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Update with: // Add to Bubble.getBP() method, right before the return statement self.getBP = function () { let baseValue = Math.max(1, Math.floor(Math.pow(self.size, 1.4) * 0.02)); // Apply Bubble Refinement upgrade const refinementLevel = UPGRADE_CONFIG.player.bubbleRefinement.currentLevel; if (refinementLevel > 0) { baseValue *= (1 + 0.25 * refinementLevel); // +25% per level } return baseValue; };
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Update as needed with: // Add after spawnBubble function game.twinBubbles = []; // Add to where player blows bubbles (in update function where growingBubble is released) // Add after: game.growingBubble.driftX = (Math.random() * 2 - 1) * 2.5; const twinLevel = UPGRADE_CONFIG.player.twinBubbles.currentLevel; if (twinLevel > 0 && Math.random() < twinLevel * 0.05) { // 5/10/15% chance based on level const 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) { // Link the bubbles game.twinBubbles.push({ bubble1: game.growingBubble, bubble2: twinBubble, popped: false, timestamp: LK.ticks }); } } // Add to Bubble.down method, after points calculation but before deactivation // Check if this bubble is part of twin pair let twinPair = game.twinBubbles.find(pair => (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 const otherBubble = twinPair.bubble1 === self ? twinPair.bubble2 : twinPair.bubble1; // Add bonus for twin pop const twinLevel = UPGRADE_CONFIG.player.twinBubbles.currentLevel; const bonusMultiplier = 0.5 + (0.25 * twinLevel); // 50/75/100% bonus // Pop the other bubble automatically and add bonus points if (otherBubble.visible) { const bonusPoints = Math.floor(otherBubble.getBP() * bonusMultiplier); game.addBP(bonusPoints, otherBubble.x, otherBubble.y, false); otherBubble.deactivate(); } } // Add to game.update, before updating active bubbles // Clean up old twin bubble pairs game.twinBubbles = game.twinBubbles.filter(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; });
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Update with: // Modify where bubble size is set in clam bubbles inside updateClams function // After: bubble.activate(spawnPoint.x, spawnPoint.y, config.bubbleSize, false) if (UPGRADE_CONFIG.player.sizeVariance.currentLevel > 0) { const variance = UPGRADE_CONFIG.player.sizeVariance.currentLevel; const minIncrease = 0.1 * variance; // +10% per level to min size const maxIncrease = 0.15 * variance; // +15% per level to max size // Apply size variance const sizeMultiplier = 1 - minIncrease + (Math.random() * (minIncrease + maxIncrease)); bubble.size *= sizeMultiplier; } // Also add to the manual bubble blowing code where game.MIN_SPAWN_SIZE is used // Update the MIN_SPAWN_SIZE based on the upgrade const sizeVarianceLevel = UPGRADE_CONFIG.player.sizeVariance.currentLevel; const minSizeMultiplier = 1 + (0.1 * sizeVarianceLevel); const adjustedMinSize = game.MIN_SPAWN_SIZE * minSizeMultiplier; // Use adjustedMinSize instead of game.MIN_SPAWN_SIZE
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Update with: // Add to the part where the player releases bubbles (where growingBubble is set to null) // After: game.growingBubble = null; const breathLevel = UPGRADE_CONFIG.player.bubbleBreath.currentLevel; if (breathLevel > 0) { // Calculate chances for extra bubbles let extraBubbles = 0; // Level 1: 20% for +1 // Level 2: 40% for +1 // Level 3: 60% for +1, 20% for +2 // Level 4: 80% for +1, 40% for +2 const rand = Math.random(); if (rand < breathLevel * 0.2) { extraBubbles++; // Check for 2nd extra bubble at level 3-4 if (breathLevel >= 3 && rand < (breathLevel - 2) * 0.2) { extraBubbles++; } } // Spawn extra bubbles for (let i = 0; i < extraBubbles; i++) { const angle = Math.random() * Math.PI * 2; const distance = 20 + Math.random() * 30; const extraX = playerMask.x + Math.cos(angle) * distance; const extraY = playerMask.y + playerMask.height * 0.15 + Math.sin(angle) * distance; const extraSize = Math.max(game.MIN_SPAWN_SIZE, game.growingBubble.size * (0.6 + Math.random() * 0.2)); const extraBubble = spawnBubble(extraX, extraY, extraSize, 0, false); if (extraBubble) { extraBubble.verticalVelocity = -8 - Math.random() * 4; extraBubble.driftX = (Math.random() * 4 - 2); } } }
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Update with: // Modify the updateClams function where clam bubble production timing is calculated // Adjust after this line: var adjustedTime = Math.max(1, Math.floor(baseTime * speedMultiplier)); const qualityLevel = UPGRADE_CONFIG.machine.bubbleQuality.currentLevel; if (qualityLevel > 0) { // -10% production rate per level, +40% bubble value per level adjustedTime = Math.floor(adjustedTime * (1 + 0.1 * qualityLevel)); } // Modify the Bubble.getBP method to increase value based on quality upgrade // Add to the getBP function after Bubble Refinement calculation if (self.fromClam && UPGRADE_CONFIG.machine.bubbleQuality.currentLevel > 0) { const qualityLevel = UPGRADE_CONFIG.machine.bubbleQuality.currentLevel; baseValue *= (1 + 0.4 * qualityLevel); // +40% per level } // Add this flag when activating bubbles in updateClams bubble.fromClam = true;
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Update as needed with: // Add near game initialization game.coralContainer = new Container(); game.addChild(game.coralContainer); game.bubbleCorals = []; // Add function to create coral function createCoral() { if (game.bubbleCorals.length >= UPGRADE_CONFIG.decorations.bubbleCoral.maxAmount) { return; } // Create new coral const coralIndex = Math.floor(Math.random() * 5) + 1; // coral1 through coral5 const coral = LK.getAsset('coral' + coralIndex, { anchorX: 0.5, anchorY: 1.0, x: 100 + Math.random() * (game.width - 200), y: game.height - 10, scaleX: 0.8 + Math.random() * 0.4, scaleY: 0.8 + Math.random() * 0.4 }); game.coralContainer.addChild(coral); game.bubbleCorals.push({ sprite: coral, lastBubbleTime: 0 }); // Position corals evenly repositionCorals(); } // Helper to position corals function repositionCorals() { const spacing = game.width / (game.bubbleCorals.length + 1); game.bubbleCorals.forEach((coral, index) => { coral.sprite.x = spacing * (index + 1); }); } // Update hitContainer.down for bubbleCoral in createUpgradeText // Inside the if (game.bp >= cost) block for decorations if (category === 'decorations' && key === 'bubbleCoral') { createCoral(); } // Add to game.update // Coral bubble production game.bubbleCorals.forEach(coral => { // 5% chance per second = ~1 in 1200 frames if (Math.random() < 0.05/60 && game.activeBubbles.length < game.MAX_BUBBLES) { const bubble = spawnBubble( coral.sprite.x, coral.sprite.y - coral.sprite.height * 0.5, game.maxBubbleSize * (0.5 + Math.random() * 0.3), 0, false ); if (bubble) { bubble.verticalVelocity = -2 - Math.random() * 3; bubble.driftX = (Math.random() * 2 - 1); coral.lastBubbleTime = LK.ticks; } } });
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Update as needed with: self.colorMultiplier = 1.0; // Default multiplier self.colorPhase = Math.random() * Math.PI * 2; // Random starting phase // Add color update method to Bubble class self.updateColor = function() { // Check if color upgrades are active if (UPGRADE_CONFIG.colors.blueBubbles.currentLevel > 0) { let color = 0xFFFFFF; let multiplier = 1.0; if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) { // Prismatic - constantly shifting color with variable multiplier self.colorPhase += 0.02; const 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 const r = Math.sin(self.colorPhase) * 127 + 128; const g = Math.sin(self.colorPhase + 2) * 127 + 128; const 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 const 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; } } // Modify Bubble.activate to call updateColor self.activate = function (x, y, size, isPlayerBlown) { // Existing activate code... // Initialize color at activation self.updateColor(); } // Modify Bubble.getBP to include color multiplier self.getBP = function () { let baseValue = Math.max(1, Math.floor(Math.pow(self.size, 1.4) * 0.02)); // Apply Bubble Refinement upgrade const refinementLevel = UPGRADE_CONFIG.player.bubbleRefinement.currentLevel; if (refinementLevel > 0) { baseValue *= (1 + 0.25 * refinementLevel); } // Apply color multiplier baseValue *= self.colorMultiplier; return baseValue; }; // Add updateColor call to Bubble.update for prismatic bubbles // Add near the start of the update method if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) { self.updateColor(); }
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Update as needed with: // Add to Bubble constructor self.colorTint = 0xFFFFFF; // Default white tint self.colorMultiplier = 1.0; // Default multiplier self.colorPhase = Math.random() * Math.PI * 2; // Random starting phase // Add color update method to Bubble class self.updateColor = function() { // Check if color upgrades are active if (UPGRADE_CONFIG.colors.blueBubbles.currentLevel > 0) { let color = 0xFFFFFF; let multiplier = 1.0; if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) { // Prismatic - constantly shifting color with variable multiplier self.colorPhase += 0.02; const 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 const r = Math.sin(self.colorPhase) * 127 + 128; const g = Math.sin(self.colorPhase + 2) * 127 + 128; const 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 const 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; } } // Modify Bubble.activate to call updateColor self.activate = function (x, y, size, isPlayerBlown) { // Existing activate code... // Initialize color at activation self.updateColor(); } // Modify Bubble.getBP to include color multiplier self.getBP = function () { let baseValue = Math.max(1, Math.floor(Math.pow(self.size, 1.4) * 0.02)); // Apply Bubble Refinement upgrade const refinementLevel = UPGRADE_CONFIG.player.bubbleRefinement.currentLevel; if (refinementLevel > 0) { baseValue *= (1 + 0.25 * refinementLevel); } // Apply color multiplier baseValue *= self.colorMultiplier; return baseValue; }; // Add updateColor call to Bubble.update for prismatic bubbles // Add near the start of the update method if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) { self.updateColor(); }
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Please fix the bug: 'self.updateColor is not a function. (In 'self.updateColor()', 'self.updateColor' is undefined)' in or related to this line: 'self.updateColor();' Line Number: 75
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Tint the bubbles blue.
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Tint default bubbles blue.
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Update as needed with: // Modify the Bubble constructor where sprite is created var sprite = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); // Problem: tint might not be working, let's use a more direct approach self.updateColor = function() { // Check if color upgrades are active if (UPGRADE_CONFIG.colors.blueBubbles.currentLevel > 0) { let color = 0xFFFFFF; let multiplier = 1.0; if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) { // Prismatic calculations remain the same self.colorPhase += 0.02; const colorValue = Math.sin(self.colorPhase) * 0.5 + 0.5; multiplier = 0.8 + colorValue * 1.2; const r = Math.sin(self.colorPhase) * 127 + 128; const g = Math.sin(self.colorPhase + 2) * 127 + 128; const b = Math.sin(self.colorPhase + 4) * 127 + 128; color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b); } // Rest of color logic remains the same // Apply the color - make sure this works with the engine sprite.tint = color; // Try direct assignment // If that doesn't work, try: // sprite.color = color; self.colorTint = color; self.colorMultiplier = multiplier; } }
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Update with: // Find where upgrade purchase happens and add the following code // Look for the block where upgrade.currentLevel++ happens // This should be inside the click handler (hitContainer.down function) // After: upgrade.currentLevel++; // Add: // If this is a color upgrade, update the UI to reflect dependency status if (category === 'colors') { // Find any upgrades that depend on this one Object.keys(UPGRADE_CONFIG.colors).forEach(function(colorKey) { const colorUpgrade = UPGRADE_CONFIG.colors[colorKey]; if (colorUpgrade.requires === key) { // This upgrade depends on the one we just purchased // We need to find and update its cost text Object.values(tabContainers).forEach(function(tabContainer) { tabContainer.children.forEach(function(child) { if (child.text === "LOCKED" && child.y > tabContainer.children.find(function(c) { return c.text === colorUpgrade.name; }).y) { // Update this text to show the cost instead of LOCKED child.setText(getUpgradeCost(colorUpgrade) + " BP"); child.fill = 0xFFFF00; // Change to standard cost color } }); }); } }); }
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Update as needed with: // In the Bubble class's activate method, where bubbles are reset for reuse 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; // ... other resets ... // 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(); self.visible = true; // rest of activate code... }; // Add a dedicated method for applying color upgrades self.applyColorUpgrade = function() { // Only apply if any color upgrade is active if (UPGRADE_CONFIG.colors.blueBubbles.currentLevel > 0) { let color = 0xFFFFFF; let multiplier = 1.0; // Determine the highest active color upgrade if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) { // Initial color for prismatic (will change over time) self.colorPhase = Math.random() * Math.PI * 2; const r = Math.sin(self.colorPhase) * 127 + 128; const g = Math.sin(self.colorPhase + 2) * 127 + 128; const b = Math.sin(self.colorPhase + 4) * 127 + 128; color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b); multiplier = 1.6; } else if (UPGRADE_CONFIG.colors.rainbowBubbles.currentLevel > 0) { // Rainbow - pick a random color from set const rainbowColors = [ 0xFF0000, // Red 0xFFAA00, // Orange 0xFFFF00, // Yellow 0x00FF00, // Green 0x0000FF, // Blue 0xFF00FF // Purple ]; const multipliers = [1.5, 1.4, 1.3, 1.2, 1.1, 1.6]; const index = Math.floor(Math.random() * rainbowColors.length); color = rainbowColors[index]; multiplier = multipliers[index]; } 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; } // Apply the color and multiplier sprite.tint = color; self.colorTint = color; self.colorMultiplier = multiplier; // Log to verify colors are being applied console.log('Applied bubble color:', color.toString(16), 'multiplier:', multiplier); } };
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Update as needed with: // In the Bubble class's activate method, where bubbles are reset for reuse 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; // ... other resets ... // 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(); self.visible = true; // rest of activate code... }; // Add a dedicated method for applying color upgrades self.applyColorUpgrade = function() { // Only apply if any color upgrade is active if (UPGRADE_CONFIG.colors.blueBubbles.currentLevel > 0) { let color = 0xFFFFFF; let multiplier = 1.0; // Determine the highest active color upgrade if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) { // Initial color for prismatic (will change over time) self.colorPhase = Math.random() * Math.PI * 2; const r = Math.sin(self.colorPhase) * 127 + 128; const g = Math.sin(self.colorPhase + 2) * 127 + 128; const b = Math.sin(self.colorPhase + 4) * 127 + 128; color = (Math.floor(r) << 16) + (Math.floor(g) << 8) + Math.floor(b); multiplier = 1.6; } else if (UPGRADE_CONFIG.colors.rainbowBubbles.currentLevel > 0) { // Rainbow - pick a random color from set const rainbowColors = [ 0xFF0000, // Red 0xFFAA00, // Orange 0xFFFF00, // Yellow 0x00FF00, // Green 0x0000FF, // Blue 0xFF00FF // Purple ]; const multipliers = [1.5, 1.4, 1.3, 1.2, 1.1, 1.6]; const index = Math.floor(Math.random() * rainbowColors.length); color = rainbowColors[index]; multiplier = multipliers[index]; } 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; } // Apply the color and multiplier sprite.tint = color; self.colorTint = color; self.colorMultiplier = multiplier; // Log to verify colors are being applied console.log('Applied bubble color:', color.toString(16), 'multiplier:', multiplier); } };
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Update as needed with: // Update the Bubble.update method to handle prismatic color changes self.update = function() { // Begin of update // Update prismatic bubbles every frame if (UPGRADE_CONFIG.colors.prismaticBubbles.currentLevel > 0) { self.colorPhase += 0.02; const r = Math.sin(self.colorPhase) * 127 + 128; const g = Math.sin(self.colorPhase + 2) * 127 + 128; const b = Math.sin(self.colorPhase + 4) * 127 + 128; const 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 const colorValue = Math.sin(self.colorPhase) * 0.5 + 0.5; self.colorMultiplier = 0.8 + colorValue * 1.2; // 0.8x to 2.0x } // Rest of update code... };
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Update as needed with: // Modify getBP to use the color multiplier self.getBP = function() { let baseValue = Math.max(1, Math.floor(Math.pow(self.size, 1.4) * 0.02)); // Apply color multiplier baseValue = Math.floor(baseValue * self.colorMultiplier); return baseValue; };
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Increase the base time between clam bubbles for all clam types.
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Increase it some more.
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Increase it some more.
Code edit (1 edits merged)
Please save this source code
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Update with: // Look for the upgrade purchase code in hitContainer.down // After successful purchase and upgrade.currentLevel++ for a color upgrade: // If this is a color upgrade, update the locked state of dependent upgrades if (category === 'colors') { // Force recreate all upgrade texts in the colors tab to refresh their state while (tabContainers.colors.children.length > 0) { tabContainers.colors.children[0].destroy(); } // Recreate with updated locked/unlocked status if (tabColumns.colors && tabColumns.colors.left) { tabColumns.colors.left.forEach(function (upgrade, index) { createUpgradeText(upgrade[0], upgrade[1], index, true, 'colors'); }); } if (tabColumns.colors && tabColumns.colors.right) { tabColumns.colors.right.forEach(function (upgrade, index) { createUpgradeText(upgrade[0], upgrade[1], index, false, 'colors'); }); } }
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Update as needed with: UPGRADE_CONFIG.colors.blueBubbles.currentLevel); // Then proceed with createUpgradeText calls // This will now use the updated check for max level tabColumns.colors.left.forEach(function (upgrade, index) { createUpgradeText(upgrade[0], upgrade[1], index, true, 'colors'); }); tabColumns.colors.right.forEach(function (upgrade, index) { createUpgradeText(upgrade[0], upgrade[1], index, false, 'colors'); });
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Update with: // First, check if the upgrade is already at max level if (upgrade.currentLevel >= upgrade.maxLevel) { // Create "SOLD OUT" text for maxed upgrades costText = new Text2("SOLD OUT", { size: 96, fill: 0x888888, // Gray color stroke: 0x000000, strokeThickness: 2, font: "Impact" }); } else if (category === 'colors' && upgrade.requires) { // Rest of the existing code for locked/unlocked states const required = UPGRADE_CONFIG.colors[upgrade.requires]; if (required && required.currentLevel === 0) { // Create "LOCKED" text for locked upgrades costText = new Text2("LOCKED", { size: 96, fill: 0x888888, // Gray color stroke: 0x000000, strokeThickness: 2, font: "Impact" }); } else { // Normal cost text costText = new Text2(cost + " BP", { size: 96, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); } } else { // Normal cost text for non-color upgrades costText = new Text2(cost + " BP", { size: 96, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); }
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Update with: // After: upgrade.currentLevel++; // Before updating cost text, check for max level if (upgrade.currentLevel >= upgrade.maxLevel) { costText.setText("SOLD OUT"); costText.fill = 0x888888; // Set to gray color } else { costText.setText(getUpgradeCost(upgrade) + " BP"); }
/****
* 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.size = 100;
self.activate = function (x, y, size) {
var isPlayerBlown = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false;
// Reset ALL state
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;
// Add some debug logs
console.log('Activating bubble:', {
size: self.size,
maxLifetime: self.maxLifetime,
isPlayerBlown: isPlayerBlown
});
};
self.deactivate = function () {
self.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);
}
}
self.deactivate();
return true;
};
self.getBP = function () {
var baseValue = Math.max(1, Math.floor(Math.pow(self.size, 1.4) * 0.02));
// Apply Bubble Refinement upgrade
var refinementLevel = UPGRADE_CONFIG.player.bubbleRefinement.currentLevel;
if (refinementLevel > 0) {
baseValue *= 1 + 0.25 * refinementLevel; // +25% per level
}
return baseValue;
};
self.update = function () {
// 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) {
console.log('Bubble dying - lifetime:', self.lifetime, 'maxLifetime:', 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;
};
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
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
****/
// Define column assignments for each tab
var tabColumns = {
bubbles: {
left: [['player', 'lungCapacity'], ['player', 'quickBreath'], ['player', 'bubbleRefinement'], ['player', 'twinBubbles']],
right: [['player', 'autoPop'], ['player', 'sizeVariance'], ['player', 'bubbleBreath']]
},
clams: {
left: [['machines', 'basicClam'], ['machines', 'advancedClam'], ['machines', 'premiumClam']],
right: [['machine', 'bubbleDurability'], ['machine', 'autoBubbleSpeed'], ['machine', 'bubbleQuality']]
},
colors: {
left: [['colors', 'blueBubbles'], ['colors', 'greenBubbles'], ['colors', 'pinkBubbles']],
right: [['colors', 'rainbowBubbles'], ['colors', 'prismaticBubbles']]
},
decorations: {
left: [['decorations', 'bubbleCoral']],
right: [['decorations', 'sunkenTreasures']]
}
};
var UPGRADE_EFFECTS = {
lungCapacity: {
baseValue: 160,
// Base max bubble size
incrementPercent: 25 // +25% per level
},
quickBreath: {
baseValue: 1.6,
// Base growth rate
incrementPercent: 25 // +25% per level
},
autoBubbleSpeed: {
decrementPercent: 10 // -10% production time per level
},
bubbleDurability: {
extraSplits: 1 // +1 split per level
},
autoPop: {
timeReduction: 0.8 // Reduces lifetime by 20% per level
}
};
function _slicedToArray3(r, e) {
return _arrayWithHoles3(r) || _iterableToArrayLimit3(r, e) || _unsupportedIterableToArray3(r, e) || _nonIterableRest3();
}
function _nonIterableRest3() {
throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _unsupportedIterableToArray3(r, a) {
if (r) {
if ("string" == typeof r) {
return _arrayLikeToArray3(r, a);
}
var t = {}.toString.call(r).slice(8, -1);
return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray3(r, a) : void 0;
}
}
function _arrayLikeToArray3(r, a) {
(null == a || a > r.length) && (a = r.length);
for (var e = 0, n = Array(a); e < a; e++) {
n[e] = r[e];
}
return n;
}
function _iterableToArrayLimit3(r, l) {
var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
if (null != t) {
var e,
n,
i,
u,
a = [],
f = !0,
o = !1;
try {
if (i = (t = t.call(r)).next, 0 === l) {
if (Object(t) !== t) {
return;
}
f = !1;
} else {
for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) {
;
}
}
} catch (r) {
o = !0, n = r;
} finally {
try {
if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) {
return;
}
} finally {
if (o) {
throw n;
}
}
}
return a;
}
}
function _arrayWithHoles3(r) {
if (Array.isArray(r)) {
return r;
}
}
function getUpgradeCost(upgrade) {
if (upgrade.amount !== undefined) {
// For clams
return Math.floor(upgrade.baseCost * Math.pow(upgrade.costScale, upgrade.amount));
} else {
// For regular upgrades
return Math.floor(upgrade.baseCost * Math.pow(upgrade.costScale, upgrade.currentLevel));
}
}
function _slicedToArray2(r, e) {
return _arrayWithHoles2(r) || _iterableToArrayLimit2(r, e) || _unsupportedIterableToArray2(r, e) || _nonIterableRest2();
}
function _nonIterableRest2() {
throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _unsupportedIterableToArray2(r, a) {
if (r) {
if ("string" == typeof r) {
return _arrayLikeToArray2(r, a);
}
var t = {}.toString.call(r).slice(8, -1);
return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray2(r, a) : void 0;
}
}
function _arrayLikeToArray2(r, a) {
(null == a || a > r.length) && (a = r.length);
for (var e = 0, n = Array(a); e < a; e++) {
n[e] = r[e];
}
return n;
}
function _iterableToArrayLimit2(r, l) {
var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
if (null != t) {
var e,
n,
i,
u,
a = [],
f = !0,
o = !1;
try {
if (i = (t = t.call(r)).next, 0 === l) {
if (Object(t) !== t) {
return;
}
f = !1;
} else {
for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) {
;
}
}
} catch (r) {
o = !0, n = r;
} finally {
try {
if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) {
return;
}
} finally {
if (o) {
throw n;
}
}
}
return a;
}
}
function _arrayWithHoles2(r) {
if (Array.isArray(r)) {
return r;
}
}
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 * 60; // Convert to frames
var speedMultiplier = Math.pow(1 - UPGRADE_EFFECTS.autoBubbleSpeed.decrementPercent / 100, UPGRADE_CONFIG.machine.autoBubbleSpeed.currentLevel);
var adjustedTime = Math.max(1, Math.floor(baseTime * speedMultiplier));
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 // not player blown
);
// Set initial velocities for clam bubbles
bubble.verticalVelocity = 0;
bubble.driftX = (spawnPoint.isRight ? -1 : 1) * (Math.random() * 1.5 + 2);
game.activeBubbles.push(bubble);
}
}
});
}
function _slicedToArray(r, e) {
return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest();
}
function _nonIterableRest() {
throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
function _unsupportedIterableToArray(r, a) {
if (r) {
if ("string" == typeof r) {
return _arrayLikeToArray(r, a);
}
var t = {}.toString.call(r).slice(8, -1);
return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0;
}
}
function _arrayLikeToArray(r, a) {
(null == a || a > r.length) && (a = r.length);
for (var e = 0, n = Array(a); e < a; e++) {
n[e] = r[e];
}
return n;
}
function _iterableToArrayLimit(r, l) {
var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
if (null != t) {
var e,
n,
i,
u,
a = [],
f = !0,
o = !1;
try {
if (i = (t = t.call(r)).next, 0 === l) {
if (Object(t) !== t) {
return;
}
f = !1;
} else {
for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0) {
;
}
}
} catch (r) {
o = !0, n = r;
} finally {
try {
if (!f && null != t["return"] && (u = t["return"](), Object(u) !== u)) {
return;
}
} finally {
if (o) {
throw n;
}
}
}
return a;
}
}
function _arrayWithHoles(r) {
if (Array.isArray(r)) {
return r;
}
}
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: game.width / 2,
y: game.height / 2
});
game.addChild(background);
var clamContainer = new Container();
game.addChild(clamContainer);
var playerMask = new pufferMask();
game.addChild(playerMask);
var UPGRADE_CONFIG = {
player: {
lungCapacity: {
name: "Lung Capacity",
baseCost: 100,
// About 1-2 max bubbles
costScale: 3.0,
// Steeper scaling
maxLevel: 10,
currentLevel: 0
},
quickBreath: {
name: "Quick Breath",
baseCost: 100,
// 2-3 max bubbles
costScale: 3.0,
// Steeper scaling
maxLevel: 10,
currentLevel: 0
},
autoPop: {
// Moved here from machine section
name: "Fish Friends",
// Updated name
baseCost: 400,
// Changed from 1000
costScale: 3,
maxLevel: 6,
// Changed from 5
currentLevel: 0
},
bubbleRefinement: {
// New upgrade
name: "Bubble Refinement",
baseCost: 2500,
costScale: 2.5,
maxLevel: 5,
currentLevel: 0
},
twinBubbles: {
// New upgrade
name: "Twin Bubbles",
baseCost: 5000,
costScale: 2.3,
maxLevel: 3,
currentLevel: 0
},
sizeVariance: {
// New upgrade
name: "Size Variance",
baseCost: 4000,
costScale: 1.8,
maxLevel: 5,
currentLevel: 0
},
bubbleBreath: {
// New upgrade
name: "Bubble Breath",
baseCost: 12000,
costScale: 2.2,
maxLevel: 4,
currentLevel: 0
}
},
machines: {
basicClam: {
name: "Basic Clam",
baseCost: 300,
// 6-7 max bubbles
costScale: 2,
// Slightly steeper scaling
amount: 0,
production: 3,
bubbleSize: 80
},
advancedClam: {
name: "Advanced Clam",
baseCost: 3000,
// Requires running basic clams for a while
costScale: 3.0,
amount: 0,
production: 2,
bubbleSize: 100,
unlockCost: 3000
},
premiumClam: {
name: "Premium Clam",
baseCost: 20000,
// True end-game content
costScale: 3,
amount: 0,
production: 1,
bubbleSize: 150,
unlockCost: 20000
}
},
machine: {
bubbleDurability: {
name: "Bubble Splitting",
baseCost: 500,
costScale: 5,
// Significant scaling
maxLevel: 3,
currentLevel: 0
},
autoBubbleSpeed: {
name: "Clam Speed",
baseCost: 500,
costScale: 3.5,
maxLevel: 8,
currentLevel: 0
},
bubbleQuality: {
// New upgrade
name: "Bubble Quality",
baseCost: 3000,
costScale: 2.2,
maxLevel: 5,
currentLevel: 0
}
},
colors: {
// New section
blueBubbles: {
name: "Blue Bubbles",
baseCost: 1000,
costScale: 1.0,
// Only one level
maxLevel: 1,
currentLevel: 0
},
greenBubbles: {
name: "Green Bubbles",
baseCost: 3000,
costScale: 1.0,
// Only one level
maxLevel: 1,
currentLevel: 0,
requires: "blueBubbles"
},
pinkBubbles: {
name: "Pink Bubbles",
baseCost: 6000,
costScale: 1.0,
// Only one level
maxLevel: 1,
currentLevel: 0,
requires: "greenBubbles"
},
rainbowBubbles: {
name: "Rainbow Bubbles",
baseCost: 15000,
costScale: 1.0,
// Only one level
maxLevel: 1,
currentLevel: 0,
requires: "pinkBubbles"
},
prismaticBubbles: {
name: "Prismatic Bubbles",
baseCost: 30000,
costScale: 1.0,
// Only one level
maxLevel: 1,
currentLevel: 0,
requires: "rainbowBubbles"
}
},
decorations: {
// New section
bubbleCoral: {
name: "Bubble Coral",
baseCost: 10000,
costScale: 2.0,
amount: 0,
maxAmount: 5
},
sunkenTreasures: {
name: "Sunken Treasures",
baseCost: 25000,
costScale: 2.5,
amount: 0,
maxAmount: 3
}
}
};
game.showError = function (message) {
var errorText = new Text2(message, {
size: 120,
fill: 0xFF0000,
stroke: 0x000000,
strokeThickness: 5,
font: "Impact"
});
// Set the anchor point to center the text
errorText.anchor = {
x: 0.5,
y: 0.5
};
// Position at the center of the screen
errorText.x = game.width / 2;
errorText.y = game.height / 2;
game.addChild(errorText);
// Animate the text
tween(errorText, {
alpha: 0,
y: errorText.y - 50
}, {
duration: 1200,
onFinish: function onFinish() {
errorText.destroy();
}
});
};
var currentTab = 'bubbles'; // Default tab
var menuTabs = ['bubbles', 'clams', 'colors', 'decorations'];
var tabButtons = {}; // Will hold references to tab buttons
// Create upgrade menu elements
// Menu tab (handle)
// First position the panel relative to container at y=0
// Menu panel should be below the tab in the container
var menuTab = LK.getAsset('upgradetab', {
anchorX: 0.5,
anchorY: 1,
// Change to bottom anchor
y: 0,
// Will be at container's position
scaleX: 3,
scaleY: 0.8,
alpha: 0.9
});
var menuPanel = LK.getAsset('upgradetab', {
anchorX: 0.5,
anchorY: 0,
y: -570,
alpha: 0.9,
scaleX: 2048 / 200,
// Use the width of the asset directly
scaleY: game.height * 0.4 / 100.3
});
// Initialize menu structure
// Initialize 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 setup - should be good as is
var menuText = new Text2("Upgrades", {
size: 90,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 3,
font: "Impact"
});
menuText.anchor = {
x: 0.5,
y: 0.5
};
menuText.x = 0; // Relative to container
menuText.y = -menuTab.height / 2; // Position relative to container bottom
menuContainer.addChild(menuText);
// Add to game
game.addChild(menuContainer);
// Add this after the menuPanel is created but before upgradeTexts are created
// Create text container AFTER panel scaling
var menuTextContainer = new Container();
menuContainer.addChild(menuTextContainer);
var tabContainers = {};
menuTabs.forEach(function (tab) {
var contentContainer = new Container();
contentContainer.visible = tab === currentTab;
tabContainers[tab] = contentContainer;
menuTextContainer.addChild(contentContainer);
});
// Create text container AFTER panel scaling
var menuTextContainer = new Container();
menuContainer.addChild(menuTextContainer);
// Create tab container (only visible when menu is open)
var tabsContainer = new Container();
// Position tabsContainer at the bottom of the panel
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) {
// Create tab button
var tabButton = LK.getAsset('upgradetab', {
anchorX: 0.5,
anchorY: 0,
// Anchor to top
// Position evenly across panel width
x: -menuPanel.width * menuPanel.scaleX / 2 + (index + 0.5) * tabWidth,
y: 0,
// Start at the container's position
scaleX: tabWidth / 200,
scaleY: tabHeight / 299,
// Updated for new height
alpha: tab === currentTab ? 1.0 : 0.7
});
// Add hit detection to the tab button
tabButton.down = function () {
// Only do something if this isn't already the current tab
if (tab !== currentTab) {
// Update tab appearance
Object.keys(tabButtons).forEach(function (t) {
if (tabButtons[t]) {
tabButtons[t].alpha = t === tab ? 1.0 : 0.7;
}
});
// 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 to indicate the event was handled
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), {
// Capitalize first letter
size: 80,
// Increased from 50
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 3,
// Slightly thicker for larger text
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);
});
// 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;
}
// Add upgrade texts to text container instead of panel
var upgradeTexts = [];
var startY = 150;
var upgradeSpacing = 250;
var columnWidth = 1024;
// Create arrays to hold upgrade categories in desired order
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
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 create upgrade text
function createUpgradeText(category, key, index, isLeftColumn, tab) {
var upgrade = UPGRADE_CONFIG[category][key];
if (!upgrade) {
return;
} // Skip if upgrade doesn't exist
var xOffset = isLeftColumn ? -750 : 200; // Changed from -550 and 100
var yPos = startY + index * upgradeSpacing + 120; // Added 120 to move everything down
// Create hit container
var hitContainer = new Container();
var hitArea = LK.getAsset('blower', {
width: 400,
height: 150,
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;
if (category === 'colors' && upgrade.requires) {
var required = UPGRADE_CONFIG.colors[upgrade.requires];
if (required && required.currentLevel === 0) {
// Create "LOCKED" text for locked upgrades
costText = new Text2("LOCKED", {
size: 96,
fill: 0x888888,
// Gray color
stroke: 0x000000,
strokeThickness: 2,
font: "Impact"
});
} else {
// Normal cost text
costText = new Text2(cost + " BP", {
size: 96,
fill: 0xFFFF00,
stroke: 0x000000,
strokeThickness: 2,
font: "Impact"
});
}
} else {
// Normal cost text for non-color upgrades
costText = new Text2(cost + " BP", {
size: 96,
fill: 0xFFFF00,
stroke: 0x000000,
strokeThickness: 2,
font: "Impact"
});
}
costText.x = xOffset;
costText.y = yPos + 100;
// Add click handler
hitContainer.down = function () {
var cost = getUpgradeCost(upgrade);
// Check if this is a locked color upgrade
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 (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");
costText.setText(getUpgradeCost(upgrade) + " BP");
// Update clam visuals if needed
if (category === 'machines') {
updateClamVisuals();
}
// Update decoration visuals if implemented
if (category === 'decorations') {
// TODO: Implement decoration visuals
}
}
} else if (upgrade.currentLevel < upgrade.maxLevel) {
// For regular upgrades with levels
upgrade.currentLevel++;
game.bp -= cost;
bpText.setText(formatBP(game.bp) + " BP");
// Update cost text
if (upgrade.currentLevel >= upgrade.maxLevel) {
costText.setText("SOLD OUT");
} else {
costText.setText(getUpgradeCost(upgrade) + " BP");
}
// 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);
}
// Other upgrade effects will be implemented later
}
}
} 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);
}
// Replace the existing code for creating upgrade texts with this:
Object.keys(tabContainers).forEach(function (tab) {
// Clear any existing content
while (tabContainers[tab].children.length > 0) {
tabContainers[tab].children[0].destroy();
}
// Create left column for this tab
if (tabColumns[tab] && tabColumns[tab].left) {
tabColumns[tab].left.forEach(function (upgrade, index) {
createUpgradeText(upgrade[0], upgrade[1], index, true, tab);
});
}
// Create right column for this tab
if (tabColumns[tab] && tabColumns[tab].right) {
tabColumns[tab].right.forEach(function (upgrade, index) {
createUpgradeText(upgrade[0], upgrade[1], index, false, tab);
});
}
});
// Move the entire text container down by adjusting its Y position
menuTextContainer.y = 0; // This should align it with the top of the panel instead of being above it
menuTextContainer.x = 0; // Center in panel
// Menu state and animation
var menuOpen = false;
var menuTargetY = game.height;
function updateClamVisuals() {
while (clamContainer.children.length) {
clamContainer.children[0].destroy();
}
var leftStart = game.width * 0.1; // Moved further left from 0.15
var rightStart = game.width * 0.9; // Moved further right from 0.85
var spacing = 250; // Increased from 150
var y = game.height - 100;
// We'll store type of each clam position (0-3)
var clamTypes = [];
// Fill with basic clams first
for (var i = 0; i < UPGRADE_CONFIG.machines.basicClam.amount; i++) {
clamTypes.push('basicClam');
}
// Replace some with advanced
for (var i = 0; i < UPGRADE_CONFIG.machines.advancedClam.amount; i++) {
if (clamTypes[i]) {
clamTypes[i] = 'advancedClam';
}
}
// Replace some with premium
for (var i = 0; i < UPGRADE_CONFIG.machines.premiumClam.amount; i++) {
if (clamTypes[i]) {
clamTypes[i] = 'premiumClam';
}
}
// Place clams
game.clamSpawnPoints = [];
clamTypes.forEach(function (type, i) {
var isRight = i % 2 === 1;
var baseX = isRight ? rightStart : leftStart;
var direction = isRight ? -1 : 1;
var position = Math.floor(i / 2);
var x = baseX + direction * position * spacing;
var sprite = LK.getAsset(type, {
anchorX: 0.5,
anchorY: 1,
x: x,
y: y,
scaleX: isRight ? -0.5 : 0.5,
// Flip right-side clams
scaleY: 0.5
});
// Store spawn point for this clam
game.clamSpawnPoints.push({
x: x + (isRight ? -75 : 75),
// 25% from edge
y: y - 50,
// Slightly above clam
type: type,
isRight: isRight
});
clamContainer.addChild(sprite);
});
}
updateClamVisuals();
// Add this to the end of the game initialization code, after updating the clam visuals
function updateAllUpgradeTexts() {
// Process left column upgrades
leftColumnUpgrades.forEach(function (upgrade) {
var category = upgrade[0];
var key = upgrade[1];
var upgradeConfig = UPGRADE_CONFIG[category][key];
// Find the cost text for this upgrade
Object.values(tabContainers).forEach(function (tabContainer) {
tabContainer.children.forEach(function (child) {
if (child.text && child.text.includes("BP") && child.y > tabContainer.children.find(function (c) {
return c.text === upgradeConfig.name;
}).y) {
// Check if max level reached
if (upgradeConfig.currentLevel >= upgradeConfig.maxLevel) {
child.setText("SOLD OUT");
}
}
});
});
});
// Process right column upgrades
rightColumnUpgrades.forEach(function (upgrade) {
var category = upgrade[0];
var key = upgrade[1];
if (category === 'machines') {
var upgradeConfig = UPGRADE_CONFIG[category][key];
var totalClams = UPGRADE_CONFIG.machines.basicClam.amount + UPGRADE_CONFIG.machines.advancedClam.amount + UPGRADE_CONFIG.machines.premiumClam.amount;
// Find the cost text for this upgrade
Object.values(tabContainers).forEach(function (tabContainer) {
tabContainer.children.forEach(function (child) {
if (child.text && child.text.includes("BP") && child.y > tabContainer.children.find(function (c) {
return c.text === upgradeConfig.name;
}).y) {
// Check if sold out based on clam logic
if (totalClams >= 4 && key === 'basicClam' || UPGRADE_CONFIG.machines.basicClam.amount <= UPGRADE_CONFIG.machines.advancedClam.amount && key === 'advancedClam' || UPGRADE_CONFIG.machines.advancedClam.amount <= UPGRADE_CONFIG.machines.premiumClam.amount && key === 'premiumClam') {
child.setText("SOLD OUT");
}
}
});
});
} else if (category === 'machine') {
var upgradeConfig = UPGRADE_CONFIG[category][key];
// Find the cost text for this upgrade
Object.values(tabContainers).forEach(function (tabContainer) {
tabContainer.children.forEach(function (child) {
if (child.text && child.text.includes("BP") && child.y > tabContainer.children.find(function (c) {
return c.text === upgradeConfig.name;
}).y) {
// Check if max level reached
if (upgradeConfig.currentLevel >= upgradeConfig.maxLevel) {
child.setText("SOLD OUT");
}
}
});
});
}
});
}
// Call the function after creating all upgrades
updateAllUpgradeTexts();
// Initialize game variables
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 = 160; // Increased by 30%
game.growthRate = UPGRADE_EFFECTS.quickBreath.baseValue * (1 + UPGRADE_EFFECTS.quickBreath.incrementPercent / 100 * UPGRADE_CONFIG.player.quickBreath.currentLevel);
game.bubblePool = Array(250).fill(null).map(function () {
return new Bubble();
});
game.activeBubbles = [];
game.MAX_BUBBLES = 200; // Active bubble limit
game.bubblePool.forEach(function (bubble) {
game.addChild(bubble);
});
game.baseSpawnRate = 180; // Every 3 seconds
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;
}
// Initialize game variables
//<Assets used in the game will automatically appear here>
game.bp = 0; // Track total BP
game.combo = 0;
game.lastPopTime = 0;
game.COMBO_WINDOW = 60; // 1 second in frames
function formatBP(value) {
var units = ['', 'K', 'M', 'B', 'T'];
var unitIndex = 0;
while (value >= 1000 && unitIndex < units.length - 1) {
value /= 1000;
unitIndex++;
}
return Math.floor(value * 10) / 10 + units[unitIndex];
}
// Create BP display text (add near game initialization)
var bpText = new Text2("0 BP", {
size: 120,
fill: 0xFFFFFF,
stroke: 0x33caf8,
strokeThickness: 4,
font: "Impact",
fontWeight: "bold"
});
bpText.anchor.set(1, 0);
bpText.x = game.width - 20;
bpText.y = 20;
game.addChild(bpText);
game.addBP = function (points, x, y, isAutoPop) {
var currentTime = LK.ticks;
// Only update combo if it's not an auto-pop
if (!isAutoPop) {
if (currentTime - game.lastPopTime < game.COMBO_WINDOW) {
game.combo++;
points *= 1 + game.combo * 0.1; // 10% bonus per combo
} else {
game.combo = 0;
}
game.lastPopTime = currentTime;
}
// 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 regardless of auto or manual pop
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();
}
});
}
};
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) {
var spawnX = playerMask.x;
var spawnY = playerMask.y + playerMask.height * 0.15;
game.growingBubble = spawnBubble(spawnX, spawnY, game.MIN_SPAWN_SIZE, 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;
game.growingBubble = null;
game.mouthOpenDuration = 0;
}
}
// Update cooldown timer
if (game.blowCooldown > 0) {
game.blowCooldown--;
}
game.lastMouthState = facekit.mouthOpen;
updateClams();
// Inside game.update, after other updates
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);
}
}
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);
}
}
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 //{9O.1}
}, {
//{9O.2}
duration: 300,
//{9O.3}
easing: tween.easeOutBack,
//{9O.4}
onFinish: function onFinish() {
tabsContainer.visible = menuOpen; // Show/hide tabs based on menu state //{9Q.1}
if (!menuOpen) {
//{9Q.2}
game.setChildIndex(menuContainer, 1); //{9Q.3}
} //{9Q.4}
} //{9Q.5}
});
return true;
}
if (menuOpen) {
return true; // Let containers handle their own clicks
}
// Bubble popping logic remains the same
var popped = false;
// NEW:
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;
}
}
};
A treasure chest with gold coins. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A golden skull with diamonds for eyes. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A golden necklace with a ruby pendant. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A filled in white circle.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A yellow star. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a game logo for a game called 'Bubble Blower Tycoon' about a happy purple pufferfish with yellow fins and spines that builds an underwater empire of bubbles. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
an SVG of the word 'Start'. word should be yellow and the font should look like its made out of bubbles. cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bubblelow
Sound effect
backgroundmusic
Music
bubblehigh
Sound effect
bubble1
Sound effect
bubble2
Sound effect
bubble3
Sound effect
bubble4
Sound effect
blowing
Sound effect
bubbleshoot
Sound effect
fishtank
Sound effect
menuopen
Sound effect
upgrade
Sound effect
jellyfish
Sound effect
titlemusic
Music
startbutton
Sound effect