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update with: if (game.growingBubble) { // Recalculate float speed and lifetime based on final size game.growingBubble.floatSpeed = 50 * (120 / game.growingBubble.size * (0.9 + Math.random() * 0.2)) / 60; game.growingBubble.initLifetime(); // Then apply the release velocity game.growingBubble.verticalVelocity = -12; game.growingBubble.driftX = (Math.random() * 2 - 1) * 2.5; game.growingBubble = null; game.mouthOpenDuration = 0; }
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update with: if (game.growingBubble) { if (facekit.mouthOpen) { 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 { // Recalculate properties based on final size game.growingBubble.initLifetime(); game.growingBubble.floatSpeed = 50 * (120 / game.growingBubble.size * (0.9 + Math.random() * 0.2)) / 60; game.growingBubble.verticalVelocity = -12; game.growingBubble.driftX = (Math.random() * 2 - 1) * 2.5; game.growingBubble = null; game.mouthOpenDuration = 0; } } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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update with: self.activate = function(x, y, size, isPlayerBlown = false) { // Reset ALL state self.x = x; self.y = y; self.size = size; self.lifetime = 0; self.hasSplit = false; self.splitHeight = null; self.justSplit = false; self.autoPopDisplayed = false; self.lastPopTime = 0; self.verticalVelocity = 0; self.driftX = (Math.random() * 20 - 10) / 60; self.floatSpeed = 50 * (120 / size * (0.9 + Math.random() * 0.2)) / 60; self.initLifetime(); // Always get fresh lifetime self.visible = true; // Add some debug logs console.log('Activating bubble:', { size: self.size, maxLifetime: self.maxLifetime, isPlayerBlown: isPlayerBlown }); };
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update with: if (self.lifetime > self.maxLifetime) { console.log('Bubble dying - lifetime:', self.lifetime, 'maxLifetime:', self.maxLifetime); // rest of the code... }
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update with: self.activate = function(x, y, size, isPlayerBlown = false) { self.x = x; self.y = y; self.size = size; self.lifetime = 0; self.hasSplit = false; self.splitHeight = null; self.justSplit = false; self.autoPopDisplayed = false; // For player bubbles, base lifetime on max possible size if (isPlayerBlown) { self.maxLifetime = Math.floor(Math.random() * 960 + 1440); // Use game.maxBubbleSize instead of initial size self.maxLifetime *= Math.min(1, game.maxBubbleSize / 100); self.floatSpeed = (50 * (120 / size * (0.9 + Math.random() * 0.2)) / 60) * 0.7; console.log('Player bubble lifetime:', self.maxLifetime); } else { self.initLifetime(); self.floatSpeed = 50 * (120 / size * (0.9 + Math.random() * 0.2)) / 60; } self.visible = true; self.verticalVelocity = 0; self.driftX = (Math.random() * 20 - 10) / 60; };
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update with: self.activate = function(x, y, size, isPlayerBlown = false) { self.x = x; self.y = y; self.size = size; self.lifetime = 0; self.hasSplit = false; self.splitHeight = null; self.justSplit = false; self.autoPopDisplayed = false; // For player bubbles, base lifetime on max possible size if (isPlayerBlown) { self.maxLifetime = Math.floor(Math.random() * 960 + 1440); // Use game.maxBubbleSize instead of initial size self.maxLifetime *= Math.min(1, game.maxBubbleSize / 100); } else { self.initLifetime(); } self.visible = true; // Reset velocities self.verticalVelocity = 0; self.driftX = (Math.random() * 20 - 10) / 60; self.floatSpeed = 50 * (120 / size * (0.9 + Math.random() * 0.2)) / 60; };
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update with: 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; // Reduce the direction multiplier to 0.5 to make movement more gentle spawnBubble(self.x, self.y, newSize, Math.cos(angle) * 0.5, false); } }
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update with: self.autoPop = function () { // Only award points if bubble is on screen if (!self.autoPopDisplayed && self.y > -self.size) { var points = Math.floor(self.getBP() * 0.5); game.addBP(points, self.x, self.y, true); self.autoPopDisplayed = true; } self.deactivate(); return; };
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update with: if (self.y < -self.size) { // Just deactivate, no points self.visible = false; const index = game.activeBubbles.indexOf(self); if (index > -1) { game.activeBubbles.splice(index, 1); } return; }
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update with: self.deactivate = function() { self.visible = false; const index = game.activeBubbles.indexOf(self); if (index > -1) { game.activeBubbles.splice(index, 1); } // Don't award points here - let the calling function handle it };
Code edit (1 edits merged)
Please save this source code
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update with: game.bubblePool = Array(250).fill(null).map(() => new Bubble()); game.activeBubbles = []; game.MAX_BUBBLES = 200; // Active bubble limit
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update with: UPGRADE_CONFIG.machines.basicClam.bubbleSize = 50; // Was 25 UPGRADE_CONFIG.machines.advancedClam.bubbleSize = 75; // Was 35 UPGRADE_CONFIG.machines.premiumClam.bubbleSize = 100; // Was 50
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update as needed with: // Add these calculations to updateClamVisuals: function updateClamVisuals() { // ... existing clear code ... const leftStart = game.width * 0.1; const rightStart = game.width * 0.9; const spacing = 250; // Add this to store spawn positions game.clamSpawnPoints = []; clamTypes.forEach((type, i) => { const isRight = i % 2 === 1; const baseX = isRight ? rightStart : leftStart; const direction = isRight ? -1 : 1; const position = Math.floor(i/2); const x = baseX + (direction * position * spacing); const sprite = LK.getAsset(type, { anchorX: 0.5, anchorY: 1, x: x, y: y, scaleX: isRight ? -0.5 : 0.5, scaleY: 0.5 }); // Store spawn point for this clam game.clamSpawnPoints.push({ x: x + (isRight ? -75 : 75), // 25% from edge y: y - 50, // Slightly above clam type: type, isRight }); clamContainer.addChild(sprite); }); } // Update the clam spawning logic: function updateClams() { if (!game.clamSpawnPoints) return; game.clamSpawnPoints.forEach(spawnPoint => { const config = UPGRADE_CONFIG.machines[spawnPoint.type]; // Calculate production time with speed upgrade const baseTime = config.production * 60; // Convert to frames const speedMultiplier = Math.pow(1 - UPGRADE_EFFECTS.autoBubbleSpeed.decrementPercent / 100, UPGRADE_CONFIG.machine.autoBubbleSpeed.currentLevel); const adjustedTime = Math.max(1, Math.floor(baseTime * speedMultiplier)); if (LK.ticks % adjustedTime === 0) { if (game.bubbles.length < game.MAX_BUBBLES) { spawnSplitBubble( spawnPoint.x, spawnPoint.y, config.bubbleSize, spawnPoint.isRight ? -0.5 : 0.5 ); } } }); }
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update with: function updateClamVisuals() { while (clamContainer.children.length) { clamContainer.children[0].destroy(); } // Increase edge distance and spacing const leftStart = game.width * 0.1; // Moved further left from 0.15 const rightStart = game.width * 0.9; // Moved further right from 0.85 const spacing = 250; // Increased from 150 const y = game.height - 100; // Rest of clam type determination stays the same... // Place clams clamTypes.forEach((type, i) => { const isRight = i % 2 === 1; const baseX = isRight ? rightStart : leftStart; const direction = isRight ? -1 : 1; const position = Math.floor(i/2); const x = baseX + (direction * position * spacing); const sprite = LK.getAsset(type, { anchorX: 0.5, anchorY: 1, x: x, y: y, scaleX: isRight ? -0.5 : 0.5, // Flip right-side clams scaleY: 0.5 }); clamContainer.addChild(sprite); }); }
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update with: hitContainer.down = function () { const cost = getUpgradeCost(upgrade); if (game.bp >= cost) { if (category === 'machines') { const totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; if (key === 'basicClam' && totalClams < 4) { upgrade.amount++; game.bp -= cost; } else if (key === 'advancedClam' && UPGRADE_CONFIG.machines.basicClam.amount > UPGRADE_CONFIG.machines.advancedClam.amount) { upgrade.amount++; game.bp -= cost; } else if (key === 'premiumClam' && UPGRADE_CONFIG.machines.advancedClam.amount > UPGRADE_CONFIG.machines.premiumClam.amount) { upgrade.amount++; game.bp -= cost; } bpText.setText(formatBP(game.bp) + " BP"); costText.setText(getUpgradeCost(upgrade) + " BP"); updateClamVisuals(); } else { // Rest of upgrade logic stays the same... } } return true; };
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update with: function updateClamVisuals() { while (clamContainer.children.length) { clamContainer.children[0].destroy(); } const leftStart = game.width * 0.15; const rightStart = game.width * 0.85; const spacing = 150; const y = game.height - 100; // We'll store type of each clam position (0-3) const clamTypes = []; // Fill with basic clams first for (let i = 0; i < UPGRADE_CONFIG.machines.basicClam.amount; i++) { clamTypes.push('basicClam'); } // Replace some with advanced for (let i = 0; i < UPGRADE_CONFIG.machines.advancedClam.amount; i++) { if (clamTypes[i]) { clamTypes[i] = 'advancedClam'; } } // Replace some with premium for (let i = 0; i < UPGRADE_CONFIG.machines.premiumClam.amount; i++) { if (clamTypes[i]) { clamTypes[i] = 'premiumClam'; } } // Place clams clamTypes.forEach((type, i) => { const isRight = i % 2 === 1; const baseX = isRight ? rightStart : leftStart; const direction = isRight ? -1 : 1; const position = Math.floor(i/2); const x = baseX + (direction * position * spacing); const sprite = LK.getAsset(type, { anchorX: 0.5, anchorY: 1, x: x, y: y, scaleX: 0.5, scaleY: 0.5 }); clamContainer.addChild(sprite); }); }
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update with: function updateClamVisuals() { // Previous clear code stays the same... // Determine current clam type and count let clamType, count; if (UPGRADE_CONFIG.machines.premiumClam.amount > 0) { clamType = 'premiumClam'; count = UPGRADE_CONFIG.machines.premiumClam.amount; } else if (UPGRADE_CONFIG.machines.advancedClam.amount > 0) { clamType = 'advancedClam'; count = UPGRADE_CONFIG.machines.advancedClam.amount; } else { clamType = 'basicClam'; count = UPGRADE_CONFIG.machines.basicClam.amount; } // Rest of the function stays the same... }
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update with: function updateClamVisuals() { // Clear existing clams while (clamContainer.children.length) { clamContainer.children[0].destroy(); } // Calculate positions for clams on each side const leftStart = game.width * 0.15; const rightStart = game.width * 0.85; const spacing = 150; // Space between clams on same side const y = game.height - 100; // Offset from bottom // Get counts of each type const basicCount = UPGRADE_CONFIG.machines.basicClam.amount; const advancedCount = UPGRADE_CONFIG.machines.advancedClam.amount; const premiumCount = UPGRADE_CONFIG.machines.premiumClam.amount; // Determine current clam type let clamType = 'basicClam'; if (basicCount >= 4) { clamType = 'advancedClam'; if (advancedCount >= 4) { clamType = 'premiumClam'; } } const count = UPGRADE_CONFIG.machines[clamType].amount; // Place clams one by one, alternating sides for (let i = 0; i < count; i++) { const isRight = i % 2 === 1; // Odd numbers go on right const baseX = isRight ? rightStart : leftStart; const direction = isRight ? -1 : 1; const position = Math.floor(i/2); // How far from edge const x = baseX + (direction * position * spacing); const sprite = LK.getAsset(clamType, { anchorX: 0.5, anchorY: 1, x: x, y: y, scaleX: 0.5, scaleY: 0.5 }); clamContainer.addChild(sprite); } }
Code edit (1 edits merged)
Please save this source code
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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)
Please save this source code
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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
User prompt
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; } } };
/**** * 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() { if (!game.clamSpawnPoints) { return; } game.clamSpawnPoints.forEach(function (spawnPoint) { var config = UPGRADE_CONFIG.machines[spawnPoint.type]; // Calculate production time with speed upgrade var baseTime = config.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) { if (game.bubbles.length < game.MAX_BUBBLES) { spawnSplitBubble(spawnPoint.x, spawnPoint.y, config.bubbleSize, spawnPoint.isRight ? -0.5 : 0.5); } } }); } 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 clamContainer = new Container(); game.addChild(clamContainer); 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: 50 }, advancedClam: { name: "Advanced Clam", baseCost: 2000, // Requires running basic clams for a while costScale: 1.3, amount: 0, production: 2, bubbleSize: 75, unlockCost: 2000 }, premiumClam: { name: "Premium Clam", baseCost: 15000, // True end-game content costScale: 1.35, amount: 0, production: 1, bubbleSize: 100, 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 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 }); // 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]; 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 () { var cost = getUpgradeCost(upgrade); if (game.bp >= cost) { if (category === 'machines') { var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; if (key === 'basicClam' && totalClams < 4) { upgrade.amount++; game.bp -= cost; } else if (key === 'advancedClam' && UPGRADE_CONFIG.machines.basicClam.amount > UPGRADE_CONFIG.machines.advancedClam.amount) { upgrade.amount++; game.bp -= cost; } else if (key === 'premiumClam' && UPGRADE_CONFIG.machines.advancedClam.amount > UPGRADE_CONFIG.machines.premiumClam.amount) { 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; }; menuTextContainer.addChild(hitContainer); 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; function updateClamVisuals() { while (clamContainer.children.length) { clamContainer.children[0].destroy(); } var leftStart = game.width * 0.1; // Moved further left from 0.15 var rightStart = game.width * 0.9; // Moved further right from 0.85 var spacing = 250; // Increased from 150 var y = game.height - 100; // We'll store type of each clam position (0-3) var clamTypes = []; // Fill with basic clams first for (var i = 0; i < UPGRADE_CONFIG.machines.basicClam.amount; i++) { clamTypes.push('basicClam'); } // Replace some with advanced for (var i = 0; i < UPGRADE_CONFIG.machines.advancedClam.amount; i++) { if (clamTypes[i]) { clamTypes[i] = 'advancedClam'; } } // Replace some with premium for (var i = 0; i < UPGRADE_CONFIG.machines.premiumClam.amount; i++) { if (clamTypes[i]) { clamTypes[i] = 'premiumClam'; } } // Place clams game.clamSpawnPoints = []; clamTypes.forEach(function (type, i) { var isRight = i % 2 === 1; var baseX = isRight ? rightStart : leftStart; var direction = isRight ? -1 : 1; var position = Math.floor(i / 2); var x = baseX + direction * position * spacing; var sprite = LK.getAsset(type, { anchorX: 0.5, anchorY: 1, x: x, y: y, scaleX: isRight ? -0.5 : 0.5, // Flip right-side clams scaleY: 0.5 }); // Store spawn point for this clam game.clamSpawnPoints.push({ x: x + (isRight ? -75 : 75), // 25% from edge y: y - 50, // Slightly above clam type: type, isRight: isRight }); clamContainer.addChild(sprite); }); } updateClamVisuals(); // 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.bubblePool = Array(250).fill(null).map(function () { return new Bubble(); }); game.activeBubbles = []; game.MAX_BUBBLES = 200; // Active bubble limit 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) { 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; } } };
===================================================================
--- original.js
+++ change.js
@@ -800,9 +800,13 @@
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.bubblePool = Array(250).fill(null).map(function () {
+ return new Bubble();
+});
+game.activeBubbles = [];
+game.MAX_BUBBLES = 200; // Active bubble limit
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();
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