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);
User prompt
Update with: // Change inside the hitContainer.down function in createUpgradeText // (Around line 3090, within the color upgrade section) 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"); costText.setText(cost + " BP"); // Reset to cost costText.setFill(0xFFFF00); // Reset to yellow } else { // Otherwise activate this color UPGRADE_CONFIG.gameSettings.activeColor = key; game.showMessage(upgrade.name + " activated"); costText.setText("ACTIVE"); // Change to active costText.setFill(0x00FF00); // Change to green } // No need to add a separate active indicator text return true; }
User prompt
Update with: // In refreshUpgradeTab function, replace the "ACTIVE" text creation logic // Around line 3028 in the provided code if (tabName === 'colors') { var activeColorKey = getActiveColorKey(); 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 (upgradeConfig.currentLevel > 0) { // Find the cost text for this upgrade tabContainers[tabName].children.forEach(function (child) { // Find the cost text (the text below the upgrade name) if (child.text && (child.text.includes("BP") || child.text === "SOLD OUT") && child.y > tabContainers[tabName].children.find(function (c) { return c.text === upgradeConfig.name; }).y) { // If this color is active, change cost text to "ACTIVE" if (activeColorKey === key || (UPGRADE_CONFIG.gameSettings.activeColor === "auto" && key === activeColorKey)) { child.setText("ACTIVE"); child.setFill(0x00FF00); // Green } else { // Otherwise show "SOLD OUT" or the BP cost if (upgradeConfig.currentLevel >= upgradeConfig.maxLevel) { child.setText("SOLD OUT"); child.setFill(0x888888); // Gray } else { child.setText(getUpgradeCost(upgradeConfig) + " BP"); child.setFill(0xFFFF00); // Yellow } } } }); } }); }
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'costText.setFill(0x00FF00); // Change to green' Line Number: 1682
User prompt
Update with: 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"); // Update color indicator refreshUpgradeTab('colors'); } else { // Otherwise activate this color UPGRADE_CONFIG.gameSettings.activeColor = key; game.showMessage(upgrade.name + " activated"); // Update color indicator refreshUpgradeTab('colors'); } return true; }
User prompt
Update with: // Add this for colors when they're first purchased: if (category === 'colors' && upgrade.currentLevel === 1) { // If this is the first color purchased or auto is selected, make it active if (UPGRADE_CONFIG.gameSettings.activeColor === "auto" || UPGRADE_CONFIG.colors[UPGRADE_CONFIG.gameSettings.activeColor].currentLevel === 0) { UPGRADE_CONFIG.gameSettings.activeColor = key; game.showMessage(upgrade.name + " activated"); } refreshUpgradeTab('colors'); return true; }
User prompt
Update as needed with: if (tabName === 'colors') { var activeColorKey = getActiveColorKey(); 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 (upgradeConfig.currentLevel > 0) { // Find the corresponding cost text for this upgrade tabContainers[tabName].children.forEach(function (child) { // Identify the cost text by its position below the name if (child.text && child.y > 0) { var nameText = tabContainers[tabName].children.find(function (c) { return c.text === upgradeConfig.name; }); if (nameText && child.y > nameText.y && child.y < nameText.y + 150) { // Check if this color is active if (activeColorKey === key || (UPGRADE_CONFIG.gameSettings.activeColor === "auto" && key === activeColorKey)) { child.setText("ACTIVE"); child.fill = 0x00FF00; // Green } else { // Otherwise show SOLD OUT if maxed if (upgradeConfig.currentLevel >= upgradeConfig.maxLevel) { child.setText("SOLD OUT"); child.fill = 0x888888; // Gray } else { var cost = getUpgradeCost(upgradeConfig); child.setText(cost + " BP"); child.fill = 0xFFFF00; // Yellow } } } } }); } }); }
User prompt
Update with: var cost = getUpgradeCost(upgrade); var costText; // Check if this is an active color first var isActiveColor = false; if (category === 'colors' && upgrade.currentLevel > 0) { var activeColorKey = getActiveColorKey(); if (key === activeColorKey || (UPGRADE_CONFIG.gameSettings.activeColor === "auto" && key === activeColorKey)) { isActiveColor = true; } } if (isActiveColor) { // Create "ACTIVE" text for active color costText = new Text2("ACTIVE", { size: 96, fill: 0x00FF00, // Green color stroke: 0x000000, strokeThickness: 2, font: "Impact" }); } else if (category === 'colors' && upgrade.currentLevel >= upgrade.maxLevel) { // Create "SOLD OUT" text for maxed out color upgrades // (rest of the existing conditions stay the same) }
User prompt
Update with: 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"); } // Refresh the tab to update the text displays refreshUpgradeTab('colors'); return true; }
User prompt
Please fix the bug: 'TypeError: null is not an object (evaluating 'game.growingBubble.size')' in or related to this line: 'var extraSize = Math.max(game.MIN_SPAWN_SIZE, game.growingBubble.size * (0.6 + Math.random() * 0.2));' Line Number: 2119
User prompt
Update with: if (tabName === 'colors') { var activeColorKey = getActiveColorKey(); 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 (upgradeConfig.currentLevel > 0) { // Find the corresponding cost text for this upgrade tabContainers[tabName].children.forEach(function (child) { // Identify the cost text by its position below the name if (child.text && child.y > 0) { var nameText = tabContainers[tabName].children.find(function (c) { return c.text === upgradeConfig.name; }); if (nameText && child.y > nameText.y && child.y < nameText.y + 150) { // Check if this color is active if (activeColorKey === key || (UPGRADE_CONFIG.gameSettings.activeColor === "auto" && key === activeColorKey)) { child.setText("ACTIVE"); child.fill = 0x00FF00; // Green } else if (category === 'colors' && upgradeConfig.currentLevel >= upgradeConfig.maxLevel) { // Create "SOLD OUT" text for maxed out color upgrades child.setText("SOLD OUT"); child.fill = 0x888888; // Gray } else { var cost = getUpgradeCost(upgradeConfig); child.setText(cost + " BP"); child.fill = 0xFFFF00; // Yellow } } } }); } }); }
User prompt
Update with: if (category === 'colors' && upgrade.currentLevel === 1) { // If this is first color purchased or auto is selected with no active colors if (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"); } }
User prompt
Update with: // Create cost text var cost = getUpgradeCost(upgrade); var costText; // For colors, check active state first before any other states if (category === 'colors' && upgrade.currentLevel > 0) { var activeColorKey = getActiveColorKey(); if (key === activeColorKey || (UPGRADE_CONFIG.gameSettings.activeColor === "auto" && key === activeColorKey)) { // Active color - green "ACTIVE" text costText = new Text2("ACTIVE", { size: 96, fill: 0x00FF00, // Green color for active stroke: 0x000000, strokeThickness: 2, font: "Impact" }); } else if (upgrade.currentLevel >= upgrade.maxLevel) { // Maxed out color - gray "SOLD OUT" text costText = new Text2("SOLD OUT", { size: 96, fill: 0x888888, // Gray color stroke: 0x000000, strokeThickness: 2, font: "Impact" }); } else { // Purchased but not active or maxed - yellow cost text costText = new Text2(cost + " BP", { size: 96, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); } } else if (category === 'colors' && upgrade.requires) {
User prompt
Update with: // Add these checks before the purchase logic for clams if (category === 'machines') { var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; // Check if already at max clams if (totalClams >= 4) { // If trying to upgrade (e.g. basic to advanced) if (key === 'advancedClam' && UPGRADE_CONFIG.machines.basicClam.amount > 0) { // Replace a basic clam with advanced UPGRADE_CONFIG.machines.basicClam.amount--; upgrade.amount++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); updateClamVisuals(); return true; } else if (key === 'premiumClam' && (UPGRADE_CONFIG.machines.basicClam.amount > 0 || UPGRADE_CONFIG.machines.advancedClam.amount > 0)) { // Replace lower tier clam with premium if (UPGRADE_CONFIG.machines.basicClam.amount > 0) { UPGRADE_CONFIG.machines.basicClam.amount--; } else { UPGRADE_CONFIG.machines.advancedClam.amount--; } upgrade.amount++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); updateClamVisuals(); return true; } else { game.showError("Maximum of 4 clams reached!"); return true; } } }
User prompt
Update with: var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; if (totalClams >= 4 && key === 'basicClam') { child.setText("SOLD OUT"); child.fill = 0x888888; // Gray color }
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'child.setText("SOLD OUT");' Line Number: 1728
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'if (key === 'basicClam' && child) {' Line Number: 1727
User prompt
Please fix the bug: 'ReferenceError: child is not defined' in or related to this line: 'child.setText("SOLD OUT");' Line Number: 1728
User prompt
update with: // Add this code in the hitContainer.down function for machines/clams // After the game.bp -= cost; line and before the return true; if (category === 'machines') { var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; // Check if we've reached max clams if (totalClams >= 4) { // Find all basic clam upgrade texts and update them tabContainers['clams'].children.forEach(function(child) { if (child.text && child.text.includes("BP")) { var nameText = tabContainers['clams'].children.find(function(c) { return c.text === UPGRADE_CONFIG.machines.basicClam.name; }); if (nameText && child.y > nameText.y && child.y < nameText.y + 150) { child.setText("SOLD OUT"); child.fill = 0x888888; // Gray color } } }); } }
User prompt
update with: // Add to the end of the updateClamVisuals() function: var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; if (totalClams >= 4) { refreshUpgradeTab('clams'); }
Code edit (1 edits merged)
Please save this source code
User prompt
update with: // Add this to the refreshUpgradeTab function, after recreating the upgrade texts if (tabName === 'clams') { // Get total clams count var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; // Check if we've reached max clams if (totalClams >= 4) { // Find all basic clam upgrade texts and update them tabContainers[tabName].children.forEach(function(child) { if (child.text && child.text.includes("BP")) { // Find the name text for basic clam var nameText = tabContainers[tabName].children.find(function(c) { return c.text === UPGRADE_CONFIG.machines.basicClam.name; }); // If this cost text is below the basic clam name text if (nameText && child.y > nameText.y && child.y < nameText.y + 150) { child.setText("SOLD OUT"); child.fill = 0x888888; // Gray color } } }); } }
User prompt
update with: // In the createUpgradeText function where it creates the cost text if (category === 'machines' && key === 'basicClam') { var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; if (totalClams >= 4) { costText = new Text2("SOLD OUT", { size: 96, fill: 0x888888, // Gray color stroke: 0x000000, strokeThickness: 2, font: "Impact" }); } }
User prompt
update with: var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; // Find the cost text for basic clam tabContainers['clams'].children.forEach(function(child) { if (child.text && (child.text.includes("BP") || child.text === "SOLD OUT")) { // Find corresponding name text var basicClamNameText = tabContainers['clams'].children.find(function(c) { return c.text === UPGRADE_CONFIG.machines.basicClam.name; }); // Check if this is the cost text for basic clam if (basicClamNameText && child.y > basicClamNameText.y && child.y < basicClamNameText.y + 150) { // If we reached max clams, set to SOLD OUT if (totalClams >= 4) { child.setText("SOLD OUT"); child.fill = 0x888888; // Gray color console.log("Setting basic clam to SOLD OUT"); } } } });
User prompt
remove all console logs
/****
* 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 * 100));
// Apply Bubble Refinement upgrade
var refinementLevel = UPGRADE_CONFIG.player.bubbleRefinement.currentLevel;
if (refinementLevel > 0) {
baseValue *= 1 + 0.25 * refinementLevel; // +25% per level
}
if (self.fromClam && UPGRADE_CONFIG.machine.bubbleQuality.currentLevel > 0) {
var qualityLevel = UPGRADE_CONFIG.machine.bubbleQuality.currentLevel;
baseValue *= 1 + 0.4 * qualityLevel; // +40% per level
}
// Apply color multiplier
baseValue = Math.floor(baseValue * self.colorMultiplier);
// Apply treasure zone bonus if applicable
baseValue = Math.floor(baseValue * getTreasureBonusMultiplier(self.x, self.y));
return baseValue;
};
self.update = function () {
if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) {
self.colorPhase += 0.02;
var r = Math.sin(self.colorPhase) * 127 + 128;
var g = Math.sin(self.colorPhase + 2) * 127 + 128;
var b = Math.sin(self.colorPhase + 4) * 127 + 128;
var color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b);
// Update the color value
sprite.tint = color;
self.colorTint = color;
// Make the multiplier oscillate for prismatic
var colorValue = Math.sin(self.colorPhase) * 0.5 + 0.5;
self.colorMultiplier = 0.8 + colorValue * 1.2; // 0.8x to 2.0x
}
// Only increment lifetime if not being actively blown
if (game.growingBubble !== self) {
self.lifetime++;
if (self.lifetime % 60 === 0) {
self.driftX += (Math.random() - 0.5) * 0.8;
}
}
self.x += self.driftX * 1.2;
if (self.lifetime > self.maxLifetime) {
console.log('Bubble dying - lifetime:', self.lifetime, 'maxLifetime:', self.maxLifetime);
if (self.size > 60 && !self.hasSplit) {
self.hasSplit = true;
var newSize = Math.max(self.MIN_SPLIT_SIZE, self.size * 0.6);
for (var i = 0; i < 2; i++) {
var split = spawnBubble(self.x, self.y, newSize, i === 0 ? -1 : 1, true);
if (split) {
split.maxLifetime *= 0.7;
}
}
self.deactivate();
return;
}
self.autoPop();
return;
}
if (self.y < -self.size) {
// Just deactivate, no points
self.visible = false;
var index = game.activeBubbles.indexOf(self);
if (index > -1) {
game.activeBubbles.splice(index, 1);
}
return;
}
self.justSplit = false;
if (self.verticalVelocity < self.floatSpeed) {
self.verticalVelocity += 0.08;
}
self.y -= self.verticalVelocity;
if (Math.abs(self.driftX) > (Math.random() * 20 - 10) / 60) {
self.driftX *= 0.98;
}
self.x += self.driftX;
if (self.x < self.size) {
self.x = self.size;
self.driftX = Math.abs(self.driftX);
} else if (self.x > game.width - self.size) {
self.x = game.width - self.size;
self.driftX = -Math.abs(self.driftX);
}
var scale = self.size / sprite.width;
sprite.scaleX = scale;
sprite.scaleY = scale;
};
self.autoPop = function () {
// Only award points if bubble is on screen
if (!self.autoPopDisplayed && self.y > -self.size) {
var points = Math.floor(self.getBP() * 0.5);
game.addBP(points, self.x, self.y, true);
self.autoPopDisplayed = true;
}
self.deactivate();
return;
};
self.updateColor = function () {
// Check if color upgrades are active
if (UPGRADE_CONFIG.colors.blueBubbles.currentLevel > 0) {
var color = 0xFFFFFF;
var multiplier = 1.0;
if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) {
// Prismatic - constantly shifting color with variable multiplier
self.colorPhase += 0.02;
var colorValue = Math.sin(self.colorPhase) * 0.5 + 0.5; // 0 to 1
multiplier = 0.8 + colorValue * 1.2; // 0.8x to 2.0x
// Generate rainbow color
var r = Math.sin(self.colorPhase) * 127 + 128;
var g = Math.sin(self.colorPhase + 2) * 127 + 128;
var b = Math.sin(self.colorPhase + 4) * 127 + 128;
color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b);
} else if (UPGRADE_CONFIG.colors.rainbowBubbles.currentLevel > 0) {
// Rainbow - randomly changes color on activation
var colorChoice = Math.floor(Math.random() * 6);
switch (colorChoice) {
case 0:
color = 0xFF0000;
multiplier = 1.5;
break;
// Red
case 1:
color = 0xFFAA00;
multiplier = 1.4;
break;
// Orange
case 2:
color = 0xFFFF00;
multiplier = 1.3;
break;
// Yellow
case 3:
color = 0x00FF00;
multiplier = 1.2;
break;
// Green
case 4:
color = 0x0000FF;
multiplier = 1.1;
break;
// Blue
case 5:
color = 0xFF00FF;
multiplier = 1.6;
break;
// Purple
}
} else if (UPGRADE_CONFIG.colors.pinkBubbles.currentLevel > 0) {
color = 0xFF80C0; // Pink
multiplier = 1.3;
} else if (UPGRADE_CONFIG.colors.greenBubbles.currentLevel > 0) {
color = 0x00FF80; // Green
multiplier = 1.2;
} else {
// Blue bubbles
color = 0x80C0FF; // Blue
multiplier = 1.1;
}
self.colorTint = color;
self.colorMultiplier = multiplier;
// Apply tint to the sprite
sprite.tint = self.colorTint;
}
};
return self;
});
var Fish = Container.expand(function () {
var self = Container.call(this);
var fishTypes = ['redfish', 'bluefish', 'yellowfish'];
var fishType = fishTypes[Math.floor(Math.random() * fishTypes.length)];
// Create fish sprite
var sprite = self.attachAsset(fishType, {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize position and movement
self.fromLeft = Math.random() < 0.5;
self.x = self.fromLeft ? -100 : game.width + 100;
self.y = Math.random() * (game.height * 0.7) + game.height * 0.1;
sprite.scaleX = self.fromLeft ? 1 : -1;
self.speed = 8; // Changed from 4
self.update = function () {
self.x += self.fromLeft ? self.speed : -self.speed;
// Add bubble collision check
game.activeBubbles.forEach(function (bubble) {
if (bubble.visible) {
var dx = self.x - bubble.x;
var dy = self.y - bubble.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= bubble.size / 2 + 50) {
// Increased from 30 to 50
// 30px collision radius
var points = bubble.getBP();
game.addBP(points, bubble.x, bubble.y, false); // false = manual pop points
bubble.deactivate();
}
}
});
// Remove when off screen
if (self.fromLeft && self.x > game.width + 100 || !self.fromLeft && self.x < -100) {
self.destroy();
}
};
return self;
});
// Pufferfish mask that follows face
var pufferMask = Container.expand(function () {
var self = Container.call(this);
var sprite = self.attachAsset('pufferfish', {
anchorX: 0.5,
anchorY: 0.5
});
var targetX = 0;
var targetY = 0;
var smoothingFactor = 0.12;
var prevX = null;
var prevY = null;
var targetRotation = 0;
var rotationSmoothingFactor = 0.1;
var targetTilt = 0;
var tiltSmoothingFactor = 0.11; // Reduced from 0.08 for smoother movement
var tiltScaleFactor = 0.09; // Reduced from 0.15 for less tilt
var scaleHistory = new Array(5).fill(0); // Keep last 5 scale values
var scaleIndex = 0;
var baseScale = 1;
var minScale = 0.1;
var maxScale = 3;
self.update = function () {
// Adjust scale based on face size
if (facekit.leftEye && facekit.rightEye && facekit.mouthCenter) {
var eyeDistance = Math.abs(facekit.rightEye.x - facekit.leftEye.x);
var newScale = eyeDistance / 500;
// Update rolling average
scaleHistory[scaleIndex] = newScale;
scaleIndex = (scaleIndex + 1) % scaleHistory.length;
// Calculate average scale
var avgScale = scaleHistory.reduce(function (a, b) {
return a + b;
}, 0) / scaleHistory.length;
// More gentle smoothing
sprite.scaleX = sprite.scaleX * 0.85 + avgScale * 0.15;
sprite.scaleY = sprite.scaleY * 0.85 + avgScale * 0.15;
}
// Follow nose position for main face tracking
if (facekit.noseTip) {
targetX = facekit.noseTip.x;
targetY = facekit.noseTip.y;
// Initialize previous positions if not set
if (prevX === null) {
prevX = targetX;
prevY = targetY;
}
// Weighted average between previous and target position
var newX = prevX * (1 - smoothingFactor) + targetX * smoothingFactor;
var newY = prevY * (1 - smoothingFactor) + targetY * smoothingFactor;
self.x = newX;
self.y = newY;
// Update previous positions
prevX = newX;
prevY = newY;
}
if (facekit.leftEye && facekit.rightEye) {
targetTilt = calculateFaceTilt() * tiltScaleFactor; // Scale down the tilt
// Reduce max rotation to ±15 degrees
targetTilt = Math.max(-15, Math.min(15, targetTilt));
self.rotation += (targetTilt - self.rotation) * tiltSmoothingFactor;
}
};
function calculateFaceTilt() {
if (facekit.leftEye && facekit.rightEye && facekit.mouthCenter) {
// Calculate midpoint between eyes
var eyeMidX = (facekit.leftEye.x + facekit.rightEye.x) / 2;
var eyeMidY = (facekit.leftEye.y + facekit.rightEye.y) / 2;
// Calculate angle between eye midpoint and mouth, negated to fix direction
var dx = facekit.mouthCenter.x - eyeMidX;
var dy = facekit.mouthCenter.y - eyeMidY;
var angle = -(Math.atan2(dx, dy) * (180 / Math.PI));
// Reduced max angle to ±15 degrees and lowered multiplier
return Math.max(-15, Math.min(15, angle * 0.15));
}
return 0; // Default to straight when face points aren't available
}
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background to represent the sky
});
/****
* Game Code
****/
function 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);
}
}
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);
}
}
if (typeof UPGRADE_CONFIG === 'undefined') {
var UPGRADE_CONFIG = {};
}
if (!UPGRADE_CONFIG.gameSettings) {
UPGRADE_CONFIG.gameSettings = {
activeColor: "auto" // Default to automatic progression
};
}
// 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
addActiveColorIndicator();
} 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);
});
}
// 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
}
}
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;
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");
}
// Fix indicators after toggling
LK.setTimeout(function () {
fixColorIndicators();
}, 50);
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;
}
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;
}
};
// 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;
}
}
};
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