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Please fix the bug: 'undefined is not an object (evaluating 'menuTextContainer.addChild')' in or related to this line: 'menuTextContainer.addChild(contentContainer);' Line Number: 741
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Please fix the bug: 'undefined is not an object (evaluating 'menuTextContainer.addChild')' in or related to this line: 'menuTextContainer.addChild(contentContainer);' Line Number: 741
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Please fix the bug: 'Can't find variable: getTabForUpgrade' in or related to this line: 'var targetContainer = tabContainers[getTabForUpgrade(category, key)];' Line Number: 914
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Please fix the bug: 'undefined is not an object (evaluating 'menuTextContainer.addChild')' in or related to this line: 'menuTextContainer.addChild(contentContainer);' Line Number: 741
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Update with: Object.values(tabContainers).forEach(function(tabContainer) { tabContainer.children.forEach(function (child) { // ...existing code that finds and updates text elements }); });
Code edit (1 edits merged)
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Update with: // Update the tween function where menu is opened/closed tween(menuContainer, { y: targetY }, { duration: 300, easing: tween.easeOutBack, onUpdate: function(progress) { // Show tabs only when menu is fully open tabsContainer.visible = progress > 0.9 && menuOpen; }, onFinish: function() { tabsContainer.visible = menuOpen; if (!menuOpen) { game.setChildIndex(menuContainer, 1); } } }); ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (2 edits merged)
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Update as needed with: // Set up menus var currentTab = 'bubbles'; // Default tab var menuTabs = ['bubbles', 'clams', 'colors', 'decorations']; var tabButtons = {}; // Will hold references to tab buttons var menuOpen = false; // Create menu container var menuContainer = new Container(); menuContainer.x = game.width / 2; menuContainer.y = game.height; // Position at bottom initially // Create main panel first (taller to fill more screen space) var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, // Anchor at bottom y: 0, scaleX: game.width / 200, scaleY: game.height * 0.8 / 299, // Make it taller - 80% of screen height alpha: 0.9 }); menuContainer.addChild(menuPanel); // Create upgrade button at top of panel var upgradeTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, // Anchor at bottom y: -menuPanel.height * menuPanel.scaleY, // Position at top of panel scaleX: 3, scaleY: 0.8, alpha: 0.9 }); menuContainer.addChild(upgradeTab); // Add upgrade text to button (correctly sized) var upgradeText = new Text2("Upgrades", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3, font: "Impact" }); upgradeText.anchor = { x: 0.5, y: 0.5 }; upgradeText.x = 0; upgradeText.y = -upgradeTab.height * upgradeTab.scaleY / 2; upgradeTab.addChild(upgradeText); // Create text container for upgrades var menuTextContainer = new Container(); menuTextContainer.y = -menuPanel.height * menuPanel.scaleY / 2; // Center in panel menuContainer.addChild(menuTextContainer); // Create upgrade sections var upgradeSections = { bubbles: new Container(), clams: new Container(), colors: new Container(), decorations: new Container() }; // Add sections to text container Object.values(upgradeSections).forEach(function(section) { menuTextContainer.addChild(section); section.visible = false; // Hide all initially }); // Create tab container at the BOTTOM of the menu panel var tabContainer = new Container(); tabContainer.y = -50; // Position near bottom of panel, adjust as needed menuContainer.addChild(tabContainer); 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 highlightTab(tabName) { // Reset all tabs Object.keys(tabButtons).forEach(function(tab) { tabButtons[tab].bg.alpha = 0.6; tabButtons[tab].text.fill = 0xFFFFFF; }); // Highlight selected tab tabButtons[tabName].bg.alpha = 1; tabButtons[tabName].text.fill = 0xFFFF00; } function initializeMenuTabs() { // Create tab buttons var tabWidth = menuPanel.width * menuPanel.scaleX / 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: 0.6 }); // 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); // Show bubbles section by default upgradeSections.bubbles.visible = true; } // Add menu container to game game.addChild(menuContainer); initializeMenuTabs(); // Update click handling in game.down upgradeTab.down = function() { menuOpen = !menuOpen; var targetY = menuOpen ? menuPanel.height * menuPanel.scaleY : 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; }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update only as needed with: // Set up menus var currentTab = 'bubbles'; // Default tab var menuTabs = ['bubbles', 'clams', 'colors', 'decorations']; var tabButtons = {}; // Will hold references to tab buttons var menuOpen = false; // Create menu container var menuContainer = new Container(); menuContainer.x = game.width / 2; menuContainer.y = game.height; // Position at bottom initially // Create main panel first (taller to fill more screen space) var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, // Anchor at bottom y: 0, scaleX: game.width / 200, scaleY: game.height * 0.8 / 299, // Make it taller - 80% of screen height alpha: 0.9 }); menuContainer.addChild(menuPanel); // Create upgrade button at top of panel var upgradeTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, // Anchor at bottom y: -menuPanel.height * menuPanel.scaleY, // Position at top of panel scaleX: 3, scaleY: 0.8, alpha: 0.9 }); menuContainer.addChild(upgradeTab); // Add upgrade text to button (correctly sized) var upgradeText = new Text2("Upgrades", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3, font: "Impact" }); upgradeText.anchor = { x: 0.5, y: 0.5 }; upgradeText.x = 0; upgradeText.y = -upgradeTab.height * upgradeTab.scaleY / 2; upgradeTab.addChild(upgradeText); // Create text container for upgrades var menuTextContainer = new Container(); menuTextContainer.y = -menuPanel.height * menuPanel.scaleY / 2; // Center in panel menuContainer.addChild(menuTextContainer); // Create upgrade sections var upgradeSections = { bubbles: new Container(), clams: new Container(), colors: new Container(), decorations: new Container() }; // Add sections to text container Object.values(upgradeSections).forEach(function(section) { menuTextContainer.addChild(section); section.visible = false; // Hide all initially }); // Create tab container at the BOTTOM of the menu panel var tabContainer = new Container(); tabContainer.y = -50; // Position near bottom of panel, adjust as needed menuContainer.addChild(tabContainer); 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 highlightTab(tabName) { // Reset all tabs Object.keys(tabButtons).forEach(function(tab) { tabButtons[tab].bg.alpha = 0.6; tabButtons[tab].text.fill = 0xFFFFFF; }); // Highlight selected tab tabButtons[tabName].bg.alpha = 1; tabButtons[tabName].text.fill = 0xFFFF00; } function initializeMenuTabs() { // Create tab buttons var tabWidth = menuPanel.width * menuPanel.scaleX / 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: 0.6 }); // 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); // Show bubbles section by default upgradeSections.bubbles.visible = true; } // Add menu container to game game.addChild(menuContainer); initializeMenuTabs(); // Update click handling in game.down upgradeTab.down = function() { menuOpen = !menuOpen; var targetY = menuOpen ? menuPanel.height * menuPanel.scaleY : 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; }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update with: // Inside game.down function // Check if upgrade tab was clicked var localX = x - menuContainer.x; var localY = y - menuContainer.y; if (localX >= -upgradeTab.width * upgradeTab.scaleX / 2 && localX <= upgradeTab.width * upgradeTab.scaleX / 2 && localY >= -upgradeTab.height * upgradeTab.scaleY && localY <= 0) { menuOpen = !menuOpen; var targetY = menuOpen ? upgradeTab.height * upgradeTab.scaleY : 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; } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update with: // Set up menus var currentTab = 'bubbles'; // Default tab var menuTabs = ['bubbles', 'clams', 'colors', 'decorations']; var tabButtons = {}; // Will hold references to tab buttons var menuOpen = false; // Create menu container var menuContainer = new Container(); menuContainer.x = game.width / 2; menuContainer.y = game.height; // Position at bottom initially // Create upgrade button (visible when menu closed) var upgradeTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, y: 0, scaleX: 3, scaleY: 0.8, alpha: 0.9 }); // Add button text var upgradeText = new Text2("Upgrades", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3, font: "Impact" }); upgradeText.anchor = { x: 0.5, y: 0.5 }; upgradeText.x = 0; upgradeText.y = -upgradeTab.height * upgradeTab.scaleY / 2; upgradeTab.addChild(upgradeText); // Create main panel (full screen size minus margins) var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, y: -upgradeTab.height * upgradeTab.scaleY, // Position above the button scaleX: 2048 / 200, scaleY: (game.height - 2 * (upgradeTab.height * upgradeTab.scaleY)) / 299, alpha: 0.9 }); // Add panel and button to container menuContainer.addChild(menuPanel); menuContainer.addChild(upgradeTab); // Create text container for upgrades var menuTextContainer = new Container(); menuTextContainer.y = -menuPanel.height * menuPanel.scaleY / 2; // Center in panel menuContainer.addChild(menuTextContainer); // Create tab container at the bottom of the menu panel var tabContainer = new Container(); tabContainer.y = -menuPanel.height * menuPanel.scaleY + 100; // Position at bottom of panel menuContainer.addChild(tabContainer); // Create upgrade sections var upgradeSections = { bubbles: new Container(), clams: new Container(), colors: new Container(), decorations: new Container() }; // Add sections to text container Object.values(upgradeSections).forEach(function(section) { menuTextContainer.addChild(section); section.visible = false; // Hide all initially }); // Add menu container to game game.addChild(menuContainer);
Code edit (1 edits merged)
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Please fix the bug: 'undefined is not an object (evaluating 'menuTextContainer.addChild')' in or related to this line: 'menuTextContainer.addChild(section);' Line Number: 406
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Please fix the bug: 'undefined is not an object (evaluating 'menuTextContainer.addChild')' in or related to this line: 'menuTextContainer.addChild(section);' Line Number: 406
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Please fix the bug: 'undefined is not an object (evaluating 'upgradeSections.bubbles')' in or related to this line: 'upgradeSections.bubbles.visible = true; // Show default tab' Line Number: 397
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Please fix the bug: 'undefined is not an object (evaluating 'upgradeSections.bubbles')' in or related to this line: 'upgradeSections.bubbles.visible = true; // Show default tab' Line Number: 397
Code edit (1 edits merged)
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Please fix the bug: 'undefined is not an object (evaluating 'upgradeSections.bubbles')' in or related to this line: 'upgradeSections.bubbles.visible = true; // Show default tab' Line Number: 403
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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
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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
Code edit (1 edits merged)
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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
/**** 
* 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;
	self.visible = false; // Start invisible in pool
	var sprite = self.attachAsset('bubble', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0.8
	});
	self.size = 100;
	self.activate = function (x, y, size) {
		var isPlayerBlown = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 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
		});
	};
	self.deactivate = function () {
		self.visible = false;
		var index = game.activeBubbles.indexOf(self);
		if (index > -1) {
			game.activeBubbles.splice(index, 1);
		}
		// Don't award points here - let the calling function handle it
	};
	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) {
		var currentTime = Date.now();
		if (currentTime - self.lastPopTime < 100) {
			return true;
		}
		self.lastPopTime = currentTime;
		var points = self.getBP();
		game.addBP(points, self.x, self.y, false);
		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);
			}
		}
		self.deactivate();
		return true;
	};
	self.getBP = function () {
		return Math.max(1, Math.floor(Math.pow(self.size, 1.4) * 0.02));
	};
	self.update = function () {
		// Only increment lifetime if not being actively blown
		if (game.growingBubble !== self) {
			self.lifetime++;
			if (self.lifetime % 60 === 0) {
				self.driftX += (Math.random() - 0.5) * 0.8;
			}
		}
		self.x += self.driftX * 1.2;
		if (self.lifetime > self.maxLifetime) {
			console.log('Bubble dying - lifetime:', self.lifetime, 'maxLifetime:', self.maxLifetime);
			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 = spawnBubble(self.x, self.y, newSize, i === 0 ? -1 : 1, true);
					if (split) {
						split.maxLifetime *= 0.7;
					}
				}
				self.deactivate();
				return;
			}
			self.autoPop();
			return;
		}
		if (self.y < -self.size) {
			// Just deactivate, no points
			self.visible = false;
			var index = game.activeBubbles.indexOf(self);
			if (index > -1) {
				game.activeBubbles.splice(index, 1);
			}
			return;
		}
		self.justSplit = false;
		if (self.verticalVelocity < self.floatSpeed) {
			self.verticalVelocity += 0.08;
		}
		self.y -= self.verticalVelocity;
		if (Math.abs(self.driftX) > (Math.random() * 20 - 10) / 60) {
			self.driftX *= 0.98;
		}
		self.x += self.driftX;
		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 () {
		// 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;
	};
	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 = 8; // Changed from 4
	self.update = function () {
		self.x += self.fromLeft ? self.speed : -self.speed;
		// Add bubble collision check
		game.activeBubbles.forEach(function (bubble) {
			if (bubble.visible) {
				var dx = self.x - bubble.x;
				var dy = self.y - bubble.y;
				var distance = Math.sqrt(dx * dx + dy * dy);
				if (distance <= bubble.size / 2 + 50) {
					// Increased from 30 to 50 
					// 30px collision radius
					var points = bubble.getBP();
					game.addBP(points, bubble.x, bubble.y, false); // false = manual pop points
					bubble.deactivate();
				}
			}
		});
		// 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
****/ 
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
	// });
}
// 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
}
// Now reorganize the upgrades
var bubbleUpgrades = [['player', 'lungCapacity'], ['player', 'quickBreath'], ['machine', 'bubbleDurability']];
var clamUpgrades = [['machines', 'basicClam'], ['machines', 'advancedClam'], ['machines', 'premiumClam'], ['machine', 'autoBubbleSpeed'], ['player', 'autoPop']];
// 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
];
upgradeSections.bubbles.visible = true; // Show default tab
// 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;
}
// 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.values(upgradeSections).forEach(function (section) {
		section.visible = false;
	});
	// Show selected section
	upgradeSections[tabName].visible = true;
}
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);
}
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) {
			// Find first available bubble in pool
			var bubble = game.bubblePool.find(function (b) {
				return !b.visible;
			});
			if (bubble && game.activeBubbles.length < game.MAX_BUBBLES) {
				bubble.activate(spawnPoint.x, spawnPoint.y, config.bubbleSize, false // not player blown
				);
				// Set initial velocities for clam bubbles
				bubble.verticalVelocity = 0;
				bubble.driftX = (spawnPoint.isRight ? -1 : 1) * (Math.random() * 1.5 + 2);
				game.activeBubbles.push(bubble);
			}
		}
	});
}
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: 100,
			// About 1-2 max bubbles
			costScale: 3.0,
			// Steeper scaling
			maxLevel: 10,
			currentLevel: 0
		},
		quickBreath: {
			name: "Quick Breath",
			baseCost: 100,
			// 2-3 max bubbles
			costScale: 3.0,
			// Steeper scaling
			maxLevel: 10,
			currentLevel: 0
		},
		autoPop: {
			// Moved here from machine section
			name: "Fish Friends",
			// Updated name
			baseCost: 400,
			// Changed from 1000
			costScale: 3,
			maxLevel: 6,
			// Changed from 5
			currentLevel: 0
		}
	},
	machines: {
		basicClam: {
			name: "Basic Clam",
			baseCost: 300,
			// 6-7 max bubbles
			costScale: 2,
			// Slightly steeper scaling
			amount: 0,
			production: 3,
			bubbleSize: 80
		},
		advancedClam: {
			name: "Advanced Clam",
			baseCost: 3000,
			// Requires running basic clams for a while
			costScale: 3.0,
			amount: 0,
			production: 2,
			bubbleSize: 100,
			unlockCost: 3000
		},
		premiumClam: {
			name: "Premium Clam",
			baseCost: 20000,
			// True end-game content
			costScale: 3,
			amount: 0,
			production: 1,
			bubbleSize: 150,
			unlockCost: 20000
		}
	},
	machine: {
		bubbleDurability: {
			name: "Bubble Splitting",
			baseCost: 500,
			costScale: 5,
			// Significant scaling
			maxLevel: 3,
			currentLevel: 0
		},
		autoBubbleSpeed: {
			name: "Clam Speed",
			baseCost: 500,
			costScale: 3.5,
			maxLevel: 8,
			currentLevel: 0
		}
	}
};
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 onFinish() {
			errorText.destroy();
		}
	});
};
var currentTab = 'bubbles'; // Default tab
var menuTabs = ['bubbles', 'clams', 'colors', 'decorations'];
var tabButtons = {}; // Will hold references to tab buttons
// 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
// 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);
var upgradeSections = {
	bubbles: new Container(),
	clams: new Container(),
	colors: new Container(),
	decorations: new Container()
};
Object.values(upgradeSections).forEach(function (section) {
	menuTextContainer.addChild(section);
	section.visible = false; // Hide all initially
});
initializeMenuTabs();
initializeAllUpgrades();
upgradeSections.bubbles.visible = true; // Show default tab
var startY = 150;
var upgradeSpacing = 250;
var columnWidth = 1024;
// Function to create upgrade text
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);
}
// 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();
// Add this to the end of the game initialization code, after updating the clam visuals
// Call the function after creating all upgrades
updateAllUpgradeTexts();
// 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 = UPGRADE_EFFECTS.quickBreath.baseValue * (1 + UPGRADE_EFFECTS.quickBreath.incrementPercent / 100 * UPGRADE_CONFIG.player.quickBreath.currentLevel);
game.bubblePool = Array(250).fill(null).map(function () {
	return new Bubble();
});
game.activeBubbles = [];
game.MAX_BUBBLES = 200; // Active bubble limit
game.bubblePool.forEach(function (bubble) {
	game.addChild(bubble);
});
game.baseSpawnRate = 180; // Every 3 seconds
function spawnBubble(x, y, size) {
	var direction = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0;
	var isAutoPop = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : false;
	if (game.activeBubbles.length >= game.MAX_BUBBLES) {
		return null;
	}
	// Find first available bubble in pool
	var bubble = game.bubblePool.find(function (b) {
		return !b.visible;
	});
	if (!bubble) {
		return null;
	}
	bubble.activate(x, y, size);
	if (isAutoPop) {
		bubble.verticalVelocity = bubble.floatSpeed;
		bubble.driftX = direction * (Math.random() * 0.8 + 0.5);
	} else {
		bubble.verticalVelocity = -(Math.random() * 2 + 4);
		bubble.driftX = direction * (Math.random() * 1.5 + 2);
	}
	game.activeBubbles.push(bubble);
	return bubble;
}
// 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;
	}
	// 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();
			}
		});
	}
};
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) {
			var spawnX = playerMask.x;
			var spawnY = playerMask.y + playerMask.height * 0.15;
			game.growingBubble = spawnBubble(spawnX, spawnY, game.MIN_SPAWN_SIZE, 0, false);
			if (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) {
			// 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 = -10;
			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) {
		// 8 seconds (480 frames) base, reduced by 2 seconds (120 frames) per level
		if (LK.ticks % Math.max(60, 660 - UPGRADE_CONFIG.player.autoPop.currentLevel * 120) === 0) {
			var fish = new Fish();
			game.addChild(fish);
		}
	}
	if (game.activeBubbles.length < game.MAX_BUBBLES) {
		if (LK.ticks % game.baseSpawnRate == 0) {
			var x = Math.random() * (game.width - 200) + 100;
			spawnBubble(x, game.height + 100, 100, 0, true);
		}
	}
	game.activeBubbles.forEach(function (bubble) {
		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;
	// NEW:
	for (var i = game.activeBubbles.length - 1; i >= 0; i--) {
		var bubble = game.activeBubbles[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 + 30 && bubble.down) {
			bubble.down();
			popped = true;
			break;
		}
	}
}; ===================================================================
--- original.js
+++ change.js
@@ -372,14 +372,8 @@
 // Add decoration upgrades from the new plans
 var decorationUpgrades = [
 	// Will add Bubble Coral and Sunken Treasures later
 ];
-// Initialize upgradeTexts as an empty array to prevent undefined errors
-var upgradeTexts = []; // Initialize as an empty array to prevent undefined errors
-// First, clear any existing upgrade texts from the old menu
-upgradeTexts.forEach(function (text) {
-	text.destroy();
-});
 upgradeSections.bubbles.visible = true; // Show default tab
 // Function to highlight the active tab
 function highlightTab(tabName) {
 	// Reset all tabs
@@ -883,17 +877,11 @@
 Object.values(upgradeSections).forEach(function (section) {
 	menuTextContainer.addChild(section);
 	section.visible = false; // Hide all initially
 });
-Object.values(upgradeSections).forEach(function (section) {
-	menuTextContainer.addChild(section);
-	section.visible = false; // Hide all initially
-});
 initializeMenuTabs();
 initializeAllUpgrades();
 upgradeSections.bubbles.visible = true; // Show default tab
-// Add upgrade texts to text container instead of panel
-var upgradeTexts = []; // Initialize as an empty array to prevent undefined errors
 var startY = 150;
 var upgradeSpacing = 250;
 var columnWidth = 1024;
 // Function to create upgrade text
@@ -946,13 +934,8 @@
 	upgradeSections[tabSection].addChild(hitContainer);
 	upgradeSections[tabSection].addChild(nameText);
 	upgradeSections[tabSection].addChild(costText);
 }
-// Clear existing texts
-upgradeTexts.forEach(function (text) {
-	return text.destroy();
-});
-upgradeTexts = [];
 // Menu state and animation
 var menuOpen = false;
 var menuTargetY = game.height;
 function updateClamVisuals() {
:quality(85)/https://cdn.frvr.ai/67ba4b7d38fe57e0d4bf9475.png%3F3) 
 A white bubble with a black outline Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67bfab127754338fc503f264.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67c22f097033e124bf42ebe7.png%3F3) 
 A filled in white circle.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67c240d2f2b58146864d0ea7.png%3F3) 
 A yellow star. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67c33edae3ef98e836e2092f.png%3F3) 
 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
:quality(85)/https://cdn.frvr.ai/67c34097e3ef98e836e2095a.png%3F3) 
 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
:quality(85)/https://cdn.frvr.ai/67c52c6b3591963c82f8bf83.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67cb3ceb2dbb4136c61192f7.png%3F3) 
 A outstretched straight octopus tentacle. Green with purple suckers. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67cb782f9a1a3019c1ad978e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67cb789e9a1a3019c1ad9792.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67cb790e9a1a3019c1ad9796.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e08245e50564a967e16f72.png%3F3) 
 A colorful underwater coral reef background. Cartoon Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67e0b732e50564a967e16fe5.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b774e50564a967e16fe9.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b7b4e50564a967e16fed.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b83be50564a967e16ff5.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b8b7e50564a967e17001.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b8fee7971efb59b948a3.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b906e50564a967e17005.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b94ae50564a967e17009.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b987e50564a967e1700d.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b9b1e50564a967e17011.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b9e5e50564a967e17015.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0ba09e50564a967e17019.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0ba34e50564a967e1701d.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0ba60e50564a967e17021.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0ba8de50564a967e17025.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0bbe2e50564a967e17062.png%3F3) 
 A white bubble with a black outline. Pixel art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67e0bc03e50564a967e17067.png%3F3) 
 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