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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 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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Bubble Pop Frenzy
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Please continue polishing my design document.
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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