= panelBounds.y + panelBounds.height) {
+ // Check each upgrade text
+ for (var i = 0; i < upgradeTexts.length; i++) {
+ var text = upgradeTexts[i];
+ if (text.upgrade && text.category) {
+ // Create larger hit area around text
+ var hitBounds = {
+ x: text.x - 500,
+ // Wider click area
+ y: text.y - 75,
+ // Taller click area
+ width: 1000,
+ // Total width of hit area
+ height: 150 // Total height of hit area
+ };
+ if (panelX >= hitBounds.x && panelX <= hitBounds.x + hitBounds.width && panelY >= hitBounds.y && panelY <= hitBounds.y + hitBounds.height) {
+ var upgrade = UPGRADE_CONFIG[text.category][text.upgrade];
+ var cost = getUpgradeCost(upgrade);
+ if (game.bp >= cost) {
+ if (text.category === 'machines') {
+ upgrade.amount++;
+ } else if (upgrade.currentLevel < upgrade.maxLevel) {
+ upgrade.currentLevel++;
+ }
+ game.bp -= cost;
+ bpText.setText(formatBP(game.bp) + " BP");
+ upgradeTexts[i + 1].setText(getUpgradeCost(upgrade) + " BP");
}
- game.bp -= cost;
- bpText.setText(formatBP(game.bp) + " BP");
- upgradeTexts[i + 1].setText(getUpgradeCost(upgrade) + " BP");
+ return true;
}
- return true;
}
}
+ return true; // Clicked in panel but not on upgrade
}
- // If we didn't click an upgrade, check if we clicked outside the menu
- if (y > menuContainer.y) {
- menuOpen = false;
- tween(menuContainer, {
- y: game.height
- }, {
- duration: 300,
- easing: tween.easeInBack
- });
- }
+ // Close menu if clicked outside panel
+ menuOpen = false;
+ tween(menuContainer, {
+ y: game.height
+ }, {
+ duration: 300,
+ easing: tween.easeInBack
+ });
return true;
}
// Rest of click handling for bubbles...
};
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