Code edit (1 edits merged)
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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;
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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 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); }
Code edit (2 edits merged)
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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'] ] } };
User prompt
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 } };
User prompt
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;
User prompt
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" });
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" });
Code edit (1 edits merged)
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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);
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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: // 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, });
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: 750
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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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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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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 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: 925
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Please fix the bug: 'Can't find variable: panelWidth' in or related to this line: 'var tabWidth = panelWidth / menuTabs.length;' Line Number: 746
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Update with: // After creating the menuTab and menuPanel but before adding content var tabsContainer = new Container(); // Set position to match the menuPanel's bottom edge tabsContainer.y = 0; // The panel bottom is at the container's origin (0) // Add it to the menuContainer menuContainer.addChild(tabsContainer); // Define tab dimensions var tabWidth = menuPanel.width * menuPanel.scaleX / menuTabs.length; var tabHeight = 60; // Create tabs menuTabs.forEach(function(tab, index) { // Create 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, // Align with container origin scaleX: tabWidth / 200, scaleY: tabHeight / 299, }); // Add text to tab var tabText = new Text2(tab, { size: 50, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2 }); tabText.anchor = {x: 0.5, y: 0.5}; tabText.x = tabButton.x; tabText.y = tabHeight / 2; // Add to container tabsContainer.addChild(tabButton); tabsContainer.addChild(tabText); });
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Update with: // Add debug text to ensure the tab is visible var debugText = new Text2(tab, { size: 70, fill: 0xFF0000, // Bright red for visibility stroke: 0x000000, strokeThickness: 2 }); debugText.anchor = {x: 0.5, y: 0.5}; debugText.x = tabButton.x; debugText.y = -tabHeight/2; tabsContainer.addChild(debugText); });
User prompt
Update as needed with: // Create the tabs with precise positioning menuTabs.forEach(function(tab, index) { // Create tab button with careful positioning var tabButton = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1.0, // Anchor to bottom edge // Position horizontally across the panel width x: (index * tabWidth) + (tabWidth/2) - (panelWidth/2), // Position at the bottom edge of the container y: 0, scaleX: (tabWidth * 0.95) / 200, scaleY: tabHeight / 299, alpha: 1.0 // Full visibility for debugging }); // Add to container tabsContainer.addChild(tabButton);
/**** 
* 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 Β±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 Β±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
****/ 
// 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']]
	}
};
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
		},
		bubbleRefinement: {
			// New upgrade
			name: "Bubble Refinement",
			baseCost: 2500,
			costScale: 2.5,
			maxLevel: 5,
			currentLevel: 0
		},
		twinBubbles: {
			// New upgrade
			name: "Twin Bubbles",
			baseCost: 5000,
			costScale: 2.3,
			maxLevel: 3,
			currentLevel: 0
		},
		sizeVariance: {
			// New upgrade
			name: "Size Variance",
			baseCost: 4000,
			costScale: 1.8,
			maxLevel: 5,
			currentLevel: 0
		},
		bubbleBreath: {
			// New upgrade
			name: "Bubble Breath",
			baseCost: 12000,
			costScale: 2.2,
			maxLevel: 4,
			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
		},
		bubbleQuality: {
			// New upgrade
			name: "Bubble Quality",
			baseCost: 3000,
			costScale: 2.2,
			maxLevel: 5,
			currentLevel: 0
		}
	},
	colors: {
		// New section
		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"
		}
	},
	decorations: {
		// New section
		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
		}
	}
};
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
var menuContainer = new Container();
menuContainer.x = game.width / 2;
menuContainer.y = game.height; // Position at bottom
var menuPanel = LK.getAsset('upgradetab', {
	anchorX: 0.5,
	anchorY: 0,
	y: -570,
	alpha: 0.9,
	scaleX: 2048 / 200,
	scaleY: game.height * 0.4 / 100.3
});
var menuTab = LK.getAsset('upgradetab', {
	anchorX: 0.5,
	anchorY: 1,
	y: 0,
	scaleX: 3,
	scaleY: 0.8,
	alpha: 0.9
});
// Add panel first (so it's behind tab)
menuContainer.addChild(menuPanel);
menuContainer.addChild(menuTab);
// Menu text setup - should be good as is
var menuText = new Text2("Upgrades", {
	size: 90,
	fill: 0xFFFFFF,
	stroke: 0x000000,
	strokeThickness: 3,
	font: "Impact"
});
menuText.anchor = {
	x: 0.5,
	y: 0.5
};
menuText.x = 0; // Relative to container
menuText.y = -menuTab.height / 2; // Position relative to container bottom
menuContainer.addChild(menuText);
// Add to game
game.addChild(menuContainer);
// Add this after the menuPanel is created but before upgradeTexts are created
// Create text container AFTER panel scaling
var menuTextContainer = new Container();
menuContainer.addChild(menuTextContainer);
var tabContainers = {};
menuTabs.forEach(function (tab) {
	var contentContainer = new Container();
	contentContainer.visible = tab === currentTab;
	tabContainers[tab] = contentContainer;
	menuTextContainer.addChild(contentContainer);
});
// Create text container AFTER panel scaling
var menuTextContainer = new Container();
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 = 300;
menuContainer.addChild(tabsContainer);
// Define tab dimensions
var tabWidth = menuPanel.width * menuPanel.scaleX / menuTabs.length;
var tabHeight = 120;
// Create tabs
menuTabs.forEach(function (tab, index) {
	// Create 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,
		// Updated for new height
		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;
	// Add text to tab
	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"
	});
	tabText.anchor = {
		x: 0.5,
		y: 0.5
	};
	tabText.x = tabButton.x;
	tabText.y = tabHeight / 2;
	// Add to container
	tabsContainer.addChild(tabButton);
	tabsContainer.addChild(tabText);
});
// Function to switch between tabs
function switchTab(newTab) {
	// Hide old tab content, show new tab content
	tabContainers[currentTab].visible = false;
	tabContainers[newTab].visible = true;
	// Update tab button appearance
	tabButtons[currentTab].alpha = 0.7;
	tabButtons[newTab].alpha = 1.0;
	currentTab = newTab;
}
// Add upgrade texts to text container instead of panel
var upgradeTexts = [];
var startY = 150;
var upgradeSpacing = 250;
var columnWidth = 1024;
// Create arrays to hold upgrade categories in desired order
var leftColumnUpgrades = [['player', 'lungCapacity'], ['player', 'quickBreath'], ['player', 'autoPop']];
var rightColumnUpgrades = [['machines', 'basicClam'], ['machines', 'advancedClam'], ['machines', 'premiumClam'], ['machine', 'bubbleDurability'], ['machine', 'autoBubbleSpeed']];
// Function to determine which tab an upgrade belongs to
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
}
// Function to create upgrade text
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;
	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;
	// 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);
}
// Replace the existing code for creating upgrade texts with this:
Object.keys(tabContainers).forEach(function (tab) {
	// Clear any existing content
	while (tabContainers[tab].children.length > 0) {
		tabContainers[tab].children[0].destroy();
	}
	// Create left column for this tab
	if (tabColumns[tab] && tabColumns[tab].left) {
		tabColumns[tab].left.forEach(function (upgrade, index) {
			createUpgradeText(upgrade[0], upgrade[1], index, true, tab);
		});
	}
	// Create right column for this tab
	if (tabColumns[tab] && tabColumns[tab].right) {
		tabColumns[tab].right.forEach(function (upgrade, index) {
			createUpgradeText(upgrade[0], upgrade[1], index, false, tab);
		});
	}
});
// Move the entire text container down by adjusting its Y position
menuTextContainer.y = 0; // This should align it with the top of the panel instead of being above it
menuTextContainer.x = 0; // Center in panel
// Menu state and animation
var menuOpen = false;
var menuTargetY = game.height;
function updateClamVisuals() {
	while (clamContainer.children.length) {
		clamContainer.children[0].destroy();
	}
	var leftStart = game.width * 0.1; // Moved further left from 0.15
	var rightStart = game.width * 0.9; // Moved further right from 0.85
	var spacing = 250; // Increased from 150
	var y = game.height - 100;
	// We'll store type of each clam position (0-3)
	var clamTypes = [];
	// Fill with basic clams first
	for (var i = 0; i < UPGRADE_CONFIG.machines.basicClam.amount; i++) {
		clamTypes.push('basicClam');
	}
	// Replace some with advanced
	for (var i = 0; i < UPGRADE_CONFIG.machines.advancedClam.amount; i++) {
		if (clamTypes[i]) {
			clamTypes[i] = 'advancedClam';
		}
	}
	// Replace some with premium
	for (var i = 0; i < UPGRADE_CONFIG.machines.premiumClam.amount; i++) {
		if (clamTypes[i]) {
			clamTypes[i] = 'premiumClam';
		}
	}
	// Place clams
	game.clamSpawnPoints = [];
	clamTypes.forEach(function (type, i) {
		var isRight = i % 2 === 1;
		var baseX = isRight ? rightStart : leftStart;
		var direction = isRight ? -1 : 1;
		var position = Math.floor(i / 2);
		var x = baseX + direction * position * spacing;
		var sprite = LK.getAsset(type, {
			anchorX: 0.5,
			anchorY: 1,
			x: x,
			y: y,
			scaleX: isRight ? -0.5 : 0.5,
			// Flip right-side clams
			scaleY: 0.5
		});
		// Store spawn point for this clam
		game.clamSpawnPoints.push({
			x: x + (isRight ? -75 : 75),
			// 25% from edge
			y: y - 50,
			// Slightly above clam
			type: type,
			isRight: isRight
		});
		clamContainer.addChild(sprite);
	});
}
updateClamVisuals();
// Add this to the end of the game initialization code, after updating the clam visuals
function updateAllUpgradeTexts() {
	// Process left column upgrades
	leftColumnUpgrades.forEach(function (upgrade) {
		var category = upgrade[0];
		var key = upgrade[1];
		var upgradeConfig = UPGRADE_CONFIG[category][key];
		// Find the cost text for this upgrade
		Object.values(tabContainers).forEach(function (tabContainer) {
			tabContainer.children.forEach(function (child) {
				if (child.text && child.text.includes("BP") && child.y > tabContainer.children.find(function (c) {
					return c.text === upgradeConfig.name;
				}).y) {
					// Check if max level reached
					if (upgradeConfig.currentLevel >= upgradeConfig.maxLevel) {
						child.setText("SOLD OUT");
					}
				}
			});
		});
	});
	// Process right column upgrades
	rightColumnUpgrades.forEach(function (upgrade) {
		var category = upgrade[0];
		var key = upgrade[1];
		if (category === 'machines') {
			var upgradeConfig = UPGRADE_CONFIG[category][key];
			var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount;
			// Find the cost text for this upgrade
			Object.values(tabContainers).forEach(function (tabContainer) {
				tabContainer.children.forEach(function (child) {
					if (child.text && child.text.includes("BP") && child.y > tabContainer.children.find(function (c) {
						return c.text === upgradeConfig.name;
					}).y) {
						// Check if sold out based on clam logic
						if (totalClams >= 4 && key === 'basicClam' || UPGRADE_CONFIG.machines.basicClam.amount <= UPGRADE_CONFIG.machines.advancedClam.amount && key === 'advancedClam' || UPGRADE_CONFIG.machines.advancedClam.amount <= UPGRADE_CONFIG.machines.premiumClam.amount && key === 'premiumClam') {
							child.setText("SOLD OUT");
						}
					}
				});
			});
		} else if (category === 'machine') {
			var upgradeConfig = UPGRADE_CONFIG[category][key];
			// Find the cost text for this upgrade
			Object.values(tabContainers).forEach(function (tabContainer) {
				tabContainer.children.forEach(function (child) {
					if (child.text && child.text.includes("BP") && child.y > tabContainer.children.find(function (c) {
						return c.text === upgradeConfig.name;
					}).y) {
						// Check if max level reached
						if (upgradeConfig.currentLevel >= upgradeConfig.maxLevel) {
							child.setText("SOLD OUT");
						}
					}
				});
			});
		}
	});
}
// Call the function after creating all upgrades
updateAllUpgradeTexts();
// 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 //{9O.1}
		}, {
			//{9O.2}
			duration: 300,
			//{9O.3}
			easing: tween.easeOutBack,
			//{9O.4}
			onFinish: function onFinish() {
				tabsContainer.visible = menuOpen; // Show/hide tabs based on menu state //{9Q.1}
				if (!menuOpen) {
					//{9Q.2}
					game.setChildIndex(menuContainer, 1); //{9Q.3}
				} //{9Q.4}
			} //{9Q.5}
		});
		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
@@ -859,9 +859,9 @@
 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 = 2050;
+tabsContainer.y = 300;
 menuContainer.addChild(tabsContainer);
 // Define tab dimensions
 var tabWidth = menuPanel.width * menuPanel.scaleX / menuTabs.length;
 var tabHeight = 120;
: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