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Move the background initialization to before updateallupgrade texts
Code edit (2 edits merged)
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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)
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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
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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 '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
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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
Code edit (2 edits merged)
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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);
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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 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 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
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)
Please save this source code
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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 }); });
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'menuTextContainer.addChild')' in or related to this line: 'menuTextContainer.addChild(contentContainer);' Line Number: 741
User prompt
Please fix the bug: 'Can't find variable: getTabForUpgrade' in or related to this line: 'var targetContainer = tabContainers[getTabForUpgrade(category, key)];' Line Number: 914
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'menuTextContainer.addChild')' in or related to this line: 'menuTextContainer.addChild(contentContainer);' Line Number: 741
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'menuTextContainer.addChild')' in or related to this line: 'menuTextContainer.addChild(contentContainer);' Line Number: 741
===================================================================
--- original.js
+++ change.js
@@ -436,52 +436,52 @@
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 upgradeButton = LK.getAsset('upgradetab', {
+var upgradeTab = LK.getAsset('upgradetab', {
anchorX: 0.5,
anchorY: 1,
y: 0,
scaleX: 3,
scaleY: 0.8,
alpha: 0.9
});
// Add button text
-var buttonText = new Text2("Upgrades", {
+var upgradeText = new Text2("Upgrades", {
size: 70,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 3,
font: "Impact"
});
-buttonText.anchor = {
+upgradeText.anchor = {
x: 0.5,
y: 0.5
};
-buttonText.x = 0;
-buttonText.y = -upgradeButton.height * upgradeButton.scaleY / 2;
-upgradeButton.addChild(buttonText);
+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: -upgradeButton.height * upgradeButton.scaleY,
+ y: -upgradeTab.height * upgradeTab.scaleY,
// Position above the button
scaleX: 2048 / 200,
- scaleY: (game.height - 2 * (upgradeButton.height * upgradeButton.scaleY)) / 299,
+ scaleY: (game.height - 2 * (upgradeTab.height * upgradeTab.scaleY)) / 299,
alpha: 0.9
});
// Add panel and button to container
menuContainer.addChild(menuPanel);
-menuContainer.addChild(upgradeButton);
-// 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);
+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(),
@@ -492,8 +492,10 @@
Object.values(upgradeSections).forEach(function (section) {
menuTextContainer.addChild(section);
section.visible = false; // Hide all initially
});
+// Add menu container to game
+game.addChild(menuContainer);
function switchToTab(tabName) {
if (currentTab === tabName) {
return;
}
@@ -510,16 +512,20 @@
}
function highlightTab(tabName) {
// Reset all tabs
Object.keys(tabButtons).forEach(function (tab) {
- tabButtons[tab].bg.alpha = 0.6;
+ 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 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 * menuPanel.scaleX / menuTabs.length;
menuTabs.forEach(function (tabName, index) {
// Create tab background
@@ -528,9 +534,9 @@
anchorY: 0.5,
x: (index - 1.5) * tabWidth + tabWidth / 2,
scaleX: tabWidth / 200,
scaleY: 0.5,
- alpha: 0.6
+ alpha: 0.8
});
// Tab text
var tabText = new Text2(tabName.charAt(0).toUpperCase() + tabName.slice(1), {
size: 60,
@@ -559,100 +565,9 @@
};
});
// Highlight default tab
highlightTab(currentTab);
- // Show bubbles section by default
- upgradeSections.bubbles.visible = true;
}
-// Handle menu open/close
-upgradeButton.down = function () {
- toggleMenu();
- return true;
-};
-function toggleMenu() {
- menuOpen = !menuOpen;
- // Calculate target position
- var targetY = menuOpen ? upgradeButton.height * upgradeButton.scaleY : game.height;
- // Bring menu to front when opening
- if (menuOpen) {
- game.setChildIndex(menuContainer, game.children.length - 1);
- }
- // Animate menu
- tween(menuContainer, {
- y: targetY
- }, {
- duration: 300,
- easing: tween.easeOutBack,
- onFinish: function onFinish() {
- if (!menuOpen) {
- game.setChildIndex(menuContainer, 1);
- }
- }
- });
-}
-// Add menu container to game
-game.addChild(menuContainer);
-initializeMenuTabs();
-// Set up menus but but
-var currentTab = 'bubbles'; // Default tab
-var menuTabs = ['bubbles', 'clams', 'colors', 'decorations'];
-var tabButtons = {}; // Will hold references to tab buttons
-// Create menu container
-var menuContainer = new Container();
-menuContainer.x = game.width / 2;
-menuContainer.y = game.height; // Position at bottom
-// Create menu panel and tab
-var menuPanel = LK.getAsset('upgradetab', {
- anchorX: 0.5,
- anchorY: 0,
- y: 0,
- alpha: 0.9,
- scaleX: 2048 / 200,
- scaleY: game.height * 0.4 / 299
-});
-var menuTab = LK.getAsset('upgradetab', {
- anchorX: 0.5,
- anchorY: 1,
- y: -menuPanel.height * menuPanel.scaleY,
- scaleX: 3,
- scaleY: 0.8,
- alpha: 0.9
-});
-// Add panel and tab to container
-menuContainer.addChild(menuPanel);
-menuContainer.addChild(menuTab);
-// Add menu text
-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 = -menuPanel.height * menuPanel.scaleY - menuTab.height * menuTab.scaleY / 2; // Position relative to container bottom
-menuContainer.addChild(menuText);
-// Add menu container to game
-game.addChild(menuContainer);
-// Create text container for upgrades
-var menuTextContainer = new Container();
-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
-});
var startY = 150;
var upgradeSpacing = 250;
var columnWidth = 1024;
function createUpgradeText(category, key, index, isLeftColumn, tabSection) {
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