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Please fix the bug: 'undefined is not an object (evaluating 'tabButtons[currentTab]')' in or related to this line: 'if (tabButtons[currentTab]) {' Line Number: 786
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Update as needed with: // Modify the tab button down function for all tabs menuTabs.forEach(function (tab, index) { var tabButton = tabButtons[tab]; if (tabButton) { tabButton.down = function () { if (tab !== currentTab) { // Update tab appearance Object.keys(tabButtons).forEach(function (t) { if (tabButtons[t]) { tabButtons[t].alpha = t === tab ? 1.0 : 0.7; } }); // Remove ALL indicators (by finding them in tabsContainer) for (var i = tabsContainer.children.length - 1; i >= 0; i--) { var child = tabsContainer.children[i]; // Check if this is an indicator (has 10px height and yellow color) if (child.height === 10 && child.color === 0xFFFF00) { tabsContainer.removeChild(child); child.destroy(); } } // Create new indicator for current tab var newIndicator = LK.getAsset('blower', { width: tabWidth, height: 10, color: 0xFFFF00, alpha: 1.0 }); // Position at the bottom of this tab newIndicator.x = tabButton.x - tabWidth/2; newIndicator.y = tabHeight - 5; // Add to container tabsContainer.addChild(newIndicator); // 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; }; } }); // Call the down function for the current tab to create the initial indicator if (tabButtons[currentTab]) { tabButtons[currentTab].down(); }
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Update with: // Modify the tab button down function for all tabs menuTabs.forEach(function (tab, index) { var tabButton = tabButtons[tab]; if (tabButton) { tabButton.down = function () { if (tab !== currentTab) { // Update tab appearance Object.keys(tabButtons).forEach(function (t) { if (tabButtons[t]) { tabButtons[t].alpha = t === tab ? 1.0 : 0.7; } }); // Remove ALL indicators (by finding them in tabsContainer) for (var i = tabsContainer.children.length - 1; i >= 0; i--) { var child = tabsContainer.children[i]; // Check if this is an indicator (has 10px height and yellow color) if (child.height === 10 && child.color === 0xFFFF00) { tabsContainer.removeChild(child); child.destroy(); } } // Create new indicator for current tab var newIndicator = LK.getAsset('blower', { width: tabWidth, height: 10, color: 0xFFFF00, alpha: 1.0 }); // Position at the bottom of this tab newIndicator.x = tabButton.x - tabWidth/2; newIndicator.y = tabHeight - 5; // Add to container tabsContainer.addChild(newIndicator); // 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; }; } }); // Call the down function for the current tab to create the initial indicator if (tabButtons[currentTab]) { tabButtons[currentTab].down(); }
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Update as needed with: tabButton.down = function () { if (tab !== currentTab) { // Update tab appearance Object.keys(tabButtons).forEach(function (t) { if (tabButtons[t]) { tabButtons[t].alpha = t === tab ? 1.0 : 0.7; } }); // Remove ALL existing indicators while (game.tabIndicators.length > 0) { var oldIndicator = game.tabIndicators.pop(); tabsContainer.removeChild(oldIndicator); oldIndicator.destroy(); } // Create new indicator for current tab var newIndicator = LK.getAsset('blower', { width: tabWidth, height: 10, color: 0xFFFF00, alpha: 1.0 }); // Position at the bottom of this tab newIndicator.x = tabButton.x - tabWidth/2; newIndicator.y = tabHeight - 5; // Add to container and tracking array tabsContainer.addChild(newIndicator); game.tabIndicators.push(newIndicator); // 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; };
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Update just this: game.tabIndicators = []; game.tabIndicators.push(activeTabIndicator);
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Update with: // AFTER CREATING ACTIVE TAB INDICATOR, STORE IT IN GAME OBJECT FOR REFERENCE // Store indicator in game object to access it globally game.activeTabIndicator = activeTabIndicator; // THEN REPLACE ALL tabButton.down FUNCTIONS WITH THIS tabButton.down = function () { if (tab !== currentTab) { // Update tab appearance Object.keys(tabButtons).forEach(function (t) { if (tabButtons[t]) { tabButtons[t].alpha = t === tab ? 1.0 : 0.7; } }); // Remove old indicator from display if (game.activeTabIndicator) { tabsContainer.removeChild(game.activeTabIndicator); } // Create new indicator for current tab var newIndicator = LK.getAsset('blower', { width: tabWidth, height: 10, color: 0xFFFF00, alpha: 1.0 }); // Position at the bottom of this tab newIndicator.x = tabButton.x - tabWidth/2; newIndicator.y = tabHeight - 5; // Add to container and store reference tabsContainer.addChild(newIndicator); game.activeTabIndicator = newIndicator; // 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; };
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Update with: tabButton.down = function () { if (tab !== currentTab) { // Update tab appearance Object.keys(tabButtons).forEach(function (t) { if (tabButtons[t]) { tabButtons[t].alpha = t === tab ? 1.0 : 0.7; } }); // Move the indicator to the new tab instead of creating a new one activeTabIndicator.x = tabButton.x - tabWidth/2; // 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; };
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Update as needed with: // Add this code after the forEach closing bracket but before adding the tabsContainer to menuContainer // Create active tab indicator var activeTabIndicator = LK.getAsset('blower', { width: tabWidth, height: 10, // Small bar at bottom of tab color: 0xFFFF00, // Yellow indicator alpha: 1.0 }); // Position at the bottom of the current tab activeTabIndicator.x = tabButtons[currentTab].x - tabWidth/2; activeTabIndicator.y = tabHeight - 5; // Add to tab container tabsContainer.addChild(activeTabIndicator); // THEN FIND AND REPLACE ALL THE tabButton.down FUNCTIONS // Inside the menuTabs.forEach loop, find the tabButton.down function and replace it with this: tabButton.down = function () { if (tab !== currentTab) { // Update tab appearance Object.keys(tabButtons).forEach(function (t) { if (tabButtons[t]) { tabButtons[t].alpha = t === tab ? 1.0 : 0.7; } }); // Move the indicator to the new tab activeTabIndicator.x = tabButtons[tab].x - tabWidth/2; // 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; };
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Please fix the bug: 'undefined is not an object (evaluating 'tabButtons[currentTab].x')' in or related to this line: 'activeTabIndicator.x = tabButtons[currentTab].x - tabWidth / 2;' Line Number: 1026
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Update with: var activeTabIndicator = LK.getAsset('blower', { width: tabWidth, height: 10, // Small bar at bottom of tab color: 0xFFFF00, // Yellow indicator alpha: 1.0 }); // Position at the bottom of the current tab activeTabIndicator.x = tabButtons[currentTab].x - tabWidth/2; activeTabIndicator.y = tabHeight - 5; // Add to tab container tabsContainer.addChild(activeTabIndicator);
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Update with: tabButton.down = function () { if (tab !== currentTab) { // Update tab appearance Object.keys(tabButtons).forEach(function (t) { if (tabButtons[t]) { tabButtons[t].alpha = t === tab ? 1.0 : 0.7; } }); // Update text colors Object.keys(tabTextRefs).forEach(function (t) { tabTextRefs[t].fill = t === tab ? 0xFFFF00 : 0xFFFFFF; }); // 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; };
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Update with: var tabText = new Text2(tab.charAt(0).toUpperCase() + tab.slice(1), { size: 80, fill: tab === currentTab ? 0xFFFF00 : 0xFFFFFF, // Set initial color based on current tab stroke: 0x000000, strokeThickness: 3, font: "Impact" }); tabText.anchor = { x: 0.5, y: 0.5 }; tabText.x = tabButton.x; tabText.y = tabHeight / 2; // Store reference to text tabTextRefs[tab] = tabText;
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Update with: // When creating tab text initially, set the color based on whether it's the current tab var tabText = new Text2(tab.charAt(0).toUpperCase() + tab.slice(1), { size: 80, fill: tab === currentTab ? 0xFFFF00 : 0xFFFFFF, // Yellow if active, white otherwise stroke: 0x000000, strokeThickness: 3, font: "Impact" }); // Store reference to the text object tabButtons[tab].textRef = tabText; // Then in the tab.down function, update to also change text color: tabButton.down = function () { if (tab !== currentTab) { // Update tab appearance Object.keys(tabButtons).forEach(function (t) { if (tabButtons[t]) { tabButtons[t].alpha = t === tab ? 1.0 : 0.7; // Change text color if (tabButtons[t].textRef) { tabButtons[t].textRef.fill = t === tab ? 0xFFFF00 : 0xFFFFFF; } } }); // 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; };
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update with: // Advanced clam - replace exactly one basic clam if (key === 'advancedClam') { if (UPGRADE_CONFIG.machines.basicClam.amount > 0) { // Replace one basic clam UPGRADE_CONFIG.machines.basicClam.amount--; upgrade.amount++; game.bp -= cost; // Update BP text bpText.setText(formatBP(game.bp) + " BP"); // Force a complete refresh of the clams tab refreshUpgradeTab('clams'); // Update visual representation of clams updateClamVisuals(); return true; } else { game.showError("No basic clams to upgrade!"); return true; } }
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update as needed with: function updateClamVisuals() { // Clear existing clams while (clamContainer.children.length) { clamContainer.children[0].destroy(); } // Define positioning variables (these were likely defined elsewhere) var leftStart = game.width * 0.1; var rightStart = game.width * 0.9; var spacing = 250; var y = game.height - 100; // Total number of clams to display var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; // Create array to hold exactly the right number of clams var clamTypes = new Array(totalClams); // Fill all positions with null initially for (var i = 0; i < clamTypes.length; i++) { clamTypes[i] = null; } // Fill with premium clams first (highest priority) var premiumCount = UPGRADE_CONFIG.machines.premiumClam.amount; for (var i = 0; i < premiumCount; i++) { if (i < clamTypes.length) { clamTypes[i] = 'premiumClam'; } } // Fill with advanced clams next var advancedCount = UPGRADE_CONFIG.machines.advancedClam.amount; for (var i = 0; i < advancedCount; i++) { if (i + premiumCount < clamTypes.length) { clamTypes[i + premiumCount] = 'advancedClam'; } } // Fill remaining slots with basic clams var basicCount = UPGRADE_CONFIG.machines.basicClam.amount; for (var i = 0; i < basicCount; i++) { if (i + premiumCount + advancedCount < clamTypes.length) { clamTypes[i + premiumCount + advancedCount] = 'basicClam'; } } // Place clams game.clamSpawnPoints = []; clamTypes.forEach(function (type, i) { if (!type) return; // Skip null entries 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); }); console.log("After visual update - Clam types: " + clamTypes.join(", ")); }
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Please fix the bug: 'ReferenceError: leftStart is not defined' in or related to this line: 'var baseX = isRight ? rightStart : leftStart;' Line Number: 1647
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update with: function updateClamVisuals() { // Clear existing clams while (clamContainer.children.length) { clamContainer.children[0].destroy(); } // Total number of clams to display var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; // Create array to hold exactly the right number of clams var clamTypes = new Array(totalClams); // Fill all positions with null initially for (var i = 0; i < clamTypes.length; i++) { clamTypes[i] = null; } // Fill with premium clams first (highest priority) var premiumCount = UPGRADE_CONFIG.machines.premiumClam.amount; for (var i = 0; i < premiumCount; i++) { if (i < clamTypes.length) { clamTypes[i] = 'premiumClam'; } } // Fill with advanced clams next var advancedCount = UPGRADE_CONFIG.machines.advancedClam.amount; for (var i = 0; i < advancedCount; i++) { if (i + premiumCount < clamTypes.length) { clamTypes[i + premiumCount] = 'advancedClam'; } } // Fill remaining slots with basic clams var basicCount = UPGRADE_CONFIG.machines.basicClam.amount; for (var i = 0; i < basicCount; i++) { if (i + premiumCount + advancedCount < clamTypes.length) { clamTypes[i + premiumCount + advancedCount] = 'basicClam'; } } // Place clams game.clamSpawnPoints = []; clamTypes.forEach(function (type, i) { if (!type) return; // Skip null entries 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); }); console.log("After visual update - Clam types: " + clamTypes.join(", ")); }
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update as needed with: hitContainer.down = function () { var cost = getUpgradeCost(upgrade); // Special handling for colors that are already purchased if (category === 'colors' && upgrade.currentLevel > 0) { // Toggle this color as active if (UPGRADE_CONFIG.gameSettings.activeColor === key) { // If already active, switch to auto UPGRADE_CONFIG.gameSettings.activeColor = "auto"; game.showMessage("Auto color mode"); } else { // Otherwise activate this color UPGRADE_CONFIG.gameSettings.activeColor = key; game.showMessage(upgrade.name + " activated"); } // Refresh the tab to update the text displays refreshUpgradeTab('colors'); return true; } // Regular upgrade purchase logic 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 (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 (key === 'basicClam') { updateCostText(category, key, "SOLD OUT", 0x888888); return true; // Add return here } // 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; } } } 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"); updateCostText(category, key, getUpgradeCost(upgrade) + " BP", 0xFFFF00); // Update visuals if (category === 'machines') { updateClamVisuals(); } else if (category === 'decorations') { if (key === 'bubbleCoral') { updateCoralDecorations(); } else if (key === 'sunkenTreasures') { updateTreasureDecorations(); } } } } 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 if (category === 'colors') { refreshUpgradeTab('colors'); return true; } // Update cost text if (upgrade.currentLevel >= upgrade.maxLevel) { updateCostText(category, key, "SOLD OUT", 0x888888); } else { updateCostText(category, key, getUpgradeCost(upgrade) + " BP", 0xFFFF00); } // 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); } } } } else { game.showError("Not enough BP!"); } return true; };
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Update as needed: if (category === 'machines') { var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; if (totalClams >= 4) { // Basic clam - just show sold out if (key === 'basicClam') { costText.setText("SOLD OUT"); costText.fill = 0x888888; return true; } // Advanced clam upgrade - can replace basic if (key === 'advancedClam' && UPGRADE_CONFIG.machines.basicClam.amount > 0) { if (game.bp >= cost) { UPGRADE_CONFIG.machines.basicClam.amount--; UPGRADE_CONFIG.machines.advancedClam.amount++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); updateClamVisuals(); refreshUpgradeTab('clams'); } return true; } // Premium clam upgrade - can replace either basic or advanced if (key === 'premiumClam') { // First try to replace basic clam if (UPGRADE_CONFIG.machines.basicClam.amount > 0) { if (game.bp >= cost) { UPGRADE_CONFIG.machines.basicClam.amount--; UPGRADE_CONFIG.machines.premiumClam.amount++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); updateClamVisuals(); refreshUpgradeTab('clams'); } return true; } // If no basic clams, try to replace advanced else if (UPGRADE_CONFIG.machines.advancedClam.amount > 0) { if (game.bp >= cost) { UPGRADE_CONFIG.machines.advancedClam.amount--; UPGRADE_CONFIG.machines.premiumClam.amount++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); updateClamVisuals(); refreshUpgradeTab('clams'); } return true; } } game.showError("Maximum of 4 clams reached!"); return true; } // Normal purchase logic for when total clams < 4 if (game.bp >= cost) { upgrade.amount++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); costText.setText(getUpgradeCost(upgrade) + " BP"); updateClamVisuals(); refreshUpgradeTab('clams'); } else { game.showError("Not enough BP!"); } return true; }
/**** * 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 }; 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) { 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 ****/ var UPGRADE_CONFIG = { gameSettings: { activeColor: "auto" // Default to automatic progression (highest unlocked) }, player: { lungCapacity: { name: "Lung Capacity", baseCost: 100, costScale: 3.0, maxLevel: 10, currentLevel: 0 }, quickBreath: { name: "Quick Breath", baseCost: 100, costScale: 3.0, maxLevel: 10, currentLevel: 0 }, autoPop: { name: "Fish Friends", baseCost: 400, costScale: 3, maxLevel: 6, currentLevel: 0 }, bubbleRefinement: { name: "Bubble Refinement", baseCost: 2500, costScale: 2.5, maxLevel: 5, currentLevel: 0 }, twinBubbles: { name: "Twin Bubbles", baseCost: 5000, costScale: 2.3, maxLevel: 3, currentLevel: 0 }, sizeVariance: { name: "Size Variance", baseCost: 4000, costScale: 1.8, maxLevel: 5, currentLevel: 0 }, bubbleBreath: { name: "Bubble Breath", baseCost: 12000, costScale: 2.2, maxLevel: 4, currentLevel: 0 } }, machines: { basicClam: { name: "Basic Clam", baseCost: 300, costScale: 2, amount: 0, production: 3, bubbleSize: 80 }, advancedClam: { name: "Advanced Clam", baseCost: 3000, costScale: 3.0, amount: 0, production: 2, bubbleSize: 100, unlockCost: 3000 }, premiumClam: { name: "Premium Clam", baseCost: 20000, costScale: 3, amount: 0, production: 1, bubbleSize: 150, unlockCost: 20000 } }, machine: { bubbleDurability: { name: "Bubble Splitting", baseCost: 500, costScale: 5, maxLevel: 3, currentLevel: 0 }, autoBubbleSpeed: { name: "Clam Speed", baseCost: 500, costScale: 3.5, maxLevel: 8, currentLevel: 0 }, bubbleQuality: { name: "Bubble Quality", baseCost: 3000, costScale: 2.2, maxLevel: 5, currentLevel: 0 } }, colors: { 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: { 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 } } }; // Initialize upgrade registry for UI elements game.upgradeRegistry = {}; 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 var coralContainer = new Container(); game.addChild(coralContainer); game.setChildIndex(coralContainer, 1); // Add treasure container var treasureContainer = new Container(); game.addChild(treasureContainer); game.setChildIndex(treasureContainer, 2); // Add clam container var clamContainer = new Container(); game.addChild(clamContainer); // Add player mask var playerMask = new pufferMask(); game.addChild(playerMask); var UPGRADE_EFFECTS = { lungCapacity: { baseValue: 160, incrementPercent: 25 }, quickBreath: { baseValue: 1.6, incrementPercent: 25 }, autoBubbleSpeed: { decrementPercent: 10 }, bubbleDurability: { extraSplits: 1 }, autoPop: { timeReduction: 0.8 } }; // 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']] } }; function getUpgradeCost(upgrade) { if (upgrade.amount !== undefined) { // For clams and decorations 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 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; } function setActiveColor(colorKey) { if (colorKey === "auto" || UPGRADE_CONFIG.colors[colorKey].currentLevel > 0) { UPGRADE_CONFIG.gameSettings.activeColor = colorKey; // Update visual indicator in UI updateColorSelectionUI(); } else { game.showError("Unlock this color first!"); } } function getTreasureBonusMultiplier(x, y) { if (!game.treasureZones || game.treasureZones.length === 0) { return 1.0; // No bonus if no treasures } // Start with no bonus var totalBonus = 0; // Check each treasure zone game.treasureZones.forEach(function (zone) { var dx = x - zone.x; var dy = y - zone.y; var distance = Math.sqrt(dx * dx + dy * dy); // If bubble is in zone, add 50% bonus if (distance <= zone.radius) { totalBonus += 0.5; // +50% per overlapping zone } }); // Return multiplier (1.0 = no bonus, 1.5 = one zone, 2.0 = two zones, etc.) return 1.0 + totalBonus; } 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]; } game.showError = function (message) { var errorText = new Text2(message, { size: 120, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 5, font: "Impact" }); errorText.anchor = { x: 0.5, y: 0.5 }; errorText.x = game.width / 2; errorText.y = game.height / 2; game.addChild(errorText); 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" }); messageText.anchor = { x: 0.5, y: 0.5 }; messageText.x = game.width / 2; messageText.y = game.height / 2; game.addChild(messageText); 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 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 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); // Create text container var menuTextContainer = new Container(); menuContainer.addChild(menuTextContainer); // Create tab containers var tabContainers = {}; // Create object to store references to tab text elements var tabTextRefs = {}; menuTabs.forEach(function (tab) { var contentContainer = new Container(); contentContainer.visible = tab === currentTab; tabContainers[tab] = contentContainer; menuTextContainer.addChild(contentContainer); }); // Create tabs container (only visible when menu is open) var tabsContainer = new Container(); 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, x: -menuPanel.width * menuPanel.scaleX / 2 + (index + 0.5) * tabWidth, y: 0, scaleX: tabWidth / 200, scaleY: tabHeight / 299, alpha: tab === currentTab ? 1.0 : 0.7 }); // Add hit detection tabButton.down = function () { if (tab !== currentTab) { // Update tab appearance Object.keys(tabButtons).forEach(function (t) { if (tabButtons[t]) { tabButtons[t].alpha = t === tab ? 1.0 : 0.7; } }); // Update text colors Object.keys(tabTextRefs).forEach(function (t) { tabTextRefs[t].fill = t === tab ? 0xFFFF00 : 0xFFFFFF; }); // 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; }; // Store reference to the button tabButtons[tab] = tabButton; // Add text to tab var tabText = new Text2(tab.charAt(0).toUpperCase() + tab.slice(1), { size: 80, fill: tab === currentTab ? 0xFFFF00 : 0xFFFFFF, // Set initial color based on current tab stroke: 0x000000, strokeThickness: 3, font: "Impact" }); tabText.anchor = { x: 0.5, y: 0.5 }; tabText.x = tabButton.x; tabText.y = tabHeight / 2; // Store reference to text tabTextRefs[tab] = tabText; // Add to container tabsContainer.addChild(tabButton); tabsContainer.addChild(tabText); }); // Move the entire text container to align with panel menuTextContainer.y = 0; menuTextContainer.x = 0; // Initialize menu state var menuOpen = false; var menuTargetY = game.height; // Create BP display text 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); // Initialize BP tracking game.bp = 0; game.combo = 0; game.lastPopTime = 0; game.COMBO_WINDOW = 60; // 1 second in frames 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 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(); } }); } }; // Function to create upgrade text (MODIFIED with Registry) function createUpgradeText(category, key, index, isLeftColumn, tab) { var upgrade = UPGRADE_CONFIG[category][key]; if (!upgrade) { return; } var xOffset = isLeftColumn ? -750 : 200; var yPos = startY + index * upgradeSpacing + 120; // Create hit container var hitContainer = new Container(); var hitArea = LK.getAsset('blower', { width: 600, height: 140, 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 = new Text2(cost + " BP", { size: 96, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); costText.x = xOffset; costText.y = yPos + 100; // Register the UI elements if (!game.upgradeRegistry[category]) { game.upgradeRegistry[category] = {}; } game.upgradeRegistry[category][key] = { nameText: nameText, costText: costText, hitContainer: hitContainer, tab: tab }; // 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"); } // Refresh the tab to update the text displays refreshUpgradeTab('colors'); return true; } // Regular upgrade purchase logic 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 (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 (key === 'basicClam') { updateCostText(category, key, "SOLD OUT", 0x888888); return true; // Add return here } // If trying to upgrade (e.g. basic to advanced) if (key === 'advancedClam') { if (UPGRADE_CONFIG.machines.basicClam.amount > 0) { // Replace one basic clam UPGRADE_CONFIG.machines.basicClam.amount--; upgrade.amount++; game.bp -= cost; // Update BP text bpText.setText(formatBP(game.bp) + " BP"); // Force a complete refresh of the clams tab refreshUpgradeTab('clams'); // Update visual representation of clams updateClamVisuals(); return true; } else { game.showError("No basic clams to upgrade!"); 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; } } } 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"); updateCostText(category, key, getUpgradeCost(upgrade) + " BP", 0xFFFF00); // Update visuals if (category === 'machines') { updateClamVisuals(); } else if (category === 'decorations') { if (key === 'bubbleCoral') { updateCoralDecorations(); } else if (key === 'sunkenTreasures') { updateTreasureDecorations(); } } } } 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 if (category === 'colors') { refreshUpgradeTab('colors'); return true; } // Update cost text if (upgrade.currentLevel >= upgrade.maxLevel) { updateCostText(category, key, "SOLD OUT", 0x888888); } else { updateCostText(category, key, getUpgradeCost(upgrade) + " BP", 0xFFFF00); } // 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); } } } } else { game.showError("Not enough BP!"); } return true; }; // Add elements to the appropriate tab container tabContainers[tab].addChild(hitContainer); tabContainers[tab].addChild(nameText); tabContainers[tab].addChild(costText); } // Helper function to update cost text (NEW) function updateCostText(category, key, text, color) { if (game.upgradeRegistry[category] && game.upgradeRegistry[category][key] && game.upgradeRegistry[category][key].costText) { var costText = game.upgradeRegistry[category][key].costText; costText.setText(text); costText.fill = color; } } // Function to refresh upgrade tab (MODIFIED) function refreshUpgradeTab(tabName) { // Clear the tab container while (tabContainers[tabName].children.length > 0) { tabContainers[tabName].children[0].destroy(); } // Clear registry entries for this tab Object.keys(game.upgradeRegistry).forEach(function (category) { Object.keys(game.upgradeRegistry[category]).forEach(function (key) { if (game.upgradeRegistry[category][key].tab === tabName) { delete game.upgradeRegistry[category][key]; } }); }); // 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); }); } // Update all cost texts for this tab updateCostTexts(tabName); } // Function to update cost texts (NEW) function updateCostTexts(tabName) { Object.keys(game.upgradeRegistry).forEach(function (category) { Object.keys(game.upgradeRegistry[category]).forEach(function (key) { var registry = game.upgradeRegistry[category][key]; // Only update elements in the current tab if (registry.tab !== tabName) { return; } var upgrade = UPGRADE_CONFIG[category][key]; var costText = registry.costText; // Handle color upgrades if (category === 'colors') { var activeColorKey = getActiveColorKey(); if (upgrade.currentLevel > 0) { if (key === activeColorKey || UPGRADE_CONFIG.gameSettings.activeColor === "auto" && key === activeColorKey) { costText.setText("ACTIVE"); costText.fill = 0x00FF00; } else if (upgrade.currentLevel >= upgrade.maxLevel) { costText.setText("SOLD OUT"); costText.fill = 0x888888; } else { costText.setText(getUpgradeCost(upgrade) + " BP"); costText.fill = 0xFFFF00; } } else if (upgrade.requires) { var required = UPGRADE_CONFIG.colors[upgrade.requires]; if (required && required.currentLevel === 0) { costText.setText("LOCKED"); costText.fill = 0x888888; } else { costText.setText(getUpgradeCost(upgrade) + " BP"); costText.fill = 0xFFFF00; } } } // Handle machine upgrades else if (category === 'machines') { var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; if (totalClams >= 4 && key === 'basicClam') { costText.setText("SOLD OUT"); costText.fill = 0x888888; } else { costText.setText(getUpgradeCost(upgrade) + " BP"); costText.fill = 0xFFFF00; } } // Handle regular upgrades else if (upgrade.currentLevel >= upgrade.maxLevel) { costText.setText("SOLD OUT"); costText.fill = 0x888888; } else { costText.setText(getUpgradeCost(upgrade) + " BP"); costText.fill = 0xFFFF00; } }); }); } // New function to update all upgrade texts function updateAllUpgradeTexts() { menuTabs.forEach(function (tab) { updateCostTexts(tab); }); } // Replace the old updateColorSelectionUI function with this function updateColorSelectionUI() { updateCostTexts('colors'); } // Variables for upgrade texts var upgradeTexts = []; var startY = 150; var upgradeSpacing = 250; var columnWidth = 1024; // Define legacy variables for backward compatibility 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 (for backward compatibility) 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 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; } // 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', 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 to update coral bubbles 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 to update coral decorations 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 to update clam visuals function updateClamVisuals() { // Define positioning variables (these were likely defined elsewhere) var leftStart = game.width * 0.1; var rightStart = game.width * 0.9; var spacing = 250; var y = game.height - 100; // Total number of clams to display while (clamContainer.children.length) { clamContainer.children[0].destroy(); } // Total number of clams to display var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; // Create array to hold exactly the right number of clams var clamTypes = new Array(totalClams); // Fill all positions with null initially for (var i = 0; i < clamTypes.length; i++) { clamTypes[i] = null; } // Fill with premium clams first (highest priority) var premiumCount = UPGRADE_CONFIG.machines.premiumClam.amount; for (var i = 0; i < premiumCount; i++) { if (i < clamTypes.length) { clamTypes[i] = 'premiumClam'; } } // Fill with advanced clams next var advancedCount = UPGRADE_CONFIG.machines.advancedClam.amount; for (var i = 0; i < advancedCount; i++) { if (i + premiumCount < clamTypes.length) { clamTypes[i + premiumCount] = 'advancedClam'; } } // Fill remaining slots with basic clams var basicCount = UPGRADE_CONFIG.machines.basicClam.amount; for (var i = 0; i < basicCount; i++) { if (i + premiumCount + advancedCount < clamTypes.length) { clamTypes[i + premiumCount + advancedCount] = 'basicClam'; } } // Place clams game.clamSpawnPoints = []; clamTypes.forEach(function (type, i) { if (!type) { return; } // Skip null entries 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); }); console.log("After visual update - Clam types: " + clamTypes.join(", ")); } // Function to update clams (spawn bubbles) 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); 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); } } }); } // Initialize twin bubbles array game.twinBubbles = []; game.treasureZones = []; // Initialize game variables for bubbles 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); // Create bubble pool game.bubblePool = Array(250).fill(null).map(function () { return new Bubble(); }); game.activeBubbles = []; game.MAX_BUBBLES = 200; // Active bubble limit // Add bubbles to game game.bubblePool.forEach(function (bubble) { game.addChild(bubble); }); // Set base spawn rate game.baseSpawnRate = 180; // Every 3 seconds // Function to spawn a bubble 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; } // Game update function 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; 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 = game.growingBubble ? Math.max(game.MIN_SPAWN_SIZE, game.growingBubble.size * (0.6 + Math.random() * 0.2)) : game.MIN_SPAWN_SIZE; 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(); // Fish spawning (auto-pop upgrade) 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); } } // Random bubble spawning 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; }); // Update all active bubbles game.activeBubbles.forEach(function (bubble) { if (bubble.update) { bubble.update(); } }); }; // Handle touch/mouse events for the game game.down = function (x, y, obj) { var localX = x - menuContainer.x; var localY = y - menuContainer.y; // Tab click handling var tabBounds = { x: -menuTab.width * menuTab.scaleX / 2, y: -menuTab.height * menuTab.scaleY, width: menuTab.width * menuTab.scaleX, height: menuTab.height * menuTab.scaleY }; if (localX >= tabBounds.x && localX <= tabBounds.x + tabBounds.width && localY >= tabBounds.y && localY <= tabBounds.y + tabBounds.height) { menuOpen = !menuOpen; var targetY = menuOpen ? menuTab.height : game.height; if (menuOpen) { game.setChildIndex(menuContainer, game.children.length - 1); } tween(menuContainer, { y: targetY }, { duration: 300, easing: tween.easeOutBack, onFinish: function onFinish() { tabsContainer.visible = menuOpen; // Show/hide tabs based on menu state if (!menuOpen) { game.setChildIndex(menuContainer, 1); } } }); return true; } if (menuOpen) { return true; // Let containers handle their own clicks } // Bubble popping logic var popped = false; for (var i = game.activeBubbles.length - 1; i >= 0; i--) { var bubble = game.activeBubbles[i]; var dx = x - bubble.x; var dy = y - bubble.y; var distance = Math.sqrt(dx * dx + dy * dy); if (!popped && distance <= bubble.size / 2 + 30 && bubble.down) { bubble.down(); popped = true; break; } } }; // Initialize decoration visuals updateClamVisuals(); updateCoralDecorations(); updateTreasureDecorations(); // Initialize upgrade texts for all tabs menuTabs.forEach(function (tab) { if (tabColumns[tab] && tabColumns[tab].left) { tabColumns[tab].left.forEach(function (upgrade, index) { createUpgradeText(upgrade[0], upgrade[1], index, true, tab); }); } if (tabColumns[tab] && tabColumns[tab].right) { tabColumns[tab].right.forEach(function (upgrade, index) { createUpgradeText(upgrade[0], upgrade[1], index, false, tab); }); } }); // Update all upgrade texts to their correct initial state updateAllUpgradeTexts();
===================================================================
--- original.js
+++ change.js
@@ -1008,14 +1008,14 @@
// Update tab appearance
Object.keys(tabButtons).forEach(function (t) {
if (tabButtons[t]) {
tabButtons[t].alpha = t === tab ? 1.0 : 0.7;
- // Change text color
- if (tabButtons[t].textRef) {
- tabButtons[t].textRef.fill = t === tab ? 0xFFFF00 : 0xFFFFFF;
- }
}
});
+ // Update text colors
+ Object.keys(tabTextRefs).forEach(function (t) {
+ tabTextRefs[t].fill = t === tab ? 0xFFFF00 : 0xFFFFFF;
+ });
// Hide current tab content, show new tab content
if (tabContainers[currentTab]) {
tabContainers[currentTab].visible = false;
}
A white bubble with a black outline Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A filled in white circle.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A yellow star. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a game logo for a game called 'Bubble Blower Tycoon' about a happy purple pufferfish with yellow fins and spines that builds an underwater empire of bubbles. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
an SVG of the word 'Start'. word should be yellow and the font should look like its made out of bubbles. cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A outstretched straight octopus tentacle. Green with purple suckers. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A colorful underwater coral reef background. Cartoon Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A white bubble with a black outline. Pixel art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bubblelow
Sound effect
backgroundmusic
Music
bubblehigh
Sound effect
bubble1
Sound effect
bubble2
Sound effect
bubble3
Sound effect
bubble4
Sound effect
blowing
Sound effect
bubbleshoot
Sound effect
fishtank
Sound effect
menuopen
Sound effect
upgrade
Sound effect
jellyfish
Sound effect
titlemusic
Music
startbutton
Sound effect