User prompt
Update as needed with: // Instead of completely rebuilding the UI, let's just update the text elements if (category === 'colors') { // Update the cost text directly if (upgrade.currentLevel >= upgrade.maxLevel) { costText.setText("SOLD OUT"); costText.fill = 0x888888; // Gray color } else { costText.setText(getUpgradeCost(upgrade) + " BP"); } // Find and update dependent upgrades Object.keys(UPGRADE_CONFIG.colors).forEach(function(colorKey) { const colorUpgrade = UPGRADE_CONFIG.colors[colorKey]; if (colorUpgrade.requires === key) { // Find the text element for this dependent upgrade const dependentTexts = []; tabContainers.colors.children.forEach(function(child) { // Find the name text if (child.text === colorUpgrade.name) { dependentTexts.push(child); } // Find its associated cost text else if (child.text === "LOCKED" && dependentTexts.length > 0 && Math.abs(child.y - dependentTexts[dependentTexts.length-1].y) < 120) { // Update from LOCKED to actual cost child.setText(getUpgradeCost(colorUpgrade) + " BP"); child.fill = 0xFFFF00; // Yellow for costs } }); } }); }
User prompt
Update as needed with: if (category === 'colors') { // Find all relevant UI elements in the tab const colorContainer = tabContainers.colors; // First update this upgrade's cost to "SOLD OUT" colorContainer.children.forEach(function(child) { if (child.text && child.text.includes("BP")) { // Find the cost text by looking at nearby elements const nameTexts = colorContainer.children.filter(e => e.text === upgrade.name && Math.abs(e.y - child.y) < 150 ); if (nameTexts.length > 0) { // This is the cost text for our upgrade child.setText("SOLD OUT"); child.fill = 0x888888; // Gray color } } }); // Then update any dependent upgrades from "LOCKED" to their cost Object.keys(UPGRADE_CONFIG.colors).forEach(function(colorKey) { const colorUpgrade = UPGRADE_CONFIG.colors[colorKey]; if (colorUpgrade.requires === key) { colorContainer.children.forEach(function(child) { if (child.text === "LOCKED") { // Find the name text near this LOCKED text const nameTexts = colorContainer.children.filter(e => e.text === colorUpgrade.name && Math.abs(e.y - child.y) < 150 ); if (nameTexts.length > 0) { // Update from LOCKED to cost child.setText(getUpgradeCost(colorUpgrade) + " BP"); child.fill = 0xFFFF00; // Yellow for costs } } }); } }); }
User prompt
Update with: // After the line: upgrade.currentLevel++; // Replace the existing color upgrade dependency update code with this: if (category === 'colors') { // Find any upgrades that depend on this one Object.keys(UPGRADE_CONFIG.colors).forEach(function(colorKey) { var colorUpgrade = UPGRADE_CONFIG.colors[colorKey]; if (colorUpgrade.requires === key) { // This upgrade depends on the one we just purchased // Find all cost texts that need updating in the colors tab tabContainers['colors'].children.forEach(function(child) { if (child.text === "LOCKED") { // Find the matching upgrade name text that comes before this locked text var nameTextFound = false; for (var i = 0; i < tabContainers['colors'].children.length; i++) { var textElement = tabContainers['colors'].children[i]; if (textElement.text === colorUpgrade.name) { nameTextFound = true; } // If we found the name and now found the LOCKED text after it if (nameTextFound && textElement === child) { child.setText(getUpgradeCost(colorUpgrade) + " BP"); child.fill = 0xFFFF00; // Change to standard cost color break; } } } }); } }); // Update to show SOLD OUT costText.setText("SOLD OUT"); costText.fill = 0x888888; // Gray color for sold out }
User prompt
Update with: // Replace the existing color upgrade dependency update code with this: if (category === 'colors') { // Set this upgrade to SOLD OUT costText.setText("SOLD OUT"); costText.fill = 0x888888; // Gray color for sold out // Find any upgrades that depend on this one and update them directly Object.keys(UPGRADE_CONFIG.colors).forEach(function(colorKey) { var colorUpgrade = UPGRADE_CONFIG.colors[colorKey]; if (colorUpgrade.requires === key) { // Find the corresponding name and cost text elements for this dependent upgrade var nameText = null; var lockedText = null; tabContainers['colors'].children.forEach(function(child) { // Find the name text first if (child.text === colorUpgrade.name) { nameText = child; } // Then find the LOCKED text that follows it if (nameText && child.text === "LOCKED" && child.y > nameText.y && !lockedText) { lockedText = child; } }); // Update the locked text if found if (lockedText) { lockedText.setText(getUpgradeCost(colorUpgrade) + " BP"); lockedText.fill = 0xFFFF00; // Yellow color for cost } } }); }
User prompt
Update as needed with: // Inside hitContainer.down function after upgrade.currentLevel++ if (category === 'colors') { // Mark this upgrade as SOLD OUT costText.setText("SOLD OUT"); costText.fill = 0x888888; // Gray color // Now loop through all color upgrades to update their locked status tabContainers['colors'].children.forEach(function(child) { // Only look at Text2 objects if (child.text) { // For each upgrade name that we find var matchingColorKey = null; Object.keys(UPGRADE_CONFIG.colors).forEach(function(colorKey) { if (UPGRADE_CONFIG.colors[colorKey].name === child.text) { matchingColorKey = colorKey; } }); // If we found a matching upgrade name if (matchingColorKey) { var colorUpgrade = UPGRADE_CONFIG.colors[matchingColorKey]; // If this upgrade depends on the one we just bought if (colorUpgrade.requires === key) { // Find its cost text (which is the next text element at the same X position) var costX = child.x; var nameY = child.y; tabContainers['colors'].children.forEach(function(costElement) { if (costElement.text === "LOCKED" && costElement.x === costX && costElement.y > nameY && costElement.y < nameY + 150) { // Check reasonable Y range // Update from LOCKED to actual cost costElement.setText(getUpgradeCost(colorUpgrade) + " BP"); costElement.fill = 0xFFFF00; // Yellow cost color } }); } } } }); }
User prompt
Update as needed with: // Add this function near the other utility functions: function refreshUpgradeTab(tabName) { // Clear all children from the tab container while (tabContainers[tabName].children.length > 0) { tabContainers[tabName].children[0].destroy(); } // 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); }); } } // Now modify the hitContainer.down function to call this // Inside hitContainer.down after successful purchase: if (category === 'colors') { upgrade.currentLevel++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); // Refresh the entire colors tab to update all text elements refreshUpgradeTab('colors'); return true; // Skip the rest of the function }
User prompt
Update as needed with: // Inside hitContainer.down function where it handles color upgrades if (category === 'colors') { // Purchase the upgrade upgrade.currentLevel++; game.bp -= cost; bpText.setText(formatBP(game.bp) + " BP"); // Refresh the entire colors tab to update all text elements refreshUpgradeTab('colors'); return true; // Skip the rest of the function } // Now modify the createUpgradeText function to correctly handle SOLD OUT status for color upgrades // Find the part where it creates the cost text (around line 1100-1150) // Add this condition inside the createUpgradeText function where it creates costText // After checking for requires, add this: if (category === 'colors' && upgrade.currentLevel >= upgrade.maxLevel) { // Create "SOLD OUT" text for maxed out color upgrades costText = new Text2("SOLD OUT", { size: 96, fill: 0x888888, // Gray color stroke: 0x000000, strokeThickness: 2, font: "Impact" }); } else if (category === 'colors' && upgrade.requires) { // The existing code for requires check 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, 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" }); }
Code edit (1 edits merged)
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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 along bottom of screen var coralCount = UPGRADE_CONFIG.decorations.bubbleCoral.amount; if (coralCount <= 0) return; // Available coral types var coralTypes = ['coral1', 'coral2', 'coral3', 'coral4']; // Space corals evenly along bottom var spacing = game.width / (coralCount + 1); for (var i = 0; i < coralCount; i++) { // Choose random coral type var coralType = coralTypes[Math.floor(Math.random() * coralTypes.length)]; // Create coral sprite var coral = LK.getAsset(coralType, { anchorX: 0.5, anchorY: 1, x: spacing * (i + 1), y: game.height - 20, // Slightly above bottom 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); } } // Add coral bubble spawning to the game update loop function updateCoralBubbles() { if (UPGRADE_CONFIG.decorations.bubbleCoral.amount <= 0) return; coralContainer.children.forEach(function(coral) { // 5% chance per second to spawn bubble (0.083% per frame at 60fps) if (Math.random() < 0.00083 || LK.ticks - coral.lastBubbleTime > 600) { // Force spawn after 10 seconds coral.lastBubbleTime = LK.ticks; // Calculate bubble size based on player's max size var bubbleSize = game.maxBubbleSize * (0.5 + Math.random() * 0.3); // Spawn position slightly above coral var bubbleX = coral.x + (Math.random() * 30 - 15); var bubbleY = coral.y - coral.height * 0.3; var bubble = spawnBubble(bubbleX, bubbleY, bubbleSize, 0, false); if (bubble) { // Set moderate upward velocity bubble.verticalVelocity = -(2 + Math.random() * 3); bubble.driftX = (Math.random() * 2 - 1); } } }); }
Code edit (2 edits merged)
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Update with: if (category === 'decorations') { if (key === 'bubbleCoral') { updateCoralDecorations(); } // Future decoration handlers would go here }
Code edit (1 edits merged)
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Update with: // Track active treasure zones for bubble value calculation game.treasureZones = []; // 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']; // Space treasures semi-randomly for (var i = 0; i < treasureCount; i++) { // Choose random treasure type var treasureType = treasureTypes[i % treasureTypes.length]; // Set position - avoid edges and very top var x = game.width * (0.2 + Math.random() * 0.6); // 20-80% of width var y = game.height * (0.5 + Math.random() * 0.4); // 50-90% of height // Create treasure sprite var treasure = LK.getAsset(treasureType, { anchorX: 0.5, anchorY: 0.5, x: x, y: y, scaleX: 1.8, scaleY: 1.8, alpha: 0.9 }); // Create and add highlight zone indicator (subtle circle) var zoneRadius = game.width * 0.15; // 15% of screen as specified var zoneIndicator = new Shape(); zoneIndicator.beginFill(0xFFFFFF, 0.15); // Very subtle white zoneIndicator.drawCircle(0, 0, zoneRadius); zoneIndicator.endFill(); // Store zone information for bonus calculations game.treasureZones.push({ x: x, y: y, radius: zoneRadius }); // Add handlers to make treasures draggable treasure.down = function(e) { this.dragging = true; this.dragOffsetX = this.x - e.x; this.dragOffsetY = this.y - e.y; // Move to top of treasures while dragging treasureContainer.setChildIndex(this, treasureContainer.children.length - 1); return true; }; treasure.move = function(e) { if (this.dragging) { this.x = e.x + this.dragOffsetX; this.y = e.y + this.dragOffsetY; // Constrain to screen bounds this.x = Math.max(50, Math.min(game.width - 50, this.x)); this.y = Math.max(100, Math.min(game.height - 50, this.y)); // Update zone indicator position if (this.zoneIndicator) { this.zoneIndicator.x = this.x; this.zoneIndicator.y = this.y; // Update corresponding zone in the tracking array for (var i = 0; i < game.treasureZones.length; i++) { if (game.treasureZones[i].id === this.id) { game.treasureZones[i].x = this.x; game.treasureZones[i].y = this.y; break; } } } return true; } return false; }; treasure.up = function() { this.dragging = false; return true; }; // Store unique id to match with zone treasure.id = 'treasure_' + i; // Link zone indicator to treasure treasure.zoneIndicator = zoneIndicator; zoneIndicator.x = x; zoneIndicator.y = y; // Add zone first (so it's behind treasure) treasureContainer.addChild(zoneIndicator); treasureContainer.addChild(treasure); } } // Function to calculate treasure zone bonus for a bubble 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 as specified } }); // Return multiplier (1.0 = no bonus, 1.5 = one zone, 2.0 = two zones, etc.) return 1.0 + totalBonus; }
User prompt
Update with: 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 } 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; };
User prompt
Update with: if (category === 'decorations') { if (key === 'bubbleCoral') { updateCoralDecorations(); } else if (key === 'sunkenTreasures') { updateTreasureDecorations(); } }
Code edit (1 edits merged)
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Update with: game.treasureZones = [];
User prompt
Add: // 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']; // Space treasures semi-randomly for (var i = 0; i < treasureCount; i++) { // Choose random treasure type var treasureType = treasureTypes[i % treasureTypes.length]; // Set position - avoid edges and very top var x = game.width * (0.2 + Math.random() * 0.6); // 20-80% of width var y = game.height * (0.5 + Math.random() * 0.4); // 50-90% of height // Create treasure sprite var treasure = LK.getAsset(treasureType, { anchorX: 0.5, anchorY: 0.5, x: x, y: y, scaleX: 1.8, scaleY: 1.8, alpha: 0.9 }); // Create and add highlight zone indicator (subtle circle) var zoneRadius = game.width * 0.15; // 15% of screen as specified var zoneIndicator = new Shape(); zoneIndicator.beginFill(0xFFFFFF, 0.15); // Very subtle white zoneIndicator.drawCircle(0, 0, zoneRadius); zoneIndicator.endFill(); // Store zone information for bonus calculations game.treasureZones.push({ x: x, y: y, radius: zoneRadius }); // Add handlers to make treasures draggable treasure.down = function(e) { this.dragging = true; this.dragOffsetX = this.x - e.x; this.dragOffsetY = this.y - e.y; // Move to top of treasures while dragging treasureContainer.setChildIndex(this, treasureContainer.children.length - 1); return true; }; treasure.move = function(e) { if (this.dragging) { this.x = e.x + this.dragOffsetX; this.y = e.y + this.dragOffsetY; // Constrain to screen bounds this.x = Math.max(50, Math.min(game.width - 50, this.x)); this.y = Math.max(100, Math.min(game.height - 50, this.y)); // Update zone indicator position if (this.zoneIndicator) { this.zoneIndicator.x = this.x; this.zoneIndicator.y = this.y; // Update corresponding zone in the tracking array for (var i = 0; i < game.treasureZones.length; i++) { if (game.treasureZones[i].id === this.id) { game.treasureZones[i].x = this.x; game.treasureZones[i].y = this.y; break; } } } return true; } return false; }; treasure.up = function() { this.dragging = false; return true; }; // Store unique id to match with zone treasure.id = 'treasure_' + i; // Link zone indicator to treasure treasure.zoneIndicator = zoneIndicator; zoneIndicator.x = x; zoneIndicator.y = y; // Add zone first (so it's behind treasure) treasureContainer.addChild(zoneIndicator); treasureContainer.addChild(treasure); } }
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Add: 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 as specified } }); // Return multiplier (1.0 = no bonus, 1.5 = one zone, 2.0 = two zones, etc.) return 1.0 + totalBonus; }
User prompt
Update with: 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 } 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; };
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Update with: if (category === 'decorations') { if (key === 'bubbleCoral') { updateCoralDecorations(); } else if (key === 'sunkenTreasures') { updateTreasureDecorations(); } }
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Update with: updateClamVisuals(); updateCoralDecorations(); updateTreasureDecorations();
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Increase the value of all bubbles by 100 times.
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Please fix the bug: 'Script error.' in or related to this line: 'var zoneIndicator = new Shape();' Line Number: 606
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Update with: 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; if (!menuOpen) { game.setChildIndex(menuContainer, 1); } } }); return true; } if (menuOpen) { return true; // Let containers handle their own clicks } // Check for treasure dragging if (treasureContainer && treasureContainer.children) { for (var i = 0; i < treasureContainer.children.length; i++) { var treasure = treasureContainer.children[i]; // Skip zone indicators (which don't have down handlers) if (!treasure.down) continue; var dx = x - treasure.x; var dy = y - treasure.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if click is within treasure bounds (approximate with circle) if (distance < 50) { // Adjust size as needed based on treasures if (treasure.down({ x: x, y: y })) { // Store the currently dragged treasure for move and up events game.currentDragObject = treasure; return true; } } } } // 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; } } };
/****
* 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.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 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
console.log('Activating bubble:', {
size: self.size,
maxLifetime: self.maxLifetime,
isPlayerBlown: isPlayerBlown
});
};
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;
// 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;
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);
multiplier = 1.6;
} else if (UPGRADE_CONFIG.colors.rainbowBubbles.currentLevel > 0) {
// Rainbow - pick a random color from set
var rainbowColors = [0xFF0000,
// Red
0xFFAA00,
// 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 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);
}
};
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);
}
}
// 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();
}
}
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
}
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);
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
}
// 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;
};
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
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
****/
game.twinBubbles = [];
// 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 * 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 // not player blown
);
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);
}
}
});
}
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;
// 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) {
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");
// 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");
}
// 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");
// If this is a color upgrade, update the UI to reflect dependency status
if (category === 'colors') {
// Update the cost text directly
if (upgrade.currentLevel >= upgrade.maxLevel) {
costText.setText("SOLD OUT");
costText.fill = 0x888888; // Gray color
} else {
costText.setText(getUpgradeCost(upgrade) + " BP");
}
// Find and update dependent upgrades
Object.keys(UPGRADE_CONFIG.colors).forEach(function (colorKey) {
var colorUpgrade = UPGRADE_CONFIG.colors[colorKey];
if (colorUpgrade.requires === key) {
// Find the text element for this dependent upgrade
var dependentTexts = [];
tabContainers.colors.children.forEach(function (child) {
// Find the name text
if (child.text === colorUpgrade.name) {
dependentTexts.push(child);
}
// Find its associated cost text
else if (child.text === "LOCKED" && dependentTexts.length > 0 && Math.abs(child.y - dependentTexts[dependentTexts.length - 1].y) < 120) {
// Update from LOCKED to actual cost
child.setText(getUpgradeCost(colorUpgrade) + " BP");
child.fill = 0xFFFF00; // Yellow for costs
}
});
}
});
}
// 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 = 120; // 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;
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) {
// 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) {
// Link the bubbles
game.twinBubbles.push({
bubble1: game.growingBubble,
bubble2: twinBubble,
popped: false,
timestamp: LK.ticks
});
}
}
game.growingBubble = null;
var breathLevel = UPGRADE_CONFIG.player.bubbleBreath.currentLevel;
if (breathLevel > 0) {
// Calculate chances for extra bubbles
var 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
var 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 (var i = 0; i < extraBubbles; i++) {
var angle = Math.random() * Math.PI * 2;
var distance = 20 + Math.random() * 30;
var extraX = playerMask.x + Math.cos(angle) * distance;
var extraY = playerMask.y + playerMask.height * 0.15 + Math.sin(angle) * distance;
var extraSize = Math.max(game.MIN_SPAWN_SIZE, game.growingBubble.size * (0.6 + Math.random() * 0.2));
var extraBubble = spawnBubble(extraX, extraY, extraSize, 0, false);
if (extraBubble) {
extraBubble.verticalVelocity = -8 - Math.random() * 4;
extraBubble.driftX = Math.random() * 4 - 2;
}
}
}
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);
}
}
// 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;
});
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