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)
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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: 80,
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;
});
var RoundButton = Container.expand(function (rounds) {
var self = Container.call(this);
self.rounds = rounds;
self.isSelected = false;
var buttonGraphics = self.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2(rounds + ' Round' + (rounds > 1 ? 's' : ''), {
size: 35,
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') {
selectRounds(self.rounds);
}
};
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 selectedRounds = 0;
var maxRounds = 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 roundButtons = [];
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 = 1000;
limitButtons.push(button);
game.addChild(button);
}
var rounds = [1, 3, 5];
for (var i = 0; i < rounds.length; i++) {
var roundButton = new RoundButton(rounds[i]);
roundButton.x = 1024 + (i - 1) * 300;
roundButton.y = 1300;
roundButtons.push(roundButton);
game.addChild(roundButton);
}
var limitInstructionText = new Text2('Choose Target Limit', {
size: 70,
fill: 0xFFFFFF
});
limitInstructionText.anchor.set(0.5, 0.5);
limitInstructionText.x = 1024;
limitInstructionText.y = 850;
game.addChild(limitInstructionText);
var roundInstructionText = new Text2('Choose Number of Rounds', {
size: 70,
fill: 0xFFFFFF
});
roundInstructionText.anchor.set(0.5, 0.5);
roundInstructionText.x = 1024;
roundInstructionText.y = 1150;
game.addChild(roundInstructionText);
}
function selectRounds(rounds) {
selectedRounds = rounds;
maxRounds = rounds;
for (var i = 0; i < roundButtons.length; i++) {
roundButtons[i].setSelected(roundButtons[i].rounds === rounds);
}
checkStartGameReady();
}
function selectLimit(limit) {
selectedLimit = limit;
for (var i = 0; i < limitButtons.length; i++) {
limitButtons[i].setSelected(limitButtons[i].limit === limit);
}
checkStartGameReady();
}
function checkStartGameReady() {
if (selectedLimit > 0 && selectedRounds > 0) {
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 = 1500;
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 = [];
for (var i = 0; i < roundButtons.length; i++) {
roundButtons[i].destroy();
}
roundButtons = [];
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) * 200;
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) * 200
});
}
// 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
var winThreshold = Math.ceil(maxRounds / 2);
if (playerScore >= winThreshold) {
statusText.setText('Game Over! You Win!');
LK.showYouWin();
return;
} else if (aiScore >= winThreshold) {
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
@@ -14,9 +14,9 @@
anchorX: 0.5,
anchorY: 0.5
});
var cardText = new Text2(self.value.toString(), {
- size: 60,
+ size: 80,
fill: 0x2C3E50
});
cardText.anchor.set(0.5, 0.5);
self.addChild(cardText);
@@ -72,8 +72,44 @@
}
};
return self;
});
+var RoundButton = Container.expand(function (rounds) {
+ var self = Container.call(this);
+ self.rounds = rounds;
+ self.isSelected = false;
+ var buttonGraphics = self.attachAsset('button', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var buttonText = new Text2(rounds + ' Round' + (rounds > 1 ? 's' : ''), {
+ size: 35,
+ 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') {
+ selectRounds(self.rounds);
+ }
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -86,8 +122,10 @@
****/
// Game state variables
var currentGameState = 'setup'; // 'setup', 'playing', 'gameOver'
var selectedLimit = 0;
+var selectedRounds = 0;
+var maxRounds = 0;
var currentTotal = 0;
var currentPlayer = 0; // 0 = player, 1 = AI
var playerHand = [];
var aiHand = [];
@@ -95,8 +133,9 @@
var playerScore = 0;
var aiScore = 0;
// UI elements
var limitButtons = [];
+var roundButtons = [];
var playAreaGraphics;
var totalText;
var limitText;
var playerHandContainer;
@@ -144,44 +183,73 @@
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;
+ button.y = 1000;
limitButtons.push(button);
game.addChild(button);
}
- var instructionText = new Text2('Choose Target Limit', {
- size: 80,
+ var rounds = [1, 3, 5];
+ for (var i = 0; i < rounds.length; i++) {
+ var roundButton = new RoundButton(rounds[i]);
+ roundButton.x = 1024 + (i - 1) * 300;
+ roundButton.y = 1300;
+ roundButtons.push(roundButton);
+ game.addChild(roundButton);
+ }
+ var limitInstructionText = new Text2('Choose Target Limit', {
+ size: 70,
fill: 0xFFFFFF
});
- instructionText.anchor.set(0.5, 0.5);
- instructionText.x = 1024;
- instructionText.y = 1000;
- game.addChild(instructionText);
+ limitInstructionText.anchor.set(0.5, 0.5);
+ limitInstructionText.x = 1024;
+ limitInstructionText.y = 850;
+ game.addChild(limitInstructionText);
+ var roundInstructionText = new Text2('Choose Number of Rounds', {
+ size: 70,
+ fill: 0xFFFFFF
+ });
+ roundInstructionText.anchor.set(0.5, 0.5);
+ roundInstructionText.x = 1024;
+ roundInstructionText.y = 1150;
+ game.addChild(roundInstructionText);
}
+function selectRounds(rounds) {
+ selectedRounds = rounds;
+ maxRounds = rounds;
+ for (var i = 0; i < roundButtons.length; i++) {
+ roundButtons[i].setSelected(roundButtons[i].rounds === rounds);
+ }
+ checkStartGameReady();
+}
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);
+ checkStartGameReady();
+}
+function checkStartGameReady() {
+ if (selectedLimit > 0 && selectedRounds > 0) {
+ 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 = 1500;
+ playButton.down = function (x, y, obj) {
+ startGame();
+ };
+ game.addChild(playButton);
+ }
}
}
function startGame() {
currentGameState = 'playing';
@@ -191,8 +259,12 @@
for (var i = 0; i < limitButtons.length; i++) {
limitButtons[i].destroy();
}
limitButtons = [];
+ for (var i = 0; i < roundButtons.length; i++) {
+ roundButtons[i].destroy();
+ }
+ roundButtons = [];
if (playButton) {
playButton.destroy();
playButton = null;
}
@@ -283,18 +355,18 @@
// 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;
+ card.x = (i - 1.5) * 200;
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
+ x: (i - 1.5) * 200
});
}
// Update status
if (currentPlayer === 0) {
@@ -385,13 +457,14 @@
statusText.setText('You Lost! You went over the limit.');
}
updateDisplay();
// Check for game end
- if (playerScore >= 3) {
+ var winThreshold = Math.ceil(maxRounds / 2);
+ if (playerScore >= winThreshold) {
statusText.setText('Game Over! You Win!');
LK.showYouWin();
return;
- } else if (aiScore >= 3) {
+ } else if (aiScore >= winThreshold) {
statusText.setText('Game Over! AI Wins!');
LK.showGameOver();
return;
}
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