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Please fix the bug: 'UPGRADE_CONFIG.machines[clamType] is undefined' in or related to this line: 'if (UPGRADE_CONFIG.machines[clamType].amount <= i) {' Line Number: 783
Code edit (2 edits merged)
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update with: hitContainer.down = function () { console.log('Click on:', upgrade.name); const cost = getUpgradeCost(upgrade); if (game.bp >= cost) { if (category === 'machines') { if (upgrade.amount < 4) { // Limit to 4 clams upgrade.amount++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); costText.setText(getUpgradeCost(upgrade) + " BP"); updateClamVisuals(); } } else if (upgrade.currentLevel < upgrade.maxLevel) { upgrade.currentLevel++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); costText.setText(getUpgradeCost(upgrade) + " BP"); } } return true; };
Code edit (1 edits merged)
Please save this source code
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update with: game.down = function(x, y, obj) { var localX = x - menuContainer.x; var localY = y - menuContainer.y; // Tab click handling 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; if (menuOpen) { game.setChildIndex(menuContainer, game.children.length - 1); } tween(menuContainer, { y: targetY }, { duration: 300, easing: tween.easeOutBack, onFinish: function onFinish() { if (!menuOpen) { game.setChildIndex(menuContainer, 1); } } }); return true; } if (menuOpen) { return true; // Let containers handle their own clicks } // Bubble popping logic remains the same 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: // 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); }
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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 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; }
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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; }
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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 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... };
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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... };
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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; } }
Code edit (1 edits merged)
Please save this source code
User prompt
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 }
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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) { 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; } } };
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; } } }
User prompt
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) { // 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; }
User prompt
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; }
User prompt
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; }
User prompt
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; } }
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 {
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;
/**** * 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) { console.log('Click at:', x, y); // Convert to local coordinates for container var localX = x - menuContainer.x; var localY = y - menuContainer.y; if (menuOpen) { localY += game.height - menuTab.height; // Adjust for menu's open position } // 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 onFinish() { 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; } } }; 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
@@ -883,8 +883,11 @@
console.log('Click at:', x, y);
// Convert to local coordinates for container
var localX = x - menuContainer.x;
var localY = y - menuContainer.y;
+ if (menuOpen) {
+ localY += game.height - menuTab.height; // Adjust for menu's open position
+ }
// Check if clicked on menu tab
var tabBounds = {
x: -menuTab.width * menuTab.scaleX / 2,
y: -menuTab.height * menuTab.scaleY,
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