User prompt
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
User prompt
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); }
User prompt
Remove createcolorselectionui method
User prompt
Remove updatecolorselectionui method
Code edit (2 edits merged)
Please save this source code
User prompt
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); } }); } }); } }
User prompt
Increase the value of bubbles by 100 times.
User prompt
Update as needed with: if (category === 'colors') { upgrade.currentLevel++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); // Set newly purchased color as active if it's the first color purchased // or if in auto mode if (upgrade.currentLevel === 1 && (UPGRADE_CONFIG.gameSettings.activeColor === "auto" || getActiveColorKey() === "auto")) { UPGRADE_CONFIG.gameSettings.activeColor = key; game.showMessage(upgrade.name + " activated"); } // Update the UI refreshUpgradeTab('colors'); return true; }
User prompt
Add: function addActiveColorIndicator() { var activeColorKey = getActiveColorKey(); // Remove any existing ACTIVE indicators first tabContainers.colors.children.forEach(function(child) { if (child.text === "ACTIVE") { child.destroy(); } }); // Find the active color's element tabColumns.colors.left.concat(tabColumns.colors.right).forEach(function(upgrade) { var category = upgrade[0]; var key = upgrade[1]; if (key === activeColorKey) { // Find the reference to this upgrade's name text var nameText = null; tabContainers.colors.children.forEach(function(child) { if (child.text === UPGRADE_CONFIG[category][key].name) { nameText = child; } }); if (nameText) { // Create and add "ACTIVE" text var activeText = new Text2("ACTIVE", { size: 64, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); activeText.x = nameText.x + 150; activeText.y = nameText.y; tabContainers.colors.addChild(activeText); } } }); }
User prompt
Update with: function setActiveColor(colorKey) { if (colorKey === "auto" || UPGRADE_CONFIG.colors[colorKey].currentLevel > 0) { UPGRADE_CONFIG.gameSettings.activeColor = colorKey; // Update visual indicator addActiveColorIndicator(); } else { game.showError("Unlock this color first!"); } }
User prompt
Update with: function refreshUpgradeTab(tabName) { // Keep existing code that rebuilds the tab // ... // Add at the end: if (tabName === 'colors') { // Call after a slight delay to ensure all elements are created LK.setTimeout(function() { addActiveColorIndicator(); }, 1); } }
User prompt
Update with: // In the color purchase section: if (category === 'colors') { var wasFirstPurchase = (upgrade.currentLevel === 0); upgrade.currentLevel++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); // Auto-activate the first color purchased if (wasFirstPurchase && (UPGRADE_CONFIG.gameSettings.activeColor === "auto" || !UPGRADE_CONFIG.colors[UPGRADE_CONFIG.gameSettings.activeColor] || UPGRADE_CONFIG.colors[UPGRADE_CONFIG.gameSettings.activeColor].currentLevel === 0)) { UPGRADE_CONFIG.gameSettings.activeColor = key; game.showMessage(upgrade.name + " activated"); } // Refresh and update with a slightly longer delay refreshUpgradeTab('colors'); // Add a longer timeout to ensure elements are fully created LK.setTimeout(function() { addActiveColorIndicator(); }, 5); // Increased from 1 to 5 return true; }
User prompt
Update with: function addActiveColorIndicator() { var activeColorKey = getActiveColorKey(); // Only proceed if we have a valid color if (activeColorKey === "auto" || !UPGRADE_CONFIG.colors[activeColorKey]) return; // Remove any existing ACTIVE indicators first var indicatorsToRemove = []; tabContainers.colors.children.forEach(function(child) { if (child.text === "ACTIVE") { indicatorsToRemove.push(child); } }); // Remove indicators in separate loop to avoid modification during iteration indicatorsToRemove.forEach(function(indicator) { indicator.destroy(); }); // Use a more direct approach to find the target element var targetName = UPGRADE_CONFIG.colors[activeColorKey].name; var nameElements = []; tabContainers.colors.children.forEach(function(child) { if (child.text === targetName) { nameElements.push(child); } }); if (nameElements.length > 0) { // Use the first found element var activeText = new Text2("ACTIVE", { size: 64, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); activeText.x = nameElements[0].x + 150; activeText.y = nameElements[0].y; tabContainers.colors.addChild(activeText); console.log("Added ACTIVE indicator for", activeColorKey); } else { console.log("Could not find element for", targetName); } }
User prompt
update with: function addActiveColorIndicator() { var activeColorKey = getActiveColorKey(); // Only proceed if we have a valid color if (activeColorKey === "auto" || !UPGRADE_CONFIG.colors[activeColorKey]) { return; } // Remove any existing ACTIVE indicators first var indicatorsToRemove = []; tabContainers.colors.children.forEach(function(child) { if (child.text && child.text === "ACTIVE") { indicatorsToRemove.push(child); } }); // Remove indicators in separate loop to avoid modification during iteration indicatorsToRemove.forEach(function(indicator) { indicator.destroy(); }); // Use a more direct approach to find the target element var targetName = UPGRADE_CONFIG.colors[activeColorKey].name; var nameElements = []; tabContainers.colors.children.forEach(function(child) { if (child.text === targetName) { nameElements.push(child); } }); if (nameElements.length > 0) { // Use the first found element var activeText = new Text2("ACTIVE", { size: 64, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); activeText.x = nameElements[0].x + 150; activeText.y = nameElements[0].y; tabContainers.colors.addChild(activeText); console.log("Added ACTIVE indicator for", activeColorKey); } else { console.log("Could not find element for", targetName); } }
User prompt
update with: // In the hitContainer.down function part of createUpgradeText: // Replace the purchase logic for colors with: if (category === 'colors') { var wasFirstPurchase = upgrade.currentLevel === 0; upgrade.currentLevel++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); // Auto-activate the first color purchased if (wasFirstPurchase && (UPGRADE_CONFIG.gameSettings.activeColor === "auto" || !UPGRADE_CONFIG.colors[UPGRADE_CONFIG.gameSettings.activeColor] || UPGRADE_CONFIG.colors[UPGRADE_CONFIG.gameSettings.activeColor].currentLevel === 0)) { UPGRADE_CONFIG.gameSettings.activeColor = key; game.showMessage(upgrade.name + " activated"); } // Refresh the tab with a slight delay to ensure elements are created refreshUpgradeTab('colors'); // Add a longer timeout to ensure elements are fully created LK.setTimeout(function() { addActiveColorIndicator(); }, 5); return true; }
User prompt
update with: 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); }); } // For colors tab, set up active indicator with a delay if (tabName === 'colors') { // Call after a slight delay to ensure all elements are created LK.setTimeout(function() { addActiveColorIndicator(); }, 1); } }
User prompt
Update with: // Inside hitContainer.down function in the createUpgradeText function, // after refreshUpgradeTab('colors') call: // Clear any existing ACTIVE indicators first var indicatorsToRemove = []; tabContainers.colors.children.forEach(function(child) { if (child.text && child.text === "ACTIVE") { indicatorsToRemove.push(child); } }); indicatorsToRemove.forEach(function(indicator) { indicator.destroy(); }); // Add active indicator with sufficient delay LK.setTimeout(function() { var targetKey = getActiveColorKey(); if (targetKey && targetKey !== "auto") { var targetName = UPGRADE_CONFIG.colors[targetKey].name; var nameElement = null; tabContainers.colors.children.forEach(function(child) { if (child.text === targetName) { nameElement = child; } }); if (nameElement) { var activeText = new Text2("ACTIVE", { size: 64, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); activeText.x = nameElement.x + 150; activeText.y = nameElement.y; tabContainers.colors.addChild(activeText); } } }, 10); // Increased delay to ensure UI elements are ready
User prompt
Replace with: function addActiveColorIndicator() { // Delay execution to ensure all UI elements are fully created LK.setTimeout(function() { var activeColorKey = getActiveColorKey(); // Don't proceed for auto mode if (activeColorKey === "auto" || !UPGRADE_CONFIG.colors[activeColorKey]) { return; } console.log("Adding indicator for", activeColorKey); // First remove ALL existing ACTIVE indicators var indicatorsToRemove = []; tabContainers.colors.children.forEach(function(child) { if (child.text && child.text === "ACTIVE") { indicatorsToRemove.push(child); } }); indicatorsToRemove.forEach(function(indicator) { indicator.destroy(); }); // Get the target name for the active color var targetName = UPGRADE_CONFIG.colors[activeColorKey].name; // Find all name elements - look for exact textual match var nameElement = null; tabContainers.colors.children.forEach(function(child) { if (child.text === targetName) { nameElement = child; } }); if (nameElement) { var activeText = new Text2("ACTIVE", { size: 64, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); activeText.x = nameElement.x + 150; activeText.y = nameElement.y; tabContainers.colors.addChild(activeText); console.log("Added ACTIVE indicator for", targetName, "at", nameElement.x, nameElement.y); } else { console.log("Could not find element for", targetName); } }, 20); // Increased delay for safer execution }
User prompt
Update with: // For colors tab, set up active indicator with a delay if (tabName === 'colors') { // Call after a slight delay to ensure all elements are created LK.setTimeout(function() { addActiveColorIndicator(); }, 20); // Increase from 1 to 20 }
Code edit (1 edits merged)
Please save this source code
User prompt
Replace with: function addActiveColorIndicator() { var activeColorKey = getActiveColorKey(); // Only proceed if we have a valid color if (activeColorKey === "auto" || !UPGRADE_CONFIG.colors[activeColorKey]) { return; } // Remove any existing ACTIVE indicators first var indicatorsToRemove = []; tabContainers.colors.children.forEach(function (child) { if (child.text && child.text === "ACTIVE") { indicatorsToRemove.push(child); } }); // Remove indicators in separate loop to avoid modification during iteration indicatorsToRemove.forEach(function (indicator) { indicator.destroy(); }); // Use a more direct approach to find the target element var targetName = UPGRADE_CONFIG.colors[activeColorKey].name; var nameElements = []; tabContainers.colors.children.forEach(function (child) { if (child.text === targetName) { nameElements.push(child); } }); if (nameElements.length > 0) { // Use the first found element var activeText = new Text2("ACTIVE", { size: 64, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); activeText.x = nameElements[0].x + 150; activeText.y = nameElements[0].y; tabContainers.colors.addChild(activeText); console.log("Added ACTIVE indicator for", activeColorKey); } else { console.log("Could not find element for", targetName); } }
User prompt
Add this: // Add this function after the addActiveColorIndicator function function fixColorIndicators() { // First remove all active indicators var indicatorsToRemove = []; tabContainers.colors.children.forEach(function (child) { if (child.text && child.text === "ACTIVE") { indicatorsToRemove.push(child); } }); indicatorsToRemove.forEach(function (indicator) { indicator.destroy(); }); // Now add just one indicator for the active color var activeColorKey = getActiveColorKey(); if (activeColorKey === "auto" || !UPGRADE_CONFIG.colors[activeColorKey]) { return; } // Find the name element for this color var targetName = UPGRADE_CONFIG.colors[activeColorKey].name; var nameElement = null; // Search through all children to find the name text tabContainers.colors.children.forEach(function (child) { if (child.text === targetName) { nameElement = child; } }); if (nameElement) { var activeText = new Text2("ACTIVE", { size: 64, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); activeText.x = nameElement.x + 150; activeText.y = nameElement.y; tabContainers.colors.addChild(activeText); } }
User prompt
Update with: // For colors tab, set up active indicator with a delay if (tabName === 'colors') { // Call after a slight delay to ensure all elements are created LK.setTimeout(function () { fixColorIndicators(); }, 30); // Longer delay for safety }
User prompt
Update with: if (category === 'colors') { var wasFirstPurchase = upgrade.currentLevel === 0; upgrade.currentLevel++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); // Auto-activate the first color purchased if (wasFirstPurchase && (UPGRADE_CONFIG.gameSettings.activeColor === "auto" || !UPGRADE_CONFIG.colors[UPGRADE_CONFIG.gameSettings.activeColor] || UPGRADE_CONFIG.colors[UPGRADE_CONFIG.gameSettings.activeColor].currentLevel === 0)) { UPGRADE_CONFIG.gameSettings.activeColor = key; game.showMessage(upgrade.name + " activated"); } // Refresh the tab with a slight delay to ensure elements are created refreshUpgradeTab('colors'); // Fix the indicators with an explicit longer delay LK.setTimeout(function () { fixColorIndicators(); }, 50); return true; }
User prompt
Update with: 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"); } // Fix indicators after toggling LK.setTimeout(function () { fixColorIndicators(); }, 50);
===================================================================
--- original.js
+++ change.js
@@ -1705,20 +1705,12 @@
// 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);
+ // Fix indicators after toggling
+ LK.setTimeout(function () {
+ fixColorIndicators();
+ }, 50);
return true;
}
// Regular upgrade purchase logic follows...
if (category === 'colors' && upgrade.requires) {
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