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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; } };
User prompt
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; };
User prompt
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 }; }
===================================================================
--- original.js
+++ change.js
@@ -129,43 +129,39 @@
// 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)
+ // Get active color setting
+ var activeColorKey = getActiveColorKey();
+ // Only apply the active color or highest if auto
+ if (activeColorKey === "prismaticBubbles") {
+ // Prismatic code (unchanged)
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
- ];
+ } else if (activeColorKey === "rainbowBubbles") {
+ // Rainbow code (unchanged)
+ var rainbowColors = [0xFF0000, 0xFFAA00, 0xFFFF00, 0x00FF00, 0x0000FF, 0xFF00FF];
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) {
+ } else if (activeColorKey === "pinkBubbles") {
color = 0xFF80C0; // Pink
multiplier = 1.3;
- } else if (UPGRADE_CONFIG.colors.greenBubbles.currentLevel > 0) {
+ } else if (activeColorKey === "orangeBubbles") {
+ color = 0xFFA500; // Orange
+ multiplier = 1.25;
+ } else if (activeColorKey === "greenBubbles") {
color = 0x00FF80; // Green
multiplier = 1.2;
- } else {
- // Blue bubbles
+ } 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
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