User prompt
Please fix the bug: 'ReferenceError: particles is not defined' in or related to this line: 'particles.emit({' Line Number: 241
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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 โช๐ก 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
});
// If it's a special bubble, make it pulsate
if (self.isSpecial) {
self.pulsateDirection = 1;
self.pulsateAmount = 0.1;
self.pulsateSpeed = 0.02;
}
// 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();
// Flash effect
LK.effects.flashObject(self, 0xffffff, 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
tween(self, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 300,
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;
// 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;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game variables
var bubbles = [];
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
// 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);
}
}
};
// Game start
function startGame() {
// Reset variables
bubbles = [];
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
@@ -63,8 +63,14 @@
// Update score display
updateScoreText();
// Flash effect
LK.effects.flashObject(self, 0xffffff, 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
tween(self, {
scaleX: 0,
scaleY: 0,
@@ -136,8 +142,11 @@
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
// Score display
var scoreTxt = new Text2('0', {
size: 100,
fill: 0xFFFFFF
@@ -222,8 +231,14 @@
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);
}
@@ -290,8 +305,10 @@
gameSpeed = 1;
currentMultiplier = 1;
lastSpawn = 0;
gameRunning = true;
+ clickUpgrades = 0;
+ speedUpgrades = 0;
// Reset score
LK.setScore(0);
updateScoreText();
levelTxt.setText('Level: 1');
@@ -305,6 +322,50 @@
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();
\ No newline at end of file
+startGame();
+;
\ No newline at end of file