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While the player is blowing a bubble, playing the blowing sound affect.
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Play the same random sound effects when a fish pops a bubble.
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When a bubble is popped play a random sound from bubble1, bubble2, bubble3 or bubble4
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Increase the chance of twin bubbles by 5%
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Please fix the bug: 'Can't find variable: elf' in or related to this line: 'elf.applyColorUpgrade = function () {' Line Number: 173
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Update with: // Find this section where twin bubbles are linked: if (twinLevel > 0 && Math.random() < twinLevel * 0.05) { // 5/10/15% chance based on level var twinBubble = spawnBubble(game.growingBubble.x + (Math.random() * 40 - 20), game.growingBubble.y + (Math.random() * 40 - 20), game.growingBubble.size * 0.9, game.growingBubble.driftX * 0.8, false); if (twinBubble) { // Set twin flags and add stars to both bubbles game.growingBubble.setTwin(); twinBubble.setTwin(); // Link the bubbles game.twinBubbles.push({ bubble1: game.growingBubble, bubble2: twinBubble, popped: false, timestamp: LK.ticks }); } }
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Update as needed with: self.update = function () { // Existing color update for prismatic bubbles... // Update star rotation if this is a twin bubble if (self.isTwin && self.starSprite && self.starSprite.visible) { self.starSprite.rotation += self.starSprite.rotationSpeed; // Scale star based on bubble size var starScale = self.size / 200; self.starSprite.scaleX = starScale; self.starSprite.scaleY = starScale; } // Rest of existing update code... }; // Also add to the deactivate function to properly hide the star: self.deactivate = function () { self.visible = false; if (self.starSprite) { self.starSprite.visible = false; } var index = game.activeBubbles.indexOf(self); if (index > -1) { game.activeBubbles.splice(index, 1); } // Don't award points here - let the calling function handle it };
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Update as needed with: // Add to the Bubble class, directly after the colorPhase property definition: self.isTwin = false; self.starSprite = null; // Modify the activate function in the Bubble class to reset twin properties: self.activate = function (x, y, size, isPlayerBlown) { // Existing reset code self.x = x; self.y = y; self.size = size; self.lifetime = 0; self.hasSplit = false; self.splitHeight = null; self.justSplit = false; self.autoPopDisplayed = false; self.lastPopTime = 0; self.verticalVelocity = 0; self.driftX = (Math.random() * 20 - 10) / 60; self.floatSpeed = 50 * (120 / size * (0.9 + Math.random() * 0.2)) / 60; self.initLifetime(); // Always get fresh lifetime self.visible = true; // Reset twin properties self.isTwin = false; if (self.starSprite) { self.starSprite.visible = false; } // Rest of existing code... };
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Update as needed with: // Find this section where twin bubbles are linked and add the isTwin flag: if (twinLevel > 0 && Math.random() < twinLevel * 0.05) { // 5/10/15% chance based on level var twinBubble = spawnBubble(game.growingBubble.x + (Math.random() * 40 - 20), game.growingBubble.y + (Math.random() * 40 - 20), game.growingBubble.size * 0.9, game.growingBubble.driftX * 0.8, false); if (twinBubble) { // Set twin flags on both bubbles game.growingBubble.isTwin = true; twinBubble.isTwin = true; // Sync their pulse phases twinBubble.twinPulsePhase = game.growingBubble.twinPulsePhase; // Link the bubbles game.twinBubbles.push({ bubble1: game.growingBubble, bubble2: twinBubble, popped: false, timestamp: LK.ticks }); } }
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Update as needed with: // Add to the Bubble class, directly after the colorPhase property definition: self.isTwin = false; self.twinPulsePhase = Math.random() * Math.PI * 2; // Random starting phase for pulsing // Modify the activate function in the Bubble class to reset twin properties: self.activate = function (x, y, size, isPlayerBlown) { // Existing reset code self.x = x; self.y = y; self.size = size; self.lifetime = 0; self.hasSplit = false; self.splitHeight = null; self.justSplit = false; self.autoPopDisplayed = false; self.lastPopTime = 0; self.verticalVelocity = 0; self.driftX = (Math.random() * 20 - 10) / 60; self.floatSpeed = 50 * (120 / size * (0.9 + Math.random() * 0.2)) / 60; self.initLifetime(); // Always get fresh lifetime self.visible = true; // Reset twin properties self.isTwin = false; self.twinPulsePhase = Math.random() * Math.PI * 2; // Rest of existing code... }; // Update the bubble update method to include the twin shimmer effect: self.update = function () { // Existing color update for prismatic bubbles... // Add twin bubble shimmer effect if this is a twin bubble if (self.isTwin) { // Update pulse phase self.twinPulsePhase += 0.05; // Create pulsing alpha effect var pulseValue = Math.sin(self.twinPulsePhase) * 0.5 + 0.5; // 0 to 1 sprite.alpha = 0.8 + pulseValue * 0.2; // Pulse between 0.8 and 1.0 alpha } // Rest of existing update code... };
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Please fix the bug: 'ReferenceError: Can't find variable: updateCoralBubbles' in or related to this line: 'updateCoralBubbles();' Line Number: 1728
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Please fix the bug: '[object Object]addChildAt: The index 2 supplied is out of bounds 1' in or related to this line: 'game.addChildAt(treasureContainer, 2);' Line Number: 788
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Please fix the bug: 'The supplied index is out of bounds' in or related to this line: 'game.setChildIndex(treasureContainer, 2);' Line Number: 789
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Remove coral upgrades from the game.
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Update with: // Function to update coral decorations function updateCoralDecorations() { // Clear existing corals while (coralContainer.children.length) { coralContainer.children[0].destroy(); } // Position corals in the new zone var coralCount = UPGRADE_CONFIG.decorations.bubbleCoral.amount; if (coralCount <= 0) { return; } // Available coral types var coralTypes = ['coral1', 'coral2', 'coral3', 'coral4']; // Define new spawning zone - below treasure zones var spawnZone = { top: game.height * 0.7, // Start below treasure zone (treasure is at ~0.65) bottom: game.height - 40, // Leave a small margin from bottom left: game.width * 0.15, // Left margin right: game.width * 0.85 // Right margin }; // Space corals horizontally with some randomness var horizontalSpace = (spawnZone.right - spawnZone.left) / (coralCount); for (var i = 0; i < coralCount; i++) { // Choose random coral type var coralType = coralTypes[Math.floor(Math.random() * coralTypes.length)]; // Add some horizontal randomness within their segment var segmentStart = spawnZone.left + horizontalSpace * i; var x = segmentStart + Math.random() * (horizontalSpace * 0.8); // Add vertical variation var verticalRange = spawnZone.bottom - spawnZone.top; var y = spawnZone.top + Math.random() * verticalRange; // Create coral sprite with random scale var coral = LK.getAsset(coralType, { anchorX: 0.5, anchorY: 1, x: x, y: y, scaleX: 1.5 + Math.random() * 0.5, scaleY: 1.5 + Math.random() * 0.5 }); // Store last bubble spawn time coral.lastBubbleTime = 0; coralContainer.addChild(coral); } }
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Update with: // After completing a clam purchase: updateCostTexts('clams');
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Update with: function updateClamVisuals() { // Clear existing clams while (clamContainer.children.length) { clamContainer.children[0].destroy(); } // Place clams - now much simpler game.clamSpawnPoints = []; // Process each clam type in order ['basicClam', 'advancedClam', 'premiumClam'].forEach(function(clamType) { var clamCount = UPGRADE_CONFIG.machines[clamType].amount; for (var i = 0; i < clamCount; i++) { // Position logic for each clam instance var isRight = i % 2 === 1; var baseX = isRight ? game.width * 0.9 : game.width * 0.1; var direction = isRight ? -1 : 1; var position = Math.floor(i / 2); var spacing = 250; var x = baseX + direction * position * spacing; var y = game.height - 100; // Create clam sprite var sprite = LK.getAsset(clamType, { anchorX: 0.5, anchorY: 1, x: x, y: y, scaleX: isRight ? -0.5 : 0.5, scaleY: 0.5 }); // Store spawn point for bubble generation game.clamSpawnPoints.push({ x: x + (isRight ? -75 : 75), y: y - 50, type: clamType, isRight: isRight }); clamContainer.addChild(sprite); } }); }
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Update with: // In the updateCostTexts function, replace the machines section: else if (category === 'machines') { var upgrade = UPGRADE_CONFIG[category][key]; // Check if this clam type is locked by requirements if (upgrade.requires) { var requiredType = UPGRADE_CONFIG.machines[upgrade.requires]; if (requiredType && requiredType.amount < requiredType.maxAmount) { costText.setText("LOCKED"); costText.fill = 0x888888; return; } } // Check if maxed out if (upgrade.amount >= upgrade.maxAmount) { costText.setText("SOLD OUT"); costText.fill = 0x888888; } else { costText.setText(getUpgradeCost(upgrade) + " BP"); costText.fill = 0xFFFF00; } }
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Update with: if (category === 'machines') { // Check if this clam type is locked if (upgrade.requires) { var requiredType = UPGRADE_CONFIG.machines[upgrade.requires]; if (requiredType && requiredType.amount < requiredType.maxAmount) { game.showError("Max out " + requiredType.name + " first!"); return true; } } // Check if this clam type is already maxed if (upgrade.amount >= upgrade.maxAmount) { updateCostText(category, key, "SOLD OUT", 0x888888); return true; } // Standard purchase logic if (game.bp >= cost) { upgrade.amount++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); // Update cost display if (upgrade.amount >= upgrade.maxAmount) { updateCostText(category, key, "SOLD OUT", 0x888888); } else { updateCostText(category, key, getUpgradeCost(upgrade) + " BP", 0xFFFF00); } // Update visuals updateClamVisuals(); return true; } else { game.showError("Not enough BP!"); return true; } }
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Update with: machines: { basicClam: { name: "Basic Clam", baseCost: 300, costScale: 2, amount: 0, maxAmount: 4, // Add max amount production: 3, bubbleSize: 80 }, advancedClam: { name: "Advanced Clam", baseCost: 3000, costScale: 3.0, amount: 0, maxAmount: 4, // Add max amount production: 2, bubbleSize: 100, unlockCost: 3000, requires: "basicClam" // Add requirement }, premiumClam: { name: "Premium Clam", baseCost: 20000, costScale: 3, amount: 0, maxAmount: 4, // Add max amount production: 1, bubbleSize: 150, unlockCost: 20000, requires: "advancedClam" // Add requirement } }
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Update as needed with: function updateCostTexts(tabName) { // ... existing code ... Object.keys(game.upgradeRegistry).forEach(function (category) { Object.keys(game.upgradeRegistry[category]).forEach(function (key) { // ... existing code ... // Special handling for basic clams - always check total count if (category === 'machines' && key === 'basicClam') { var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; if (totalClams >= 4) { costText.setText("SOLD OUT"); costText.fill = 0x888888; return; // Skip any other updates for basic clams } } // ... rest of your existing update logic ... }); }); }
/**** * 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; } 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 + 50) { // 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 () { // 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 ****/ LK.playMusic('backgroundmusic'); 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 = {}; 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 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); 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); // 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); // 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) { 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); 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; 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++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); // Check if we're at the max clam limit after this purchase var newTotalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount; // Force update all clam cost displays if we reached the limit if (newTotalClams >= 4) { updateCostText('machines', 'basicClam', "SOLD OUT", 0x888888); } updateCostText(category, key, getUpgradeCost(upgrade) + " BP", 0xFFFF00); // Update visuals if (category === 'machines') { updateClamVisuals(); } else if (category === 'decorations') { 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; 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 * 0.15; 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: 1.8, scaleY: 1.8, 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 update function game.update = function () { // 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) { LK.getSound('blowing').play(); // Play blowing sound effect var spawnX = playerMask.x; var spawnY = playerMask.y + playerMask.height * 0.15; 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) { game.growingBubble.x = playerMask.x; game.growingBubble.y = playerMask.y + playerMask.height * 0.15; game.growingBubble.size = Math.min(game.growingBubble.size + game.growthRate, game.maxBubbleSize); game.growingBubble.verticalVelocity = 0; game.growingBubble.driftX = 0; } } else { if (game.growingBubble) { // 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) { // 8 seconds (480 frames) base, reduced by 2 seconds (120 frames) per level if (LK.ticks % Math.max(60, 660 - UPGRADE_CONFIG.player.autoPop.currentLevel * 120) === 0) { var fish = new Fish(); game.addChild(fish); } } // 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) { 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) { 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 + 30 && 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
@@ -1761,8 +1761,9 @@
// 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) {
+ LK.getSound('blowing').play(); // Play blowing sound effect
var spawnX = playerMask.x;
var spawnY = playerMask.y + playerMask.height * 0.15;
var sizeVarianceLevel = UPGRADE_CONFIG.player.sizeVariance.currentLevel;
var minSizeMultiplier = 1 + 0.1 * sizeVarianceLevel;
A white bubble with a black outline 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
A outstretched straight octopus tentacle. Green with purple suckers. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A colorful underwater coral reef background. Cartoon Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A white bubble with a black outline. Pixel art.. 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