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Please fix the bug: 'undefined is not an object (evaluating 'targetContainer.addChild')' in or related to this line: 'targetContainer.addChild(hitContainer);' Line Number: 925
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Update with: var tabWidth = menuPanel.width * menuPanel.scaleX / menuTabs.length;
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Please fix the bug: 'undefined is not an object (evaluating 'targetContainer.addChild')' in or related to this line: 'targetContainer.addChild(hitContainer);' Line Number: 922
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Update with: var tabContainers = {}; menuTabs.forEach(function(tab) { var contentContainer = new Container(); contentContainer.visible = tab === currentTab; tabContainers[tab] = contentContainer; menuTextContainer.addChild(contentContainer); });
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Update with: // In createUpgradeText function, replace: var targetContainer = tabContainers[getTabForUpgrade(category, key)]; targetContainer.addChild(hitContainer); targetContainer.addChild(nameText); targetContainer.addChild(costText); // With: var tabName = getTabForUpgrade(category, key); var targetContainer = tabContainers[tabName]; // Add fallback in case the container doesn't exist if (!targetContainer) { console.log("Warning: Tab '" + tabName + "' not found for " + category + "." + key); targetContainer = tabContainers[menuTabs[0]]; // Default to first tab } targetContainer.addChild(hitContainer); targetContainer.addChild(nameText); targetContainer.addChild(costText);
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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: 750
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Update with: // When creating tabsContainer (after creating menuPanel and menuTab) var tabsContainer = new Container(); // Position at the bottom of the menu panel tabsContainer.y = -menuPanel.height * menuPanel.scaleY; // This positions it at the bottom of the panel menuContainer.addChild(tabsContainer); // When creating each tab button var tabButton = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, // Anchor to top // Position evenly across panel width x: -menuPanel.width * menuPanel.scaleX / 2 + (index + 0.5) * tabWidth, y: 0, // Start at the container's position scaleX: tabWidth / 200, scaleY: tabHeight / 299, });
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Update with: // Try this positioning for tabsContainer var tabsContainer = new Container(); // Set Y to match where the bottom of the panel is tabsContainer.y = -100; // Adjust this value to find the right position menuContainer.addChild(tabsContainer);
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Update with: // Position tabsContainer at the bottom of the panel var tabsContainer = new Container(); tabsContainer.y = -570 + (menuPanel.height * menuPanel.scaleY); // Bottom of panel menuContainer.addChild(tabsContainer);
Code edit (9 edits merged)
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Update with: // Increase tab height var tabHeight = 120; // Doubled from 60 // When creating each tab button var tabButton = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, // Anchor to top x: -menuPanel.width * menuPanel.scaleX / 2 + (index + 0.5) * tabWidth, y: 0, scaleX: tabWidth / 200, scaleY: tabHeight / 299, // Updated for new height }); // Increase text size var tabText = new Text2(tab.charAt(0).toUpperCase() + tab.slice(1), { // Capitalize first letter size: 80, // Increased from 50 fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3, // Slightly thicker for larger text font: "Impact" });
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Update with: // When creating tab text, capitalize the entire tab name var tabText = new Text2(tab.toUpperCase(), { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3, font: "Impact" });
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Update with: // When creating each tab button, add or update the hit detection var tabButton = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, x: -menuPanel.width * menuPanel.scaleX / 2 + (index + 0.5) * tabWidth, y: 0, scaleX: tabWidth / 200, scaleY: tabHeight / 299, alpha: tab === currentTab ? 1.0 : 0.7 }); // Add hit detection to the tab button tabButton.down = function() { // Only do something if this isn't already the current tab if (tab !== currentTab) { // Update tab appearance Object.keys(tabButtons).forEach(function(t) { if (tabButtons[t]) { tabButtons[t].alpha = t === tab ? 1.0 : 0.7; } }); // Hide current tab content, show new tab content if (tabContainers[currentTab]) { tabContainers[currentTab].visible = false; } if (tabContainers[tab]) { tabContainers[tab].visible = true; } // Update current tab currentTab = tab; } // Return true to indicate the event was handled return true; }; // Store reference to the button tabButtons[tab] = tabButton;
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Update with: // Add these new upgrade definitions to your UPGRADE_CONFIG // For the Bubbles tab UPGRADE_CONFIG.player.bubbleRefinement = { name: "Bubble Refinement", baseCost: 2500, costScale: 2.5, maxLevel: 5, currentLevel: 0 }; UPGRADE_CONFIG.player.twinBubbles = { name: "Twin Bubbles", baseCost: 5000, costScale: 2.3, maxLevel: 3, currentLevel: 0 }; UPGRADE_CONFIG.player.sizeVariance = { name: "Size Variance", baseCost: 4000, costScale: 1.8, maxLevel: 5, currentLevel: 0 }; UPGRADE_CONFIG.player.bubbleBreath = { name: "Bubble Breath", baseCost: 12000, costScale: 2.2, maxLevel: 4, currentLevel: 0 }; // For the Clams tab UPGRADE_CONFIG.machine.bubbleQuality = { name: "Bubble Quality", baseCost: 3000, costScale: 2.2, maxLevel: 5, currentLevel: 0 }; // For the Colors tab - create a new section UPGRADE_CONFIG.colors = { blueBubbles: { name: "Blue Bubbles", baseCost: 1000, costScale: 1.0, // Only one level maxLevel: 1, currentLevel: 0 }, greenBubbles: { name: "Green Bubbles", baseCost: 3000, costScale: 1.0, // Only one level maxLevel: 1, currentLevel: 0, requires: "blueBubbles" }, pinkBubbles: { name: "Pink Bubbles", baseCost: 6000, costScale: 1.0, // Only one level maxLevel: 1, currentLevel: 0, requires: "greenBubbles" }, rainbowBubbles: { name: "Rainbow Bubbles", baseCost: 15000, costScale: 1.0, // Only one level maxLevel: 1, currentLevel: 0, requires: "pinkBubbles" }, prismaticBubbles: { name: "Prismatic Bubbles", baseCost: 30000, costScale: 1.0, // Only one level maxLevel: 1, currentLevel: 0, requires: "rainbowBubbles" } }; // For the Decorations tab - create a new section UPGRADE_CONFIG.decorations = { bubbleCoral: { name: "Bubble Coral", baseCost: 10000, costScale: 2.0, amount: 0, maxAmount: 5 }, sunkenTreasures: { name: "Sunken Treasures", baseCost: 25000, costScale: 2.5, amount: 0, maxAmount: 3 } };
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Update with: // Update the getTabForUpgrade function function getTabForUpgrade(category, key) { if (category === 'player') return 'bubbles'; if (category === 'machines' || category === 'machine') return 'clams'; if (category === 'colors') return 'colors'; if (category === 'decorations') return 'decorations'; return 'bubbles'; // Default } // Define column assignments for each tab var tabColumns = { bubbles: { left: [ ['player', 'lungCapacity'], ['player', 'quickBreath'], ['player', 'bubbleRefinement'], ['player', 'twinBubbles'] ], right: [ ['player', 'autoPop'], ['player', 'sizeVariance'], ['player', 'bubbleBreath'] ] }, clams: { left: [ ['machines', 'basicClam'], ['machines', 'advancedClam'], ['machines', 'premiumClam'] ], right: [ ['machine', 'bubbleDurability'], ['machine', 'autoBubbleSpeed'], ['machine', 'bubbleQuality'] ] }, colors: { left: [ ['colors', 'blueBubbles'], ['colors', 'greenBubbles'], ['colors', 'pinkBubbles'] ], right: [ ['colors', 'rainbowBubbles'], ['colors', 'prismaticBubbles'] ] }, decorations: { left: [ ['decorations', 'bubbleCoral'] ], right: [ ['decorations', 'sunkenTreasures'] ] } };
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Update with: // Update createUpgradeText to handle tab-specific containers function createUpgradeText(category, key, index, isLeftColumn, tab) { var upgrade = UPGRADE_CONFIG[category][key]; if (!upgrade) return; // Skip if upgrade doesn't exist var xOffset = isLeftColumn ? -550 : 100; var yPos = startY + index * upgradeSpacing; // Create hit container var hitContainer = new Container(); var hitArea = LK.getAsset('blower', { width: 400, height: 150, color: 0xFFFFFF, alpha: 0.0 }); hitContainer.addChild(hitArea); hitContainer.x = xOffset; hitContainer.y = yPos; 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; // Special handling for color upgrades with requirements if (category === 'colors' && upgrade.requires) { var required = UPGRADE_CONFIG.colors[upgrade.requires]; if (required && required.currentLevel === 0) { costText.setText("LOCKED"); costText.setFill(0x888888); } } // Add click handler hitContainer.down = function() { var cost = getUpgradeCost(upgrade); // Check if this is a locked color upgrade if (category === 'colors' && upgrade.requires) { var required = UPGRADE_CONFIG.colors[upgrade.requires]; if (required && required.currentLevel === 0) { game.showError("Unlock " + required.name + " first!"); return true; } } if (game.bp >= cost) { if (upgrade.amount !== undefined) { // For clams and decorations with amount if (upgrade.amount < (upgrade.maxAmount || 999)) { upgrade.amount++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); costText.setText(getUpgradeCost(upgrade) + " BP"); // Update clam visuals if needed if (category === 'machines') { updateClamVisuals(); } // Update decoration visuals if implemented if (category === 'decorations') { // TODO: Implement decoration visuals } } } else if (upgrade.currentLevel < upgrade.maxLevel) { // For regular upgrades with levels upgrade.currentLevel++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); // Update cost text if (upgrade.currentLevel >= upgrade.maxLevel) { costText.setText("SOLD OUT"); } else { costText.setText(getUpgradeCost(upgrade) + " BP"); } // Handle specific upgrade effects if (category === 'player') { if (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; } else if (key === 'quickBreath') { game.growthRate = UPGRADE_EFFECTS.quickBreath.baseValue * (1 + UPGRADE_EFFECTS.quickBreath.incrementPercent / 100 * upgrade.currentLevel); } // Other upgrade effects will be implemented later } } } else { game.showError("Not enough BP!"); } return true; }; // Add elements to the appropriate tab container tabContainers[tab].addChild(hitContainer); tabContainers[tab].addChild(nameText); tabContainers[tab].addChild(costText); }
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Please fix the bug: 'costText.setFill is not a function. (In 'costText.setFill(0x888888)', 'costText.setFill' is undefined)' in or related to this line: 'costText.setFill(0x888888);' Line Number: 1032
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Update with: // Update the createUpgradeText function to properly handle locked upgrades: // Inside createUpgradeText function, modify the cost text creation: var costText; if (category === 'colors' && upgrade.requires) { var required = UPGRADE_CONFIG.colors[upgrade.requires]; if (required && required.currentLevel === 0) { // Create "LOCKED" text for locked upgrades costText = new Text2("LOCKED", { size: 96, fill: 0x888888, // Gray color stroke: 0x000000, strokeThickness: 2, font: "Impact" }); } else { // Normal cost text costText = new Text2(cost + " BP", { size: 96, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); } } else { // Normal cost text for non-color upgrades costText = new Text2(cost + " BP", { size: 96, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); } costText.x = xOffset; costText.y = yPos + 100;
Code edit (6 edits merged)
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Anchor tabs container to center x
Code edit (6 edits merged)
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Equalize the spacing between menu tabs
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Lower the height of the menu text container by 80 pixels.
===================================================================
--- original.js
+++ change.js
@@ -738,9 +738,9 @@
menuContainer.addChild(menuTextContainer);
// Create tab container (only visible when menu is open)
var tabsContainer = new Container();
// Position tabsContainer at the bottom of the panel
-tabsContainer.y = -570 + menuPanel.height * menuPanel.scaleY; // Bottom of panel
+tabsContainer.y = 2050;
menuContainer.addChild(tabsContainer);
// Define tab dimensions
var tabWidth = menuPanel.width * menuPanel.scaleX / menuTabs.length;
var tabHeight = 60;
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