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import storage plugin βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.gameData = gameData;' Line Number: 669
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Please fix the bug: 'TypeError: JSON is undefined' in or related to this line: 'storage.gameData = JSON.parse(JSON.stringify(gameData));' Line Number: 669
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update as needed with: function calculateOfflineProgress(timeDiff) { // Calculate basic BP as before... // Apply a stronger offline penalty (25% of normal production) totalBP *= 0.25; // Apply a hard cap totalBP = Math.min(totalBP, 8000); // Or apply diminishing returns var hoursMult = Math.min(1, 1 / Math.sqrt(secondsAway / 3600)); totalBP *= hoursMult; // Round to integer totalBP = Math.floor(totalBP); // Add the BP... }
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update with: function saveGame() { storage.bp = game.bp; try { // Store upgrades as JSON string storage.upgrades = JSON.stringify(UPGRADE_CONFIG); console.log("Saved upgrades: " + storage.upgrades); // Add debug output } catch (e) { console.log("Error saving upgrades: ", e); } storage.lastPlayTime = Date.now(); storage.tutorialComplete = game.tutorial.stage >= 7; }
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update with: // In loadGame function if (storage.upgrades) { try { var loadedUpgrades = JSON.parse(storage.upgrades); console.log("Loaded upgrades: ", loadedUpgrades); // Debug output // Merge the loaded config with default config for (var category in loadedUpgrades) { if (UPGRADE_CONFIG[category]) { for (var key in loadedUpgrades[category]) { if (UPGRADE_CONFIG[category][key]) { // For objects like machines if (typeof loadedUpgrades[category][key] === 'object' && loadedUpgrades[category][key] !== null) { for (var prop in loadedUpgrades[category][key]) { UPGRADE_CONFIG[category][key][prop] = loadedUpgrades[category][key][prop]; } } else { // For simple values UPGRADE_CONFIG[category][key] = loadedUpgrades[category][key]; } } } } } } catch (e) { console.log("Error loading upgrades: ", e); } }
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update as needed with: game.startGame = function () { // Remove title screen if (game.titleContainer) { game.titleContainer.destroy(); game.titleContainer = null; } // Start background music LK.playMusic('backgroundmusic', { fade: { start: 0, end: 0.5, duration: 2000 } }); // Exit title mode game.titleMode = false; // Load saved game data FIRST loadGame(); // Initialize BP display bpText.visible = true; // Initialize pufferfish for animation (not visible yet) playerMask.visible = true; // ... rest of the function ... // Only show tutorial if not completed if (!storage.tutorialComplete) { LK.setTimeout(function () { showTutorialPopup(1); }, 60); } }
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update with: // Inside the game.addBP function if (!isAutoPop) { game.lastPopTime = currentTime; // All combo-related code removed }
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update with: 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 // Cap maximum increase at 50% var maxIncrease = Math.min(0.5, 0.15 * variance); // Cap at +50% total // Apply size variance var sizeMultiplier = 1 - minIncrease + Math.random() * (minIncrease + maxIncrease); bubble.size *= sizeMultiplier; }
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update with: 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 30% bonus if (distance <= zone.radius) { totalBonus += 0.3; // +30% per overlapping zone } }); // Return multiplier (1.0 = no bonus, 1.3 = one zone, 1.6 = two zones, etc.) return 1.0 + totalBonus; }
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update as needed with: // In the game.update function, modify the title mode bubble spawning: if (game.titleMode) { // Just handle bubble spawning and updates during title // Random bubble spawning if (game.activeBubbles.length < game.MAX_BUBBLES) { if (LK.ticks % game.baseSpawnRate == 0) { var x = Math.random() * (game.width - 200) + 100; var titleBubble = spawnBubble(x, game.height + 100, 100, 0, true); // Apply saved color to the bubble if available if (titleBubble && game.titleColorSettings) { applyTitleScreenColor(titleBubble); } } } // ...rest of existing code }
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update with: // In the game.update function, in the title mode section: if (game.titleMode) { // Just handle bubble spawning and updates during title // Random bubble spawning if (game.activeBubbles.length < game.MAX_BUBBLES) { if (LK.ticks % game.baseSpawnRate == 0) { var x = Math.random() * (game.width - 200) + 100; var titleBubble = spawnBubble(x, game.height + 100, 100, 0, true); // Apply saved color to the bubble if available if (titleBubble && game.titleColorSettings) { applyTitleScreenColor(titleBubble); } } } // Update all active bubbles game.activeBubbles.forEach(function (bubble) { // Always apply color to ensure it's maintained, even for new bubbles from splits if (bubble.visible && game.titleColorSettings) { applyTitleScreenColor(bubble); } if (bubble.update) { bubble.update(); } }); return; // Skip rest of update when in title mode }
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Please fix the bug: 'TypeError: particle is undefined' in or related to this line: 'particle.visible = false;' Line Number: 2238
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update with: for (var i = 0; i < game.MAX_POP_PARTICLES; i++) { var particle = LK.getAsset('zoneIndicator', { width: 15, height: 15, // Start with larger size alpha: 0, visible: false, anchorX: 0.5, anchorY: 0.5 }); game.addChild(particle); game.popParticlePool.push(particle); }
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===================================================================
--- original.js
+++ change.js
@@ -592,8 +592,105 @@
/****
* Game Code
****/
// Import storage plugin for data persistence
+var gameData = storage.gameData || {
+ bp: 0,
+ upgrades: UPGRADE_CONFIG,
+ lastPlayTime: Date.now(),
+ tutorialComplete: false,
+ version: 1
+};
+function loadGame() {
+ // If we have saved data, apply it
+ if (storage.gameData) {
+ gameData = storage.gameData;
+ game.bp = gameData.bp;
+ UPGRADE_CONFIG = gameData.upgrades;
+ // Update UI elements
+ bpText.setText(formatBP(game.bp) + " BP");
+ // Skip tutorial if completed
+ if (gameData.tutorialComplete) {
+ game.tutorial.stage = 8; // Set to a stage past the tutorial
+ }
+ // Update all visuals based on loaded data
+ updateClamVisuals();
+ updateTreasureDecorations();
+ updateAllUpgradeTexts();
+ // Calculate offline progress if away for more than 1 minute
+ var currentTime = Date.now();
+ var timeDiff = currentTime - gameData.lastPlayTime;
+ if (timeDiff > 60000) {
+ calculateOfflineProgress(timeDiff);
+ }
+ }
+}
+// Save function - call periodically
+function saveGame() {
+ // Update gameData with current values
+ gameData.bp = game.bp;
+ gameData.upgrades = UPGRADE_CONFIG;
+ gameData.lastPlayTime = Date.now();
+ gameData.tutorialComplete = game.tutorial.stage >= 7;
+ // Store in local storage
+ storage.gameData = gameData;
+}
+// Calculate offline progress
+function calculateOfflineProgress(timeDiff) {
+ // Convert time diff to seconds
+ var secondsAway = Math.floor(timeDiff / 1000);
+ // Calculate how many bubbles each clam would produce
+ var totalBP = 0;
+ // Calculate for each clam type
+ ['basicClam', 'advancedClam', 'premiumClam'].forEach(function (clamType) {
+ var config = UPGRADE_CONFIG.machines[clamType];
+ var clamCount = config.amount;
+ if (clamCount > 0) {
+ // Calculate production time with speed upgrade
+ var baseTime = config.production;
+ var speedMultiplier = Math.pow(1 - UPGRADE_EFFECTS.autoBubbleSpeed.decrementPercent / 100, UPGRADE_CONFIG.machine.autoBubbleSpeed.currentLevel);
+ var adjustedTime = Math.max(1, baseTime * speedMultiplier);
+ // Calculate bubbles per second
+ var bubblesPerSecond = clamCount / adjustedTime;
+ // Get base value of bubbles
+ var bubbleValue = Math.pow(config.bubbleSize, 1.4) * 0.02;
+ // Apply quality upgrades
+ if (UPGRADE_CONFIG.machine.bubbleQuality.currentLevel > 0) {
+ bubbleValue *= 1 + 0.4 * UPGRADE_CONFIG.machine.bubbleQuality.currentLevel;
+ }
+ // Apply refinement upgrade
+ var refinementLevel = UPGRADE_CONFIG.player.bubbleRefinement.currentLevel;
+ if (refinementLevel > 0) {
+ bubbleValue *= 1 + 0.25 * refinementLevel;
+ }
+ // Apply color multiplier
+ var activeColorKey = getActiveColorKey();
+ var colorMultiplier = 1.0;
+ if (activeColorKey && UPGRADE_CONFIG.colors[activeColorKey]) {
+ colorMultiplier = UPGRADE_CONFIG.colors[activeColorKey].multiplier || 1.0;
+ }
+ bubbleValue *= colorMultiplier;
+ // Calculate total BP this clam type would produce
+ totalBP += bubblesPerSecond * bubbleValue * secondsAway;
+ }
+ });
+ // Cap at a reasonable maximum
+ var maxOfflineBP = 12 * 60 * 60; // Max 12 hours of production
+ var secondsCapped = Math.min(secondsAway, maxOfflineBP);
+ if (secondsAway > maxOfflineBP) {
+ totalBP = totalBP / secondsAway * secondsCapped;
+ }
+ // Apply offline production penalty (80% of normal production)
+ totalBP *= 0.8;
+ // Round to integer
+ totalBP = Math.floor(totalBP);
+ // Add the BP and show a message
+ if (totalBP > 0) {
+ game.bp += totalBP;
+ bpText.setText(formatBP(game.bp) + " BP");
+ game.showMessage("You earned " + formatBP(totalBP) + " BP while away!");
+ }
+}
game.faceTrackingEnabled = false;
var UPGRADE_CONFIG = {
gameSettings: {
activeColor: "auto" // Default to automatic progression (highest unlocked)
@@ -2002,8 +2099,9 @@
updateClamVisuals();
updateTreasureDecorations();
}
});
+ loadGame();
};
game.tutorial = {
stage: 0,
// 0=none, 1=welcome, 2=blow bubble, 3=pop bubble, 4=first clam, 5=open menu, 6=clams tab, 7=buy clam, 8=final
@@ -2163,8 +2261,11 @@
if (bubble.update) {
bubble.update();
}
});
+ if (LK.ticks % 1800 === 0) {
+ saveGame();
+ }
};
// Handle touch/mouse events for the game
game.down = function (x, y, obj) {
if (game.titleMode) {
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