User prompt
Please fix the bug: 'ReferenceError: particles is not defined' in or related to this line: 'particles.emit({' Line Number: 241
User prompt
Please fix the bug: 'TypeError: tween.loop is not a function' in or related to this line: 'tween.loop(self.bubbleGraphic, {' Line Number: 87
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Make the graphics look better
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Make upgrades and the bubbles move faster after clicked on them ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Bubble Pop Frenzy
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Please continue polishing my design document.
Initial prompt
Make a cookie clicker
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var Bubble = Container.expand(function (type, size, speed) { var self = Container.call(this); self.type = type || 'red'; self.size = size || 1; self.speed = speed || 2; self.points = 10; self.isSpecial = false; // Set points based on type if (self.type === 'red') { self.points = 10; } else if (self.type === 'blue') { self.points = 15; } else if (self.type === 'green') { self.points = 20; } else if (self.type === 'yellow') { self.points = 25; } else if (self.type === 'purple') { self.points = 30; } else if (self.type === 'special') { self.points = 50; self.isSpecial = true; } // Create bubble graphic self.bubbleGraphic = self.attachAsset('bubble_' + self.type, { anchorX: 0.5, anchorY: 0.5, scaleX: self.size, scaleY: self.size, alpha: 0.9 }); // Add shine effect self.shineGraphic = self.attachAsset('bubble_' + self.type + '_shine', { anchorX: 0.5, anchorY: 0.5, scaleX: self.size, scaleY: self.size, x: -self.bubbleGraphic.width * 0.2, y: -self.bubbleGraphic.height * 0.2, alpha: 0.7 }); // Add bubble rim highlight for 3D effect self.rimGraphic = self.attachAsset('bubble_ring', { anchorX: 0.5, anchorY: 0.5, scaleX: self.bubbleGraphic.width * 0.1 * self.size, scaleY: self.bubbleGraphic.height * 0.1 * self.size, alpha: 0.5 }); // If it's a special bubble, make it pulsate if (self.isSpecial) { self.pulsateDirection = 1; self.pulsateAmount = 0.1; self.pulsateSpeed = 0.02; // Add glowing effect to special bubbles // Use tween directly with repeat for looping animation tween(self.bubbleGraphic, { alpha: 0.6 }, { alpha: 1 }, { duration: 800, easing: tween.easeInOut, repeat: -1, // -1 means infinite repetition yoyo: true // Reverse the animation on each repeat }); } // Event handler for touch self.down = function (x, y, obj) { self.pop(); }; // Pop the bubble self.pop = function () { // Play pop sound if (self.isSpecial) { LK.getSound('special_pop').play(); // Apply special effect self.applySpecialEffect(); } else { LK.getSound('pop').play(); } // Add points LK.setScore(LK.getScore() + self.points * currentMultiplier); // Update score display updateScoreText(); // Create and display floating score text var scorePopup = new Text2("+" + self.points * currentMultiplier, { size: 70, fill: self.isSpecial ? 0xFFFF00 : 0xFFFFFF }); scorePopup.anchor.set(0.5, 0.5); scorePopup.x = 0; scorePopup.y = -20; self.addChild(scorePopup); // Animate score popup tween(scorePopup, { y: -100, alpha: 0 }, { duration: 800, easing: tween.easeOut }); // Generate particle effects var particleCount = self.isSpecial ? 20 : 10; var bubbleColor = self.bubbleGraphic.tint; var particleSize = self.size; // Create particles using the particle system particles.burst({ x: self.x, y: self.y, count: particleCount, minSpeed: 2, maxSpeed: 8, minScale: 0.3 * self.size, maxScale: 0.7 * self.size, minLifetime: 500, maxLifetime: 1000, gravity: 0.2, color: bubbleColor, fadeOut: true }); // Create some additional custom particles for (var i = 0; i < particleCount / 2; i++) { var particle = new BubbleParticle(bubbleColor, particleSize); particle.x = self.x; particle.y = self.y; game.addChild(particle); bubbleParticles.push(particle); } // Flash effect with bubble color tint instead of just white LK.effects.flashObject(self, bubbleColor, 300); // Increase speed for remaining bubbles when normal bubble popped if (!self.isSpecial) { clickUpgrades++; // Apply speed upgrade to all bubbles applySpeedUpgradeToBubbles(); } // Scale effect and remove with bounce effect tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { self.readyToRemove = true; } }); } }); }; // Apply special effect based on bubble type self.applySpecialEffect = function () { // Random effect var effectType = Math.floor(Math.random() * 3); if (effectType === 0) { // Slow down all bubbles gameSpeed = 0.5; LK.setTimeout(function () { gameSpeed = 1; }, 5000); showMessage("SLOW TIME!", 2000); } else if (effectType === 1) { // Score multiplier currentMultiplier = 2; LK.setTimeout(function () { currentMultiplier = 1; }, 5000); showMessage("2X POINTS!", 2000); } else { // Pop nearby bubbles popNearbyBubbles(self); showMessage("CHAIN REACTION!", 2000); } }; // Update method called by the game engine self.update = function () { // Move bubble up self.y -= self.speed * gameSpeed; // Subtle wobble effect for all bubbles var wobbleAmount = 0.5; self.x += Math.sin(LK.ticks * 0.05 + self.y * 0.01) * wobbleAmount; // Update bubble rim position to follow bubble self.rimGraphic.rotation += 0.01; // Special bubble pulsate effect if (self.isSpecial) { if (self.bubbleGraphic.scale.x > 1.2) { self.pulsateDirection = -1; } else if (self.bubbleGraphic.scale.x < 0.8) { self.pulsateDirection = 1; } self.bubbleGraphic.scale.x += self.pulsateDirection * self.pulsateSpeed; self.bubbleGraphic.scale.y += self.pulsateDirection * self.pulsateSpeed; // Make shine and rim follow the pulsation self.shineGraphic.scale.x = self.bubbleGraphic.scale.x * 0.5; self.shineGraphic.scale.y = self.bubbleGraphic.scale.y * 0.5; self.rimGraphic.scale.x = self.bubbleGraphic.scale.x * 10; self.rimGraphic.scale.y = self.bubbleGraphic.scale.y * 10; // Add occasional sparkle effect for special bubbles if (Math.random() < 0.05) { particles.emit({ x: self.x, y: self.y, count: 1, minSpeed: 0.5, maxSpeed: 1.5, minScale: 0.1, maxScale: 0.3, minLifetime: 300, maxLifetime: 600, color: 0xFFFFFF, fadeOut: true }); } } else { // Subtle scale variation for normal bubbles to make them look more organic var scaleVar = Math.sin(LK.ticks * 0.02 + self.x * 0.01) * 0.02; self.bubbleGraphic.scale.x = self.size + scaleVar; self.bubbleGraphic.scale.y = self.size + scaleVar; // Update shine position self.shineGraphic.scale.x = self.bubbleGraphic.scale.x * 0.5; self.shineGraphic.scale.y = self.bubbleGraphic.scale.y * 0.5; } }; return self; }); var BubbleParticle = Container.expand(function (color, size) { var self = Container.call(this); self.lifespan = 30 + Math.random() * 30; self.age = 0; self.speed = 1 + Math.random() * 3; self.direction = Math.random() * Math.PI * 2; self.gravity = 0.05 + Math.random() * 0.1; var particleSize = (10 + Math.random() * 15) * size; self.graphic = self.attachAsset('bubble_ring', { anchorX: 0.5, anchorY: 0.5, scaleX: particleSize, scaleY: particleSize, alpha: 0.8 }); // Set the color of the particle self.graphic.tint = color; self.update = function () { // Update position based on velocity self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; // Add gravity effect self.y += self.gravity; // Age the particle self.age++; // Fade out as it ages self.alpha = 1 - self.age / self.lifespan; // Remove when dead if (self.age >= self.lifespan) { self.readyToRemove = true; } }; return self; }); var Particles = Container.expand(function () { var self = Container.call(this); self.burst = function (options) { var count = options.count || 10; var minSpeed = options.minSpeed || 1; var maxSpeed = options.maxSpeed || 5; var minScale = options.minScale || 0.1; var maxScale = options.maxScale || 0.5; var minLifetime = options.minLifetime || 300; var maxLifetime = options.maxLifetime || 800; var gravity = options.gravity || 0; var color = options.color || 0xFFFFFF; var fadeOut = options.fadeOut || true; var x = options.x || 0; var y = options.y || 0; for (var i = 0; i < count; i++) { var particle = new BubbleParticle(color, Math.random() * (maxScale - minScale) + minScale); particle.x = x; particle.y = y; particle.speed = Math.random() * (maxSpeed - minSpeed) + minSpeed; particle.gravity = gravity; particle.lifespan = Math.random() * (maxLifetime - minLifetime) + minLifetime; game.addChild(particle); bubbleParticles.push(particle); } }; self.emit = function (options) { var count = options.count || 1; var minSpeed = options.minSpeed || 0.5; var maxSpeed = options.maxSpeed || 1.5; var minScale = options.minScale || 0.1; var maxScale = options.maxScale || 0.3; var minLifetime = options.minLifetime || 300; var maxLifetime = options.maxLifetime || 600; var color = options.color || 0xFFFFFF; var fadeOut = options.fadeOut || true; var x = options.x || 0; var y = options.y || 0; for (var i = 0; i < count; i++) { var particle = new BubbleParticle(color, Math.random() * (maxScale - minScale) + minScale); particle.x = x; particle.y = y; particle.speed = Math.random() * (maxSpeed - minSpeed) + minSpeed; particle.lifespan = Math.random() * (maxLifetime - minLifetime) + minLifetime; game.addChild(particle); bubbleParticles.push(particle); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x4588d2 }); /**** * Game Code ****/ // Game variables var bubbles = []; var bubbleParticles = []; var difficulty = 1; var spawnRate = 60; // Frames between bubble spawns var gameSpeed = 1; var currentMultiplier = 1; var lastSpawn = 0; var gameRunning = true; var clickUpgrades = 0; var speedUpgrades = 0; var upgradeMultiplier = 1.2; // Speed increase per upgrade // Background bubble effect variables var backgroundBubbles = []; // Particle system var particles = new Particles(); // Score display var scoreTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.y = 50; // Level display var levelTxt = new Text2('Level: 1', { size: 70, fill: 0xFFFFFF }); levelTxt.anchor.set(0, 0); LK.gui.topRight.addChild(levelTxt); levelTxt.x = -250; levelTxt.y = 50; // Message display (for power-ups and events) var messageTxt = new Text2('', { size: 100, fill: 0xFFFFFF }); messageTxt.anchor.set(0.5, 0.5); messageTxt.alpha = 0; LK.gui.center.addChild(messageTxt); // Function to show temporary messages function showMessage(message, duration) { messageTxt.setText(message); messageTxt.alpha = 1; // Animate message tween(messageTxt, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.bounceOut, onFinish: function onFinish() { tween(messageTxt, { scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); // Hide after duration LK.setTimeout(function () { tween(messageTxt, { alpha: 0 }, { duration: 500 }); }, duration); } // Update score display function updateScoreText() { scoreTxt.setText(LK.getScore().toString()); // Check for level up var newLevel = Math.floor(LK.getScore() / 500) + 1; if (newLevel > difficulty) { difficulty = newLevel; levelTxt.setText('Level: ' + difficulty); showMessage("LEVEL UP!", 2000); // Decrease spawn rate with level (faster spawning) spawnRate = Math.max(10, 60 - difficulty * 5); } } // Function to spawn a bubble function spawnBubble() { // Determine bubble type var types = ['red', 'blue', 'green', 'yellow', 'purple']; var type = types[Math.floor(Math.random() * types.length)]; // Special bubble chance (10% + increases slightly with difficulty) var specialChance = 0.1 + difficulty * 0.01; if (Math.random() < specialChance) { type = 'special'; } // Random size variation var size = 0.8 + Math.random() * 0.4; // Speed based on size and difficulty var speed = (2 + difficulty * 0.5) * (1 / size); // Create the bubble var bubble = new Bubble(type, size, speed); // Position randomly along bottom of screen bubble.x = 150 + Math.random() * (2048 - 300); bubble.y = 2732 + 100; // Store original speed for upgrade calculations bubble.originalSpeed = bubble.speed; // Apply current speed upgrades if (speedUpgrades > 0) { bubble.speed = bubble.originalSpeed * speedUpgrades; } // Add to game and array game.addChild(bubble); bubbles.push(bubble); } // Function to pop bubbles near a specific bubble function popNearbyBubbles(sourceBubble) { var popRadius = 300; for (var i = 0; i < bubbles.length; i++) { if (bubbles[i] !== sourceBubble && !bubbles[i].readyToRemove) { var dx = bubbles[i].x - sourceBubble.x; var dy = bubbles[i].y - sourceBubble.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < popRadius) { bubbles[i].pop(); } } } } // Game update function game.update = function () { if (!gameRunning) return; // Spawn bubbles on interval if (LK.ticks - lastSpawn > spawnRate) { spawnBubble(); lastSpawn = LK.ticks; } // Process bubbles for (var i = bubbles.length - 1; i >= 0; i--) { var bubble = bubbles[i]; // Check if bubble has gone off top of screen if (bubble.y < -150) { // Remove bubble bubble.destroy(); bubbles.splice(i, 1); // Lose life or game over if not special if (!bubble.isSpecial) { // Game over gameRunning = false; // Update high score if (LK.getScore() > storage.highScore) { storage.highScore = LK.getScore(); } // Flash screen and show game over LK.effects.flashScreen(0xff0000, 1000); LK.getSound('game_over').play(); LK.setTimeout(function () { LK.showGameOver(); }, 1000); } continue; } // Remove popped bubbles if (bubble.readyToRemove) { bubble.destroy(); bubbles.splice(i, 1); } } // Process bubble particles for (var i = bubbleParticles.length - 1; i >= 0; i--) { var particle = bubbleParticles[i]; // Update particle particle.update(); // Remove dead particles if (particle.readyToRemove) { particle.destroy(); bubbleParticles.splice(i, 1); } } // Add occasional background bubbles for visual effect if (Math.random() < 0.02) { var bgBubble = new BubbleParticle(0xFFFFFF, 2); bgBubble.x = Math.random() * 2048; bgBubble.y = 2732 + 50; bgBubble.speed = 0.5 + Math.random() * 1; bgBubble.direction = -Math.PI / 2; // Move upward bgBubble.alpha = 0.2 + Math.random() * 0.2; bgBubble.lifespan = 300 + Math.random() * 200; // Add to game and track game.addChild(bgBubble); backgroundBubbles.push(bgBubble); } // Process background bubbles for (var i = backgroundBubbles.length - 1; i >= 0; i--) { var bgBubble = backgroundBubbles[i]; // Update bubble bgBubble.update(); // Remove when offscreen or dead if (bgBubble.y < -50 || bgBubble.readyToRemove) { bgBubble.destroy(); backgroundBubbles.splice(i, 1); } } }; // Game start function startGame() { // Reset variables bubbles = []; bubbleParticles = []; backgroundBubbles = []; difficulty = 1; spawnRate = 60; gameSpeed = 1; currentMultiplier = 1; lastSpawn = 0; gameRunning = true; clickUpgrades = 0; speedUpgrades = 0; // Reset score LK.setScore(0); updateScoreText(); levelTxt.setText('Level: 1'); // Show welcome message showMessage("POP THE BUBBLES!", 2000); // Start music LK.playMusic('game_music', { fade: { start: 0, end: 0.6, duration: 1000 } }); } // Function to apply speed upgrades to all bubbles function applySpeedUpgradeToBubbles() { // Calculate new speed multiplier based on clicks speedUpgrades = 1 + clickUpgrades * 0.01; // 1% speed increase per click // Apply to all existing bubbles with visual effect for (var i = 0; i < bubbles.length; i++) { var bubble = bubbles[i]; if (!bubble.readyToRemove) { // Store original speed if not already stored if (!bubble.originalSpeed) { bubble.originalSpeed = bubble.speed; } // Calculate new speed var newSpeed = bubble.originalSpeed * speedUpgrades; // Apply new speed with visual feedback bubble.speed = newSpeed; // Visual feedback - flash the bubble briefly if (clickUpgrades % 5 === 0) { // Only show visual effect every 5 upgrades to avoid spam tween(bubble, { scaleX: bubble.size * 1.2, scaleY: bubble.size * 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(bubble, { scaleX: bubble.size, scaleY: bubble.size }, { duration: 200, easing: tween.easeIn }); } }); } } } // Show upgrade message on significant milestones if (clickUpgrades % 10 === 0) { showMessage("SPEED UP! " + Math.floor(speedUpgrades * 100) + "%", 1500); } } // Start the game startGame(); ;
===================================================================
--- original.js
+++ change.js
@@ -276,8 +276,58 @@
}
};
return self;
});
+var Particles = Container.expand(function () {
+ var self = Container.call(this);
+ self.burst = function (options) {
+ var count = options.count || 10;
+ var minSpeed = options.minSpeed || 1;
+ var maxSpeed = options.maxSpeed || 5;
+ var minScale = options.minScale || 0.1;
+ var maxScale = options.maxScale || 0.5;
+ var minLifetime = options.minLifetime || 300;
+ var maxLifetime = options.maxLifetime || 800;
+ var gravity = options.gravity || 0;
+ var color = options.color || 0xFFFFFF;
+ var fadeOut = options.fadeOut || true;
+ var x = options.x || 0;
+ var y = options.y || 0;
+ for (var i = 0; i < count; i++) {
+ var particle = new BubbleParticle(color, Math.random() * (maxScale - minScale) + minScale);
+ particle.x = x;
+ particle.y = y;
+ particle.speed = Math.random() * (maxSpeed - minSpeed) + minSpeed;
+ particle.gravity = gravity;
+ particle.lifespan = Math.random() * (maxLifetime - minLifetime) + minLifetime;
+ game.addChild(particle);
+ bubbleParticles.push(particle);
+ }
+ };
+ self.emit = function (options) {
+ var count = options.count || 1;
+ var minSpeed = options.minSpeed || 0.5;
+ var maxSpeed = options.maxSpeed || 1.5;
+ var minScale = options.minScale || 0.1;
+ var maxScale = options.maxScale || 0.3;
+ var minLifetime = options.minLifetime || 300;
+ var maxLifetime = options.maxLifetime || 600;
+ var color = options.color || 0xFFFFFF;
+ var fadeOut = options.fadeOut || true;
+ var x = options.x || 0;
+ var y = options.y || 0;
+ for (var i = 0; i < count; i++) {
+ var particle = new BubbleParticle(color, Math.random() * (maxScale - minScale) + minScale);
+ particle.x = x;
+ particle.y = y;
+ particle.speed = Math.random() * (maxSpeed - minSpeed) + minSpeed;
+ particle.lifespan = Math.random() * (maxLifetime - minLifetime) + minLifetime;
+ game.addChild(particle);
+ bubbleParticles.push(particle);
+ }
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -301,8 +351,10 @@
var speedUpgrades = 0;
var upgradeMultiplier = 1.2; // Speed increase per upgrade
// Background bubble effect variables
var backgroundBubbles = [];
+// Particle system
+var particles = new Particles();
// Score display
var scoreTxt = new Text2('0', {
size: 100,
fill: 0xFFFFFF