User prompt
import facekit plugin. do not add any other code ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
update with: // Face tracking setup var face = new faceKit.FaceTracker(); game.addChild(face); // Pufferfish mask that follows face var mask = Container.expand(function() { var self = Container.call(this); var sprite = self.attachAsset('pufferfish', { anchorX: 0.5, anchorY: 0.5 }); var isBlowing = false; var baseScale = 1; var blowScale = 0.8; // Shrink to 80% when blowing self.update = function() { if(face.detected) { self.x = face.x; self.y = face.y; self.rotation = face.rotation; self.scale = face.scale; // Handle blowing animation if(face.mouthOpen && !isBlowing) { isBlowing = true; tween(sprite) .to({scaleX: blowScale, scaleY: blowScale}, 15) .start(); } else if(!face.mouthOpen && isBlowing) { isBlowing = false; tween(sprite) .to({scaleX: baseScale, scaleY: baseScale}, 10) .start(); } // Start creating bubble when mouth opens if(face.mouthOpen) { // We'll add bubble creation here in next step } } }; return self; }); var playerMask = new mask(); game.addChild(playerMask); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1, @upit/tween.v1
User prompt
Please fix the bug: 'facekit.FaceTracker is not a constructor' in or related to this line: 'var face = new facekit.FaceTracker();' Line Number: 136
User prompt
Please fix the bug: 'facekit.createFaceTracker is not a function' in or related to this line: 'var face = facekit.createFaceTracker();' Line Number: 136
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: face is not defined' in or related to this line: 'if (face.detected) {' Line Number: 93
User prompt
fix the syntax in the mask class to properly use facekit ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Please fix the bug: 'facekit.FaceTracker is not a constructor' in or related to this line: 'var face = new facekit.FaceTracker();' Line Number: 135 ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
fix the syntax in mask class to use facekit properly for the blowing animation ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: face is not defined' in or related to this line: 'if (face.mouthOpen) {' Line Number: 117 ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
overlay the pufferfish asset on the players face
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: faceKit is not defined' in or related to this line: 'if (faceKit.noseTip) {' Line Number: 94 ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Please fix the bug: 'ReferenceError: faceKit is not defined' in or related to this line: 'if (faceKit.mouthCenter) {' Line Number: 99 ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Please fix the bug: 'TypeError: tween(...) is undefined' in or related to this line: 'tween(sprite).to({' Line Number: 102 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
update with: // Add near the top of pufferMask var targetX = 0; var targetY = 0; var smoothingFactor = 0.15; // Adjust between 0-1 (lower = smoother) // Replace the position update in self.update with: if (facekit.noseTip) { targetX = facekit.noseTip.x; targetY = facekit.noseTip.y; self.x += (targetX - self.x) * smoothingFactor; self.y += (targetY - self.y) * smoothingFactor; } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
update with: // Add near top of pufferMask var mouthOpenCounter = 0; var mouthOpenThreshold = 3; // Adjust frames needed to trigger state change // Replace the mouth tracking code with: if (facekit.mouthCenter) { if (facekit.mouthOpen) { mouthOpenCounter++; if (mouthOpenCounter >= mouthOpenThreshold && !isBlowing) { isBlowing = true; tween(sprite, { scaleX: blowScale, scaleY: blowScale }, { duration: 15 }); } } else { mouthOpenCounter = 0; if (isBlowing) { isBlowing = false; tween(sprite, { scaleX: baseScale, scaleY: baseScale }, { duration: 10 }); } } } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1, @upit/tween.v1
User prompt
update with: // Add near top of pufferMask var targetRotation = 0; var rotationSmoothingFactor = 0.1; // Add to self.update after position update: if (facekit.faceAngle) { targetRotation = facekit.faceAngle; self.rotation += (targetRotation - self.rotation) * rotationSmoothingFactor; } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
update with: // Add to top of pufferMask var targetTilt = 0; var tiltSmoothingFactor = 0.12; // Add this function inside pufferMask function calculateFaceTilt() { if (facekit.leftEye && facekit.rightEye) { // Calculate angle between eyes var dx = facekit.rightEye.x - facekit.leftEye.x; var dy = facekit.rightEye.y - facekit.leftEye.y; return Math.atan2(dy, dx) * (180/Math.PI); // Convert to degrees } return 0; } // Replace the rotation code in self.update with: if (facekit.leftEye && facekit.rightEye) { targetTilt = calculateFaceTilt(); // Add some constraints to prevent extreme angles targetTilt = Math.max(-45, Math.min(45, targetTilt)); self.rotation += (targetTilt - self.rotation) * tiltSmoothingFactor; } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
update with: // Modify the rotation code in pufferMask: var tiltSmoothingFactor = 0.08; // Made smoother var tiltScaleFactor = 0.2; // Only use 20% of the actual tilt // Replace the rotation update in self.update: 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; } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Please fix the bug: 'ReferenceError: tiltScaleFactor is not defined' in or related to this line: 'return Math.atan2(dy, dx) * (180 / Math.PI); // Convert to degrees' Line Number: 147
User prompt
update with: 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 var dx = facekit.mouthCenter.x - eyeMidX; var dy = facekit.mouthCenter.y - eyeMidY; var angle = Math.atan2(dx, dy) * (180 / Math.PI); // Normalize angle to [-30, 30] range and apply dampening return Math.max(-30, Math.min(30, angle * 0.3)); } return 0; // Default to straight when face points aren't available } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
update with: var tiltSmoothingFactor = 0.08; // Reduced from 0.12 var tiltScaleFactor = 0.15; // Reduced from 0.2
User prompt
update with: 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)); // Normalize angle and apply dampening return Math.max(-30, Math.min(30, angle * 0.3)); } return 0; }
/****
* 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.lastPopTime = 0; // Add timestamp tracking
var sprite = self.attachAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5
});
self.size = 100;
// Subtle size-based variance plus small random factor
var speedMultiplier = 120 / self.size * (0.9 + Math.random() * 0.2); // Just 10% variance
self.floatSpeed = 50 * speedMultiplier / 60;
self.driftX = (Math.random() * 20 - 10) / 60; // Normal drift variance
self.verticalVelocity = 0;
self.down = function (e) {
// Add cooldown check (100ms)
var currentTime = Date.now();
if (currentTime - self.lastPopTime < 100) {
return true; // Ignore clicks too close together
}
self.lastPopTime = currentTime;
var index = game.bubbles.indexOf(self);
if (index > -1) {
game.bubbles.splice(index, 1);
}
var points = self.getBP();
game.addBP(points);
if (self.size > 60 && !self.justSplit) {
var newSize = self.size * 0.6;
for (var i = 0; i < 2; i++) {
spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1);
}
}
self.destroy();
return true; // Stop event propagation
};
self.getBP = function () {
return Math.floor(Math.pow(self.size, 2) * 0.1);
};
self.update = function () {
self.justSplit = false; // Clear the flag after first update
// Add gravity effect
if (self.verticalVelocity < self.floatSpeed) {
self.verticalVelocity += 0.1; // Gradually transition to floating
}
self.y -= self.verticalVelocity;
// Gradually reduce horizontal speed after split
if (Math.abs(self.driftX) > (Math.random() * 20 - 10) / 60) {
self.driftX *= 0.98; // Slowly return to normal drift speed
}
self.x += self.driftX;
// Bounce off edges
if (self.x < self.size) {
self.x = self.size;
self.driftX = Math.abs(self.driftX);
} else if (self.x > game.width - self.size) {
self.x = game.width - self.size;
self.driftX = -Math.abs(self.driftX);
}
var scale = self.size / sprite.width;
sprite.scaleX = scale;
sprite.scaleY = scale;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background to represent the sky
});
/****
* Game Code
****/
// Separate spawn functions:
function spawnSplitBubble(parentX, parentY, size, direction) {
var bubble = new Bubble();
bubble.x = parentX;
bubble.y = parentY;
bubble.size = size;
bubble.justSplit = true; // Add this flag
// More reasonable velocities
var speedMultiplier = 120 / size * (0.9 + Math.random() * 0.2);
bubble.verticalVelocity = -(Math.random() * 2 + 4); // More reasonable downward speed
bubble.driftX = direction * (Math.random() * 2 + 4); // More reasonable spread
bubble.floatSpeed = (45 + Math.random() * 10) / 60 * speedMultiplier;
game.addChild(bubble);
game.bubbles.push(bubble);
}
game.bubbles = []; // Track bubble array
// Initialize game variables
//<Assets used in the game will automatically appear here>
game.bp = 0; // Track total BP
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("BP: 0", {
size: 100,
fill: 0xFFFFFF
});
bpText.anchor.set(0.5, 0);
bpText.x = game.width - 200; // Position in top right
bpText.y = 100;
game.addChild(bpText);
game.addBP = function (points) {
game.bp += points;
// Update display
bpText.text = formatBP(game.bp) + " BP";
};
game.update = function () {
// Spawn new bubbles
if (LK.ticks % 120 == 0) {
var x = Math.random() * (game.width - 200) + 100;
spawnSplitBubble(x, game.height + 100, 100, 0);
}
// Update all children (bubbles)
for (var i = game.bubbles.length - 1; i >= 0; i--) {
var bubble = game.bubbles[i];
if (bubble.update) {
bubble.update();
}
}
};
// Handle touch/mouse events for the game
game.down = function (x, y, obj) {
var popped = false; // Track if we've popped any bubble
for (var i = game.bubbles.length - 1; i >= 0; i--) {
var bubble = game.bubbles[i];
// Calculate distance between click and bubble center
var dx = x - bubble.x;
var dy = y - bubble.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Only pop if we haven't popped anything this click
if (!popped && distance <= bubble.size / 2 + 10 && bubble.down) {
bubble.down();
popped = true;
break; // Exit loop after first pop
}
}
};
;
A treasure chest with gold coins. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A golden skull with diamonds for eyes. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A golden necklace with a ruby pendant. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A filled in white circle.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A yellow star. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a game logo for a game called 'Bubble Blower Tycoon' about a happy purple pufferfish with yellow fins and spines that builds an underwater empire of bubbles. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
an SVG of the word 'Start'. word should be yellow and the font should look like its made out of bubbles. cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bubblelow
Sound effect
backgroundmusic
Music
bubblehigh
Sound effect
bubble1
Sound effect
bubble2
Sound effect
bubble3
Sound effect
bubble4
Sound effect
blowing
Sound effect
bubbleshoot
Sound effect
fishtank
Sound effect
menuopen
Sound effect
upgrade
Sound effect
jellyfish
Sound effect
titlemusic
Music
startbutton
Sound effect