User prompt
Update with: game.down = function (x, y, obj) { var localX = x - menuContainer.x; var localY = y - menuContainer.y; // Tab click handling var tabBounds = { x: -menuTab.width * menuTab.scaleX / 2, y: -menuTab.height * menuTab.scaleY, width: menuTab.width * menuTab.scaleX, height: menuTab.height * menuTab.scaleY }; if (localX >= tabBounds.x && localX <= tabBounds.x + tabBounds.width && localY >= tabBounds.y && localY <= tabBounds.y + tabBounds.height) { menuOpen = !menuOpen; var targetY = menuOpen ? menuTab.height : game.height; if (menuOpen) { game.setChildIndex(menuContainer, game.children.length - 1); } tween(menuContainer, { y: targetY }, { duration: 300, easing: tween.easeOutBack, onFinish: function onFinish() { tabsContainer.visible = menuOpen; if (!menuOpen) { game.setChildIndex(menuContainer, 1); } } }); return true; } if (menuOpen) { return true; // Let containers handle their own clicks } // Check for treasure dragging if (treasureContainer && treasureContainer.children) { for (var i = 0; i < treasureContainer.children.length; i++) { var treasure = treasureContainer.children[i]; // Skip zone indicators (which don't have down handlers) if (!treasure.down) continue; var dx = x - treasure.x; var dy = y - treasure.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if click is within treasure bounds (approximate with circle) if (distance < 50) { // Adjust size as needed based on treasures if (treasure.down({ x: x, y: y })) { // Store the currently dragged treasure for move and up events game.currentDragObject = treasure; return true; } } } } // Bubble popping logic var popped = false; 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; } } };
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Add: game.move = function (x, y) { if (game.currentDragObject && game.currentDragObject.move) { return game.currentDragObject.move({ x: x, y: y }); } return false; }; game.up = function () { if (game.currentDragObject && game.currentDragObject.up) { var result = game.currentDragObject.up(); game.currentDragObject = null; return result; } return false; };
Code edit (1 edits merged)
Please save this source code
User prompt
Increase value of bubbles by 100 times
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'var zoneIndicator = new Shape();' Line Number: 606
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Replace this method with: // Function to update treasure decorations function updateTreasureDecorations() { // Clear existing treasures while (treasureContainer.children.length) { treasureContainer.children[0].destroy(); } // Clear zone tracking game.treasureZones = []; var treasureCount = UPGRADE_CONFIG.decorations.sunkenTreasures.amount; if (treasureCount <= 0) return; // Available treasure types var treasureTypes = ['treasure1', 'treasure2', 'treasure3']; // Position treasures at specific spots in the bottom half of screen var positions = [ // Left side { x: game.width * 0.25, y: game.height * 0.65 }, // Right side { x: game.width * 0.75, y: game.height * 0.65 }, // Middle bottom { x: game.width * 0.5, y: game.height * 0.8 } ]; // Place treasures at predetermined spots for (var i = 0; i < treasureCount; i++) { // Don't exceed available positions if (i >= positions.length) break; // Choose treasure type based on position var treasureType = treasureTypes[i % treasureTypes.length]; var pos = positions[i]; // Create circular zone indicator var zoneRadius = game.width * 0.15; var zoneIndicator = LK.getAsset('blower', { width: zoneRadius * 2, height: zoneRadius * 2, shape: 'circle', // Specify circle shape color: 0xFFFFFF, alpha: 0.15, anchorX: 0.5, anchorY: 0.5, x: pos.x, y: pos.y }); // Add zone to tracking for bonus calculation game.treasureZones.push({ id: 'treasure_' + i, x: pos.x, y: pos.y, radius: zoneRadius }); // Create treasure sprite on top of zone var treasure = LK.getAsset(treasureType, { anchorX: 0.5, anchorY: 0.5, x: pos.x, y: pos.y, scaleX: 1.8, scaleY: 1.8, alpha: 0.9 }); // Add zone first (so it's behind treasure) treasureContainer.addChild(zoneIndicator); treasureContainer.addChild(treasure); } }
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Increase the value of the bubbles 100 times
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Update with: // In the UPGRADE_CONFIG.colors section colors: { blueBubbles: { name: "Blue Bubbles", baseCost: 1000, costScale: 1.0, maxLevel: 1, currentLevel: 0 }, purpleBubbles: { // New color name: "Purple Bubbles", baseCost: 2000, costScale: 1.0, maxLevel: 1, currentLevel: 0, requires: "blueBubbles" }, greenBubbles: { name: "Green Bubbles", baseCost: 3000, costScale: 1.0, maxLevel: 1, currentLevel: 0, requires: "purpleBubbles" // Changed from blueBubbles }, orangeBubbles: { // New color name: "Orange Bubbles", baseCost: 4500, costScale: 1.0, maxLevel: 1, currentLevel: 0, requires: "greenBubbles" }, pinkBubbles: { name: "Pink Bubbles", baseCost: 6000, costScale: 1.0, maxLevel: 1, currentLevel: 0, requires: "orangeBubbles" // Changed from greenBubbles }, // Rainbow and prismatic remain the same }
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Update with: // Add to UPGRADE_CONFIG section gameSettings: { activeColor: "auto" // Default to automatic progression (highest unlocked) }
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Add: // Add a function to set active color function setActiveColor(colorKey) { if (colorKey === "auto" || UPGRADE_CONFIG.colors[colorKey].currentLevel > 0) { UPGRADE_CONFIG.gameSettings.activeColor = colorKey; // Update visual indicator in UI updateColorSelectionUI(); } else { game.showError("Unlock this color first!"); } }
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Add: // Add function to get current active color function getActiveColorKey() { if (UPGRADE_CONFIG.gameSettings.activeColor === "auto") { // Find highest unlocked color var colorKeys = ["prismaticBubbles", "rainbowBubbles", "pinkBubbles", "orangeBubbles", "greenBubbles", "purpleBubbles", "blueBubbles"]; for (var i = 0; i < colorKeys.length; i++) { if (UPGRADE_CONFIG.colors[colorKeys[i]].currentLevel > 0) { return colorKeys[i]; } } } return UPGRADE_CONFIG.gameSettings.activeColor; }
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Update with: self.applyColorUpgrade = function() { // Only apply if any color upgrade is active if (UPGRADE_CONFIG.colors.blueBubbles.currentLevel > 0) { var color = 0xFFFFFF; var multiplier = 1.0; // Get active color setting var activeColorKey = getActiveColorKey(); // Only apply the active color or highest if auto if (activeColorKey === "prismaticBubbles") { // Prismatic code (unchanged) } else if (activeColorKey === "rainbowBubbles") { // Rainbow code (unchanged) } else if (activeColorKey === "pinkBubbles") { color = 0xFF80C0; // Pink multiplier = 1.3; } else if (activeColorKey === "orangeBubbles") { color = 0xFFA500; // Orange multiplier = 1.25; } else if (activeColorKey === "greenBubbles") { color = 0x00FF80; // Green multiplier = 1.2; } else if (activeColorKey === "purpleBubbles") { color = 0x8A2BE2; // Purple multiplier = 1.15; } else if (activeColorKey === "blueBubbles") { color = 0x80C0FF; // Blue multiplier = 1.1; } // Apply the color and multiplier (unchanged) sprite.tint = color; self.colorTint = color; self.colorMultiplier = multiplier; } };
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Add: function createColorSelectionUI() { // Clear previous UI if exists if (colorSelectContainer) { colorSelectContainer.destroy(); } colorSelectContainer = new Container(); colorSelectContainer.y = -150; // Position above upgrade options tabContainers.colors.addChild(colorSelectContainer); // Add label var titleText = new Text2("Active Color:", { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); titleText.x = 0; titleText.y = 0; colorSelectContainer.addChild(titleText); // Create color buttons var buttonWidth = 80; var spacing = 20; var startX = -200; // Add "Auto" option first createColorButton("auto", "Auto", 0xFFFFFF, startX, 80); // Add each unlocked color var colorInfo = [ {key: "blueBubbles", color: 0x80C0FF}, {key: "purpleBubbles", color: 0x8A2BE2}, {key: "greenBubbles", color: 0x00FF80}, {key: "orangeBubbles", color: 0xFFA500}, {key: "pinkBubbles", color: 0xFF80C0}, {key: "rainbowBubbles", color: 0xFFFF00}, // Just use yellow for the button {key: "prismaticBubbles", color: 0xFFFFFF} ]; var unlockCount = 0; colorInfo.forEach(function(info, index) { if (UPGRADE_CONFIG.colors[info.key].currentLevel > 0) { createColorButton(info.key, "", info.color, startX + (unlockCount + 1) * (buttonWidth + spacing), 80); unlockCount++; } }); function createColorButton(key, label, color, x, y) { var isActive = UPGRADE_CONFIG.gameSettings.activeColor === key; // Button background var button = LK.getAsset('blower', { width: buttonWidth, height: buttonWidth, color: color, alpha: isActive ? 1.0 : 0.5, shape: 'circle' }); button.x = x; button.y = y; // Add label if provided if (label) { var labelText = new Text2(label, { size: 60, fill: 0x000000, font: "Impact" }); labelText.anchor = {x: 0.5, y: 0.5}; labelText.x = x; labelText.y = y; colorSelectContainer.addChild(labelText); } // Add active indicator if (isActive) { var indicator = LK.getAsset('blower', { width: buttonWidth + 10, height: buttonWidth + 10, color: 0xFFFFFF, alpha: 0.5, shape: 'circle' }); indicator.x = x; indicator.y = y; colorSelectContainer.addChild(indicator); } // Add click handler button.down = function() { setActiveColor(key); return true; }; colorSelectContainer.addChild(button); } } // Update selection UI when colors change function updateColorSelectionUI() { createColorSelectionUI(); }
Code edit (1 edits merged)
Please save this source code
User prompt
Update with: // In the UPGRADE_CONFIG.colors section colors: { // Tier 1 - Basic blueBubbles: { name: "Blue Bubbles", baseCost: 1000, costScale: 1.0, maxLevel: 1, currentLevel: 0, multiplier: 1.1, color: 0x80C0FF }, // Tier 2 - Common Colors purpleBubbles: { name: "Purple Bubbles", baseCost: 2500, costScale: 1.0, maxLevel: 1, currentLevel: 0, requires: "blueBubbles", multiplier: 1.15, color: 0x8A2BE2 }, greenBubbles: { name: "Green Bubbles", baseCost: 5000, costScale: 1.0, maxLevel: 1, currentLevel: 0, requires: "purpleBubbles", multiplier: 1.2, color: 0x00FF80 }, // Tier 3 - Uncommon Colors orangeBubbles: { name: "Orange Bubbles", baseCost: 8000, costScale: 1.0, maxLevel: 1, currentLevel: 0, requires: "greenBubbles", multiplier: 1.25, color: 0xFFA500 }, pinkBubbles: { name: "Pink Bubbles", baseCost: 12000, costScale: 1.0, maxLevel: 1, currentLevel: 0, requires: "orangeBubbles", multiplier: 1.3, color: 0xFF80C0 }, // Tier 4 - Rare Colors tealBubbles: { name: "Teal Bubbles", baseCost: 18000, costScale: 1.0, maxLevel: 1, currentLevel: 0, requires: "pinkBubbles", multiplier: 1.35, color: 0x00CED1 }, goldBubbles: { name: "Gold Bubbles", baseCost: 25000, costScale: 1.0, maxLevel: 1, currentLevel: 0, requires: "tealBubbles", multiplier: 1.4, color: 0xFFD700 }, // Tier 5 - Epic Colors crimsonBubbles: { name: "Crimson Bubbles", baseCost: 35000, costScale: 1.0, maxLevel: 1, currentLevel: 0, requires: "goldBubbles", multiplier: 1.45, color: 0xDC143C }, silverBubbles: { name: "Silver Bubbles", baseCost: 45000, costScale: 1.0, maxLevel: 1, currentLevel: 0, requires: "crimsonBubbles", multiplier: 1.5, color: 0xC0C0C0 }, // Tier 6 - Special Types rainbowBubbles: { name: "Rainbow Bubbles", baseCost: 75000, // Significantly increased costScale: 1.0, maxLevel: 1, currentLevel: 0, requires: "silverBubbles", multiplier: 1.6, // Average of the random multipliers }, prismaticBubbles: { name: "Prismatic Bubbles", baseCost: 150000, // Very expensive endgame content costScale: 1.0, maxLevel: 1, currentLevel: 0, requires: "rainbowBubbles", multiplier: 1.8, // Average of the shifting values } }
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Update with: self.applyColorUpgrade = function() { // Only apply if any color upgrade is active if (UPGRADE_CONFIG.colors.blueBubbles.currentLevel > 0) { var color = 0xFFFFFF; var multiplier = 1.0; // Get active color setting var activeColorKey = getActiveColorKey(); // Apply the selected color if (activeColorKey === "prismaticBubbles") { // Prismatic - constantly shifting color with variable multiplier self.colorPhase += 0.02; var colorValue = Math.sin(self.colorPhase) * 0.5 + 0.5; // 0 to 1 multiplier = 0.8 + colorValue * 1.2; // 0.8x to 2.0x // Generate rainbow color var r = Math.sin(self.colorPhase) * 127 + 128; var g = Math.sin(self.colorPhase + 2) * 127 + 128; var b = Math.sin(self.colorPhase + 4) * 127 + 128; color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b); } else if (activeColorKey === "rainbowBubbles") { // Rainbow - randomly changes color var rainbowColors = [ 0xFF0000, // Red 0xFFA500, // Orange 0xFFFF00, // Yellow 0x00FF00, // Green 0x0000FF, // Blue 0xFF00FF // Purple ]; var multipliers = [1.5, 1.4, 1.3, 1.2, 1.1, 1.6]; var index = Math.floor(Math.random() * rainbowColors.length); color = rainbowColors[index]; multiplier = multipliers[index]; } else { // Check all single colors in a more maintainable way var colorKeys = [ "silverBubbles", "crimsonBubbles", "goldBubbles", "tealBubbles", "pinkBubbles", "orangeBubbles", "greenBubbles", "purpleBubbles", "blueBubbles" ]; // Find the active color or highest unlocked for (var i = 0; i < colorKeys.length; i++) { var key = colorKeys[i]; if (activeColorKey === key || (activeColorKey === "auto" && UPGRADE_CONFIG.colors[key].currentLevel > 0)) { color = UPGRADE_CONFIG.colors[key].color; multiplier = UPGRADE_CONFIG.colors[key].multiplier; break; } } } // Apply the color and multiplier sprite.tint = color; self.colorTint = color; self.colorMultiplier = multiplier; } };
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Update with: function getActiveColorKey() { if (UPGRADE_CONFIG.gameSettings.activeColor === "auto") { // Find highest unlocked color in order of value var colorKeys = [ "prismaticBubbles", "rainbowBubbles", "silverBubbles", "crimsonBubbles", "goldBubbles", "tealBubbles", "pinkBubbles", "orangeBubbles", "greenBubbles", "purpleBubbles", "blueBubbles" ]; for (var i = 0; i < colorKeys.length; i++) { if (UPGRADE_CONFIG.colors[colorKeys[i]].currentLevel > 0) { return colorKeys[i]; } } } return UPGRADE_CONFIG.gameSettings.activeColor; }
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Update only as needed with: function createColorSelectionUI() { // Clear previous UI if exists if (colorSelectContainer) { colorSelectContainer.destroy(); } colorSelectContainer = new Container(); colorSelectContainer.y = -200; // Position above upgrade options tabContainers.colors.addChild(colorSelectContainer); // Add label var titleText = new Text2("Active Color:", { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); titleText.x = 0; titleText.y = 0; colorSelectContainer.addChild(titleText); // Create color buttons var buttonWidth = 70; // Smaller buttons to fit more var spacing = 15; var startX = -350; // Start further left var buttonY = 100; var buttonsPerRow = 7; // Organize in rows // Add "Auto" option first createColorButton("auto", "Auto", 0xFFFFFF, startX, buttonY); // Add each unlocked color var colorInfo = [ {key: "blueBubbles", name: "Blue"}, {key: "purpleBubbles", name: "Purple"}, {key: "greenBubbles", name: "Green"}, {key: "orangeBubbles", name: "Orange"}, {key: "pinkBubbles", name: "Pink"}, {key: "tealBubbles", name: "Teal"}, {key: "goldBubbles", name: "Gold"}, {key: "crimsonBubbles", name: "Crimson"}, {key: "silverBubbles", name: "Silver"}, {key: "rainbowBubbles", name: "Rainbow"}, {key: "prismaticBubbles", name: "Prismatic"} ]; var unlockCount = 0; colorInfo.forEach(function(info) { if (UPGRADE_CONFIG.colors[info.key].currentLevel > 0) { // Calculate position based on how many buttons we've already placed var row = Math.floor(unlockCount / buttonsPerRow); var col = unlockCount % buttonsPerRow; var x = startX + (col + 1) * (buttonWidth + spacing); var y = buttonY + row * (buttonWidth + spacing); // Get the color from the upgrade config var buttonColor = (info.key === "rainbowBubbles") ? 0xFFFF00 : // Yellow for rainbow (info.key === "prismaticBubbles") ? 0xFFFFFF : // White for prismatic UPGRADE_CONFIG.colors[info.key].color; // Otherwise use the defined color createColorButton(info.key, "", buttonColor, x, y); unlockCount++; } }); function createColorButton(key, label, color, x, y) { // Button creation code remains the same } }
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Update with: // 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', 'purpleBubbles'], ['colors', 'greenBubbles'], ['colors', 'orangeBubbles'], ['colors', 'pinkBubbles'] ], right: [ ['colors', 'tealBubbles'], ['colors', 'goldBubbles'], ['colors', 'crimsonBubbles'], ['colors', 'silverBubbles'], ['colors', 'rainbowBubbles'], ['colors', 'prismaticBubbles'] ] }, decorations: { left: [['decorations', 'bubbleCoral']], right: [['decorations', 'sunkenTreasures']] } };
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Update as needed with: // Initialize the color selector container var colorSelectContainer = null; // Add this to the switchTab function (or create if it doesn't exist) 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; // Initialize color selection UI when switching to colors tab if (newTab === 'colors' && colorSelectContainer === null) { createColorSelectionUI(); } currentTab = newTab; } // Also add this to ensure it's created on game start if colors is the default tab if (currentTab === 'colors') { LK.setTimeout(function() { createColorSelectionUI(); }, 1); }
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Update with: // Update this function to properly handle the color tabs function refreshUpgradeTab(tabName) { // Clear all children from the tab container while (tabContainers[tabName].children.length > 0) { tabContainers[tabName].children[0].destroy(); } // Recreate all upgrades for the tab if (tabColumns[tabName] && tabColumns[tabName].left) { tabColumns[tabName].left.forEach(function (upgrade, index) { createUpgradeText(upgrade[0], upgrade[1], index, true, tabName); }); } if (tabColumns[tabName] && tabColumns[tabName].right) { tabColumns[tabName].right.forEach(function (upgrade, index) { createUpgradeText(upgrade[0], upgrade[1], index, false, tabName); }); } // Recreate color selection UI if needed if (tabName === 'colors') { LK.setTimeout(function() { createColorSelectionUI(); }, 1); } }
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Update only as needed with: hitContainer.down = function () { var cost = getUpgradeCost(upgrade); // Special handling for colors that are already purchased if (category === 'colors' && upgrade.currentLevel > 0) { // Toggle this color as active if (UPGRADE_CONFIG.gameSettings.activeColor === key) { // If already active, switch to auto UPGRADE_CONFIG.gameSettings.activeColor = "auto"; game.showMessage("Auto color mode"); } else { // Otherwise activate this color UPGRADE_CONFIG.gameSettings.activeColor = key; game.showMessage(upgrade.name + " activated"); } return true; } // Regular upgrade purchase logic follows... 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) { // Existing code for purchasing upgrades... } else { game.showError("Not enough BP!"); } return true; };
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Update with: // Add this next to your showError function game.showMessage = function (message) { var messageText = new Text2(message, { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3, font: "Impact" }); // Set the anchor point to center the text messageText.anchor = { x: 0.5, y: 0.5 }; // Position at the center of the screen messageText.x = game.width / 2; messageText.y = game.height / 2; game.addChild(messageText); // Animate the text tween(messageText, { alpha: 0, y: messageText.y - 30 }, { duration: 1000, onFinish: function onFinish() { messageText.destroy(); } }); }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update with: // Make sure this is added to UPGRADE_CONFIG if not already there if (!UPGRADE_CONFIG.gameSettings) { UPGRADE_CONFIG.gameSettings = { activeColor: "auto" // Default to automatic progression }; }
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Update with: // Make sure this is added to UPGRADE_CONFIG if not already there if (!UPGRADE_CONFIG.gameSettings) { UPGRADE_CONFIG.gameSettings = { activeColor: "auto" // Default to automatic progression }; }
/****
* 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.colorTint = 0xFFFFFF; // Default white tint
self.colorMultiplier = 1.0; // Default multiplier
self.colorPhase = Math.random() * Math.PI * 2; // Random starting phase
self.size = 100;
self.updateColor = function () {
// Check if color upgrades are active
if (UPGRADE_CONFIG.colors.blueBubbles.currentLevel > 0) {
var color = 0xFFFFFF;
var multiplier = 1.0;
if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) {
// Prismatic - constantly shifting color with variable multiplier
self.colorPhase += 0.02;
var colorValue = Math.sin(self.colorPhase) * 0.5 + 0.5; // 0 to 1
multiplier = 0.8 + colorValue * 1.2; // 0.8x to 2.0x
// Generate rainbow color
var r = Math.sin(self.colorPhase) * 127 + 128;
var g = Math.sin(self.colorPhase + 2) * 127 + 128;
var b = Math.sin(self.colorPhase + 4) * 127 + 128;
color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b);
} else if (UPGRADE_CONFIG.colors.rainbowBubbles.currentLevel > 0) {
// Rainbow - randomly changes color on activation
var colorChoice = Math.floor(Math.random() * 6);
switch (colorChoice) {
case 0:
color = 0xFF0000;
multiplier = 1.5;
break;
// Red
case 1:
color = 0xFFAA00;
multiplier = 1.4;
break;
// Orange
case 2:
color = 0xFFFF00;
multiplier = 1.3;
break;
// Yellow
case 3:
color = 0x00FF00;
multiplier = 1.2;
break;
// Green
case 4:
color = 0x0000FF;
multiplier = 1.1;
break;
// Blue
case 5:
color = 0xFF00FF;
multiplier = 1.6;
break;
// Purple
}
} else if (UPGRADE_CONFIG.colors.pinkBubbles.currentLevel > 0) {
color = 0xFF80C0; // Pink
multiplier = 1.3;
} else if (UPGRADE_CONFIG.colors.greenBubbles.currentLevel > 0) {
color = 0x00FF80; // Green
multiplier = 1.2;
} else {
// Blue bubbles
color = 0x80C0FF; // Blue
multiplier = 1.1;
}
self.colorTint = color;
self.colorMultiplier = multiplier;
// Apply tint to the sprite
sprite.tint = color; // Try direct assignment
// If that doesn't work, try:
// sprite.color = color;
}
};
self.activate = function (x, y, size, isPlayerBlown) {
// Existing reset code
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;
// Reset color properties
self.colorTint = 0xFFFFFF; // Reset to default white
self.colorMultiplier = 1.0; // Reset multiplier
self.colorPhase = Math.random() * Math.PI * 2; // Fresh random phase
sprite.tint = 0xFFFFFF; // Reset the sprite tint directly
// Check if color upgrades are active and apply colors
self.applyColorUpgrade();
// Add some debug logs
console.log('Activating bubble:', {
size: self.size,
maxLifetime: self.maxLifetime,
isPlayerBlown: isPlayerBlown
});
};
self.applyColorUpgrade = function () {
// Only apply if any color upgrade is active
if (UPGRADE_CONFIG.colors.blueBubbles.currentLevel > 0) {
var color = 0xFFFFFF;
var multiplier = 1.0;
// Determine the highest active color upgrade
if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) {
// Initial color for prismatic (will change over time)
self.colorPhase = Math.random() * Math.PI * 2;
var r = Math.sin(self.colorPhase) * 127 + 128;
var g = Math.sin(self.colorPhase + 2) * 127 + 128;
var b = Math.sin(self.colorPhase + 4) * 127 + 128;
color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b);
multiplier = 1.6;
} else if (UPGRADE_CONFIG.colors.rainbowBubbles.currentLevel > 0) {
// Rainbow - pick a random color from set
var rainbowColors = [0xFF0000,
// Red
0xFFAA00,
// Orange
0xFFFF00,
// Yellow
0x00FF00,
// Green
0x0000FF,
// Blue
0xFF00FF // Purple
];
var multipliers = [1.5, 1.4, 1.3, 1.2, 1.1, 1.6];
var index = Math.floor(Math.random() * rainbowColors.length);
color = rainbowColors[index];
multiplier = multipliers[index];
} else if (UPGRADE_CONFIG.colors.pinkBubbles.currentLevel > 0) {
color = 0xFF80C0; // Pink
multiplier = 1.3;
} else if (UPGRADE_CONFIG.colors.greenBubbles.currentLevel > 0) {
color = 0x00FF80; // Green
multiplier = 1.2;
} else {
// Blue bubbles
color = 0x80C0FF; // Blue
multiplier = 1.1;
}
// Apply the color and multiplier
sprite.tint = color;
self.colorTint = color;
self.colorMultiplier = multiplier;
// Log to verify colors are being applied
console.log('Applied bubble color:', color.toString(16), 'multiplier:', multiplier);
}
};
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);
}
}
// Check if this bubble is part of twin pair
var twinPair = game.twinBubbles.find(function (pair) {
return pair.bubble1 === self && !pair.popped || pair.bubble2 === self && !pair.popped;
});
if (twinPair) {
// Mark as popped
twinPair.popped = true;
twinPair.timestamp = LK.ticks;
// Find the other bubble in the pair
var otherBubble = twinPair.bubble1 === self ? twinPair.bubble2 : twinPair.bubble1;
// Add bonus for twin pop
var twinLevel = UPGRADE_CONFIG.player.twinBubbles.currentLevel;
var bonusMultiplier = 0.5 + 0.25 * twinLevel; // 50/75/100% bonus
// Pop the other bubble automatically and add bonus points
if (otherBubble.visible) {
var bonusPoints = Math.floor(otherBubble.getBP() * bonusMultiplier);
game.addBP(bonusPoints, otherBubble.x, otherBubble.y, false);
otherBubble.deactivate();
}
}
self.deactivate();
return true;
};
self.getBP = function () {
var baseValue = Math.max(1, Math.floor(Math.pow(self.size, 1.4) * 0.02));
// Apply Bubble Refinement upgrade
var refinementLevel = UPGRADE_CONFIG.player.bubbleRefinement.currentLevel;
if (refinementLevel > 0) {
baseValue *= 1 + 0.25 * refinementLevel; // +25% per level
}
if (self.fromClam && UPGRADE_CONFIG.machine.bubbleQuality.currentLevel > 0) {
var qualityLevel = UPGRADE_CONFIG.machine.bubbleQuality.currentLevel;
baseValue *= 1 + 0.4 * qualityLevel; // +40% per level
}
// Apply color multiplier
baseValue = Math.floor(baseValue * self.colorMultiplier);
// Apply treasure zone bonus if applicable
baseValue = Math.floor(baseValue * getTreasureBonusMultiplier(self.x, self.y));
return baseValue;
};
self.update = function () {
if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) {
self.colorPhase += 0.02;
var r = Math.sin(self.colorPhase) * 127 + 128;
var g = Math.sin(self.colorPhase + 2) * 127 + 128;
var b = Math.sin(self.colorPhase + 4) * 127 + 128;
var color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b);
// Update the color value
sprite.tint = color;
self.colorTint = color;
// Make the multiplier oscillate for prismatic
var colorValue = Math.sin(self.colorPhase) * 0.5 + 0.5;
self.colorMultiplier = 0.8 + colorValue * 1.2; // 0.8x to 2.0x
}
// 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;
};
self.updateColor = function () {
// Check if color upgrades are active
if (UPGRADE_CONFIG.colors.blueBubbles.currentLevel > 0) {
var color = 0xFFFFFF;
var multiplier = 1.0;
if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) {
// Prismatic - constantly shifting color with variable multiplier
self.colorPhase += 0.02;
var colorValue = Math.sin(self.colorPhase) * 0.5 + 0.5; // 0 to 1
multiplier = 0.8 + colorValue * 1.2; // 0.8x to 2.0x
// Generate rainbow color
var r = Math.sin(self.colorPhase) * 127 + 128;
var g = Math.sin(self.colorPhase + 2) * 127 + 128;
var b = Math.sin(self.colorPhase + 4) * 127 + 128;
color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b);
} else if (UPGRADE_CONFIG.colors.rainbowBubbles.currentLevel > 0) {
// Rainbow - randomly changes color on activation
var colorChoice = Math.floor(Math.random() * 6);
switch (colorChoice) {
case 0:
color = 0xFF0000;
multiplier = 1.5;
break;
// Red
case 1:
color = 0xFFAA00;
multiplier = 1.4;
break;
// Orange
case 2:
color = 0xFFFF00;
multiplier = 1.3;
break;
// Yellow
case 3:
color = 0x00FF00;
multiplier = 1.2;
break;
// Green
case 4:
color = 0x0000FF;
multiplier = 1.1;
break;
// Blue
case 5:
color = 0xFF00FF;
multiplier = 1.6;
break;
// Purple
}
} else if (UPGRADE_CONFIG.colors.pinkBubbles.currentLevel > 0) {
color = 0xFF80C0; // Pink
multiplier = 1.3;
} else if (UPGRADE_CONFIG.colors.greenBubbles.currentLevel > 0) {
color = 0x00FF80; // Green
multiplier = 1.2;
} else {
// Blue bubbles
color = 0x80C0FF; // Blue
multiplier = 1.1;
}
self.colorTint = color;
self.colorMultiplier = multiplier;
// Apply tint to the sprite
sprite.tint = self.colorTint;
}
};
return self;
});
var Fish = Container.expand(function () {
var self = Container.call(this);
var fishTypes = ['redfish', 'bluefish', 'yellowfish'];
var fishType = fishTypes[Math.floor(Math.random() * fishTypes.length)];
// Create fish sprite
var sprite = self.attachAsset(fishType, {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize position and movement
self.fromLeft = Math.random() < 0.5;
self.x = self.fromLeft ? -100 : game.width + 100;
self.y = Math.random() * (game.height * 0.7) + game.height * 0.1;
sprite.scaleX = self.fromLeft ? 1 : -1;
self.speed = 8; // Changed from 4
self.update = function () {
self.x += self.fromLeft ? self.speed : -self.speed;
// Add bubble collision check
game.activeBubbles.forEach(function (bubble) {
if (bubble.visible) {
var dx = self.x - bubble.x;
var dy = self.y - bubble.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= bubble.size / 2 + 50) {
// Increased from 30 to 50
// 30px collision radius
var points = bubble.getBP();
game.addBP(points, bubble.x, bubble.y, false); // false = manual pop points
bubble.deactivate();
}
}
});
// Remove when off screen
if (self.fromLeft && self.x > game.width + 100 || !self.fromLeft && self.x < -100) {
self.destroy();
}
};
return self;
});
// Pufferfish mask that follows face
var pufferMask = Container.expand(function () {
var self = Container.call(this);
var sprite = self.attachAsset('pufferfish', {
anchorX: 0.5,
anchorY: 0.5
});
var targetX = 0;
var targetY = 0;
var smoothingFactor = 0.12;
var prevX = null;
var prevY = null;
var targetRotation = 0;
var rotationSmoothingFactor = 0.1;
var targetTilt = 0;
var tiltSmoothingFactor = 0.11; // Reduced from 0.08 for smoother movement
var tiltScaleFactor = 0.09; // Reduced from 0.15 for less tilt
var scaleHistory = new Array(5).fill(0); // Keep last 5 scale values
var scaleIndex = 0;
var baseScale = 1;
var minScale = 0.1;
var maxScale = 3;
self.update = function () {
// Adjust scale based on face size
if (facekit.leftEye && facekit.rightEye && facekit.mouthCenter) {
var eyeDistance = Math.abs(facekit.rightEye.x - facekit.leftEye.x);
var newScale = eyeDistance / 500;
// Update rolling average
scaleHistory[scaleIndex] = newScale;
scaleIndex = (scaleIndex + 1) % scaleHistory.length;
// Calculate average scale
var avgScale = scaleHistory.reduce(function (a, b) {
return a + b;
}, 0) / scaleHistory.length;
// More gentle smoothing
sprite.scaleX = sprite.scaleX * 0.85 + avgScale * 0.15;
sprite.scaleY = sprite.scaleY * 0.85 + avgScale * 0.15;
}
// Follow nose position for main face tracking
if (facekit.noseTip) {
targetX = facekit.noseTip.x;
targetY = facekit.noseTip.y;
// Initialize previous positions if not set
if (prevX === null) {
prevX = targetX;
prevY = targetY;
}
// Weighted average between previous and target position
var newX = prevX * (1 - smoothingFactor) + targetX * smoothingFactor;
var newY = prevY * (1 - smoothingFactor) + targetY * smoothingFactor;
self.x = newX;
self.y = newY;
// Update previous positions
prevX = newX;
prevY = newY;
}
if (facekit.leftEye && facekit.rightEye) {
targetTilt = calculateFaceTilt() * tiltScaleFactor; // Scale down the tilt
// Reduce max rotation to ±15 degrees
targetTilt = Math.max(-15, Math.min(15, targetTilt));
self.rotation += (targetTilt - self.rotation) * tiltSmoothingFactor;
}
};
function calculateFaceTilt() {
if (facekit.leftEye && facekit.rightEye && facekit.mouthCenter) {
// Calculate midpoint between eyes
var eyeMidX = (facekit.leftEye.x + facekit.rightEye.x) / 2;
var eyeMidY = (facekit.leftEye.y + facekit.rightEye.y) / 2;
// Calculate angle between eye midpoint and mouth, negated to fix direction
var dx = facekit.mouthCenter.x - eyeMidX;
var dy = facekit.mouthCenter.y - eyeMidY;
var angle = -(Math.atan2(dx, dy) * (180 / Math.PI));
// Reduced max angle to ±15 degrees and lowered multiplier
return Math.max(-15, Math.min(15, angle * 0.15));
}
return 0; // Default to straight when face points aren't available
}
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background to represent the sky
});
/****
* Game Code
****/
function getTreasureBonusMultiplier(x, y) {
if (!game.treasureZones || game.treasureZones.length === 0) {
return 1.0; // No bonus if no treasures
}
// Start with no bonus
var totalBonus = 0;
// Check each treasure zone
game.treasureZones.forEach(function (zone) {
var dx = x - zone.x;
var dy = y - zone.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// If bubble is in zone, add 50% bonus
if (distance <= zone.radius) {
totalBonus += 0.5; // +50% per overlapping zone as specified
}
});
// Return multiplier (1.0 = no bonus, 1.5 = one zone, 2.0 = two zones, etc.)
return 1.0 + totalBonus;
}
// Function to update treasure decorations
function updateTreasureDecorations() {
// Clear existing treasures
while (treasureContainer.children.length) {
treasureContainer.children[0].destroy();
}
// Clear zone tracking
game.treasureZones = [];
var treasureCount = UPGRADE_CONFIG.decorations.sunkenTreasures.amount;
if (treasureCount <= 0) {
return;
}
// Available treasure types
var treasureTypes = ['treasure1', 'treasure2', 'treasure3'];
// Space treasures semi-randomly
for (var i = 0; i < treasureCount; i++) {
// Choose random treasure type
var treasureType = treasureTypes[i % treasureTypes.length];
// Set position - avoid edges and very top
var x = game.width * (0.2 + Math.random() * 0.6); // 20-80% of width
var y = game.height * (0.5 + Math.random() * 0.4); // 50-90% of height
// Create treasure sprite
var treasure = LK.getAsset(treasureType, {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y,
scaleX: 1.8,
scaleY: 1.8,
alpha: 0.9
});
// Create and add highlight zone indicator (subtle circle)
var zoneRadius = game.width * 0.15; // 15% of screen as specified
var zoneIndicator = new Shape();
zoneIndicator.beginFill(0xFFFFFF, 0.15); // Very subtle white
zoneIndicator.drawCircle(0, 0, zoneRadius);
zoneIndicator.endFill();
// Store zone information for bonus calculations
game.treasureZones.push({
x: x,
y: y,
radius: zoneRadius
});
// Add handlers to make treasures draggable
treasure.down = function (e) {
this.dragging = true;
this.dragOffsetX = this.x - e.x;
this.dragOffsetY = this.y - e.y;
// Move to top of treasures while dragging
treasureContainer.setChildIndex(this, treasureContainer.children.length - 1);
return true;
};
treasure.move = function (e) {
if (this.dragging) {
this.x = e.x + this.dragOffsetX;
this.y = e.y + this.dragOffsetY;
// Constrain to screen bounds
this.x = Math.max(50, Math.min(game.width - 50, this.x));
this.y = Math.max(100, Math.min(game.height - 50, this.y));
// Update zone indicator position
if (this.zoneIndicator) {
this.zoneIndicator.x = this.x;
this.zoneIndicator.y = this.y;
// Update corresponding zone in the tracking array
for (var i = 0; i < game.treasureZones.length; i++) {
if (game.treasureZones[i].id === this.id) {
game.treasureZones[i].x = this.x;
game.treasureZones[i].y = this.y;
break;
}
}
}
return true;
}
return false;
};
treasure.up = function () {
this.dragging = false;
return true;
};
// Store unique id to match with zone
treasure.id = 'treasure_' + i;
// Link zone indicator to treasure
treasure.zoneIndicator = zoneIndicator;
zoneIndicator.x = x;
zoneIndicator.y = y;
// Add zone first (so it's behind treasure)
treasureContainer.addChild(zoneIndicator);
treasureContainer.addChild(treasure);
}
}
function updateCoralBubbles() {
if (UPGRADE_CONFIG.decorations.bubbleCoral.amount <= 0) {
return;
}
coralContainer.children.forEach(function (coral) {
// 5% chance per second to spawn bubble (0.083% per frame at 60fps)
if (Math.random() < 0.00083 || LK.ticks - coral.lastBubbleTime > 600) {
// Force spawn after 10 seconds
coral.lastBubbleTime = LK.ticks;
// Calculate bubble size based on player's max size
var bubbleSize = game.maxBubbleSize * (0.5 + Math.random() * 0.3);
// Spawn position slightly above coral
var bubbleX = coral.x + (Math.random() * 30 - 15);
var bubbleY = coral.y - coral.height * 0.3;
var bubble = spawnBubble(bubbleX, bubbleY, bubbleSize, 0, false);
if (bubble) {
// Set moderate upward velocity
bubble.verticalVelocity = -(2 + Math.random() * 3);
bubble.driftX = Math.random() * 2 - 1;
}
}
});
}
function updateCoralDecorations() {
// Clear existing corals
while (coralContainer.children.length) {
coralContainer.children[0].destroy();
}
// Position corals along bottom of screen
var coralCount = UPGRADE_CONFIG.decorations.bubbleCoral.amount;
if (coralCount <= 0) {
return;
}
// Available coral types
var coralTypes = ['coral1', 'coral2', 'coral3', 'coral4'];
// Space corals evenly along bottom
var spacing = game.width / (coralCount + 1);
for (var i = 0; i < coralCount; i++) {
// Choose random coral type
var coralType = coralTypes[Math.floor(Math.random() * coralTypes.length)];
// Create coral sprite
var coral = LK.getAsset(coralType, {
anchorX: 0.5,
anchorY: 1,
x: spacing * (i + 1),
y: game.height - 20,
// Slightly above bottom
scaleX: 1.5 + Math.random() * 0.5,
scaleY: 1.5 + Math.random() * 0.5
});
// Store last bubble spawn time
coral.lastBubbleTime = 0;
coralContainer.addChild(coral);
}
}
function refreshUpgradeTab(tabName) {
// Clear all children from the tab container
while (tabContainers[tabName].children.length > 0) {
tabContainers[tabName].children[0].destroy();
}
// Recreate all upgrades for the tab
if (tabColumns[tabName] && tabColumns[tabName].left) {
tabColumns[tabName].left.forEach(function (upgrade, index) {
createUpgradeText(upgrade[0], upgrade[1], index, true, tabName);
});
}
if (tabColumns[tabName] && tabColumns[tabName].right) {
tabColumns[tabName].right.forEach(function (upgrade, index) {
createUpgradeText(upgrade[0], upgrade[1], index, false, tabName);
});
}
}
game.twinBubbles = [];
game.treasureZones = [];
// 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 * 150; // Convert to frames and further increase base time
var speedMultiplier = Math.pow(1 - UPGRADE_EFFECTS.autoBubbleSpeed.decrementPercent / 100, UPGRADE_CONFIG.machine.autoBubbleSpeed.currentLevel);
var adjustedTime = Math.max(1, Math.floor(baseTime * speedMultiplier));
var qualityLevel = UPGRADE_CONFIG.machine.bubbleQuality.currentLevel;
if (qualityLevel > 0) {
// -10% production rate per level
adjustedTime = Math.floor(adjustedTime * (1 + 0.1 * qualityLevel));
}
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
);
bubble.fromClam = true;
if (UPGRADE_CONFIG.player.sizeVariance.currentLevel > 0) {
var variance = UPGRADE_CONFIG.player.sizeVariance.currentLevel;
var minIncrease = 0.1 * variance; // +10% per level to min size
var maxIncrease = 0.15 * variance; // +15% per level to max size
// Apply size variance
var sizeMultiplier = 1 - minIncrease + Math.random() * (minIncrease + maxIncrease);
bubble.size *= sizeMultiplier;
}
// 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);
// Add coral container here
var coralContainer = new Container();
game.addChild(coralContainer);
// Reposition in display list
game.setChildIndex(coralContainer, 1);
var treasureContainer = new Container();
// Add after coralContainer but before clams for proper layering
game.addChild(treasureContainer);
game.setChildIndex(treasureContainer, 2);
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.x = menuPanel.width * menuPanel.scaleX / 2 - 850; // Center horizontally
tabsContainer.y = 0;
menuContainer.addChild(tabsContainer);
// Define tab dimensions
var tabWidth = menuPanel.width * 0.8 * 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 ? -750 : 200; // Changed from -550 and 100
var yPos = startY + index * upgradeSpacing + 120; // Added 120 to move everything down
// 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.currentLevel >= upgrade.maxLevel) {
// Create "SOLD OUT" text for maxed out color upgrades
costText = new Text2("SOLD OUT", {
size: 96,
fill: 0x888888,
// Gray color
stroke: 0x000000,
strokeThickness: 2,
font: "Impact"
});
} else 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') {
if (key === 'bubbleCoral') {
updateCoralDecorations();
} else if (key === 'sunkenTreasures') {
updateTreasureDecorations();
}
// Future decoration handlers would go here
}
}
} else if (upgrade.currentLevel < upgrade.maxLevel) {
// For regular upgrades with levels
upgrade.currentLevel++;
game.bp -= cost;
bpText.setText(formatBP(game.bp) + " BP");
// If this is a color upgrade, update the UI to reflect dependency status
if (category === 'colors') {
upgrade.currentLevel++;
game.bp -= cost;
bpText.setText(formatBP(game.bp) + " BP");
refreshUpgradeTab('colors');
return true;
}
// 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();
updateCoralDecorations();
updateTreasureDecorations();
// 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 = 120; // 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 () {
updateCoralBubbles();
// 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;
var sizeVarianceLevel = UPGRADE_CONFIG.player.sizeVariance.currentLevel;
var minSizeMultiplier = 1 + 0.1 * sizeVarianceLevel;
var adjustedMinSize = game.MIN_SPAWN_SIZE * minSizeMultiplier;
game.growingBubble = spawnBubble(spawnX, spawnY, adjustedMinSize, 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;
var twinLevel = UPGRADE_CONFIG.player.twinBubbles.currentLevel;
if (twinLevel > 0 && Math.random() < twinLevel * 0.05) {
// 5/10/15% chance based on level
var twinBubble = spawnBubble(game.growingBubble.x + (Math.random() * 40 - 20), game.growingBubble.y + (Math.random() * 40 - 20), game.growingBubble.size * 0.9, game.growingBubble.driftX * 0.8, false);
if (twinBubble) {
// Link the bubbles
game.twinBubbles.push({
bubble1: game.growingBubble,
bubble2: twinBubble,
popped: false,
timestamp: LK.ticks
});
}
}
game.growingBubble = null;
var breathLevel = UPGRADE_CONFIG.player.bubbleBreath.currentLevel;
if (breathLevel > 0) {
// Calculate chances for extra bubbles
var extraBubbles = 0;
// Level 1: 20% for +1
// Level 2: 40% for +1
// Level 3: 60% for +1, 20% for +2
// Level 4: 80% for +1, 40% for +2
var rand = Math.random();
if (rand < breathLevel * 0.2) {
extraBubbles++;
// Check for 2nd extra bubble at level 3-4
if (breathLevel >= 3 && rand < (breathLevel - 2) * 0.2) {
extraBubbles++;
}
}
// Spawn extra bubbles
for (var i = 0; i < extraBubbles; i++) {
var angle = Math.random() * Math.PI * 2;
var distance = 20 + Math.random() * 30;
var extraX = playerMask.x + Math.cos(angle) * distance;
var extraY = playerMask.y + playerMask.height * 0.15 + Math.sin(angle) * distance;
var extraSize = Math.max(game.MIN_SPAWN_SIZE, game.growingBubble.size * (0.6 + Math.random() * 0.2));
var extraBubble = spawnBubble(extraX, extraY, extraSize, 0, false);
if (extraBubble) {
extraBubble.verticalVelocity = -8 - Math.random() * 4;
extraBubble.driftX = Math.random() * 4 - 2;
}
}
}
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);
}
}
// Clean up old twin bubble pairs
game.twinBubbles = game.twinBubbles.filter(function (pair) {
// Remove pairs where both bubbles are gone or time expired (60 frames = 1 second)
if (!pair.bubble1.visible || !pair.bubble2.visible || pair.popped && LK.ticks - pair.timestamp > 60) {
return false;
}
return true;
});
game.activeBubbles.forEach(function (bubble) {
if (bubble.update) {
bubble.update();
}
});
};
// Handle touch/mouse events for the game
game.down = function (x, y, obj) {
var localX = x - menuContainer.x;
var localY = y - menuContainer.y;
// Tab click handling
var tabBounds = {
x: -menuTab.width * menuTab.scaleX / 2,
y: -menuTab.height * menuTab.scaleY,
width: menuTab.width * menuTab.scaleX,
height: menuTab.height * menuTab.scaleY
};
if (localX >= tabBounds.x && localX <= tabBounds.x + tabBounds.width && localY >= tabBounds.y && localY <= tabBounds.y + tabBounds.height) {
menuOpen = !menuOpen;
var targetY = menuOpen ? menuTab.height : game.height;
if (menuOpen) {
game.setChildIndex(menuContainer, game.children.length - 1);
}
tween(menuContainer, {
y: targetY
}, {
duration: 300,
easing: tween.easeOutBack,
onFinish: function onFinish() {
tabsContainer.visible = menuOpen;
if (!menuOpen) {
game.setChildIndex(menuContainer, 1);
}
}
});
return true;
}
if (menuOpen) {
return true; // Let containers handle their own clicks
}
// Check for treasure dragging
if (treasureContainer && treasureContainer.children) {
for (var i = 0; i < treasureContainer.children.length; i++) {
var treasure = treasureContainer.children[i];
// Skip zone indicators (which don't have down handlers)
if (!treasure.down) {
continue;
}
var dx = x - treasure.x;
var dy = y - treasure.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Check if click is within treasure bounds (approximate with circle)
if (distance < 50) {
// Adjust size as needed based on treasures
if (treasure.down({
x: x,
y: y
})) {
// Store the currently dragged treasure for move and up events
game.currentDragObject = treasure;
return true;
}
}
}
}
// Bubble popping logic
var popped = false;
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;
}
}
};
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