User prompt
On the start screen, I also want to let players choose the number of rounds to be played (1, 3, or 5 rounds) while selecting the target limit. I want to increase the size of the cards.
Code edit (1 edits merged)
Please save this source code
User prompt
Over the Limit
Initial prompt
I want to create a card game where each card has a numerical value, and if the total value exceeds a predetermined amount, one side loses. For example, I have the cards 4, 6, 7, and 9 in my hand. The opponent has the cards 3, 5, 6, and 8. I play the 4 and 6 cards. The opponent plays the 3 and 5 cards. Whoever exceeds 30 loses. If I play the 7, the opponent loses. Each player can have 4 cards in their hand, and the card numbers should range from 1 to 10. There should be 5 copies of each number, for a total of 50 cards, and there should be two additional 0 cards. At the beginning, I want the players to choose the maximum total (the limit not to be exceeded) on a screen; there should be 3 options: 30, 50, or 80. The game continues until the chosen number is exceeded.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Card = Container.expand(function (value) {
var self = Container.call(this);
self.value = value || 0;
self.isSelected = false;
var cardGraphics = self.attachAsset('cardFront', {
anchorX: 0.5,
anchorY: 0.5
});
var cardText = new Text2(self.value.toString(), {
size: 60,
fill: 0x2C3E50
});
cardText.anchor.set(0.5, 0.5);
self.addChild(cardText);
self.setSelected = function (selected) {
self.isSelected = selected;
if (selected) {
cardGraphics.tint = 0xf1c40f;
self.y -= 20;
} else {
cardGraphics.tint = 0xffffff;
self.y += 20;
}
};
self.down = function (x, y, obj) {
if (currentGameState === 'playing' && currentPlayer === 0) {
self.setSelected(!self.isSelected);
}
};
return self;
});
var LimitButton = Container.expand(function (limit) {
var self = Container.call(this);
self.limit = limit;
self.isSelected = false;
var buttonGraphics = self.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2(limit.toString(), {
size: 40,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.setSelected = function (selected) {
self.isSelected = selected;
buttonGraphics.removeChild(buttonGraphics.children[0]);
if (selected) {
buttonGraphics.addChild(LK.getAsset('selectedButton', {
anchorX: 0.5,
anchorY: 0.5
}));
} else {
buttonGraphics.addChild(LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5
}));
}
};
self.down = function (x, y, obj) {
if (currentGameState === 'setup') {
selectLimit(self.limit);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x27ae60
});
/****
* Game Code
****/
// Game state variables
var currentGameState = 'setup'; // 'setup', 'playing', 'gameOver'
var selectedLimit = 0;
var currentTotal = 0;
var currentPlayer = 0; // 0 = player, 1 = AI
var playerHand = [];
var aiHand = [];
var deck = [];
var playerScore = 0;
var aiScore = 0;
// UI elements
var limitButtons = [];
var playAreaGraphics;
var totalText;
var limitText;
var playerHandContainer;
var aiHandContainer;
var playButton;
var statusText;
var scoreText;
// Initialize deck
function initializeDeck() {
deck = [];
// Add 5 copies of cards 1-10
for (var i = 1; i <= 10; i++) {
for (var j = 0; j < 5; j++) {
deck.push(i);
}
}
// Add 2 zero cards
deck.push(0);
deck.push(0);
shuffleDeck();
}
function shuffleDeck() {
for (var i = deck.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = deck[i];
deck[i] = deck[j];
deck[j] = temp;
}
}
function dealCard() {
if (deck.length === 0) {
initializeDeck();
}
return deck.pop();
}
function dealInitialHands() {
playerHand = [];
aiHand = [];
for (var i = 0; i < 4; i++) {
playerHand.push(dealCard());
aiHand.push(dealCard());
}
}
function createLimitSelection() {
var limits = [30, 50, 80];
for (var i = 0; i < limits.length; i++) {
var button = new LimitButton(limits[i]);
button.x = 1024 + (i - 1) * 300;
button.y = 1200;
limitButtons.push(button);
game.addChild(button);
}
var instructionText = new Text2('Choose Target Limit', {
size: 80,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0.5);
instructionText.x = 1024;
instructionText.y = 1000;
game.addChild(instructionText);
}
function selectLimit(limit) {
selectedLimit = limit;
for (var i = 0; i < limitButtons.length; i++) {
limitButtons[i].setSelected(limitButtons[i].limit === limit);
}
if (!playButton) {
playButton = new Container();
var playGraphics = playButton.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
var playText = new Text2('Start Game', {
size: 40,
fill: 0xFFFFFF
});
playText.anchor.set(0.5, 0.5);
playButton.addChild(playText);
playButton.x = 1024;
playButton.y = 1400;
playButton.down = function (x, y, obj) {
startGame();
};
game.addChild(playButton);
}
}
function startGame() {
currentGameState = 'playing';
currentTotal = 0;
currentPlayer = 0;
// Clear setup UI
for (var i = 0; i < limitButtons.length; i++) {
limitButtons[i].destroy();
}
limitButtons = [];
if (playButton) {
playButton.destroy();
playButton = null;
}
// Initialize game
initializeDeck();
dealInitialHands();
createGameUI();
updateDisplay();
}
function createGameUI() {
// Play area
playAreaGraphics = game.attachAsset('playArea', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
});
// Total display
totalText = new Text2('Total: 0', {
size: 60,
fill: 0xFFFFFF
});
totalText.anchor.set(0.5, 0.5);
totalText.x = 1024;
totalText.y = 1366;
game.addChild(totalText);
// Limit display
limitText = new Text2('Limit: ' + selectedLimit, {
size: 40,
fill: 0xFFFFFF
});
limitText.anchor.set(0.5, 0.5);
limitText.x = 1024;
limitText.y = 1300;
game.addChild(limitText);
// Player hand container
playerHandContainer = new Container();
playerHandContainer.x = 1024;
playerHandContainer.y = 2200;
game.addChild(playerHandContainer);
// AI hand container
aiHandContainer = new Container();
aiHandContainer.x = 1024;
aiHandContainer.y = 500;
game.addChild(aiHandContainer);
// Status text
statusText = new Text2('Your Turn - Select cards and tap Play', {
size: 40,
fill: 0xFFFFFF
});
statusText.anchor.set(0.5, 0.5);
statusText.x = 1024;
statusText.y = 1800;
game.addChild(statusText);
// Score display
scoreText = new Text2('You: ' + playerScore + ' - AI: ' + aiScore, {
size: 40,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0.5);
scoreText.x = 1024;
scoreText.y = 200;
game.addChild(scoreText);
// Play cards button
var playCardsButton = new Container();
var playCardsGraphics = playCardsButton.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
var playCardsText = new Text2('Play Cards', {
size: 40,
fill: 0xFFFFFF
});
playCardsText.anchor.set(0.5, 0.5);
playCardsButton.addChild(playCardsText);
playCardsButton.x = 1024;
playCardsButton.y = 1950;
playCardsButton.down = function (x, y, obj) {
if (currentPlayer === 0) {
playSelectedCards();
}
};
game.addChild(playCardsButton);
}
function updateDisplay() {
totalText.setText('Total: ' + currentTotal);
scoreText.setText('You: ' + playerScore + ' - AI: ' + aiScore);
// Update player hand
playerHandContainer.removeChildren();
for (var i = 0; i < playerHand.length; i++) {
var card = new Card(playerHand[i]);
card.x = (i - 1.5) * 150;
playerHandContainer.addChild(card);
}
// Update AI hand (show card backs)
aiHandContainer.removeChildren();
for (var i = 0; i < aiHand.length; i++) {
var cardBack = aiHandContainer.attachAsset('cardBack', {
anchorX: 0.5,
anchorY: 0.5,
x: (i - 1.5) * 150
});
}
// Update status
if (currentPlayer === 0) {
statusText.setText('Your Turn - Select cards and tap Play');
} else {
statusText.setText('AI is thinking...');
}
}
function playSelectedCards() {
var selectedCards = [];
var selectedIndices = [];
for (var i = 0; i < playerHandContainer.children.length; i++) {
var card = playerHandContainer.children[i];
if (card.isSelected) {
selectedCards.push(card.value);
selectedIndices.push(i);
}
}
if (selectedCards.length === 0) {
return;
}
// Calculate total of selected cards
var cardTotal = 0;
for (var i = 0; i < selectedCards.length; i++) {
cardTotal += selectedCards[i];
}
currentTotal += cardTotal;
LK.getSound('cardPlay').play();
// Remove played cards from hand
for (var i = selectedIndices.length - 1; i >= 0; i--) {
playerHand.splice(selectedIndices[i], 1);
}
// Replenish hand
while (playerHand.length < 4 && deck.length > 0) {
playerHand.push(dealCard());
}
// Check if player exceeded limit
if (currentTotal > selectedLimit) {
endRound(false);
return;
}
currentPlayer = 1;
updateDisplay();
// AI turn after delay
LK.setTimeout(function () {
aiTurn();
}, 1500);
}
function aiTurn() {
// Simple AI strategy: play lowest safe card(s)
var safeCards = [];
var safeIndices = [];
for (var i = 0; i < aiHand.length; i++) {
if (currentTotal + aiHand[i] <= selectedLimit) {
safeCards.push(aiHand[i]);
safeIndices.push(i);
}
}
if (safeCards.length === 0) {
// AI must play and will lose
var minCard = Math.min.apply(Math, aiHand);
var minIndex = aiHand.indexOf(minCard);
currentTotal += minCard;
aiHand.splice(minIndex, 1);
endRound(true);
return;
}
// Play the lowest safe card
var minSafe = Math.min.apply(Math, safeCards);
var playIndex = aiHand.indexOf(minSafe);
currentTotal += minSafe;
aiHand.splice(playIndex, 1);
// Replenish AI hand
while (aiHand.length < 4 && deck.length > 0) {
aiHand.push(dealCard());
}
LK.getSound('cardPlay').play();
currentPlayer = 0;
updateDisplay();
}
function endRound(playerWon) {
LK.getSound('gameOver').play();
if (playerWon) {
playerScore++;
statusText.setText('You Won! AI went over the limit.');
} else {
aiScore++;
statusText.setText('You Lost! You went over the limit.');
}
updateDisplay();
// Check for game end
if (playerScore >= 3) {
statusText.setText('Game Over! You Win!');
LK.showYouWin();
return;
} else if (aiScore >= 3) {
statusText.setText('Game Over! AI Wins!');
LK.showGameOver();
return;
}
// Start new round after delay
LK.setTimeout(function () {
currentTotal = 0;
currentPlayer = 0;
dealInitialHands();
updateDisplay();
}, 3000);
}
// Initialize game
createLimitSelection();
game.update = function () {
// Game loop updates
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,410 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Card = Container.expand(function (value) {
+ var self = Container.call(this);
+ self.value = value || 0;
+ self.isSelected = false;
+ var cardGraphics = self.attachAsset('cardFront', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var cardText = new Text2(self.value.toString(), {
+ size: 60,
+ fill: 0x2C3E50
+ });
+ cardText.anchor.set(0.5, 0.5);
+ self.addChild(cardText);
+ self.setSelected = function (selected) {
+ self.isSelected = selected;
+ if (selected) {
+ cardGraphics.tint = 0xf1c40f;
+ self.y -= 20;
+ } else {
+ cardGraphics.tint = 0xffffff;
+ self.y += 20;
+ }
+ };
+ self.down = function (x, y, obj) {
+ if (currentGameState === 'playing' && currentPlayer === 0) {
+ self.setSelected(!self.isSelected);
+ }
+ };
+ return self;
+});
+var LimitButton = Container.expand(function (limit) {
+ var self = Container.call(this);
+ self.limit = limit;
+ self.isSelected = false;
+ var buttonGraphics = self.attachAsset('button', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var buttonText = new Text2(limit.toString(), {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ buttonText.anchor.set(0.5, 0.5);
+ self.addChild(buttonText);
+ self.setSelected = function (selected) {
+ self.isSelected = selected;
+ buttonGraphics.removeChild(buttonGraphics.children[0]);
+ if (selected) {
+ buttonGraphics.addChild(LK.getAsset('selectedButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ } else {
+ buttonGraphics.addChild(LK.getAsset('button', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ }
+ };
+ self.down = function (x, y, obj) {
+ if (currentGameState === 'setup') {
+ selectLimit(self.limit);
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x27ae60
+});
+
+/****
+* Game Code
+****/
+// Game state variables
+var currentGameState = 'setup'; // 'setup', 'playing', 'gameOver'
+var selectedLimit = 0;
+var currentTotal = 0;
+var currentPlayer = 0; // 0 = player, 1 = AI
+var playerHand = [];
+var aiHand = [];
+var deck = [];
+var playerScore = 0;
+var aiScore = 0;
+// UI elements
+var limitButtons = [];
+var playAreaGraphics;
+var totalText;
+var limitText;
+var playerHandContainer;
+var aiHandContainer;
+var playButton;
+var statusText;
+var scoreText;
+// Initialize deck
+function initializeDeck() {
+ deck = [];
+ // Add 5 copies of cards 1-10
+ for (var i = 1; i <= 10; i++) {
+ for (var j = 0; j < 5; j++) {
+ deck.push(i);
+ }
+ }
+ // Add 2 zero cards
+ deck.push(0);
+ deck.push(0);
+ shuffleDeck();
+}
+function shuffleDeck() {
+ for (var i = deck.length - 1; i > 0; i--) {
+ var j = Math.floor(Math.random() * (i + 1));
+ var temp = deck[i];
+ deck[i] = deck[j];
+ deck[j] = temp;
+ }
+}
+function dealCard() {
+ if (deck.length === 0) {
+ initializeDeck();
+ }
+ return deck.pop();
+}
+function dealInitialHands() {
+ playerHand = [];
+ aiHand = [];
+ for (var i = 0; i < 4; i++) {
+ playerHand.push(dealCard());
+ aiHand.push(dealCard());
+ }
+}
+function createLimitSelection() {
+ var limits = [30, 50, 80];
+ for (var i = 0; i < limits.length; i++) {
+ var button = new LimitButton(limits[i]);
+ button.x = 1024 + (i - 1) * 300;
+ button.y = 1200;
+ limitButtons.push(button);
+ game.addChild(button);
+ }
+ var instructionText = new Text2('Choose Target Limit', {
+ size: 80,
+ fill: 0xFFFFFF
+ });
+ instructionText.anchor.set(0.5, 0.5);
+ instructionText.x = 1024;
+ instructionText.y = 1000;
+ game.addChild(instructionText);
+}
+function selectLimit(limit) {
+ selectedLimit = limit;
+ for (var i = 0; i < limitButtons.length; i++) {
+ limitButtons[i].setSelected(limitButtons[i].limit === limit);
+ }
+ if (!playButton) {
+ playButton = new Container();
+ var playGraphics = playButton.attachAsset('button', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var playText = new Text2('Start Game', {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ playText.anchor.set(0.5, 0.5);
+ playButton.addChild(playText);
+ playButton.x = 1024;
+ playButton.y = 1400;
+ playButton.down = function (x, y, obj) {
+ startGame();
+ };
+ game.addChild(playButton);
+ }
+}
+function startGame() {
+ currentGameState = 'playing';
+ currentTotal = 0;
+ currentPlayer = 0;
+ // Clear setup UI
+ for (var i = 0; i < limitButtons.length; i++) {
+ limitButtons[i].destroy();
+ }
+ limitButtons = [];
+ if (playButton) {
+ playButton.destroy();
+ playButton = null;
+ }
+ // Initialize game
+ initializeDeck();
+ dealInitialHands();
+ createGameUI();
+ updateDisplay();
+}
+function createGameUI() {
+ // Play area
+ playAreaGraphics = game.attachAsset('playArea', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 1024,
+ y: 1366
+ });
+ // Total display
+ totalText = new Text2('Total: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ totalText.anchor.set(0.5, 0.5);
+ totalText.x = 1024;
+ totalText.y = 1366;
+ game.addChild(totalText);
+ // Limit display
+ limitText = new Text2('Limit: ' + selectedLimit, {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ limitText.anchor.set(0.5, 0.5);
+ limitText.x = 1024;
+ limitText.y = 1300;
+ game.addChild(limitText);
+ // Player hand container
+ playerHandContainer = new Container();
+ playerHandContainer.x = 1024;
+ playerHandContainer.y = 2200;
+ game.addChild(playerHandContainer);
+ // AI hand container
+ aiHandContainer = new Container();
+ aiHandContainer.x = 1024;
+ aiHandContainer.y = 500;
+ game.addChild(aiHandContainer);
+ // Status text
+ statusText = new Text2('Your Turn - Select cards and tap Play', {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ statusText.anchor.set(0.5, 0.5);
+ statusText.x = 1024;
+ statusText.y = 1800;
+ game.addChild(statusText);
+ // Score display
+ scoreText = new Text2('You: ' + playerScore + ' - AI: ' + aiScore, {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ scoreText.anchor.set(0.5, 0.5);
+ scoreText.x = 1024;
+ scoreText.y = 200;
+ game.addChild(scoreText);
+ // Play cards button
+ var playCardsButton = new Container();
+ var playCardsGraphics = playCardsButton.attachAsset('button', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var playCardsText = new Text2('Play Cards', {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ playCardsText.anchor.set(0.5, 0.5);
+ playCardsButton.addChild(playCardsText);
+ playCardsButton.x = 1024;
+ playCardsButton.y = 1950;
+ playCardsButton.down = function (x, y, obj) {
+ if (currentPlayer === 0) {
+ playSelectedCards();
+ }
+ };
+ game.addChild(playCardsButton);
+}
+function updateDisplay() {
+ totalText.setText('Total: ' + currentTotal);
+ scoreText.setText('You: ' + playerScore + ' - AI: ' + aiScore);
+ // Update player hand
+ playerHandContainer.removeChildren();
+ for (var i = 0; i < playerHand.length; i++) {
+ var card = new Card(playerHand[i]);
+ card.x = (i - 1.5) * 150;
+ playerHandContainer.addChild(card);
+ }
+ // Update AI hand (show card backs)
+ aiHandContainer.removeChildren();
+ for (var i = 0; i < aiHand.length; i++) {
+ var cardBack = aiHandContainer.attachAsset('cardBack', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: (i - 1.5) * 150
+ });
+ }
+ // Update status
+ if (currentPlayer === 0) {
+ statusText.setText('Your Turn - Select cards and tap Play');
+ } else {
+ statusText.setText('AI is thinking...');
+ }
+}
+function playSelectedCards() {
+ var selectedCards = [];
+ var selectedIndices = [];
+ for (var i = 0; i < playerHandContainer.children.length; i++) {
+ var card = playerHandContainer.children[i];
+ if (card.isSelected) {
+ selectedCards.push(card.value);
+ selectedIndices.push(i);
+ }
+ }
+ if (selectedCards.length === 0) {
+ return;
+ }
+ // Calculate total of selected cards
+ var cardTotal = 0;
+ for (var i = 0; i < selectedCards.length; i++) {
+ cardTotal += selectedCards[i];
+ }
+ currentTotal += cardTotal;
+ LK.getSound('cardPlay').play();
+ // Remove played cards from hand
+ for (var i = selectedIndices.length - 1; i >= 0; i--) {
+ playerHand.splice(selectedIndices[i], 1);
+ }
+ // Replenish hand
+ while (playerHand.length < 4 && deck.length > 0) {
+ playerHand.push(dealCard());
+ }
+ // Check if player exceeded limit
+ if (currentTotal > selectedLimit) {
+ endRound(false);
+ return;
+ }
+ currentPlayer = 1;
+ updateDisplay();
+ // AI turn after delay
+ LK.setTimeout(function () {
+ aiTurn();
+ }, 1500);
+}
+function aiTurn() {
+ // Simple AI strategy: play lowest safe card(s)
+ var safeCards = [];
+ var safeIndices = [];
+ for (var i = 0; i < aiHand.length; i++) {
+ if (currentTotal + aiHand[i] <= selectedLimit) {
+ safeCards.push(aiHand[i]);
+ safeIndices.push(i);
+ }
+ }
+ if (safeCards.length === 0) {
+ // AI must play and will lose
+ var minCard = Math.min.apply(Math, aiHand);
+ var minIndex = aiHand.indexOf(minCard);
+ currentTotal += minCard;
+ aiHand.splice(minIndex, 1);
+ endRound(true);
+ return;
+ }
+ // Play the lowest safe card
+ var minSafe = Math.min.apply(Math, safeCards);
+ var playIndex = aiHand.indexOf(minSafe);
+ currentTotal += minSafe;
+ aiHand.splice(playIndex, 1);
+ // Replenish AI hand
+ while (aiHand.length < 4 && deck.length > 0) {
+ aiHand.push(dealCard());
+ }
+ LK.getSound('cardPlay').play();
+ currentPlayer = 0;
+ updateDisplay();
+}
+function endRound(playerWon) {
+ LK.getSound('gameOver').play();
+ if (playerWon) {
+ playerScore++;
+ statusText.setText('You Won! AI went over the limit.');
+ } else {
+ aiScore++;
+ statusText.setText('You Lost! You went over the limit.');
+ }
+ updateDisplay();
+ // Check for game end
+ if (playerScore >= 3) {
+ statusText.setText('Game Over! You Win!');
+ LK.showYouWin();
+ return;
+ } else if (aiScore >= 3) {
+ statusText.setText('Game Over! AI Wins!');
+ LK.showGameOver();
+ return;
+ }
+ // Start new round after delay
+ LK.setTimeout(function () {
+ currentTotal = 0;
+ currentPlayer = 0;
+ dealInitialHands();
+ updateDisplay();
+ }, 3000);
+}
+// Initialize game
+createLimitSelection();
+game.update = function () {
+ // Game loop updates
+};
\ No newline at end of file
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Rectangular card numbered 1, with a white border around it and a yellow background.. In-Game asset. 2d. High contrast. No shadows
Rectangular card numbered 3, with a white border around it and a green background.. In-Game asset. 2d. High contrast. No shadows
Rectangular card numbered 4, with a white border around it and an orange background.. In-Game asset. 2d. High contrast. No shadows
Rectangular card numbered 5, with a white border around it and a purple background.. In-Game asset. 2d. High contrast. No shadows
Rectangular card numbered 6, with a white border around it and a turquoise background.. In-Game asset. 2d. High contrast. No shadows
Rectangular card numbered 7, with a white border around it and a terracotta background.. In-Game asset. 2d. High contrast. No shadows
Rectangular card numbered 8, with a white border around it and a burgundy background.. In-Game asset. 2d. High contrast. No shadows
Rectangular card numbered 9, with a white border around it and a red background.. In-Game asset. 2d. High contrast. No shadows
Rectangular card numbered 10, with a white border around it and a dark background.. In-Game asset. 2d. High contrast. No shadows
A rectangular, semi-transparent frame.. In-Game asset. 2d. High contrast. No shadows
The back of the playing card will not have traditional playing card symbols and will include 3D visuals.. In-Game asset. 3d
The picnic blanket in the image should look more like an anime-style (3D) drawing, without changing its colors.
Add small tears in two places and a burn mark in one place.
I want you to write the word “CardiT” in 3D, using vibrant colors. The style should be like animation, but not childish.. In-Game asset. High contrast. No shadows. 3d. Anime