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Update with: self.update = function() { // Decrement immunity timer if active if (self.immuneTimer > 0) { self.immuneTimer--; } // Only check for bubble collisions if not immune if (self.immuneTimer === 0) { // 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 + 70) { // Add pop effect for jellyfish pops game.createPopEffect(bubble.x, bubble.y, bubble.size, bubble.colorTint); var points = bubble.getBP(); game.addBP(points, bubble.x, bubble.y, false); // Play a random bubble pop sound var bubbleSounds = ['bubble1', 'bubble2', 'bubble3', 'bubble4']; var randomSound = bubbleSounds[Math.floor(Math.random() * bubbleSounds.length)]; LK.getSound(randomSound).play(); bubble.deactivate(); } } }); } if (self.touched) { // When touched, jellyfish floats up rapidly self.y -= 15; // Much faster upward movement // Check if off screen to destroy if (self.y < -100) { self.destroy(); } return; } // Remove when off bottom of screen if (self.y > game.height + 100) { self.destroy(); } };
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Use the jellyfish sound for when the jellyfish touch event happens instead of bubbles
Code edit (2 edits merged)
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Please fix the bug: 'Script error.' in or related to this line: 'LK.fadeMusic('titlemusic', {' Line Number: 2462
Code edit (2 edits merged)
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Add a short timeout in the start button.down handler in the show title screen method to allow the music to fade out before game.startGame is called.
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Update with: case 6: // Any upgrade message = "Choose any upgrade you can afford. Clams create bubbles automatically, while other upgrades enhance your bubble blowing!"; break;
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Update with: switch (stage) { case 1: // Welcome message = "Welcome to Bubble Blower Tycoon! Open your mouth to start growing a bubble and close to release it. Go ahead and try!"; break; case 2: // After blowing bubble message = "Great! Now go ahead and pop it to collect Bubble Points (BP)."; break; case 3: // After popping message = "That's all there is to it! Now get popping!"; break; case 4: // Can afford upgrade message = "It looks like you've saved enough BP. Open the 'Upgrades' menu at the bottom and choose any upgrade you can afford!"; break; case 5: // After buying upgrade (formerly stage 7) message = "Great choice! Continue exploring different upgrades to build your bubble empire. Good luck on becoming the Bubble Blower Tycoon!"; break; }
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Update with: // After a successful purchase in any upgrade category if (game.bp >= cost) { // [existing purchase code] game.bp -= cost; // Add this check after the purchase is processed if (game.tutorial.stage === 4) { game.tutorial.boughtClam = true; // We'll keep the same variable name for compatibility showTutorialPopup(5); // Show the final tutorial message } // [rest of existing code] }
Code edit (2 edits merged)
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Update with: if (game.tutorial.stage === 4 && menuOpen) { // No need to advance to stage 5 anymore since we removed it // Just ensure the tutorial is on top if (game.tutorialContainer) { game.setChildIndex(game.tutorialContainer, game.children.length - 1); } }
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Update with: storage.tutorialComplete = game.tutorial.stage >= 5; ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Update with: // Load tutorial status if (storage.tutorialComplete) { game.tutorial.stage = 6; // Set to a stage past the tutorial } ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Add start button sound effect to the touching the start button on the title screen. Add a little timeout to allow sound effect to finish before starting game.
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The title music should fade out completely before the start button sound effect is played.
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Don’t fade the title music out, just stop immediately and play start button sound effect. Add screen flash and reduce timeout for start game back to 500
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Update with: game.activeBubbles.forEach(function (bubble) { // Apply dynamic color effects for rainbow/prismatic, or static colors for others if (bubble.visible && game.titleColorSettings) { var activeColorKey = game.titleColorSettings.activeColor; var colorUnlocks = game.titleColorSettings.colorUnlocks; // Check if rainbow or prismatic is unlocked and active var rainbowUnlocked = colorUnlocks.length >= 10 && parseInt(colorUnlocks[9]) > 0; var prismaticUnlocked = colorUnlocks.length >= 11 && parseInt(colorUnlocks[10]) > 0; if ((activeColorKey === "rainbowBubbles" && rainbowUnlocked) || (activeColorKey === "prismaticBubbles" && prismaticUnlocked) || (activeColorKey === "auto" && prismaticUnlocked)) { // Initialize color phase if needed if (!bubble.colorPhase) { bubble.colorPhase = Math.random() * Math.PI * 2; } // Apply prismatic effect if (activeColorKey === "prismaticBubbles" || (activeColorKey === "auto" && prismaticUnlocked)) { bubble.colorPhase += 0.02; var r = Math.sin(bubble.colorPhase) * 127 + 128; var g = Math.sin(bubble.colorPhase + 2) * 127 + 128; var b = Math.sin(bubble.colorPhase + 4) * 127 + 128; var color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b); // Apply the color to the bubble var bubbleSprite = bubble.children[0]; if (bubbleSprite) { bubbleSprite.tint = color; } } // Apply rainbow effect else if (activeColorKey === "rainbowBubbles" || (activeColorKey === "auto" && rainbowUnlocked && !prismaticUnlocked)) { // Only change colors occasionally for rainbow effect if (LK.ticks % 30 === 0 && Math.random() < 0.3) { var rainbowColors = [0xFF0000, 0xFFA500, 0xFFFF00, 0x00FF00, 0x0000FF, 0xFF00FF]; var colorChoice = Math.floor(Math.random() * rainbowColors.length); var bubbleSprite = bubble.children[0]; if (bubbleSprite) { bubbleSprite.tint = rainbowColors[colorChoice]; } } } } else { // For static colors, apply the regular method applyTitleScreenColor(bubble); } } if (bubble.update) { bubble.update(); } });
Code edit (1 edits merged)
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Update with: else if (isRainbowActive) { // For rainbow, assign random color when first created var bubbleSprite = bubble.children[0]; if (bubbleSprite) { // Only assign a color if it hasn't been assigned yet if (!bubble.hasRainbowColor) { var rainbowColors = [0xFF0000, 0xFFA500, 0xFFFF00, 0x00FF00, 0x0000FF, 0xFF00FF]; var colorChoice = Math.floor(Math.random() * rainbowColors.length); bubbleSprite.tint = rainbowColors[colorChoice]; bubble.hasRainbowColor = true; } // Otherwise keep the color it already has } }
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Update as needed with: 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) { // Add this new code to immediately apply rainbow colors var activeColorKey = game.titleColorSettings.activeColor; var colorUnlocks = game.titleColorSettings.colorUnlocks; var isRainbowActive = (activeColorKey === "rainbowBubbles" || (activeColorKey === "auto" && colorUnlocks && colorUnlocks.length > 9 && parseInt(colorUnlocks[9]) > 0)); if (isRainbowActive) { var rainbowColors = [0xFF0000, 0xFFA500, 0xFFFF00, 0x00FF00, 0x0000FF, 0xFF00FF]; var colorChoice = Math.floor(Math.random() * rainbowColors.length); var bubbleSprite = titleBubble.children[0]; if (bubbleSprite) { bubbleSprite.tint = rainbowColors[colorChoice]; titleBubble.hasRainbowColor = true; } } else { applyTitleScreenColor(titleBubble); } } }
Code edit (2 edits merged)
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Code edit (3 edits merged)
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update with: if (stage === 3 || stage === 5 || stage === 7) { LK.setTimeout(function () { if (game.tutorialContainer) { game.tutorialContainer.destroy(); game.tutorialContainer = null; } }, 6000); }
===================================================================
--- original.js
+++ change.js
@@ -806,9 +806,9 @@
});
}
// Load tutorial status
if (storage.tutorialComplete) {
- game.tutorial.stage = 8; // Set to a stage past the tutorial
+ game.tutorial.stage = 6; // Set to a stage past the tutorial
}
// Update all visuals based on loaded data
updateClamVisuals();
updateTreasureDecorations();
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