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Update just this: game.tabIndicators = []; game.tabIndicators.push(activeTabIndicator);
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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; };
Code edit (1 edits merged)
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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(); }
Code edit (1 edits merged)
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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(); }
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'tabButtons[currentTab]')' in or related to this line: 'if (tabButtons[currentTab]) {' Line Number: 786
User prompt
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; }; } });
User prompt
Update with: // Create initial indicator for current tab (bubbles) var activeTabIndicator = LK.getAsset('blower', { width: tabWidth, height: 10, color: 0xFFFF00, alpha: 1.0 }); // Position at the bottom of current tab activeTabIndicator.x = tabButtons[currentTab].x - tabWidth/2; activeTabIndicator.y = tabHeight - 5; // Add to container tabsContainer.addChild(activeTabIndicator); // Store it in a property for tracking tabsContainer.currentIndicator = activeTabIndicator;
User prompt
Update with: // Update tab button down function to manage the indicator menuTabs.forEach(function (tab) { 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 old indicator if (tabsContainer.currentIndicator) { tabsContainer.removeChild(tabsContainer.currentIndicator); tabsContainer.currentIndicator.destroy(); } // Create new indicator var newIndicator = LK.getAsset('blower', { width: tabWidth, height: 10, color: 0xFFFF00, alpha: 1.0 }); // Position at bottom of this tab newIndicator.x = tabButton.x - tabWidth/2; newIndicator.y = tabHeight - 5; // Add to container and track it tabsContainer.addChild(newIndicator); tabsContainer.currentIndicator = newIndicator; // Switch tabs if (tabContainers[currentTab]) { tabContainers[currentTab].visible = false; } if (tabContainers[tab]) { tabContainers[tab].visible = true; } currentTab = tab; } return true; }; } });
User prompt
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: 1021
User prompt
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: 1021
User prompt
Update as needed with: // ADD THIS AFTER CREATING ALL TABS // Create initial indicator for current tab (bubbles) var activeTabIndicator = LK.getAsset('blower', { width: tabWidth, height: 10, color: 0xFFFF00, alpha: 1.0 }); // Position at the bottom of current tab activeTabIndicator.x = tabButtons[currentTab].x - tabWidth/2; activeTabIndicator.y = tabHeight - 5; // Add to container tabsContainer.addChild(activeTabIndicator); // Store it in a property for tracking tabsContainer.currentIndicator = activeTabIndicator;
User prompt
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: 1027
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'menuPanel.width')' in or related to this line: 'var tabButton = LK.getAsset('upgradetab', {' Line Number: 960
Code edit (1 edits merged)
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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: 1016
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'tabsContainer.addChild')' in or related to this line: 'tabsContainer.addChild(activeTabIndicator);' Line Number: 1021
Code edit (1 edits merged)
Please save this source code
User prompt
Update as needed with: // Update tab button down function to manage the indicator menuTabs.forEach(function (tab) { 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 old indicator if (tabsContainer.currentIndicator) { tabsContainer.removeChild(tabsContainer.currentIndicator); tabsContainer.currentIndicator.destroy(); } // Create new indicator var newIndicator = LK.getAsset('blower', { width: tabWidth, height: 10, color: 0xFFFF00, alpha: 1.0 }); // Position at bottom of this tab newIndicator.x = tabButton.x - tabWidth/2; newIndicator.y = tabHeight - 5; // Add to container and track it tabsContainer.addChild(newIndicator); tabsContainer.currentIndicator = newIndicator; // Switch tabs if (tabContainers[currentTab]) { tabContainers[currentTab].visible = false; } if (tabContainers[tab]) { tabContainers[tab].visible = true; } currentTab = tab; } return true; }; } });
Code edit (1 edits merged)
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Update with: var tabColumns = { bubbles: { left: [['player', 'lungCapacity'], ['player', 'quickBreath'], ['player', 'bubbleRefinement'], ['player', 'twinBubbles']], right: [['player', 'autoPop'], ['player', 'sizeVariance'], ['player', 'bubbleBreath'], ['machine', 'bubbleDurability']] // Added bubbleDurability here }, clams: { left: [['machines', 'basicClam'], ['machines', 'advancedClam'], ['machines', 'premiumClam']], right: [['machine', 'autoBubbleSpeed'], ['machine', 'bubbleQuality']] // Removed bubbleDurability from here }, // Other tabs remain unchanged }
Code edit (1 edits merged)
Please save this source code
User prompt
Update with: // In the updateCostTexts function, modify the 'machines' handling section: else if (category === 'machines') { var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; // Check if we're at max clams (4) if (totalClams >= 4) { // For basic clams, always show "SOLD OUT" when at max if (key === 'basicClam') { costText.setText("SOLD OUT"); costText.fill = 0x888888; } // For advanced/premium, only show "SOLD OUT" if no lower tier clams to upgrade else if (key === 'advancedClam' && UPGRADE_CONFIG.machines.basicClam.amount <= 0) { costText.setText("SOLD OUT"); costText.fill = 0x888888; } else if (key === 'premiumClam' && UPGRADE_CONFIG.machines.basicClam.amount <= 0 && UPGRADE_CONFIG.machines.advancedClam.amount <= 0) { costText.setText("SOLD OUT"); costText.fill = 0x888888; } else { costText.setText(getUpgradeCost(upgrade) + " BP"); costText.fill = 0xFFFF00; } } else { costText.setText(getUpgradeCost(upgrade) + " BP"); costText.fill = 0xFFFF00; } }
User prompt
Update as needed with: 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) { // For basic clams, immediately show "SOLD OUT" when at max if (key === 'basicClam') { updateCostText(category, key, "SOLD OUT", 0x888888); return true; } // Rest of the existing code for advanced/premium clams... } // Rest of your existing code for purchasing clams... }
===================================================================
--- original.js
+++ change.js
@@ -546,9 +546,9 @@
},
autoPop: {
name: "Fish Friends",
baseCost: 400,
- costScale: 3,
+ costScale: 4,
maxLevel: 6,
currentLevel: 0
},
bubbleRefinement: {
@@ -560,24 +560,24 @@
},
twinBubbles: {
name: "Twin Bubbles",
baseCost: 5000,
- costScale: 2.3,
- maxLevel: 3,
+ costScale: 3,
+ maxLevel: 5,
currentLevel: 0
},
sizeVariance: {
name: "Size Variance",
baseCost: 4000,
- costScale: 1.8,
+ costScale: 3,
maxLevel: 5,
currentLevel: 0
},
bubbleBreath: {
name: "Bubble Breath",
baseCost: 12000,
- costScale: 2.2,
- maxLevel: 4,
+ costScale: 3,
+ maxLevel: 5,
currentLevel: 0
}
},
machines: {
@@ -610,16 +610,16 @@
},
machine: {
bubbleDurability: {
name: "Bubble Splitting",
- baseCost: 500,
+ baseCost: 20000,
costScale: 5,
maxLevel: 3,
currentLevel: 0
},
autoBubbleSpeed: {
name: "Clam Speed",
- baseCost: 500,
+ baseCost: 2000,
costScale: 3.5,
maxLevel: 8,
currentLevel: 0
},
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