Code edit (2 edits merged)
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update with: game.startGame = function () { // Remove title screen if (game.titleContainer) { game.titleContainer.destroy(); game.titleContainer = null; } // Exit title mode game.titleMode = false; // Initialize BP display bpText.visible = true; // Initialize pufferfish for animation (not visible yet) playerMask.visible = true; playerMask.scaleX = 0.2; playerMask.scaleY = 0.2; playerMask.alpha = 0.8; playerMask.x = game.width / 2; playerMask.y = game.height + 100; // Start animation sequence tween(playerMask, { x: game.width / 2, y: game.height / 2, scaleX: 0.8, scaleY: 0.8, alpha: 1 }, { duration: 1500, easing: tween.easeOutBack, onFinish: function() { // Enable face tracking after animation game.faceTrackingEnabled = true; // Make menu visible menuContainer.visible = true; // Update clam visuals updateClamVisuals(); updateTreasureDecorations(); // Start background music LK.playMusic('backgroundmusic', { fade: { start: 0, end: 0.5, duration: 2000 } }); } }); }; βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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update with: // Find the pufferMask update function and replace it with this: self.update = function () { // Only use face tracking when enabled if (game.faceTrackingEnabled) { // 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 Β±15 degrees targetTilt = Math.max(-15, Math.min(15, targetTilt)); self.rotation += (targetTilt - self.rotation) * tiltSmoothingFactor; } } };
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add this: // Add near the top of the game initialization game.faceTrackingEnabled = false;
Code edit (7 edits merged)
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update with: // Handle decoration upgrades else if (category === 'decorations') { 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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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 1569
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update with: // In updateCostTexts function, replace the color upgrade section with: if (category === 'colors') { var activeColorKey = getActiveColorKey(); var isCurrentlyActive = (key === activeColorKey) || (UPGRADE_CONFIG.gameSettings.activeColor === "auto" && key === activeColorKey); if (upgrade.currentLevel > 0) { if (isCurrentlyActive) { costText.setText("ACTIVE"); costText.fill = 0x00FF00; // Green // Force this to be the final state setTimeout(function() { costText.fill = 0x00FF00; }, 0); } else if (upgrade.currentLevel >= upgrade.maxLevel) { costText.setText("SOLD OUT"); costText.fill = 0x888888; } else { costText.setText(getUpgradeCost(upgrade) + " BP"); costText.fill = 0xFFFF00; } } // ...rest of the function remains the same }
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update with: function updateCostText(category, key, text, color) { if (game.upgradeRegistry[category] && game.upgradeRegistry[category][key] && game.upgradeRegistry[category][key].costText) { var costText = game.upgradeRegistry[category][key].costText; costText.setText(text); // Force the color to be applied directly to the text element property costText.fill = color; // For colors tab, always ensure ACTIVE is green regardless of other settings if (category === 'colors' && text === "ACTIVE") { costText.fill = 0x00FF00; // Ensure green for ACTIVE state } } }
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update as needed with: // At the top level of your game, add a sound cooldown tracker game.autoPopSoundCooldown = 0; game.AUTO_POP_SOUND_COOLDOWN = 5; // frames to wait between auto-pop sounds // Then modify the Bubble.autoPop method: self.autoPop = function () { // Only award points if bubble is on screen if (!self.autoPopDisplayed && self.y > -self.size) { var points = Math.floor(self.getBP() * 0.5); game.addBP(points, self.x, self.y, true); self.autoPopDisplayed = true; // Only play sound if cooldown is 0 if (game.autoPopSoundCooldown <= 0) { // Play a softer pop sound for auto-pops var bubbleSounds = ['bubble1', 'bubble2', 'bubble3', 'bubble4']; var randomSound = bubbleSounds[Math.floor(Math.random() * bubbleSounds.length)]; var sound = LK.getSound(randomSound); sound.volume = 0.3; // Lower volume for auto-pops sound.play(); // Set cooldown game.autoPopSoundCooldown = game.AUTO_POP_SOUND_COOLDOWN; } } self.deactivate(); return; }; // Then in your game.update function, add this near the beginning: // Update sound cooldowns if (game.autoPopSoundCooldown > 0) { game.autoPopSoundCooldown--; }
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update as needed with: // In game.addBP function, after adding the pointText game.addChild(pointText); // If menu is open, ensure popup is below menu if (menuOpen) { game.setChildIndex(pointText, game.getChildIndex(menuContainer) - 1); } // Then continue with your existing tween tween(pointText, { y: pointText.y - 100, alpha: 0 }, { duration: 1200, onFinish: function onFinish() { pointText.destroy(); } }); βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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update as needed with: if (UPGRADE_CONFIG.player.autoPop.currentLevel > 0) { if (LK.ticks % Math.max(60, 660 - UPGRADE_CONFIG.player.autoPop.currentLevel * 120) === 0) { var fish = new Fish(); game.addChild(fish); // If menu is open, ensure fish is below menu if (menuOpen) { game.setChildIndex(fish, game.getChildIndex(menuContainer) - 1); } } }
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play one random bubble sound effect when a bubble autopops
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play the random bubble sound effect when bubbles autopop
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make it slightly easier to hit the bubbles
Code edit (1 edits merged)
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Code edit (3 edits merged)
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Play the bell sound effect when an upgrade is purchased.
Code edit (1 edits merged)
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Please fix the bug: 'TypeError: LK.playSound is not a function. (In 'LK.playSound('fishtank')', 'LK.playSound' is undefined)' in or related to this line: 'LK.playSound('fishtank');' Line Number: 1723
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Please fix the bug: 'ReferenceError: Can't find variable: bubbleSpawned' in or related to this line: 'if (!bubbleSpawned) {' Line Number: 1720
Code edit (1 edits merged)
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Update with: function updateClams() { if (!game.clamSpawnPoints) { return; } // Flag to track if any clam has spawned a bubble in this cycle let bubbleSpawned = false; game.clamSpawnPoints.forEach(function (spawnPoint) { var config = UPGRADE_CONFIG.machines[spawnPoint.type]; // Calculate production time with speed upgrade var baseTime = config.production * 150; var speedMultiplier = Math.pow(1 - UPGRADE_EFFECTS.autoBubbleSpeed.decrementPercent / 100, UPGRADE_CONFIG.machine.autoBubbleSpeed.currentLevel); var adjustedTime = Math.max(1, Math.floor(baseTime * speedMultiplier)); var qualityLevel = UPGRADE_CONFIG.machine.bubbleQuality.currentLevel; if (qualityLevel > 0) { // -10% production rate per level adjustedTime = Math.floor(adjustedTime * (1 + 0.1 * qualityLevel)); } if (LK.ticks % adjustedTime === 0) { // Find first available bubble in pool var bubble = game.bubblePool.find(function (b) { return !b.visible; }); if (bubble && game.activeBubbles.length < game.MAX_BUBBLES) { // Check if this is the first bubble spawned in this cycle if (!bubbleSpawned) { LK.playSound('bubblelow'); bubbleSpawned = true; } bubble.activate(spawnPoint.x, spawnPoint.y, config.bubbleSize, false); bubble.fromClam = true; if (UPGRADE_CONFIG.player.sizeVariance.currentLevel > 0) { var variance = UPGRADE_CONFIG.player.sizeVariance.currentLevel; var minIncrease = 0.1 * variance; var maxIncrease = 0.15 * variance; // Apply size variance var sizeMultiplier = 1 - minIncrease + Math.random() * (minIncrease + maxIncrease); bubble.size *= sizeMultiplier; } // Set initial velocities for clam bubbles bubble.verticalVelocity = 0; bubble.driftX = (spawnPoint.isRight ? -1 : 1) * (Math.random() * 1.5 + 2); game.activeBubbles.push(bubble); } } }); }
Code edit (3 edits merged)
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Move the menuopen sound for when the menu closes to the beginning of the tween animation. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
/**** 
* 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;
	self.visible = false; // Start invisible in pool
	var sprite = self.attachAsset('bubble', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0.8
	});
	self.colorTint = 0xFFFFFF; // Default white tint
	self.colorMultiplier = 1.0; // Default multiplier
	self.colorPhase = Math.random() * Math.PI * 2; // Random starting phase
	self.isTwin = false;
	self.starSprite = null;
	self.size = 100;
	self.updateColor = function () {
		// Check if color upgrades are active
		if (UPGRADE_CONFIG.colors.blueBubbles.currentLevel > 0) {
			var color = 0xFFFFFF;
			var multiplier = 1.0;
			if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) {
				// Prismatic - constantly shifting color with variable multiplier
				self.colorPhase += 0.02;
				var colorValue = Math.sin(self.colorPhase) * 0.5 + 0.5; // 0 to 1
				multiplier = 0.8 + colorValue * 1.2; // 0.8x to 2.0x
				// Generate rainbow color
				var r = Math.sin(self.colorPhase) * 127 + 128;
				var g = Math.sin(self.colorPhase + 2) * 127 + 128;
				var b = Math.sin(self.colorPhase + 4) * 127 + 128;
				color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b);
			} else if (UPGRADE_CONFIG.colors.rainbowBubbles.currentLevel > 0) {
				// Rainbow - randomly changes color on activation
				var colorChoice = Math.floor(Math.random() * 6);
				switch (colorChoice) {
					case 0:
						color = 0xFF0000;
						multiplier = 1.5;
						break;
					// Red
					case 1:
						color = 0xFFAA00;
						multiplier = 1.4;
						break;
					// Orange
					case 2:
						color = 0xFFFF00;
						multiplier = 1.3;
						break;
					// Yellow
					case 3:
						color = 0x00FF00;
						multiplier = 1.2;
						break;
					// Green
					case 4:
						color = 0x0000FF;
						multiplier = 1.1;
						break;
					// Blue
					case 5:
						color = 0xFF00FF;
						multiplier = 1.6;
						break;
					// Purple
				}
			} else if (UPGRADE_CONFIG.colors.pinkBubbles.currentLevel > 0) {
				color = 0xFF80C0; // Pink
				multiplier = 1.3;
			} else if (UPGRADE_CONFIG.colors.greenBubbles.currentLevel > 0) {
				color = 0x00FF80; // Green
				multiplier = 1.2;
			} else {
				// Blue bubbles
				color = 0x80C0FF; // Blue
				multiplier = 1.1;
			}
			self.colorTint = color;
			self.colorMultiplier = multiplier;
			// Apply tint to the sprite
			sprite.tint = color; // Try direct assignment
			// If that doesn't work, try:
			// sprite.color = color;
		}
	};
	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;
		}
		// Reset color properties
		self.colorTint = 0xFFFFFF; // Reset to default white
		self.colorMultiplier = 1.0; // Reset multiplier
		self.colorPhase = Math.random() * Math.PI * 2; // Fresh random phase
		sprite.tint = 0xFFFFFF; // Reset the sprite tint directly
		// Check if color upgrades are active and apply colors
		self.applyColorUpgrade();
		// Add some debug logs
	};
	self.setTwin = function () {
		self.isTwin = true;
		// Create star sprite if it doesn't exist
		if (!self.starSprite) {
			self.starSprite = LK.getAsset('star', {
				anchorX: 0.5,
				anchorY: 0.5,
				alpha: 0.9
			});
			self.addChild(self.starSprite);
		}
		// Make sure it's visible
		self.starSprite.visible = true;
		// Scale star based on bubble size
		var starScale = self.size / 200; // Adjust divisor to change star size relative to bubble
		self.starSprite.scaleX = starScale;
		self.starSprite.scaleY = starScale;
		// Add a small rotation animation
		self.starSprite.rotationSpeed = Math.random() * 0.02 + 0.01;
	};
	self.applyColorUpgrade = function () {
		// Only apply if any color upgrade is active
		if (UPGRADE_CONFIG.colors.blueBubbles.currentLevel > 0) {
			var color = 0xFFFFFF;
			var multiplier = 1.0;
			// Get active color setting
			var activeColorKey = getActiveColorKey();
			// Apply the selected color
			if (activeColorKey === "prismaticBubbles") {
				// Prismatic - constantly shifting color with variable multiplier
				self.colorPhase += 0.02;
				var colorValue = Math.sin(self.colorPhase) * 0.5 + 0.5; // 0 to 1
				multiplier = 0.8 + colorValue * 1.2; // 0.8x to 2.0x
				// Generate rainbow color
				var r = Math.sin(self.colorPhase) * 127 + 128;
				var g = Math.sin(self.colorPhase + 2) * 127 + 128;
				var b = Math.sin(self.colorPhase + 4) * 127 + 128;
				color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b);
			} else if (activeColorKey === "rainbowBubbles") {
				// Rainbow - randomly changes color
				var rainbowColors = [0xFF0000,
				// Red
				0xFFA500,
				// Orange
				0xFFFF00,
				// Yellow
				0x00FF00,
				// Green
				0x0000FF,
				// Blue
				0xFF00FF // Purple
				];
				var multipliers = [1.5, 1.4, 1.3, 1.2, 1.1, 1.6];
				var index = Math.floor(Math.random() * rainbowColors.length);
				color = rainbowColors[index];
				multiplier = multipliers[index];
			} else {
				// Check all single colors in a more maintainable way
				var colorKeys = ["silverBubbles", "crimsonBubbles", "goldBubbles", "tealBubbles", "pinkBubbles", "orangeBubbles", "greenBubbles", "purpleBubbles", "blueBubbles"];
				// Find the active color or highest unlocked
				for (var i = 0; i < colorKeys.length; i++) {
					var key = colorKeys[i];
					if (activeColorKey === key || activeColorKey === "auto" && UPGRADE_CONFIG.colors[key].currentLevel > 0) {
						color = UPGRADE_CONFIG.colors[key].color;
						multiplier = UPGRADE_CONFIG.colors[key].multiplier;
						break;
					}
				}
			}
			// Apply the color and multiplier
			sprite.tint = color;
			self.colorTint = color;
			self.colorMultiplier = multiplier;
		}
	};
	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
	};
	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) {
		var currentTime = Date.now();
		if (currentTime - self.lastPopTime < 100) {
			return true;
		}
		self.lastPopTime = currentTime;
		var points = self.getBP();
		game.addBP(points, self.x, self.y, false);
		if (self.size > 60 && !self.justSplit) {
			var splitCount = 2 + UPGRADE_CONFIG.machine.bubbleDurability.currentLevel;
			var newSize = Math.max(self.MIN_SPLIT_SIZE, self.size * 0.6);
			for (var i = 0; i < splitCount; i++) {
				var angle = i / splitCount * Math.PI * 2;
				// Reduce the direction multiplier to 0.5 to make movement more gentle
				spawnBubble(self.x, self.y, newSize, Math.cos(angle) * 0.5, false);
			}
		}
		// Check if this bubble is part of twin pair
		var twinPair = game.twinBubbles.find(function (pair) {
			return pair.bubble1 === self && !pair.popped || pair.bubble2 === self && !pair.popped;
		});
		if (twinPair) {
			// Mark as popped
			twinPair.popped = true;
			twinPair.timestamp = LK.ticks;
			// Find the other bubble in the pair
			var otherBubble = twinPair.bubble1 === self ? twinPair.bubble2 : twinPair.bubble1;
			// Add bonus for twin pop
			var twinLevel = UPGRADE_CONFIG.player.twinBubbles.currentLevel;
			var bonusMultiplier = 0.5 + 0.25 * twinLevel; // 50/75/100% bonus
			// Pop the other bubble automatically and add bonus points
			if (otherBubble.visible) {
				var bonusPoints = Math.floor(otherBubble.getBP() * bonusMultiplier);
				game.addBP(bonusPoints, otherBubble.x, otherBubble.y, false);
				otherBubble.deactivate();
			}
		}
		// 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();
		self.deactivate();
		return true;
	};
	self.getBP = function () {
		var baseValue = Math.max(1, Math.floor(Math.pow(self.size, 1.4) * 0.02 * 100));
		// Apply Bubble Refinement upgrade
		var refinementLevel = UPGRADE_CONFIG.player.bubbleRefinement.currentLevel;
		if (refinementLevel > 0) {
			baseValue *= 1 + 0.25 * refinementLevel; // +25% per level
		}
		if (self.fromClam && UPGRADE_CONFIG.machine.bubbleQuality.currentLevel > 0) {
			var qualityLevel = UPGRADE_CONFIG.machine.bubbleQuality.currentLevel;
			baseValue *= 1 + 0.4 * qualityLevel; // +40% per level
		}
		// Apply color multiplier
		baseValue = Math.floor(baseValue * self.colorMultiplier);
		// Apply treasure zone bonus if applicable
		baseValue = Math.floor(baseValue * getTreasureBonusMultiplier(self.x, self.y));
		return baseValue;
	};
	self.update = function () {
		if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) {
			self.colorPhase += 0.02;
			var r = Math.sin(self.colorPhase) * 127 + 128;
			var g = Math.sin(self.colorPhase + 2) * 127 + 128;
			var b = Math.sin(self.colorPhase + 4) * 127 + 128;
			var color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b);
			// Update the color value
			sprite.tint = color;
			self.colorTint = color;
			// Make the multiplier oscillate for prismatic
			var colorValue = Math.sin(self.colorPhase) * 0.5 + 0.5;
			self.colorMultiplier = 0.8 + colorValue * 1.2; // 0.8x to 2.0x
		}
		// 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;
		}
		// Only increment lifetime if not being actively blown
		if (game.growingBubble !== self) {
			self.lifetime++;
			if (self.lifetime % 60 === 0) {
				self.driftX += (Math.random() - 0.5) * 0.8;
			}
		}
		self.x += self.driftX * 1.2;
		if (self.lifetime > self.maxLifetime) {
			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 = spawnBubble(self.x, self.y, newSize, i === 0 ? -1 : 1, true);
					if (split) {
						split.maxLifetime *= 0.7;
					}
				}
				self.deactivate();
				return;
			}
			self.autoPop();
			return;
		}
		if (self.y < -self.size) {
			// Just deactivate, no points
			self.visible = false;
			var index = game.activeBubbles.indexOf(self);
			if (index > -1) {
				game.activeBubbles.splice(index, 1);
			}
			return;
		}
		self.justSplit = false;
		if (self.verticalVelocity < self.floatSpeed) {
			self.verticalVelocity += 0.08;
		}
		self.y -= self.verticalVelocity;
		if (Math.abs(self.driftX) > (Math.random() * 20 - 10) / 60) {
			self.driftX *= 0.98;
		}
		self.x += self.driftX;
		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 () {
		// Only award points if bubble is on screen
		if (!self.autoPopDisplayed && self.y > -self.size) {
			var points = Math.floor(self.getBP() * 0.5);
			game.addBP(points, self.x, self.y, true);
			self.autoPopDisplayed = true;
			// Only play sound if cooldown is 0
			if (game.autoPopSoundCooldown <= 0) {
				// Play a softer pop sound for auto-pops
				var bubbleSounds = ['bubble1', 'bubble2', 'bubble3', 'bubble4'];
				var randomSound = bubbleSounds[Math.floor(Math.random() * bubbleSounds.length)];
				var sound = LK.getSound(randomSound);
				sound.volume = 0.3; // Lower volume for auto-pops
				sound.play();
				// Set cooldown
				game.autoPopSoundCooldown = game.AUTO_POP_SOUND_COOLDOWN;
			}
		}
		self.deactivate();
		return;
	};
	self.updateColor = function () {
		// Check if color upgrades are active
		if (UPGRADE_CONFIG.colors.blueBubbles.currentLevel > 0) {
			var color = 0xFFFFFF;
			var multiplier = 1.0;
			if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) {
				// Prismatic - constantly shifting color with variable multiplier
				self.colorPhase += 0.02;
				var colorValue = Math.sin(self.colorPhase) * 0.5 + 0.5; // 0 to 1
				multiplier = 0.8 + colorValue * 1.2; // 0.8x to 2.0x
				// Generate rainbow color
				var r = Math.sin(self.colorPhase) * 127 + 128;
				var g = Math.sin(self.colorPhase + 2) * 127 + 128;
				var b = Math.sin(self.colorPhase + 4) * 127 + 128;
				color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b);
			} else if (UPGRADE_CONFIG.colors.rainbowBubbles.currentLevel > 0) {
				// Rainbow - randomly changes color on activation
				var colorChoice = Math.floor(Math.random() * 6);
				switch (colorChoice) {
					case 0:
						color = 0xFF0000;
						multiplier = 1.5;
						break;
					// Red
					case 1:
						color = 0xFFAA00;
						multiplier = 1.4;
						break;
					// Orange
					case 2:
						color = 0xFFFF00;
						multiplier = 1.3;
						break;
					// Yellow
					case 3:
						color = 0x00FF00;
						multiplier = 1.2;
						break;
					// Green
					case 4:
						color = 0x0000FF;
						multiplier = 1.1;
						break;
					// Blue
					case 5:
						color = 0xFF00FF;
						multiplier = 1.6;
						break;
					// Purple
				}
			} else if (UPGRADE_CONFIG.colors.pinkBubbles.currentLevel > 0) {
				color = 0xFF80C0; // Pink
				multiplier = 1.3;
			} else if (UPGRADE_CONFIG.colors.greenBubbles.currentLevel > 0) {
				color = 0x00FF80; // Green
				multiplier = 1.2;
			} else {
				// Blue bubbles
				color = 0x80C0FF; // Blue
				multiplier = 1.1;
			}
			self.colorTint = color;
			self.colorMultiplier = multiplier;
			// Apply tint to the sprite
			sprite.tint = self.colorTint;
		}
	};
	return self;
});
var Fish = Container.expand(function () {
	var self = Container.call(this);
	var fishTypes = ['redfish', 'bluefish', 'yellowfish'];
	var fishType = fishTypes[Math.floor(Math.random() * fishTypes.length)];
	// Create fish sprite
	var sprite = self.attachAsset(fishType, {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Initialize position and movement
	self.fromLeft = Math.random() < 0.5;
	self.x = self.fromLeft ? -100 : game.width + 100;
	self.y = Math.random() * (game.height * 0.7) + game.height * 0.1;
	sprite.scaleX = self.fromLeft ? 1 : -1;
	self.speed = 8; // Changed from 4
	self.update = function () {
		self.x += self.fromLeft ? self.speed : -self.speed;
		// Add 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) {
					// Increased from 30 to 50
					// 30px collision radius
					var points = bubble.getBP();
					game.addBP(points, bubble.x, bubble.y, false); // false = manual pop points
					// 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();
				}
			}
		});
		// Remove when off screen
		if (self.fromLeft && self.x > game.width + 100 || !self.fromLeft && self.x < -100) {
			self.destroy();
		}
	};
	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 () {
		// Only use face tracking when enabled
		if (game.faceTrackingEnabled) {
			// 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 Β±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 Β±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
****/ 
game.faceTrackingEnabled = false;
var UPGRADE_CONFIG = {
	gameSettings: {
		activeColor: "auto" // Default to automatic progression (highest unlocked)
	},
	player: {
		lungCapacity: {
			name: "Lung Capacity",
			baseCost: 100,
			costScale: 3.0,
			maxLevel: 10,
			currentLevel: 0
		},
		quickBreath: {
			name: "Quick Breath",
			baseCost: 100,
			costScale: 3.0,
			maxLevel: 10,
			currentLevel: 0
		},
		autoPop: {
			name: "Fish Friends",
			baseCost: 400,
			costScale: 4,
			maxLevel: 6,
			currentLevel: 0
		},
		bubbleRefinement: {
			name: "Bubble Refinement",
			baseCost: 2500,
			costScale: 2.5,
			maxLevel: 10,
			currentLevel: 0
		},
		twinBubbles: {
			name: "Twin Bubbles",
			baseCost: 5000,
			costScale: 3,
			maxLevel: 5,
			currentLevel: 0
		},
		sizeVariance: {
			name: "Size Variance",
			baseCost: 5000,
			costScale: 3,
			maxLevel: 5,
			currentLevel: 0
		}
	},
	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: 5000,
			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: 80000,
			costScale: 3,
			amount: 0,
			maxAmount: 4,
			// Add max amount
			production: 1,
			bubbleSize: 150,
			unlockCost: 20000,
			requires: "advancedClam" // Add requirement
		}
	},
	machine: {
		bubbleDurability: {
			name: "Bubble Splitting",
			baseCost: 20000,
			costScale: 5,
			maxLevel: 3,
			currentLevel: 0
		},
		autoBubbleSpeed: {
			name: "Clam Speed",
			baseCost: 3000,
			costScale: 3.5,
			maxLevel: 8,
			currentLevel: 0
		},
		bubbleQuality: {
			name: "Bubble Quality",
			baseCost: 3000,
			costScale: 3.5,
			maxLevel: 8,
			currentLevel: 0
		}
	},
	colors: {
		blueBubbles: {
			name: "Blue Bubbles",
			baseCost: 1000,
			costScale: 1.0,
			maxLevel: 1,
			currentLevel: 0,
			multiplier: 1.1,
			color: 0x80C0FF
		},
		purpleBubbles: {
			name: "Purple Bubbles",
			baseCost: 2500,
			costScale: 1.0,
			maxLevel: 1,
			currentLevel: 0,
			requires: "blueBubbles",
			multiplier: 1.15,
			color: 0x8A2BE2
		},
		greenBubbles: {
			name: "Green Bubbles",
			baseCost: 5000,
			costScale: 1.0,
			maxLevel: 1,
			currentLevel: 0,
			requires: "purpleBubbles",
			multiplier: 1.2,
			color: 0x00FF80
		},
		orangeBubbles: {
			name: "Orange Bubbles",
			baseCost: 8000,
			costScale: 1.0,
			maxLevel: 1,
			currentLevel: 0,
			requires: "greenBubbles",
			multiplier: 1.25,
			color: 0xFFA500
		},
		pinkBubbles: {
			name: "Pink Bubbles",
			baseCost: 12000,
			costScale: 1.0,
			maxLevel: 1,
			currentLevel: 0,
			requires: "orangeBubbles",
			multiplier: 1.3,
			color: 0xFF80C0
		},
		tealBubbles: {
			name: "Teal Bubbles",
			baseCost: 18000,
			costScale: 1.0,
			maxLevel: 1,
			currentLevel: 0,
			requires: "pinkBubbles",
			multiplier: 1.35,
			color: 0x00CED1
		},
		goldBubbles: {
			name: "Gold Bubbles",
			baseCost: 25000,
			costScale: 1.0,
			maxLevel: 1,
			currentLevel: 0,
			requires: "tealBubbles",
			multiplier: 1.4,
			color: 0xFFD700
		},
		crimsonBubbles: {
			name: "Crimson Bubbles",
			baseCost: 35000,
			costScale: 1.0,
			maxLevel: 1,
			currentLevel: 0,
			requires: "goldBubbles",
			multiplier: 1.45,
			color: 0xDC143C
		},
		silverBubbles: {
			name: "Silver Bubbles",
			baseCost: 45000,
			costScale: 1.0,
			maxLevel: 1,
			currentLevel: 0,
			requires: "crimsonBubbles",
			multiplier: 1.5,
			color: 0xC0C0C0
		},
		rainbowBubbles: {
			name: "Rainbow Bubbles",
			baseCost: 75000,
			costScale: 1.0,
			maxLevel: 1,
			currentLevel: 0,
			requires: "silverBubbles",
			multiplier: 1.6
		},
		prismaticBubbles: {
			name: "Prismatic Bubbles",
			baseCost: 150000,
			costScale: 1.0,
			maxLevel: 1,
			currentLevel: 0,
			requires: "rainbowBubbles",
			multiplier: 1.8
		}
	},
	decorations: {
		sunkenTreasures: {
			name: "Sunken Treasures",
			baseCost: 25000,
			costScale: 2.5,
			amount: 0,
			maxAmount: 3
		}
	}
};
// Initialize upgrade registry for UI elements
game.upgradeRegistry = {};
// At the top level of your game, add a sound cooldown tracker
game.autoPopSoundCooldown = 0;
game.AUTO_POP_SOUND_COOLDOWN = 5; // frames to wait between auto-pop sounds
var background = LK.getAsset('background', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: game.width / 2,
	y: game.height / 2
});
game.addChild(background);
// Add treasure container
game.titleMode = true; // Track if we're in title mode
game.showTitleScreen = function () {
	// Create title container to hold all title elements
	var titleContainer = new Container();
	game.titleContainer = titleContainer;
	game.addChild(titleContainer);
	// Add the logo that falls in from top
	var logo = LK.getAsset('titlebubble', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: game.width / 2,
		y: -400,
		// Start above screen
		scaleX: 1,
		scaleY: 1
	});
	titleContainer.addChild(logo);
	// Animate logo falling in
	tween(logo, {
		y: game.height / 2 - 300 // Stop at halfway mark
	}, {
		duration: 1500,
		easing: tween.easeOutElastic,
		onFinish: function onFinish() {
			// After logo animation completes, show the start button
			var startButton = LK.getAsset('startbutton', {
				anchorX: 0.5,
				anchorY: 0.5,
				x: game.width / 2,
				y: game.height / 2 + 700,
				scaleX: 0.01,
				// Start tiny
				scaleY: 0.01
			});
			titleContainer.addChild(startButton);
			// Animate button growing
			tween(startButton, {
				scaleX: 1,
				scaleY: 1
			}, {
				duration: 800,
				easing: tween.easeOutBack
			});
			// Add tap/click handler to button
			startButton.down = function () {
				game.startGame();
				return true;
			};
		}
	});
};
var treasureContainer = new Container();
game.addChild(treasureContainer);
game.setChildIndex(treasureContainer, 1);
// Add clam container
var clamContainer = new Container();
game.addChild(clamContainer);
// Add player mask
var playerMask = new pufferMask();
game.addChild(playerMask);
playerMask.visible = false;
game.showTitleScreen();
var UPGRADE_EFFECTS = {
	lungCapacity: {
		baseValue: 160,
		incrementPercent: 25
	},
	quickBreath: {
		baseValue: 1.6,
		incrementPercent: 25
	},
	autoBubbleSpeed: {
		decrementPercent: 10
	},
	bubbleDurability: {
		extraSplits: 1
	},
	autoPop: {
		timeReduction: 0.8
	}
};
// Define column assignments for each tab
var tabColumns = {
	bubbles: {
		left: [['player', 'lungCapacity'], ['player', 'quickBreath'], ['player', 'bubbleRefinement'], ['player', 'twinBubbles']],
		right: [['player', 'autoPop'], ['player', 'sizeVariance'], ['machine', 'bubbleDurability']]
	},
	clams: {
		left: [['machines', 'basicClam'], ['machines', 'advancedClam'], ['machines', 'premiumClam']],
		right: [['machine', 'autoBubbleSpeed'], ['machine', 'bubbleQuality']]
	},
	colors: {
		left: [['colors', 'blueBubbles'], ['colors', 'purpleBubbles'], ['colors', 'greenBubbles'], ['colors', 'orangeBubbles'], ['colors', 'pinkBubbles']],
		right: [['colors', 'tealBubbles'], ['colors', 'goldBubbles'], ['colors', 'crimsonBubbles'], ['colors', 'silverBubbles'], ['colors', 'rainbowBubbles'], ['colors', 'prismaticBubbles']]
	},
	decorations: {
		right: [['decorations', 'sunkenTreasures']]
	}
};
function getUpgradeCost(upgrade) {
	if (upgrade.amount !== undefined) {
		// For clams and decorations
		return Math.floor(upgrade.baseCost * Math.pow(upgrade.costScale, upgrade.amount));
	} else {
		// For regular upgrades
		return Math.floor(upgrade.baseCost * Math.pow(upgrade.costScale, upgrade.currentLevel));
	}
}
function getActiveColorKey() {
	if (UPGRADE_CONFIG.gameSettings.activeColor === "auto") {
		// Find highest unlocked color in order of value
		var colorKeys = ["prismaticBubbles", "rainbowBubbles", "silverBubbles", "crimsonBubbles", "goldBubbles", "tealBubbles", "pinkBubbles", "orangeBubbles", "greenBubbles", "purpleBubbles", "blueBubbles"];
		for (var i = 0; i < colorKeys.length; i++) {
			if (UPGRADE_CONFIG.colors[colorKeys[i]].currentLevel > 0) {
				return colorKeys[i];
			}
		}
	}
	return UPGRADE_CONFIG.gameSettings.activeColor;
}
function setActiveColor(colorKey) {
	if (colorKey === "auto" || UPGRADE_CONFIG.colors[colorKey].currentLevel > 0) {
		UPGRADE_CONFIG.gameSettings.activeColor = colorKey;
		// Update visual indicator in UI
		updateColorSelectionUI();
	} else {
		game.showError("Unlock this color first!");
	}
}
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 50% bonus
		if (distance <= zone.radius) {
			totalBonus += 0.5; // +50% per overlapping zone
		}
	});
	// Return multiplier (1.0 = no bonus, 1.5 = one zone, 2.0 = two zones, etc.)
	return 1.0 + totalBonus;
}
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];
}
game.showError = function (message) {
	var errorText = new Text2(message, {
		size: 120,
		fill: 0xFF0000,
		stroke: 0x000000,
		strokeThickness: 5,
		font: "Impact"
	});
	errorText.anchor = {
		x: 0.5,
		y: 0.5
	};
	errorText.x = game.width / 2;
	errorText.y = game.height / 2;
	game.addChild(errorText);
	tween(errorText, {
		alpha: 0,
		y: errorText.y - 50
	}, {
		duration: 1200,
		onFinish: function onFinish() {
			errorText.destroy();
		}
	});
};
game.showMessage = function (message) {
	var messageText = new Text2(message, {
		size: 80,
		fill: 0xFFFFFF,
		stroke: 0x000000,
		strokeThickness: 3,
		font: "Impact"
	});
	messageText.anchor = {
		x: 0.5,
		y: 0.5
	};
	messageText.x = game.width / 2;
	messageText.y = game.height / 2;
	game.addChild(messageText);
	tween(messageText, {
		alpha: 0,
		y: messageText.y - 30
	}, {
		duration: 1000,
		onFinish: function onFinish() {
			messageText.destroy();
		}
	});
};
var currentTab = 'bubbles'; // Default tab
var menuTabs = ['bubbles', 'clams', 'colors', 'decorations'];
var tabButtons = {}; // Will hold references to tab buttons
// Create menu container at the right position
var menuContainer = new Container();
menuContainer.x = game.width / 2;
menuContainer.y = game.height; // Position at bottom
var menuPanel = LK.getAsset('upgradetab', {
	anchorX: 0.5,
	anchorY: 0,
	y: -570,
	alpha: 0.9,
	scaleX: 2048 / 200,
	scaleY: game.height * 0.4 / 100.3
});
var menuTab = LK.getAsset('upgradetab', {
	anchorX: 0.5,
	anchorY: 1,
	y: 0,
	scaleX: 3,
	scaleY: 0.8,
	alpha: 0.9
});
// Add panel first (so it's behind tab)
menuContainer.addChild(menuPanel);
menuContainer.addChild(menuTab);
// Menu text
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; // Position relative to container bottom
menuContainer.addChild(menuText);
// Add to game
game.addChild(menuContainer);
menuContainer.visible = false;
// Create text container
var menuTextContainer = new Container();
menuContainer.addChild(menuTextContainer);
// Create tab containers
var tabContainers = {};
menuTabs.forEach(function (tab) {
	var contentContainer = new Container();
	contentContainer.visible = tab === currentTab;
	tabContainers[tab] = contentContainer;
	menuTextContainer.addChild(contentContainer);
});
// Create tabs container (only visible when menu is open)
var tabsContainer = new Container();
tabsContainer.x = menuPanel.width * menuPanel.scaleX / 2 - 850; // Center horizontally
tabsContainer.y = 0;
menuContainer.addChild(tabsContainer);
// Define tab dimensions
var tabWidth = menuPanel.width * 0.8 * menuPanel.scaleX / menuTabs.length;
var tabHeight = 120;
// Create tabs
menuTabs.forEach(function (tab, index) {
	var tabButton = LK.getAsset('upgradetab', {
		anchorX: 0.5,
		anchorY: 0,
		x: -menuPanel.width * menuPanel.scaleX / 2 + (index + 0.5) * tabWidth,
		y: 0,
		scaleX: tabWidth / 200,
		scaleY: tabHeight / 299,
		alpha: tab === currentTab ? 1.0 : 0.7
	});
	// Add hit detection
	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 the 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;
			// 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;
	};
	// Store reference to the button
	tabButtons[tab] = tabButton;
	// Add text to tab
	var tabText = new Text2(tab.charAt(0).toUpperCase() + tab.slice(1), {
		size: 80,
		fill: 0xFFFFFF,
		stroke: 0x000000,
		strokeThickness: 3,
		font: "Impact"
	});
	tabText.anchor = {
		x: 0.5,
		y: 0.5
	};
	tabText.x = tabButton.x;
	tabText.y = tabHeight / 2;
	// Add to container 
	tabsContainer.addChild(tabButton);
	tabsContainer.addChild(tabText);
});
// 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;
// Move the entire text container to align with panel
menuTextContainer.y = 0;
menuTextContainer.x = 0;
// Initialize menu state
var menuOpen = false;
var menuTargetY = game.height;
// Create BP display text
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);
bpText.visible = false;
// Initialize BP tracking
game.bp = 0;
game.combo = 0;
game.lastPopTime = 0;
game.COMBO_WINDOW = 60; // 1 second in frames
game.addBP = function (points, x, y, isAutoPop) {
	if (game.titleMode) {
		return;
	}
	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;
	}
	// Ensure points is at least 1
	points = Math.max(1, Math.floor(points));
	game.bp += points;
	bpText.setText(formatBP(game.bp) + " BP");
	// Set size and color based on point value
	var textSize = 96;
	var textColor = 0xFFFF00; // Default yellow
	if (points > 100) {
		textSize = 120;
		textColor = 0xFF0000; // Red for >100
	} else if (points > 50) {
		textSize = 108;
		textColor = 0xFFA500; // Orange for 51-100
	}
	// Always show point text
	var pointText = new Text2("+" + points, {
		size: textSize,
		fill: textColor,
		font: "Impact",
		fontWeight: 'bold'
	});
	pointText.anchorX = 0.5;
	pointText.anchorY = 0.5;
	pointText.x = x;
	pointText.y = y;
	game.addChild(pointText);
	// If menu is open, ensure popup is below menu
	if (menuOpen) {
		game.setChildIndex(pointText, game.getChildIndex(menuContainer) - 1);
	}
	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();
			}
		});
	}
};
// Function to create upgrade text (MODIFIED with Registry)
function createUpgradeText(category, key, index, isLeftColumn, tab) {
	var upgrade = UPGRADE_CONFIG[category][key];
	if (!upgrade) {
		return;
	}
	var xOffset = isLeftColumn ? -750 : 200;
	var yPos = startY + index * upgradeSpacing + 120;
	// Create hit container
	var hitContainer = new Container();
	var hitArea = LK.getAsset('blower', {
		width: 600,
		height: 140,
		color: 0xFFFFFF,
		alpha: 0.0
	});
	hitContainer.addChild(hitArea);
	hitContainer.x = xOffset;
	hitContainer.y = yPos;
	hitArea.x = 0;
	hitArea.y = -40;
	// Create name text
	var nameText = new Text2(upgrade.name, {
		size: 96,
		fill: 0xFFFFFF,
		stroke: 0x000000,
		strokeThickness: 2,
		font: "Impact"
	});
	nameText.x = xOffset;
	nameText.y = yPos;
	// Create cost text
	var cost = getUpgradeCost(upgrade);
	var costText = new Text2(cost + " BP", {
		size: 96,
		fill: 0xFFFF00,
		stroke: 0x000000,
		strokeThickness: 2,
		font: "Impact"
	});
	costText.x = xOffset;
	costText.y = yPos + 100;
	// Register the UI elements
	if (!game.upgradeRegistry[category]) {
		game.upgradeRegistry[category] = {};
	}
	game.upgradeRegistry[category][key] = {
		nameText: nameText,
		costText: costText,
		hitContainer: hitContainer,
		tab: tab
	};
	// Add click handler
	hitContainer.down = function () {
		var cost = getUpgradeCost(upgrade);
		// Special handling for colors that are already purchased
		if (category === 'colors' && upgrade.currentLevel > 0) {
			// Toggle this color as active
			if (UPGRADE_CONFIG.gameSettings.activeColor === key) {
				// If already active, switch to auto
				UPGRADE_CONFIG.gameSettings.activeColor = "auto";
				game.showMessage("Auto color mode");
			} else {
				// Otherwise activate this color
				UPGRADE_CONFIG.gameSettings.activeColor = key;
				game.showMessage(upgrade.name + " activated");
			}
			// Refresh the tab to update the text displays
			refreshUpgradeTab('colors');
			return true;
		}
		// Regular upgrade purchase logic
		if (category === 'colors' && upgrade.requires) {
			var required = UPGRADE_CONFIG.colors[upgrade.requires];
			if (required && required.currentLevel === 0) {
				game.showError("Unlock " + required.name + " first!");
				return true;
			}
		}
		if (game.bp >= cost) {
			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;
					LK.getSound('upgrade').play();
					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();
					updateCostTexts('clams');
					return true;
				} else {
					game.showError("Not enough BP!");
					return true;
				}
			}
			if (upgrade.amount !== undefined) {
				// For clams and decorations with amount
				if (upgrade.amount < (upgrade.maxAmount || 999)) {
					upgrade.amount++;
					if (upgrade.amount >= upgrade.maxAmount) {
						updateCostText(category, key, "SOLD OUT", 0x888888);
					}
					game.bp -= cost;
					LK.getSound('upgrade').play();
					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);
					}
					updateCostText(category, key, getUpgradeCost(upgrade) + " BP", 0xFFFF00);
					// Update visuals
					if (category === 'machines') {
						updateClamVisuals();
					} else if (category === 'decorations') {
						if (upgrade.amount >= upgrade.maxAmount) {
							costText.setText("SOLD OUT");
							costText.fill = 0x888888;
						} else {
							costText.setText(getUpgradeCost(upgrade) + " BP");
							costText.fill = 0xFFFF00;
						}
						if (key === 'bubbleCoral') {
							updateCoralDecorations();
						} else if (key === 'sunkenTreasures') {
							updateTreasureDecorations();
						}
					}
				}
			} else if (upgrade.currentLevel < upgrade.maxLevel) {
				// For regular upgrades with levels
				upgrade.currentLevel++;
				game.bp -= cost;
				LK.getSound('upgrade').play();
				bpText.setText(formatBP(game.bp) + " BP");
				// If this is a color upgrade, update the UI
				if (category === 'colors') {
					refreshUpgradeTab('colors');
					return true;
				}
				// Update cost text
				if (upgrade.currentLevel >= upgrade.maxLevel) {
					updateCostText(category, key, "SOLD OUT", 0x888888);
				} else {
					updateCostText(category, key, getUpgradeCost(upgrade) + " BP", 0xFFFF00);
				}
				// Handle specific upgrade effects
				if (category === 'player') {
					if (key === 'lungCapacity') {
						var baseSize = UPGRADE_EFFECTS.lungCapacity.baseValue;
						var increasePercent = UPGRADE_EFFECTS.lungCapacity.incrementPercent;
						var multiplier = 1 + increasePercent / 100 * upgrade.currentLevel;
						game.maxBubbleSize = baseSize * multiplier;
					} else if (key === 'quickBreath') {
						game.growthRate = UPGRADE_EFFECTS.quickBreath.baseValue * (1 + UPGRADE_EFFECTS.quickBreath.incrementPercent / 100 * upgrade.currentLevel);
					}
				}
			}
		} else {
			game.showError("Not enough BP!");
		}
		return true;
	};
	// Add elements to the appropriate tab container
	tabContainers[tab].addChild(hitContainer);
	tabContainers[tab].addChild(nameText);
	tabContainers[tab].addChild(costText);
}
// Helper function to update cost text (NEW)
function updateCostText(category, key, text, color) {
	if (game.upgradeRegistry[category] && game.upgradeRegistry[category][key] && game.upgradeRegistry[category][key].costText) {
		var costText = game.upgradeRegistry[category][key].costText;
		costText.setText(text);
		costText.fill = color;
	}
}
// Function to refresh upgrade tab (MODIFIED)
function refreshUpgradeTab(tabName) {
	// Clear the tab container
	while (tabContainers[tabName].children.length > 0) {
		tabContainers[tabName].children[0].destroy();
	}
	// Clear registry entries for this tab
	Object.keys(game.upgradeRegistry).forEach(function (category) {
		Object.keys(game.upgradeRegistry[category]).forEach(function (key) {
			if (game.upgradeRegistry[category][key].tab === tabName) {
				delete game.upgradeRegistry[category][key];
			}
		});
	});
	// Recreate all upgrades for the tab
	if (tabColumns[tabName] && tabColumns[tabName].left) {
		tabColumns[tabName].left.forEach(function (upgrade, index) {
			createUpgradeText(upgrade[0], upgrade[1], index, true, tabName);
		});
	}
	if (tabColumns[tabName] && tabColumns[tabName].right) {
		tabColumns[tabName].right.forEach(function (upgrade, index) {
			createUpgradeText(upgrade[0], upgrade[1], index, false, tabName);
		});
	}
	if (tabName === 'clams') {
		updateClamVisuals();
		updateCostTexts('clams');
	}
	// Update all cost texts for this tab
	updateCostTexts(tabName);
}
// Function to update cost texts (NEW)
function updateCostTexts(tabName) {
	Object.keys(game.upgradeRegistry).forEach(function (category) {
		Object.keys(game.upgradeRegistry[category]).forEach(function (key) {
			var registry = game.upgradeRegistry[category][key];
			// Only update elements in the current tab
			if (registry.tab !== tabName) {
				return;
			}
			var upgrade = UPGRADE_CONFIG[category][key];
			var costText = registry.costText;
			// 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
				}
			}
			// Handle color upgrades
			if (category === 'colors') {
				var activeColorKey = getActiveColorKey();
				if (upgrade.currentLevel > 0) {
					if (key === activeColorKey || UPGRADE_CONFIG.gameSettings.activeColor === "auto" && key === activeColorKey) {
						costText.setText("ACTIVE");
						costText.fill = 0x00FF00;
					} else if (upgrade.currentLevel >= upgrade.maxLevel) {
						costText.setText("SOLD OUT");
						costText.fill = 0x888888;
					} else {
						costText.setText(getUpgradeCost(upgrade) + " BP");
						costText.fill = 0xFFFF00;
					}
				} else if (upgrade.requires) {
					var required = UPGRADE_CONFIG.colors[upgrade.requires];
					if (required && required.currentLevel === 0) {
						costText.setText("LOCKED");
						costText.fill = 0x888888;
					} else {
						costText.setText(getUpgradeCost(upgrade) + " BP");
						costText.fill = 0xFFFF00;
					}
				}
			}
			// Handle machine upgrades
			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;
				}
			}
			// Handle regular upgrades
			else if (upgrade.currentLevel >= upgrade.maxLevel) {
				costText.setText("SOLD OUT");
				costText.fill = 0x888888;
			} else {
				costText.setText(getUpgradeCost(upgrade) + " BP");
				costText.fill = 0xFFFF00;
			}
		});
	});
}
// New function to update all upgrade texts
function updateAllUpgradeTexts() {
	menuTabs.forEach(function (tab) {
		updateCostTexts(tab);
	});
}
// Replace the old updateColorSelectionUI function with this
function updateColorSelectionUI() {
	updateCostTexts('colors');
}
// Variables for upgrade texts
var upgradeTexts = [];
var startY = 150;
var upgradeSpacing = 250;
var columnWidth = 1024;
// Define legacy variables for backward compatibility
var leftColumnUpgrades = [['player', 'lungCapacity'], ['player', 'quickBreath'], ['player', 'autoPop']];
var rightColumnUpgrades = [['machines', 'basicClam'], ['machines', 'advancedClam'], ['machines', 'premiumClam'], ['machine', 'bubbleDurability'], ['machine', 'autoBubbleSpeed']];
// Function to determine which tab an upgrade belongs to (for backward compatibility)
function getTabForUpgrade(category, key) {
	if (category === 'player') {
		return 'bubbles';
	}
	if (category === 'machines' || category === 'machine') {
		return 'clams';
	}
	if (category === 'colors') {
		return 'colors';
	}
	if (category === 'decorations') {
		return 'decorations';
	}
	return 'bubbles'; // Default
}
// Function to switch between tabs
function switchTab(newTab) {
	// Hide old tab content, show new tab content
	tabContainers[currentTab].visible = false;
	tabContainers[newTab].visible = true;
	// Update tab button appearance
	tabButtons[currentTab].alpha = 0.7;
	tabButtons[newTab].alpha = 1.0;
	currentTab = newTab;
}
// Function to update treasure decorations
function updateTreasureDecorations() {
	// Clear existing treasures
	while (treasureContainer.children.length) {
		treasureContainer.children[0].destroy();
	}
	// Clear zone tracking
	game.treasureZones = [];
	var treasureCount = UPGRADE_CONFIG.decorations.sunkenTreasures.amount;
	if (treasureCount <= 0) {
		return;
	}
	// Available treasure types
	var treasureTypes = ['treasure1', 'treasure2', 'treasure3'];
	// Position treasures at specific spots in the bottom half of screen
	var positions = [
	// Left side
	{
		x: game.width * 0.25,
		y: game.height * 0.65
	},
	// Right side
	{
		x: game.width * 0.75,
		y: game.height * 0.65
	},
	// Middle bottom
	{
		x: game.width * 0.5,
		y: game.height * 0.8
	}];
	// Place treasures at predetermined spots
	for (var i = 0; i < treasureCount; i++) {
		// Don't exceed available positions
		if (i >= positions.length) {
			break;
		}
		// Choose treasure type based on position
		var treasureType = treasureTypes[i % treasureTypes.length];
		var pos = positions[i];
		// Create circular zone indicator
		var zoneRadius = game.width * 0.25;
		var zoneIndicator = LK.getAsset('zoneIndicator', {
			width: zoneRadius * 2,
			height: zoneRadius * 2,
			shape: 'circle',
			color: 0xFFFFFF,
			alpha: 0.15,
			anchorX: 0.5,
			anchorY: 0.5,
			x: pos.x,
			y: pos.y
		});
		// Add zone to tracking for bonus calculation
		game.treasureZones.push({
			id: 'treasure_' + i,
			x: pos.x,
			y: pos.y,
			radius: zoneRadius
		});
		// Create treasure sprite on top of zone
		var treasure = LK.getAsset(treasureType, {
			anchorX: 0.5,
			anchorY: 0.5,
			x: pos.x,
			y: pos.y,
			scaleX: 2.2,
			scaleY: 2.2,
			alpha: 0.9
		});
		// Add zone first (so it's behind treasure)
		treasureContainer.addChild(zoneIndicator);
		treasureContainer.addChild(treasure);
	}
}
// Function to update coral bubbles
// Function to update coral decorations
// Function to update clam visuals
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);
		}
	});
}
// Function to update clams (spawn bubbles)
function updateClams() {
	if (!game.clamSpawnPoints) {
		return;
	}
	game.clamSpawnPoints.forEach(function (spawnPoint) {
		var config = UPGRADE_CONFIG.machines[spawnPoint.type];
		// Calculate production time with speed upgrade
		var baseTime = config.production * 150; // Convert to frames and further increase base time
		var speedMultiplier = Math.pow(1 - UPGRADE_EFFECTS.autoBubbleSpeed.decrementPercent / 100, UPGRADE_CONFIG.machine.autoBubbleSpeed.currentLevel);
		var adjustedTime = Math.max(1, Math.floor(baseTime * speedMultiplier));
		var qualityLevel = UPGRADE_CONFIG.machine.bubbleQuality.currentLevel;
		if (qualityLevel > 0) {
			// -10% production rate per level
			adjustedTime = Math.floor(adjustedTime * (1 + 0.1 * qualityLevel));
		}
		if (LK.ticks % adjustedTime === 0) {
			// Find first available bubble in pool
			var bubble = game.bubblePool.find(function (b) {
				return !b.visible;
			});
			if (bubble && game.activeBubbles.length < game.MAX_BUBBLES) {
				bubble.activate(spawnPoint.x, spawnPoint.y, config.bubbleSize, false);
				bubble.fromClam = true;
				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
					var maxIncrease = 0.15 * variance; // +15% per level to max size
					// Apply size variance
					var sizeMultiplier = 1 - minIncrease + Math.random() * (minIncrease + maxIncrease);
					bubble.size *= sizeMultiplier;
				}
				// Set initial velocities for clam bubbles
				bubble.verticalVelocity = 0;
				bubble.driftX = (spawnPoint.isRight ? -1 : 1) * (Math.random() * 1.5 + 2);
				game.activeBubbles.push(bubble);
			}
		}
	});
}
// Initialize twin bubbles array
game.twinBubbles = [];
game.treasureZones = [];
// Initialize game variables for bubbles
game.growingBubble = null;
game.lastMouthState = false; // Track previous mouth state
game.mouthOpenDuration = 0; // Track how long mouth has been open
game.MOUTH_OPEN_THRESHOLD = 10; // Frames required with mouth open to start bubble
game.MIN_SPAWN_SIZE = 25; // Minimum initial bubble size
game.blowCooldown = 0; // Cooldown timer between bubble starts
game.BLOW_COOLDOWN_TIME = 15; // Frames to wait between new bubbles
game.maxBubbleSize = 120; // Increased by 30% 
game.growthRate = UPGRADE_EFFECTS.quickBreath.baseValue * (1 + UPGRADE_EFFECTS.quickBreath.incrementPercent / 100 * UPGRADE_CONFIG.player.quickBreath.currentLevel);
// Create bubble pool
game.bubblePool = Array(250).fill(null).map(function () {
	return new Bubble();
});
game.activeBubbles = [];
game.MAX_BUBBLES = 200; // Active bubble limit
// Add bubbles to game
game.bubblePool.forEach(function (bubble) {
	game.addChild(bubble);
});
// Set base spawn rate
game.baseSpawnRate = 180; // Every 3 seconds
// Function to spawn a bubble
function spawnBubble(x, y, size) {
	var direction = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0;
	var isAutoPop = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : false;
	if (game.activeBubbles.length >= game.MAX_BUBBLES) {
		return null;
	}
	// Find first available bubble in pool
	var bubble = game.bubblePool.find(function (b) {
		return !b.visible;
	});
	if (!bubble) {
		return null;
	}
	bubble.activate(x, y, size);
	if (isAutoPop) {
		bubble.verticalVelocity = bubble.floatSpeed;
		bubble.driftX = direction * (Math.random() * 0.8 + 0.5);
	} else {
		bubble.verticalVelocity = -(Math.random() * 2 + 4);
		bubble.driftX = direction * (Math.random() * 1.5 + 2);
	}
	game.activeBubbles.push(bubble);
	return bubble;
}
game.startGame = function () {
	// Remove title screen
	if (game.titleContainer) {
		game.titleContainer.destroy();
		game.titleContainer = null;
	}
	// Exit title mode
	game.titleMode = false;
	// Initialize BP display
	bpText.visible = true;
	// Initialize pufferfish for animation (not visible yet)
	playerMask.visible = true;
	playerMask.scaleX = 0.2;
	playerMask.scaleY = 0.2;
	playerMask.alpha = 0.8;
	playerMask.x = game.width / 2;
	playerMask.y = game.height + 100;
	// Start animation sequence
	tween(playerMask, {
		x: game.width / 2,
		y: game.height / 2,
		scaleX: 0.7,
		scaleY: 0.7,
		alpha: 1
	}, {
		duration: 1500,
		easing: tween.easeOutBack,
		onFinish: function onFinish() {
			// Enable face tracking after animation
			game.faceTrackingEnabled = true;
			// Make menu visible
			menuContainer.visible = true;
			// Update clam visuals
			updateClamVisuals();
			updateTreasureDecorations();
			// Start background music
			LK.playMusic('backgroundmusic', {
				fade: {
					start: 0,
					end: 0.5,
					duration: 2000
				}
			});
		}
	});
};
// Game update function
game.update = function () {
	// Update sound cooldowns
	if (game.autoPopSoundCooldown > 0) {
		game.autoPopSoundCooldown--;
	}
	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;
				spawnBubble(x, game.height + 100, 100, 0, true);
			}
		}
		// Update all active bubbles
		game.activeBubbles.forEach(function (bubble) {
			if (bubble.update) {
				bubble.update();
			}
		});
		return; // Skip rest of update when in title mode
	}
	// Update mouth state and duration
	if (!game.lastMouthState) {
		game.mouthOpenDuration = 0;
	}
	if (facekit.mouthOpen) {
		game.mouthOpenDuration++;
	} else {
		game.mouthOpenDuration = 0;
	}
	// Only allow bubble creation if menu is closed and mouth has been open long enough
	if (!menuOpen && facekit.mouthOpen && game.mouthOpenDuration >= game.MOUTH_OPEN_THRESHOLD) {
		// Only allow new bubbles after cooldown
		if (!game.growingBubble && game.blowCooldown <= 0) {
			// Fixed vertical offset - keep your preferred value
			var offsetY = playerMask.height * 0.15;
			// Convert rotation to radians
			var angle = playerMask.rotation * (Math.PI / 180);
			// Calculate rotated position - reduce the X rotation effect by applying a dampening factor
			var rotatedX = offsetY * Math.sin(angle) * -0.3; // Reduce horizontal movement by multiplying by 0.3
			var rotatedY = offsetY * Math.cos(angle);
			var spawnX = playerMask.x + rotatedX;
			var spawnY = playerMask.y + rotatedY;
			var sizeVarianceLevel = UPGRADE_CONFIG.player.sizeVariance.currentLevel;
			var minSizeMultiplier = 1 + 0.1 * sizeVarianceLevel;
			var adjustedMinSize = game.MIN_SPAWN_SIZE * minSizeMultiplier;
			game.growingBubble = spawnBubble(spawnX, spawnY, adjustedMinSize, 0, false);
			if (game.growingBubble) {
				game.blowCooldown = game.BLOW_COOLDOWN_TIME;
			}
		}
		if (game.growingBubble) {
			// Fixed vertical offset
			var offsetY = playerMask.height * 0.15;
			// Convert rotation to radians
			var angle = playerMask.rotation * (Math.PI / 180);
			// Calculate rotated position with dampening factor on X
			var rotatedX = offsetY * Math.sin(angle) * -0.3; // Dampen horizontal movement
			var rotatedY = offsetY * Math.cos(angle);
			// Update bubble position
			game.growingBubble.x = playerMask.x + rotatedX;
			game.growingBubble.y = playerMask.y + rotatedY;
			game.growingBubble.size = Math.min(game.growingBubble.size + game.growthRate, game.maxBubbleSize);
			game.growingBubble.verticalVelocity = 0;
			game.growingBubble.driftX = 0;
		}
	} else {
		if (game.growingBubble) {
			LK.getSound('bubbleshoot').play(); // Play bloop sound effect when bubble is released
			// Recalculate float speed and lifetime based on final size
			game.growingBubble.floatSpeed = 50 * (120 / game.growingBubble.size * (0.9 + Math.random() * 0.2)) / 60;
			game.growingBubble.initLifetime();
			// Then apply the release velocity
			game.growingBubble.verticalVelocity = -10;
			game.growingBubble.driftX = (Math.random() * 2 - 1) * 2.5;
			var twinLevel = UPGRADE_CONFIG.player.twinBubbles.currentLevel;
			if (twinLevel > 0 && Math.random() < twinLevel * 0.05 + 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
					});
				}
			}
			game.growingBubble = null;
			game.mouthOpenDuration = 0;
		}
	}
	// Update cooldown timer
	if (game.blowCooldown > 0) {
		game.blowCooldown--;
	}
	game.lastMouthState = facekit.mouthOpen;
	updateClams();
	// Fish spawning (auto-pop upgrade)
	if (UPGRADE_CONFIG.player.autoPop.currentLevel > 0) {
		if (LK.ticks % Math.max(60, 660 - UPGRADE_CONFIG.player.autoPop.currentLevel * 120) === 0) {
			var fish = new Fish();
			game.addChild(fish);
			// If menu is open, ensure fish is below menu
			if (menuOpen) {
				game.setChildIndex(fish, game.getChildIndex(menuContainer) - 1);
			}
		}
	}
	// Random bubble spawning
	if (game.activeBubbles.length < game.MAX_BUBBLES) {
		if (LK.ticks % game.baseSpawnRate == 0) {
			var x = Math.random() * (game.width - 200) + 100;
			spawnBubble(x, game.height + 100, 100, 0, true);
		}
	}
	// Clean up old twin bubble pairs
	game.twinBubbles = game.twinBubbles.filter(function (pair) {
		// Remove pairs where both bubbles are gone or time expired (60 frames = 1 second)
		if (!pair.bubble1.visible || !pair.bubble2.visible || pair.popped && LK.ticks - pair.timestamp > 60) {
			return false;
		}
		return true;
	});
	// Update all active bubbles
	game.activeBubbles.forEach(function (bubble) {
		if (bubble.update) {
			bubble.update();
		}
	});
};
// Handle touch/mouse events for the game
game.down = function (x, y, obj) {
	if (game.titleMode) {
		return false; // Let containers handle their own clicks
	}
	var localX = x - menuContainer.x;
	var localY = y - menuContainer.y;
	// Tab click handling
	var tabBounds = {
		x: -menuTab.width * menuTab.scaleX / 2,
		y: -menuTab.height * menuTab.scaleY,
		width: menuTab.width * menuTab.scaleX,
		height: menuTab.height * menuTab.scaleY
	};
	if (localX >= tabBounds.x && localX <= tabBounds.x + tabBounds.width && localY >= tabBounds.y && localY <= tabBounds.y + tabBounds.height) {
		LK.getSound('menuopen').play();
		menuOpen = !menuOpen;
		var targetY = menuOpen ? menuTab.height : game.height;
		if (menuOpen) {
			game.setChildIndex(menuContainer, game.children.length - 1);
		}
		tween(menuContainer, {
			y: targetY
		}, {
			duration: 300,
			easing: tween.easeOutBack,
			onFinish: function onFinish() {
				tabsContainer.visible = menuOpen; // Show/hide tabs based on menu state
				if (!menuOpen) {
					game.setChildIndex(menuContainer, 1);
				}
			}
		});
		return true;
	}
	if (menuOpen) {
		return true; // Let containers handle their own clicks
	}
	// Bubble popping logic
	var popped = false;
	for (var i = game.activeBubbles.length - 1; i >= 0; i--) {
		var bubble = game.activeBubbles[i];
		var dx = x - bubble.x;
		var dy = y - bubble.y;
		var distance = Math.sqrt(dx * dx + dy * dy);
		if (!popped && distance <= bubble.size / 2 + 50 && bubble.down) {
			bubble.down();
			popped = true;
			break;
		}
	}
};
// Initialize decoration visuals
updateClamVisuals();
updateTreasureDecorations();
// Initialize upgrade texts for all tabs
menuTabs.forEach(function (tab) {
	if (tabColumns[tab] && tabColumns[tab].left) {
		tabColumns[tab].left.forEach(function (upgrade, index) {
			createUpgradeText(upgrade[0], upgrade[1], index, true, tab);
		});
	}
	if (tabColumns[tab] && tabColumns[tab].right) {
		tabColumns[tab].right.forEach(function (upgrade, index) {
			createUpgradeText(upgrade[0], upgrade[1], index, false, tab);
		});
	}
});
// Update all upgrade texts to their correct initial state
updateAllUpgradeTexts(); ===================================================================
--- original.js
+++ change.js
@@ -1859,10 +1859,10 @@
 	// Start animation sequence
 	tween(playerMask, {
 		x: game.width / 2,
 		y: game.height / 2,
-		scaleX: 0.8,
-		scaleY: 0.8,
+		scaleX: 0.7,
+		scaleY: 0.7,
 		alpha: 1
 	}, {
 		duration: 1500,
 		easing: tween.easeOutBack,
:quality(85)/https://cdn.frvr.ai/67ba4b7d38fe57e0d4bf9475.png%3F3) 
 A white bubble with a black outline Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67bfab127754338fc503f264.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67c22f097033e124bf42ebe7.png%3F3) 
 A filled in white circle.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67c240d2f2b58146864d0ea7.png%3F3) 
 A yellow star. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67c33edae3ef98e836e2092f.png%3F3) 
 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
:quality(85)/https://cdn.frvr.ai/67c34097e3ef98e836e2095a.png%3F3) 
 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
:quality(85)/https://cdn.frvr.ai/67c52c6b3591963c82f8bf83.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67cb3ceb2dbb4136c61192f7.png%3F3) 
 A outstretched straight octopus tentacle. Green with purple suckers. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67cb782f9a1a3019c1ad978e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67cb789e9a1a3019c1ad9792.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67cb790e9a1a3019c1ad9796.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e08245e50564a967e16f72.png%3F3) 
 A colorful underwater coral reef background. Cartoon Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67e0b732e50564a967e16fe5.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b774e50564a967e16fe9.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b7b4e50564a967e16fed.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b83be50564a967e16ff5.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b8b7e50564a967e17001.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b8fee7971efb59b948a3.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b906e50564a967e17005.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b94ae50564a967e17009.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b987e50564a967e1700d.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b9b1e50564a967e17011.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0b9e5e50564a967e17015.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0ba09e50564a967e17019.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0ba34e50564a967e1701d.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0ba60e50564a967e17021.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0ba8de50564a967e17025.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67e0bbe2e50564a967e17062.png%3F3) 
 A white bubble with a black outline. Pixel art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67e0bc03e50564a967e17067.png%3F3) 
 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