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Please fix the bug: 'menuTab is undefined' in or related to this line: 'menuContainer.y = game.height - menuTab.height; // Show just the tab' Line Number: 341
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update with: // Menu panel should be below the tab in the container var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, // Anchor from top y: menuTab.height, // Position it below the tab alpha: 0.9, scaleX: game.width / 67, scaleY: game.height * 0.25 / 100.3 }); // Tab at the top of the container var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, // Anchor from top y: 0, // At the very top of container scaleX: 3, scaleY: 0.8, alpha: 0.9 }); // Position container at bottom initially menuContainer.x = game.width / 2; menuContainer.y = game.height; // Start at bottom // When clicking, animate between: var targetY = menuOpen ? game.height - menuPanel.height : // Raise to show panel game.height; // Back to bottom
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update with: menuContainer.x = game.width / 2; menuContainer.y = game.height - menuTab.height; // Show just the tab initially
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update with: var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, // Anchor from top y: 0, // At top of container scaleX: 3, scaleY: 0.8, alpha: 0.9 });
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update with: var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, // Anchor from top y: 0, // Connected to tab alpha: 0.9, scaleX: game.width / 67, scaleY: game.height * 0.25 / 100.3 });
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update with: menuText.x = 0; menuText.y = menuTab.height / 2; // Center in tab
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update with: var targetY = menuOpen ? game.height - (menuPanel.height + menuTab.height) : // Show panel game.height - menuTab.height; // Show just tab
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update with: // Initialize menu container at the right position var menuContainer = new Container(); menuContainer.x = game.width / 2; menuContainer.y = game.height - menuTab.height; // Show just the tab initially // Add panel first (so it's behind tab) menuContainer.addChild(menuPanel); menuContainer.addChild(menuTab); // Menu text setup - should be good as is 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; // Center in tab menuContainer.addChild(menuText);
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update with: var tabBounds = { x: -menuTab.width / 2, y: 0, // Start from top width: menuTab.width, height: menuTab.height };
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fix the menu tab alignment, its bottom should be anchored with the bottom of the screen
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anchor the menupanel to bottom of the menutab
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update with: // Modify near the menu creation code: // 1. Setup menu tab var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, // Change to bottom anchor y: 0, // Will be at container's position scaleX: 3, scaleY: 0.8, alpha: 0.9 }); // 2. Setup menu panel var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, // Keep top anchor y: -menuTab.height, // Position relative to tab's top alpha: 0.9, scaleX: game.width / 67, scaleY: game.height * 0.25 / 100.3 }); // 3. Adjust container position var menuContainer = new Container(); menuContainer.x = game.width / 2; menuContainer.y = game.height; // Position at bottom // 4. Add in correct order menuContainer.addChild(menuPanel); menuContainer.addChild(menuTab); // 5. Adjust menu text position menuText.y = -menuTab.height/2; // Position relative to container bottom // 6. Modify click handler animation targets var targetY = menuOpen ? game.height - menuPanel.height : // Show full panel game.height; // Show just tab
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update as needed with: // Replace the tab click detection in game.down: game.down = function(x, y, obj) { // Convert to local coordinates for container var localX = x - menuContainer.x; var localY = y - menuContainer.y; // Check if clicked on menu tab var tabBounds = { x: -menuTab.width / 2, y: -menuTab.height, // Tab is anchored at bottom now width: menuTab.width, height: menuTab.height }; if (localX >= tabBounds.x && localX <= tabBounds.x + tabBounds.width && localY >= tabBounds.y && localY <= tabBounds.y + tabBounds.height) { menuOpen = !menuOpen; var targetY = menuOpen ? game.height - menuPanel.height : // Show panel game.height; // Hide panel tween(menuContainer, { y: targetY }, { duration: 300, easing: tween.easeOutBack }); return true; } // Rest of the click handling... }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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update as needed with: // 1. First adjust the panel scaling var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, y: -menuTab.height, alpha: 0.9, scaleX: game.width / 67, // Increase panel height to show all upgrades properly scaleY: game.height * 0.4 / 100.3 // Increased from 0.25 to 0.4 }); // 2. Adjust the upgrade text sizing and positioning var upgradeTexts = []; var startY = 50; var columnWidth = game.width / 2; Object.entries(UPGRADE_CONFIG).forEach(function(category, categoryIndex) { Object.entries(category[1]).forEach(function(upgrade, index) { var text = new Text2(upgrade[1].name + " - " + upgrade[1].baseCost + " BP", { size: 24, // Reduced from 36 fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); text.x = categoryIndex * columnWidth + 20 - menuPanel.width / 2; text.y = startY + index * 40; // Reduced spacing from 60 to 40 text.upgrade = upgrade[0]; upgradeTexts.push(text); menuPanel.addChild(text); }); }); // 3. Fix the menu opening position calculation in the click handler game.down = function(x, y, obj) { // ... existing click detection code ... if (/* tab clicked condition */) { menuOpen = !menuOpen; var targetY = menuOpen ? game.height - (menuPanel.height * menuPanel.scaleY + menuTab.height) : // Accurate panel height game.height; tween(menuContainer, { y: targetY }, { duration: 300, easing: tween.easeOutBack }); return true; } // ... rest of handler }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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update as needed with: // 1. First make text much smaller and adjust spacing var upgradeTexts = []; var startY = 30; // Reduced from 50 var columnWidth = game.width / 2; Object.entries(UPGRADE_CONFIG).forEach(function(category, categoryIndex) { Object.entries(category[1]).forEach(function(upgrade, index) { var text = new Text2(upgrade[1].name + " - " + upgrade[1].baseCost + " BP", { size: 16, // Significantly reduced from 24 fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 1, // Reduced stroke for smaller text font: "Impact" }); text.x = categoryIndex * columnWidth + 20 - menuPanel.width / 2; text.y = startY + index * 25; // Reduced spacing from 40 to 25 text.upgrade = upgrade[0]; upgradeTexts.push(text); menuPanel.addChild(text); }); }); // 2. Fix the panel height calculation in click handler game.down = function(x, y, obj) { // ... existing click detection code ... if (/* tab clicked condition */) { menuOpen = !menuOpen; var targetY = menuOpen ? menuTab.height : // Panel will stop at screen bottom game.height; tween(menuContainer, { y: targetY }, { duration: 300, easing: tween.easeOutBack }); return true; } // ... rest of handler }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update with: // 1. Create text container AFTER panel scaling var menuTextContainer = new Container(); menuContainer.addChild(menuTextContainer); // 2. Add upgrade texts to text container instead of panel var upgradeTexts = []; var startY = 30; var columnWidth = game.width / 2; Object.entries(UPGRADE_CONFIG).forEach(function(category, categoryIndex) { Object.entries(category[1]).forEach(function(upgrade, index) { var text = new Text2(upgrade[1].name + " - " + upgrade[1].baseCost + " BP", { size: 36, // Back to original size fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); text.x = categoryIndex * columnWidth + 20 - menuPanel.width / 2; text.y = startY + index * 60; text.upgrade = upgrade[0]; upgradeTexts.push(text); menuTextContainer.addChild(text); // Add to text container instead of panel }); }); // Position text container relative to panel menuTextContainer.y = -menuTab.height; // Align with top of panel
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Update as needed with: // 1. Calculate actual panel dimensions after scaling var scaledPanelWidth = menuPanel.width * menuPanel.scaleX; // Real width after scaling var scaledPanelOffsetX = scaledPanelWidth / 2; // Half width for centering // 2. Position text container properly var menuTextContainer = new Container(); menuContainer.addChild(menuTextContainer); menuTextContainer.y = -menuTab.height; // Align with top of panel // 3. Adjust text positioning within container var upgradeTexts = []; var startY = 30; var columnWidth = scaledPanelWidth / 2; // Base column width on scaled panel Object.entries(UPGRADE_CONFIG).forEach(function(category, categoryIndex) { Object.entries(category[1]).forEach(function(upgrade, index) { var text = new Text2(upgrade[1].name + " - " + upgrade[1].baseCost + " BP", { size: 36, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); // Position relative to scaled panel edges text.x = -scaledPanelOffsetX + (categoryIndex * columnWidth) + 40; // Start from left edge text.y = startY + index * 60; text.upgrade = upgrade[0]; upgradeTexts.push(text); menuTextContainer.addChild(text); }); });
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update with: // After creating menuTextContainer menuTextContainer.y = -menuPanel.height - menuTab.height; // Position at panel top menuTextContainer.x = 0; // Center in panel
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update with: var startY = 50; // Increase starting Y position var columnWidth = (menuPanel.width * menuPanel.scaleX) / 2; text.x = (categoryIndex * columnWidth) - (columnWidth / 2) + 40; text.y = startY + index * 60;
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update with: // Replace the existing menuPanel scaling with: var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 0, y: -menuTab.height, alpha: 0.9, scaleX: 2048 / menuPanel.width, // Set fixed width to 2048 scaleY: game.height * 0.4 / 100.3 });
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Please fix the bug: 'menuPanel is undefined' in or related to this line: 'var menuPanel = LK.getAsset('upgradetab', {' Line Number: 351
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update with: var startY = 50; var columnWidth = 1024; // Half of 2048 for two columns Object.entries(UPGRADE_CONFIG).forEach(function(category, categoryIndex) { Object.entries(category[1]).forEach(function(upgrade, index) { var text = new Text2(upgrade[1].name + " - " + upgrade[1].baseCost + " BP", { size: 36, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); // Position text in two columns text.x = (categoryIndex * columnWidth) - 924; // Starting from left side text.y = startY + (index * 60); text.upgrade = upgrade[0]; upgradeTexts.push(text); menuTextContainer.addChild(text); }); }); // Ensure text container is properly positioned relative to panel menuTextContainer.y = -menuPanel.height - menuTab.height;
Code edit (2 edits merged)
Please save this source code
User prompt
update as needed with: // Replace the text creation code in the forEach loops: Object.entries(UPGRADE_CONFIG).forEach(function(category, categoryIndex) { Object.entries(category[1]).forEach(function(upgrade, index) { // Create name text var nameText = new Text2(upgrade[1].name, { size: 96, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); // Create cost text var costText = new Text2(upgrade[1].baseCost + " BP", { size: 96, fill: 0xFFFF00, // Gold color for cost stroke: 0x000000, strokeThickness: 2, font: "Impact" }); // Position texts nameText.x = (categoryIndex * columnWidth) - 924; nameText.y = startY + (index * 160); // Increased spacing for two lines costText.x = (categoryIndex * columnWidth) - 924; costText.y = startY + (index * 160) + 100; // Position below name nameText.upgrade = upgrade[0]; upgradeTexts.push(nameText); upgradeTexts.push(costText); menuTextContainer.addChild(nameText); menuTextContainer.addChild(costText); }); }); // Fix container positioning - move this after panel creation menuTextContainer.y = -menuPanel.height; // Remove the extra menuTab.height offset
User prompt
okay, the words and their own costs have good vertical spacing, but the costs are on top of the name below them. their orientation is still too high on the Y axis, it kind of looks like the top of the text container is lined up with the top of the menu container, but it needs to go down another of its own container heights i think
/****
* 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; // Add timestamp tracking
var sprite = self.attachAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.9
});
self.size = 100;
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) {
// Add cooldown check (100ms)
var currentTime = Date.now();
if (currentTime - self.lastPopTime < 100) {
return true; // Ignore clicks too close together
}
self.lastPopTime = currentTime;
var index = game.bubbles.indexOf(self);
if (index > -1) {
game.bubbles.splice(index, 1);
}
var points = self.getBP();
game.addBP(points, self.x, self.y, false); // Pass position and flag for manual pop
// Only split if manually popped and large enough
if (self.size > 60 && !self.justSplit) {
var newSize = Math.max(self.MIN_SPLIT_SIZE, self.size * 0.6);
for (var i = 0; i < 2; i++) {
spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1);
}
}
self.destroy();
return true; // Stop event propagation
};
self.getBP = function () {
return Math.floor(Math.pow(self.size, 2) * 0.1);
};
self.update = function () {
self.lifetime++;
// Add subtle drift variation
if (self.lifetime % 60 === 0) {
// Every second
self.driftX += (Math.random() - 0.5) * 0.3; // Add small random drift
}
// Increase overall horizontal movement
self.x += self.driftX * 1.2; // 20% more horizontal movement
// Auto-pop or split when lifetime exceeded
if (self.lifetime > self.maxLifetime) {
// Just check size and not already split
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 = spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1, true);
split.maxLifetime *= 0.7; // Shorter lifetime for split bubbles
}
self.destroy();
return;
}
// If too small to split, just pop
self.autoPop();
return;
}
// Clear off-screen bubbles
if (self.y < -self.size) {
self.destroy();
return;
}
self.justSplit = false; // Clear the flag after first update
// More gradual vertical speed transition
if (self.verticalVelocity < self.floatSpeed) {
self.verticalVelocity += 0.08; // More gentle transition
}
self.y -= self.verticalVelocity;
// Gradually reduce horizontal speed after split
if (Math.abs(self.driftX) > (Math.random() * 20 - 10) / 60) {
self.driftX *= 0.98; // Slowly return to normal drift speed
}
self.x += self.driftX;
// Bounce off edges
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 () {
if (!self.autoPopDisplayed) {
var points = Math.floor(self.getBP() * 0.5); // Half points for auto-pop
game.addBP(points, self.x, self.y, true); // Added true flag for autoPop
self.autoPopDisplayed = true;
}
self.destroy();
return;
};
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
****/
function _slicedToArray(r, e) {
return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest();
}
function _nonIterableRest() {
throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _unsupportedIterableToArray(r, a) {
if (r) {
if ("string" == typeof r) {
return _arrayLikeToArray(r, a);
}
var t = {}.toString.call(r).slice(8, -1);
return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0;
}
}
function _arrayLikeToArray(r, a) {
(null == a || a > r.length) && (a = r.length);
for (var e = 0, n = Array(a); e < a; e++) {
n[e] = r[e];
}
return n;
}
function _iterableToArrayLimit(r, l) {
var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
if (null != t) {
var e,
n,
i,
u,
a = [],
f = !0,
o = !1;
try {
if (i = (t = t.call(r)).next, 0 === l) {
if (Object(t) !== t) {
return;
}
f = !1;
} else {
for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) {
;
}
}
} catch (r) {
o = !0, n = r;
} finally {
try {
if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) {
return;
}
} finally {
if (o) {
throw n;
}
}
}
return a;
}
}
function _arrayWithHoles(r) {
if (Array.isArray(r)) {
return r;
}
}
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: game.width / 2,
y: game.height / 2
});
game.addChild(background);
var UPGRADE_CONFIG = {
player: {
lungCapacity: {
name: "Lung Capacity",
baseCost: 50,
costScale: 2,
maxLevel: 10,
currentLevel: 0
},
quickBreath: {
name: "Quick Breath",
baseCost: 75,
costScale: 2,
maxLevel: 10,
currentLevel: 0
}
},
machine: {
bubbleDurability: {
name: "Bubble Durability",
baseCost: 200,
costScale: 3,
maxLevel: 5,
currentLevel: 0
},
machineSpeed: {
name: "Machine Speed",
baseCost: 150,
costScale: 2.5,
maxLevel: 10,
currentLevel: 0
},
autoPop: {
name: "Auto-Pop",
baseCost: 500,
costScale: 2,
maxLevel: 5,
currentLevel: 0
}
}
};
// Create upgrade menu elements
// Menu tab (handle)
// First position the panel relative to container at y=0
var menuPanel = LK.getAsset('upgradetab', {
anchorX: 0.5,
anchorY: 0,
// Anchor from top
y: 0,
// Start at container's top
alpha: 0.9,
scaleX: game.width / 67,
scaleY: game.height * 0.25 / 100.3
});
// Place tab at top of container, extending upward
var menuTab = LK.getAsset('upgradetab', {
anchorX: 0.5,
anchorY: 1,
// Anchor from bottom so it sticks up
y: 0,
// Align with top of container/panel
scaleX: 3,
scaleY: 0.8,
alpha: 0.9
});
// Initialize menu structure
var menuContainer = new Container();
menuContainer.x = game.width / 2;
menuContainer.y = game.height - menuTab.height; // Show just the tab
// Add panel first (so it's behind tab)
menuContainer.addChild(menuPanel);
menuContainer.addChild(menuTab);
// Menu text setup
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;
menuContainer.addChild(menuText);
// Add to game
game.addChild(menuContainer);
// Add upgrade texts to panel
var upgradeTexts = [];
var startY = 50;
var columnWidth = game.width / 2;
Object.entries(UPGRADE_CONFIG).forEach(function (category, categoryIndex) {
Object.entries(category[1]).forEach(function (upgrade, index) {
var text = new Text2(upgrade[1].name + " - " + upgrade[1].baseCost + " BP", {
size: 36,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 2,
font: "Impact"
});
text.x = categoryIndex * columnWidth + 20 - menuPanel.width / 2;
text.y = startY + index * 60;
text.upgrade = upgrade[0];
upgradeTexts.push(text);
menuPanel.addChild(text);
});
});
// Menu state and animation
var menuOpen = false;
var menuTargetY = game.height;
var playerMask = new pufferMask();
game.addChild(playerMask);
// Initialize game variables
game.growingBubble = null;
game.maxBubbleSize = 160; // Increased by 30%
game.growthRate = 1.6; // Slightly increased to match new max size
game.MAX_BUBBLES = 125;
game.baseSpawnRate = 180; // Every 3 seconds
function spawnSplitBubble(parentX, parentY, size, direction) {
var isAutoPop = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : false;
var bubble = new Bubble();
bubble.x = parentX;
bubble.y = parentY;
bubble.size = size;
bubble.initLifetime(); // Recalculate after size is set
bubble.justSplit = true;
var speedMultiplier = 120 / size * (0.9 + Math.random() * 0.2);
if (isAutoPop) {
// Pure upward/sideways motion for natural splits
bubble.verticalVelocity = bubble.floatSpeed; // Start at float speed
bubble.driftX = direction * (Math.random() * 0.8 + 0.5);
} else {
// Manual pop physics
bubble.verticalVelocity = -(Math.random() * 2 + 4);
bubble.driftX = direction * (Math.random() * 1.5 + 2);
}
game.addChild(bubble);
game.bubbles.push(bubble);
return bubble;
}
game.bubbles = []; // Track bubble array
// Initialize game variables
//<Assets used in the game will automatically appear here>
game.bp = 0; // Track total BP
game.combo = 0;
game.lastPopTime = 0;
game.COMBO_WINDOW = 60; // 1 second in frames
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];
}
// Create BP display text (add near game initialization)
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);
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;
}
game.bp += Math.floor(points);
bpText.setText(formatBP(game.bp) + " BP");
// Always show point text regardless of auto or manual pop
var pointText = new Text2("+" + Math.floor(points), {
size: 96,
fill: 0xFFFF00,
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();
}
});
}
};
game.update = function () {
// Add logic to grow and release bubbles based on facekit mouth state
if (facekit.mouthOpen) {
// Calculate spawn position relative to pufferfish mask
var spawnX = playerMask.x; // Center of mask
var spawnY = playerMask.y + playerMask.height * 0.15; // 40% from bottom
// Start or continue growing bubble
if (!game.growingBubble) {
game.growingBubble = new Bubble();
game.growingBubble.size = 25; // Keep minimum starting size
game.addChild(game.growingBubble);
game.bubbles.push(game.growingBubble);
}
// Update growing bubble position and size
if (game.growingBubble) {
game.growingBubble.x = spawnX;
game.growingBubble.y = spawnY;
game.growingBubble.size = Math.min(game.growingBubble.size + game.growthRate, game.maxBubbleSize);
game.growingBubble.verticalVelocity = 0;
game.growingBubble.driftX = 0;
}
} else if (game.growingBubble) {
// Stronger initial downward velocity when released
game.growingBubble.verticalVelocity = -12; // Increased from -5
game.growingBubble.driftX = (Math.random() * 2 - 1) * 2.5; // Slightly increased drift
game.growingBubble = null;
}
// Update all children (bubbles)
// Only spawn if under max bubbles
if (game.bubbles.length < game.MAX_BUBBLES) {
if (LK.ticks % game.baseSpawnRate == 0) {
var x = Math.random() * (game.width - 200) + 100;
spawnSplitBubble(x, game.height + 100, 100, 0);
}
}
// Clean up destroyed bubbles from array
game.bubbles = game.bubbles.filter(function (bubble) {
return !bubble.destroyed;
});
// Update all children (bubbles)
for (var i = game.bubbles.length - 1; i >= 0; i--) {
var bubble = game.bubbles[i];
if (bubble.update) {
bubble.update();
}
}
};
// Handle touch/mouse events for the game
game.down = function (x, y, obj) {
// Modified click handler
game.down = function (x, y, obj) {
// Convert to local coordinates for container
var localX = x - menuContainer.x;
var localY = y - menuContainer.y;
// Check if clicked on menu tab
var tabBounds = {
x: -menuTab.width / 2,
y: -menuTab.height,
width: menuTab.width,
height: menuTab.height
};
if (localX >= tabBounds.x && localX <= tabBounds.x + tabBounds.width && localY >= tabBounds.y && localY <= tabBounds.y + tabBounds.height) {
menuOpen = !menuOpen;
var targetY = menuOpen ? game.height - menuPanel.height - menuTab.height :
// Raise up to show panel
game.height - menuTab.height; // Back down to just show tab
tween(menuContainer, {
y: targetY
}, {
duration: 300,
easing: tween.easeOutBack
});
return true;
}
// Check for clicks outside when menu is open
if (menuOpen) {
var menuBounds = {
x: -menuPanel.width / 2,
y: -menuPanel.height,
width: menuPanel.width,
height: menuPanel.height + menuTab.height
};
if (!(localX >= menuBounds.x && localX <= menuBounds.x + menuBounds.width && localY >= menuBounds.y && localY <= menuBounds.y + menuBounds.height)) {
menuOpen = false;
tween(menuContainer, {
y: game.height
}, {
duration: 300,
easing: tween.easeInBack
});
return true;
}
}
// Rest of click handling for bubbles...
};
var popped = false; // Track if we've popped any bubble
for (var i = game.bubbles.length - 1; i >= 0; i--) {
var bubble = game.bubbles[i];
// Calculate distance between click and bubble center
var dx = x - bubble.x;
var dy = y - bubble.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Only pop if we haven't popped anything this click
if (!popped && distance <= bubble.size / 2 + 10 && bubble.down) {
bubble.down();
popped = true;
break; // Exit loop after first pop
}
}
};
;
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