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Update with: if (category === 'machines') { // After successful purchase: upgrade.amount++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); // Check if we're at the max clam limit after this purchase var newTotalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; // Force update all clam cost displays if we reached the limit if (newTotalClams >= 4) { updateCostText('machines', 'basicClam', "SOLD OUT", 0x888888); } }
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Update as needed with: function updateCostTexts(tabName) { // ... existing code ... Object.keys(game.upgradeRegistry).forEach(function (category) { Object.keys(game.upgradeRegistry[category]).forEach(function (key) { // ... existing code ... // Special handling for basic clams - always check total count if (category === 'machines' && key === 'basicClam') { var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; if (totalClams >= 4) { costText.setText("SOLD OUT"); costText.fill = 0x888888; return; // Skip any other updates for basic clams } } // ... rest of your existing update logic ... }); }); }
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Update with: machines: { basicClam: { name: "Basic Clam", baseCost: 300, costScale: 2, amount: 0, maxAmount: 4, // Add max amount production: 3, bubbleSize: 80 }, advancedClam: { name: "Advanced Clam", baseCost: 3000, costScale: 3.0, amount: 0, maxAmount: 4, // Add max amount production: 2, bubbleSize: 100, unlockCost: 3000, requires: "basicClam" // Add requirement }, premiumClam: { name: "Premium Clam", baseCost: 20000, costScale: 3, amount: 0, maxAmount: 4, // Add max amount production: 1, bubbleSize: 150, unlockCost: 20000, requires: "advancedClam" // Add requirement } }
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Update with: if (category === 'machines') { // Check if this clam type is locked if (upgrade.requires) { var requiredType = UPGRADE_CONFIG.machines[upgrade.requires]; if (requiredType && requiredType.amount < requiredType.maxAmount) { game.showError("Max out " + requiredType.name + " first!"); return true; } } // Check if this clam type is already maxed if (upgrade.amount >= upgrade.maxAmount) { updateCostText(category, key, "SOLD OUT", 0x888888); return true; } // Standard purchase logic if (game.bp >= cost) { upgrade.amount++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); // Update cost display if (upgrade.amount >= upgrade.maxAmount) { updateCostText(category, key, "SOLD OUT", 0x888888); } else { updateCostText(category, key, getUpgradeCost(upgrade) + " BP", 0xFFFF00); } // Update visuals updateClamVisuals(); return true; } else { game.showError("Not enough BP!"); return true; } }
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Update with: // In the updateCostTexts function, replace the machines section: else if (category === 'machines') { var upgrade = UPGRADE_CONFIG[category][key]; // Check if this clam type is locked by requirements if (upgrade.requires) { var requiredType = UPGRADE_CONFIG.machines[upgrade.requires]; if (requiredType && requiredType.amount < requiredType.maxAmount) { costText.setText("LOCKED"); costText.fill = 0x888888; return; } } // Check if maxed out if (upgrade.amount >= upgrade.maxAmount) { costText.setText("SOLD OUT"); costText.fill = 0x888888; } else { costText.setText(getUpgradeCost(upgrade) + " BP"); costText.fill = 0xFFFF00; } }
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Update with: function updateClamVisuals() { // Clear existing clams while (clamContainer.children.length) { clamContainer.children[0].destroy(); } // Place clams - now much simpler game.clamSpawnPoints = []; // Process each clam type in order ['basicClam', 'advancedClam', 'premiumClam'].forEach(function(clamType) { var clamCount = UPGRADE_CONFIG.machines[clamType].amount; for (var i = 0; i < clamCount; i++) { // Position logic for each clam instance var isRight = i % 2 === 1; var baseX = isRight ? game.width * 0.9 : game.width * 0.1; var direction = isRight ? -1 : 1; var position = Math.floor(i / 2); var spacing = 250; var x = baseX + direction * position * spacing; var y = game.height - 100; // Create clam sprite var sprite = LK.getAsset(clamType, { anchorX: 0.5, anchorY: 1, x: x, y: y, scaleX: isRight ? -0.5 : 0.5, scaleY: 0.5 }); // Store spawn point for bubble generation game.clamSpawnPoints.push({ x: x + (isRight ? -75 : 75), y: y - 50, type: clamType, isRight: isRight }); clamContainer.addChild(sprite); } }); }
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Update with: // After completing a clam purchase: updateCostTexts('clams');
Code edit (6 edits merged)
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Update with: // Function to update coral decorations function updateCoralDecorations() { // Clear existing corals while (coralContainer.children.length) { coralContainer.children[0].destroy(); } // Position corals in the new zone var coralCount = UPGRADE_CONFIG.decorations.bubbleCoral.amount; if (coralCount <= 0) { return; } // Available coral types var coralTypes = ['coral1', 'coral2', 'coral3', 'coral4']; // Define new spawning zone - below treasure zones var spawnZone = { top: game.height * 0.7, // Start below treasure zone (treasure is at ~0.65) bottom: game.height - 40, // Leave a small margin from bottom left: game.width * 0.15, // Left margin right: game.width * 0.85 // Right margin }; // Space corals horizontally with some randomness var horizontalSpace = (spawnZone.right - spawnZone.left) / (coralCount); for (var i = 0; i < coralCount; i++) { // Choose random coral type var coralType = coralTypes[Math.floor(Math.random() * coralTypes.length)]; // Add some horizontal randomness within their segment var segmentStart = spawnZone.left + horizontalSpace * i; var x = segmentStart + Math.random() * (horizontalSpace * 0.8); // Add vertical variation var verticalRange = spawnZone.bottom - spawnZone.top; var y = spawnZone.top + Math.random() * verticalRange; // Create coral sprite with random scale var coral = LK.getAsset(coralType, { anchorX: 0.5, anchorY: 1, x: x, y: y, 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); } }
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Remove coral upgrades from the game.
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Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(treasureContainer, 2);' Line Number: 789
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Please fix the bug: '[object Object]addChildAt: The index 2 supplied is out of bounds 1' in or related to this line: 'game.addChildAt(treasureContainer, 2);' Line Number: 788
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Please fix the bug: 'ReferenceError: Can't find variable: updateCoralBubbles' in or related to this line: 'updateCoralBubbles();' Line Number: 1728
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Update as needed with: // Add to the Bubble class, directly after the colorPhase property definition: self.isTwin = false; self.twinPulsePhase = Math.random() * Math.PI * 2; // Random starting phase for pulsing // Modify the activate function in the Bubble class to reset twin properties: 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 twin properties self.isTwin = false; self.twinPulsePhase = Math.random() * Math.PI * 2; // Rest of existing code... }; // Update the bubble update method to include the twin shimmer effect: self.update = function () { // Existing color update for prismatic bubbles... // Add twin bubble shimmer effect if this is a twin bubble if (self.isTwin) { // Update pulse phase self.twinPulsePhase += 0.05; // Create pulsing alpha effect var pulseValue = Math.sin(self.twinPulsePhase) * 0.5 + 0.5; // 0 to 1 sprite.alpha = 0.8 + pulseValue * 0.2; // Pulse between 0.8 and 1.0 alpha } // Rest of existing update code... };
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Update as needed with: // Find this section where twin bubbles are linked and add the isTwin flag: 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) { // Set twin flags on both bubbles game.growingBubble.isTwin = true; twinBubble.isTwin = true; // Sync their pulse phases twinBubble.twinPulsePhase = game.growingBubble.twinPulsePhase; // Link the bubbles game.twinBubbles.push({ bubble1: game.growingBubble, bubble2: twinBubble, popped: false, timestamp: LK.ticks }); } }
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Update as needed with: // Add to the Bubble class, directly after the colorPhase property definition: self.isTwin = false; self.starSprite = null; // Modify the activate function in the Bubble class to reset twin properties: 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 twin properties self.isTwin = false; if (self.starSprite) { self.starSprite.visible = false; } // Rest of existing code... };
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Update as needed with: self.update = function () { // Existing color update for prismatic bubbles... // Update star rotation if this is a twin bubble if (self.isTwin && self.starSprite && self.starSprite.visible) { self.starSprite.rotation += self.starSprite.rotationSpeed; // Scale star based on bubble size var starScale = self.size / 200; self.starSprite.scaleX = starScale; self.starSprite.scaleY = starScale; } // Rest of existing update code... }; // Also add to the deactivate function to properly hide the star: self.deactivate = function () { self.visible = false; if (self.starSprite) { self.starSprite.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 };
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Update with: // Find this section where twin bubbles are linked: 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) { // Set twin flags and add stars to both bubbles game.growingBubble.setTwin(); twinBubble.setTwin(); // Link the bubbles game.twinBubbles.push({ bubble1: game.growingBubble, bubble2: twinBubble, popped: false, timestamp: LK.ticks }); } }
Code edit (1 edits merged)
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Please fix the bug: 'Can't find variable: elf' in or related to this line: 'elf.applyColorUpgrade = function () {' Line Number: 173
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Increase the chance of twin bubbles by 5%
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When a bubble is popped play a random sound from bubble1, bubble2, bubble3 or bubble4
===================================================================
--- original.js
+++ change.js
@@ -763,8 +763,9 @@
game.addChild(background);
// Add treasure container
var treasureContainer = new Container();
game.addChild(treasureContainer);
+game.setChildIndex(treasureContainer, 1);
// Add clam container
var clamContainer = new Container();
game.addChild(clamContainer);
// Add player mask
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