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Increase fish bubble hit detection range
Code edit (3 edits merged)
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Update with: // Replace the existing hitContainer.down function with this: 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; } else { game.showError("Not enough space for more clams!"); return true; } bpText.setText(formatBP(game.bp) + " BP"); // Update cost text based on whether more can be purchased if (totalClams >= 4 && key === 'basicClam' || UPGRADE_CONFIG.machines.basicClam.amount <= UPGRADE_CONFIG.machines.advancedClam.amount && key === 'advancedClam' || UPGRADE_CONFIG.machines.advancedClam.amount <= UPGRADE_CONFIG.machines.premiumClam.amount && key === 'premiumClam') { costText.setText("SOLD OUT"); } else { costText.setText(getUpgradeCost(upgrade) + " BP"); } updateClamVisuals(); } else if (upgrade.currentLevel < upgrade.maxLevel) { upgrade.currentLevel++; game.bp -= cost; // Add this section to update maxBubbleSize when lung capacity changes if (category === 'player' && key === 'lungCapacity') { var baseSize = UPGRADE_EFFECTS.lungCapacity.baseValue; var increasePercent = UPGRADE_EFFECTS.lungCapacity.incrementPercent; var multiplier = 1 + increasePercent / 100 * upgrade.currentLevel; game.maxBubbleSize = baseSize * multiplier; } bpText.setText(formatBP(game.bp) + " BP"); // Update cost text based on whether more levels can be purchased if (upgrade.currentLevel >= upgrade.maxLevel) { costText.setText("SOLD OUT"); } else { costText.setText(getUpgradeCost(upgrade) + " BP"); } if (key === 'quickBreath') { game.growthRate = UPGRADE_EFFECTS.quickBreath.baseValue * (1 + UPGRADE_EFFECTS.quickBreath.incrementPercent / 100 * upgrade.currentLevel); } } } else { // Show not enough BP error game.showError("Not enough BP!"); } return true; };
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Update as needed with: // Add this to the end of the game initialization code, after updating the clam visuals function updateAllUpgradeTexts() { // Process left column upgrades leftColumnUpgrades.forEach(function(upgrade) { var category = upgrade[0]; var key = upgrade[1]; var upgradeConfig = UPGRADE_CONFIG[category][key]; // Find the cost text for this upgrade menuTextContainer.children.forEach(function(child) { if (child.text && child.text.includes("BP") && child.y > menuTextContainer.children.find(function(c) { return c.text === upgradeConfig.name; }).y) { // Check if max level reached if (upgradeConfig.currentLevel >= upgradeConfig.maxLevel) { child.setText("SOLD OUT"); } } }); }); // Process right column upgrades rightColumnUpgrades.forEach(function(upgrade) { var category = upgrade[0]; var key = upgrade[1]; if (category === 'machines') { var upgradeConfig = UPGRADE_CONFIG[category][key]; var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; // Find the cost text for this upgrade menuTextContainer.children.forEach(function(child) { if (child.text && child.text.includes("BP") && child.y > menuTextContainer.children.find(function(c) { return c.text === upgradeConfig.name; }).y) { // Check if sold out based on clam logic if (totalClams >= 4 && key === 'basicClam' || UPGRADE_CONFIG.machines.basicClam.amount <= UPGRADE_CONFIG.machines.advancedClam.amount && key === 'advancedClam' || UPGRADE_CONFIG.machines.advancedClam.amount <= UPGRADE_CONFIG.machines.premiumClam.amount && key === 'premiumClam') { child.setText("SOLD OUT"); } } }); } else if (category === 'machine') { var upgradeConfig = UPGRADE_CONFIG[category][key]; // Find the cost text for this upgrade menuTextContainer.children.forEach(function(child) { if (child.text && child.text.includes("BP") && child.y > menuTextContainer.children.find(function(c) { return c.text === upgradeConfig.name; }).y) { // Check if max level reached if (upgradeConfig.currentLevel >= upgradeConfig.maxLevel) { child.setText("SOLD OUT"); } } }); } }); } // Call the function after creating all upgrades updateAllUpgradeTexts();
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Change bubble alpha to 0.8
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Update with: // Replace the existing game.showError function with this: game.showError = function(message) { var errorText = new Text2(message, { size: 120, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 5, font: "Impact" }); // Set the anchor point to center the text errorText.anchor = { x: 0.5, y: 0.5 }; // Position at the center of the screen errorText.x = game.width / 2; errorText.y = game.height / 2; game.addChild(errorText); // Animate the text tween(errorText, { alpha: 0, y: errorText.y - 50 }, { duration: 1200, onFinish: function() { errorText.destroy(); } }); }; βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Update with: // Update this part in the createUpgradeText function // Replace the hitContainer positioning code with this: // Create hit container first (so it's behind text) var hitContainer = new Container(); // Create a shape for the hit area var hitArea = LK.getAsset('blower', { width: 400, height: 150, color: 0xFFFFFF, alpha: 0.0 // Set to 0.2 to see hit areas during debugging }); hitContainer.addChild(hitArea); // Center the hit area on the text instead of offsetting to the left hitContainer.x = xOffset; // Center on the text position hitContainer.y = yPos; // Align with the text // Adjust the hitArea position within the container to center properly hitArea.x = 0; // Center horizontally hitArea.y = -40; // Slightly above text to cover both name and cost
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Update with: 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; } // Ensure points is at least 1 points = Math.max(1, Math.floor(points)); game.bp += points; bpText.setText(formatBP(game.bp) + " BP"); // Set size and color based on point value var textSize = 96; var textColor = 0xFFFF00; // Default yellow if (points > 100) { textSize = 120; textColor = 0xFF0000; // Red for >100 } else if (points > 50) { textSize = 108; textColor = 0xFFA500; // Orange for 51-100 } // Always show point text regardless of auto or manual pop var pointText = new Text2("+" + points, { size: textSize, fill: textColor, 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(); } }); } }; βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
Code edit (3 edits merged)
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Update with: // Modify the menu initialization code (after menuContainer is created) function initializeMenuTabs() { // Create tab container at the bottom of the menu panel var tabContainer = new Container(); tabContainer.y = -150; // Position above the bottom of the panel menuContainer.addChild(tabContainer); // Create tab buttons var tabWidth = menuPanel.width / menuTabs.length; menuTabs.forEach(function(tabName, index) { // Create tab background var tabBg = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0.5, x: (index - 1.5) * tabWidth + tabWidth/2, scaleX: tabWidth / 200, scaleY: 0.5, alpha: 0.8 }); // Tab text var tabText = new Text2(tabName.charAt(0).toUpperCase() + tabName.slice(1), { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); tabText.anchor = { x: 0.5, y: 0.5 }; tabText.x = (index - 1.5) * tabWidth + tabWidth/2; // Add to tab container tabContainer.addChild(tabBg); tabContainer.addChild(tabText); // Store reference to tab button tabButtons[tabName] = { bg: tabBg, text: tabText }; // Add click handler tabBg.down = function() { switchToTab(tabName); return true; }; }); // Highlight default tab highlightTab(currentTab); }
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Update with: // Function to switch between tabs function switchToTab(tabName) { if (currentTab === tabName) return; // Update current tab currentTab = tabName; // Highlight active tab highlightTab(tabName); // Hide all upgrade sections Object.keys(upgradeSections).forEach(function(section) { upgradeSections[section].visible = false; }); // Show selected section upgradeSections[tabName].visible = true; } // Function to highlight the active tab function highlightTab(tabName) { // Reset all tabs Object.keys(tabButtons).forEach(function(tab) { tabButtons[tab].bg.alpha = 0.8; tabButtons[tab].text.fill = 0xFFFFFF; }); // Highlight selected tab tabButtons[tabName].bg.alpha = 1; tabButtons[tabName].text.fill = 0xFFFF00; } // Create containers for each tab's content var upgradeSections = { bubbles: new Container(), clams: new Container(), colors: new Container(), decorations: new Container() }; // Add section containers to menu Object.values(upgradeSections).forEach(function(section) { menuTextContainer.addChild(section); section.visible = false; // Hide all initially }); upgradeSections.bubbles.visible = true; // Show default tab // Modify createUpgradeText function to add upgrades to the correct section function createUpgradeText(category, key, index, isLeftColumn, tabSection) { // Most of your existing function remains the same // Add to the correct section instead of menuTextContainer upgradeSections[tabSection].addChild(hitContainer); upgradeSections[tabSection].addChild(nameText); upgradeSections[tabSection].addChild(costText); } // Reorganize your upgrades based on tab categories var bubbleUpgrades = [ ['player', 'lungCapacity', 'bubbles'], ['player', 'quickBreath', 'bubbles'], ['machine', 'bubbleDurability', 'bubbles'] ]; var clamUpgrades = [ ['machines', 'basicClam', 'clams'], ['machines', 'advancedClam', 'clams'], ['machines', 'premiumClam', 'clams'], ['machine', 'autoBubbleSpeed', 'clams'], ['player', 'autoPop', 'clams'] ]; // Add color upgrades from the new plans var colorUpgrades = [ // Will add color upgrades from the Prismatic Bubbles section later ]; // Add decoration upgrades from the new plans var decorationUpgrades = [ // Will add Bubble Coral and Sunken Treasures later ]; // Place upgrades in their respective tabs function initializeAllUpgrades() { // Add bubble upgrades bubbleUpgrades.forEach(function(upgrade, index) { createUpgradeText(upgrade[0], upgrade[1], index, index % 2 === 0, 'bubbles'); }); // Add clam upgrades clamUpgrades.forEach(function(upgrade, index) { createUpgradeText(upgrade[0], upgrade[1], index, index % 2 === 0, 'clams'); }); // Will add color and decoration upgrades later } // Call these functions after creating menuContainer initializeMenuTabs(); initializeAllUpgrades();
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Update only as needed with: // First, clear any existing upgrade texts from the old menu upgradeTexts.forEach(function(text) { text.destroy(); }); upgradeTexts = []; // Create containers for each tab's content if not done already var upgradeSections = { bubbles: new Container(), clams: new Container(), colors: new Container(), decorations: new Container() }; // Add section containers to menuTextContainer Object.values(upgradeSections).forEach(function(section) { menuTextContainer.addChild(section); section.visible = false; // Hide all initially }); upgradeSections.bubbles.visible = true; // Show default tab // Initialize the tab buttons initializeMenuTabs(); // Now reorganize the upgrades var bubbleUpgrades = [ ['player', 'lungCapacity'], ['player', 'quickBreath'], ['machine', 'bubbleDurability'] ]; var clamUpgrades = [ ['machines', 'basicClam'], ['machines', 'advancedClam'], ['machines', 'premiumClam'], ['machine', 'autoBubbleSpeed'], ['player', 'autoPop'] ]; // Place upgrades in their respective tabs bubbleUpgrades.forEach(function(upgrade, index) { createUpgradeText(upgrade[0], upgrade[1], index, index % 2 === 0, 'bubbles'); }); clamUpgrades.forEach(function(upgrade, index) { createUpgradeText(upgrade[0], upgrade[1], index, index % 2 === 0, 'clams'); });
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Update with: function createUpgradeText(category, key, index, isLeftColumn, tabSection) { 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 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; hitContainer.y = yPos; // Adjust the hitArea position within the container to center properly hitArea.x = 0; hitArea.y = -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() { // Your existing upgrade logic here return true; }; // Add to the correct section instead of menuTextContainer upgradeSections[tabSection].addChild(hitContainer); upgradeSections[tabSection].addChild(nameText); upgradeSections[tabSection].addChild(costText); }
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Update with: // Ensure this function is present to handle tab switching function switchToTab(tabName) { if (currentTab === tabName) return; // Update current tab currentTab = tabName; // Highlight active tab highlightTab(tabName); // Hide all upgrade sections Object.values(upgradeSections).forEach(function(section) { section.visible = false; }); // Show selected section upgradeSections[tabName].visible = true; } // Function to highlight the active tab function highlightTab(tabName) { // Reset all tabs Object.keys(tabButtons).forEach(function(tab) { tabButtons[tab].bg.alpha = 0.8; tabButtons[tab].text.fill = 0xFFFFFF; }); // Highlight selected tab tabButtons[tabName].bg.alpha = 1; tabButtons[tabName].text.fill = 0xFFFF00; }
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Update with: function updateAllUpgradeTexts() { // Process bubble upgrades bubbleUpgrades.forEach(function(upgrade) { var category = upgrade[0]; var key = upgrade[1]; var upgradeConfig = UPGRADE_CONFIG[category][key]; // Find the cost text for this upgrade in the bubbles section upgradeSections.bubbles.children.forEach(function(child) { if (child.text && child.text.includes("BP") && upgradeSections.bubbles.children.some(function(c) { return c.text === upgradeConfig.name && child.y > c.y; })) { // Check if max level reached if (upgradeConfig.currentLevel >= upgradeConfig.maxLevel) { child.setText("SOLD OUT"); } else { child.setText(getUpgradeCost(upgradeConfig) + " BP"); } } }); }); // Process clam upgrades clamUpgrades.forEach(function(upgrade) { var category = upgrade[0]; var key = upgrade[1]; if (category === 'machines') { var upgradeConfig = UPGRADE_CONFIG[category][key]; var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; // Find the cost text for this upgrade in the clams section upgradeSections.clams.children.forEach(function(child) { if (child.text && child.text.includes("BP") && upgradeSections.clams.children.some(function(c) { return c.text === upgradeConfig.name && child.y > c.y; })) { // Check if sold out based on clam logic if (totalClams >= 4 && key === 'basicClam' || UPGRADE_CONFIG.machines.basicClam.amount <= UPGRADE_CONFIG.machines.advancedClam.amount && key === 'advancedClam' || UPGRADE_CONFIG.machines.advancedClam.amount <= UPGRADE_CONFIG.machines.premiumClam.amount && key === 'premiumClam') { child.setText("SOLD OUT"); } else { child.setText(getUpgradeCost(upgradeConfig) + " BP"); } } }); } else { var upgradeConfig = UPGRADE_CONFIG[category][key]; // Find the cost text for this upgrade in the clams section upgradeSections.clams.children.forEach(function(child) { if (child.text && child.text.includes("BP") && upgradeSections.clams.children.some(function(c) { return c.text === upgradeConfig.name && child.y > c.y; })) { // Check if max level reached if (upgradeConfig.currentLevel >= upgradeConfig.maxLevel) { child.setText("SOLD OUT"); } else { child.setText(getUpgradeCost(upgradeConfig) + " BP"); } } }); } }); // Process color upgrades once implemented // colorUpgrades.forEach(function(upgrade) { // // Similar logic for color upgrades // }); // Process decoration upgrades once implemented // decorationUpgrades.forEach(function(upgrade) { // // Similar logic for decoration upgrades // }); }
Code edit (2 edits merged)
Please save this source code
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Please fix the bug: 'undefined is not an object (evaluating 'menuContainer.addChild')' in or related to this line: 'menuContainer.addChild(tabContainer);' Line Number: 450
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Please fix the bug: 'undefined is not an object (evaluating 'menuContainer.addChild')' in or related to this line: 'menuContainer.addChild(tabContainer);' Line Number: 453
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Remove the redundant declarations of `menuContainer`, `menuPanel`, and `menuTab`
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Move background initialization to the top of game code.
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Move the background initialization to before updateallupgrade texts
Code edit (2 edits merged)
Please save this source code
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Please fix the bug: 'Can't find variable: menuContainer' in or related to this line: 'menuContainer.addChild(tabContainer);' Line Number: 443
Code edit (6 edits merged)
Please save this source code
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Please fix the bug: 'undefined is not an object (evaluating 'upgradeTexts.forEach')' in or related to this line: 'upgradeTexts.forEach(function (text) {' Line Number: 398
===================================================================
--- original.js
+++ change.js
@@ -1039,14 +1039,26 @@
game.combo = 0;
}
game.lastPopTime = currentTime;
}
- game.bp += Math.floor(points);
+ // Ensure points is at least 1
+ points = Math.max(1, Math.floor(points));
+ game.bp += points;
bpText.setText(formatBP(game.bp) + " BP");
+ // Set size and color based on point value
+ var textSize = 96;
+ var textColor = 0xFFFF00; // Default yellow
+ if (points > 100) {
+ textSize = 120;
+ textColor = 0xFF0000; // Red for >100
+ } else if (points > 50) {
+ textSize = 108;
+ textColor = 0xFFA500; // Orange for 51-100
+ }
// Always show point text regardless of auto or manual pop
- var pointText = new Text2("+" + Math.floor(points), {
- size: 96,
- fill: 0xFFFF00,
+ var pointText = new Text2("+" + points, {
+ size: textSize,
+ fill: textColor,
font: "Impact",
fontWeight: 'bold'
});
pointText.anchorX = 0.5;
A treasure chest with gold coins. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A golden skull with diamonds for eyes. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A golden necklace with a ruby pendant. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A filled in white circle.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A yellow star. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a game logo for a game called 'Bubble Blower Tycoon' about a happy purple pufferfish with yellow fins and spines that builds an underwater empire of bubbles. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
an SVG of the word 'Start'. word should be yellow and the font should look like its made out of bubbles. cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bubblelow
Sound effect
backgroundmusic
Music
bubblehigh
Sound effect
bubble1
Sound effect
bubble2
Sound effect
bubble3
Sound effect
bubble4
Sound effect
blowing
Sound effect
bubbleshoot
Sound effect
fishtank
Sound effect
menuopen
Sound effect
upgrade
Sound effect
jellyfish
Sound effect
titlemusic
Music
startbutton
Sound effect