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Update as needed with: function refreshUpgradeTab(tabName) { // Keep the existing code that clears and recreates upgrade elements // ... // Add this at the end of the function: if (tabName === 'colors') { // Get the active color key var activeColorKey = getActiveColorKey(); // Find all color upgrades that are already purchased tabColumns[tabName].left.concat(tabColumns[tabName].right).forEach(function(upgrade) { var category = upgrade[0]; var key = upgrade[1]; var upgradeConfig = UPGRADE_CONFIG[category][key]; // If this color is active (or auto and this is the highest unlocked) if (upgradeConfig.currentLevel > 0 && (activeColorKey === key || (UPGRADE_CONFIG.gameSettings.activeColor === "auto" && key === activeColorKey))) { // Find the element with this name tabContainers[tabName].children.forEach(function(child) { if (child.text === upgradeConfig.name) { // Create and add "ACTIVE" text next to it var activeText = new Text2("ACTIVE", { size: 64, fill: 0x00FF00, // Bright green stroke: 0x000000, strokeThickness: 2, font: "Impact" }); activeText.x = child.x + 150; // Position to the right of the name activeText.y = child.y; tabContainers[tabName].addChild(activeText); } }); } }); } }
Code edit (1 edits merged)
Please save this source code
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Remove updatecolorselectionui method
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Remove createcolorselectionui method
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Update with: if (category === 'colors' && upgrade.currentLevel > 0 && UPGRADE_CONFIG.gameSettings.activeColor === key) { var activeText = new Text2("ACTIVE", { size: 64, fill: 0x00FF00, // Bright green stroke: 0x000000, strokeThickness: 2, font: "Impact" }); activeText.x = xOffset + 150; // Position to the right of the name activeText.y = yPos; tabContainers[tab].addChild(activeText); }
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Please fix the bug: 'undefined is not an object (evaluating 'UPGRADE_CONFIG.gameSettings')' in or related to this line: 'if (!UPGRADE_CONFIG.gameSettings) {' Line Number: 565
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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 }; }
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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 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: // 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 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: // 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 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: 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 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: // 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 } }
Code edit (1 edits merged)
Please save this source code
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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(); }
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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: // 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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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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Update with: // Add to UPGRADE_CONFIG section gameSettings: { activeColor: "auto" // Default to automatic progression (highest unlocked) }
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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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Increase the value of the bubbles 100 times
/**** * 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; // 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; } }; 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 ****/ // Ensure color selection UI is created on game start if colors is the default tab if (currentTab === 'colors') { LK.setTimeout(function () { createColorSelectionUI(); }, 1); } if (typeof UPGRADE_CONFIG === 'undefined') { var UPGRADE_CONFIG = {}; } if (!UPGRADE_CONFIG.gameSettings) { UPGRADE_CONFIG.gameSettings = { activeColor: "auto" // Default to automatic progression }; } // Initialize the color selector container var colorSelectContainer = null; // Add function to get current active color 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; } // 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!"); } } 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']; // 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); } } 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); }); } // Recreate color selection UI if needed if (tabName === 'colors') { LK.setTimeout(function () { createColorSelectionUI(); }, 1); } } 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', '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']] } }; 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 = { gameSettings: { activeColor: "auto" // Default to automatic progression (highest unlocked) }, 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, maxLevel: 1, currentLevel: 0, multiplier: 1.1, color: 0x80C0FF }, 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 }, 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 }, 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 }, 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 }, rainbowBubbles: { name: "Rainbow Bubbles", baseCost: 75000, costScale: 1.0, maxLevel: 1, currentLevel: 0, requires: "silverBubbles", multiplier: 1.6 }, prismaticBubbles: { name: "Prismatic Bubbles", baseCost: 150000, costScale: 1.0, maxLevel: 1, currentLevel: 0, requires: "rainbowBubbles", multiplier: 1.8 } }, 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(); } }); }; 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(); } }); }; 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; // Initialize color selection UI when switching to colors tab if (newTab === 'colors' && colorSelectContainer === null) { createColorSelectionUI(); } 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); // 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"); } // Add active indicator text var activeText = new Text2("ACTIVE", { size: 64, fill: 0x00FF00, // Bright green stroke: 0x000000, strokeThickness: 2, font: "Impact" }); activeText.x = xOffset + 150; // Position to the right of the name activeText.y = yPos; tabContainers[tab].addChild(activeText); 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) { 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') { 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; // Update selection UI when colors change 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 //{9O.1} }, { //{9O.2} duration: 300, //{9O.3} easing: tween.easeOutBack, //{9O.4} onFinish: function onFinish() { tabsContainer.visible = menuOpen; // Show/hide tabs based on menu state //{9Q.1} if (!menuOpen) { //{9Q.2} game.setChildIndex(menuContainer, 1); //{9Q.3} } //{9Q.4} } //{9Q.5} }); return true; } if (menuOpen) { return true; // Let containers handle their own clicks } // Bubble popping logic remains the same var popped = false; // NEW: for (var i = game.activeBubbles.length - 1; i >= 0; i--) { var bubble = game.activeBubbles[i]; var dx = x - bubble.x; var dy = y - bubble.y; var distance = Math.sqrt(dx * dx + dy * dy); if (!popped && distance <= bubble.size / 2 + 30 && bubble.down) { bubble.down(); popped = true; break; } } };
===================================================================
--- original.js
+++ change.js
@@ -1745,11 +1745,8 @@
// Menu state and animation
var menuOpen = false;
var menuTargetY = game.height;
// Update selection UI when colors change
-function updateColorSelectionUI() {
- createColorSelectionUI();
-}
function updateClamVisuals() {
while (clamContainer.children.length) {
clamContainer.children[0].destroy();
}
A white bubble with a black outline 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
A outstretched straight octopus tentacle. Green with purple suckers. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A colorful underwater coral reef background. Cartoon Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A white bubble with a black outline. Pixel art.. 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