User prompt
Don’t display “Total:”; only show the value, and increase the font size of the value to three times its current size.
User prompt
Center the “Rules” text, and display the rules in the middle of the screen.
User prompt
Undo what you just did. Move the "Rules" button closer to the top right corner.
User prompt
Move the "Rules" text a bit closer to the top right corner.
User prompt
The rules text that appears when you click “Rules” should fit within a single screen. Also, when the rules are displayed, increase the size of the semi-transparent black background behind the text so that it better matches the boundaries of the text.
User prompt
Move the Rules button to the right side, make it a bit larger, and when the rules are displayed, increase the text size to three times its current size. One more rule: when the game screen is open, the same Rules button should remain active, and when pressed, the rules should appear again.
User prompt
I want you to add a button labeled “Rules” to the main screen. When this button is pressed, a page should open that explains the basic rules of the game.
User prompt
The buttons shouldn’t overlap; add some space between them.
User prompt
You should also enlarge the buttons that contain the texts. Make both the texts and the buttons bigger, and give the buttons a slightly rounded (oval) shape.
User prompt
I want the numbers 30, 50, and 80, as well as the "round" texts at the start of the game, to be larger. In fact, you can make them even larger.
User prompt
When the AI is supposed to start first, an error occurs that prevents it from starting and the game does not begin. Can you fix this?
User prompt
Limit the AI thinking time; to prevent possible bugs, if the AI does not play a card within 5 seconds, a random card should be played automatically. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
To decide who starts the game, the player with the highest card value in their hand goes first. A player with a card valued at 0 cannot start first. If someone has both the highest card and a 0 card, they still cannot start; in that case, the turn goes to the other player.
User prompt
The "choose target limit" and "choose number of rounds" texts should not be visible at the very beginning of the game.
User prompt
The "choose target limit" and "choose number of rounds" texts should disappear once the game starts.
User prompt
The cards in the center shouldn't be placed flat and neatly; instead, they should be scattered and shifted to the sides as if they were thrown randomly. The "choose target limit" and "choose number of rounds" texts should disappear once the game starts. The gray stripe in the center should be removed. Move the "total" and "Limit" texts further to the right. The "total" label's font size should stay the same, but the value display should be larger. As the "Total:" value approaches the limit, the color should transition from green to yellow and then from yellow to red. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Timeout.tick error: aiCardPositions is not defined' in or related to this line: 'animatedCard.x = 1024 + aiCardPositions[playIndex].x;' Line Number: 599 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The played card should appear as an animation moving to the center. Move the "total" text to the right of the card that lands in the center, and place the "Limit" text below the "total" text. The player whose turn it is should be indicated with an arrow, so they know it's their turn. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Correction: There are a total of 52 cards, which are as follows: 1 2 3 4 5 6 7 8 9 10 ; red 1 2 3 4 5 6 7 8 9 10 ; blue 1 2 3 4 5 6 7 8 9 10 ; yellow 1 2 3 4 5 6 7 8 9 10 ; green 1 2 3 4 5 6 7 8 9 10 ; purple 0 0 ; black
User prompt
Correction: The back color of the cards will be the same for each 1-10 group, meaning there will be 5 different colors. Each number from 1 to 10 will share a color within its group, making a total of 5 different colors. However, the two 0 cards must have a different back color from these 5 colors.
User prompt
The back color of the cards should be different for each number from 1 to 10, and the two 0 cards should also have a different back color.
User prompt
I want each number to have its own asset. Each one should have a different pattern. The cards should not be positioned uniformly; they should be asymmetrical
User prompt
You should make the card sizes much larger again
User prompt
You should make the card sizes much larger.
User prompt
When a card is selected, I don't want to have to press the "play card" button again—let's remove it.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Card = Container.expand(function (cardData) { var self = Container.call(this); self.value = cardData.value || 0; self.color = cardData.color || 'red'; self.isSelected = false; var assetName = 'card' + self.value; var cardGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); var cardText = new Text2(self.value.toString(), { size: 180, fill: 0xFFFFFF }); 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); // Auto-play cards when selection changes LK.setTimeout(function () { playSelectedCards(); }, 100); } }; 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: 100, 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: 85, 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; var aiThinkingTimeout = null; var aiCardPositions = [{ x: -675, y: -20, rotation: 0.12 }, { x: -225, y: 10, rotation: 0.05 }, { x: 225, y: -15, rotation: -0.08 }, { x: 675, y: 5, rotation: -0.12 }]; // UI elements var limitButtons = []; var roundButtons = []; var playAreaGraphics; var totalText; var limitText; var playerHandContainer; var aiHandContainer; var playButton; var statusText; var scoreText; var centerCardContainer; var turnArrow; // Initialize deck function initializeDeck() { deck = []; // Add 5 color groups of cards 1-10 (red, blue, yellow, green, purple) var colors = ['red', 'blue', 'yellow', 'green', 'purple']; for (var colorIndex = 0; colorIndex < colors.length; colorIndex++) { for (var value = 1; value <= 10; value++) { deck.push({ value: value, color: colors[colorIndex] }); } } // Add 2 black zero cards deck.push({ value: 0, color: 'black' }); deck.push({ value: 0, color: 'black' }); 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) * 400; 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) * 400; roundButton.y = 1300; roundButtons.push(roundButton); game.addChild(roundButton); } // Instruction texts removed - not visible at game start } 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: 55, 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 determineStartingPlayer() { // Find highest card value for each player var playerHighest = 0; var aiHighest = 0; var playerHasZero = false; var aiHasZero = false; // Check player hand for (var i = 0; i < playerHand.length; i++) { if (playerHand[i].value === 0) { playerHasZero = true; } if (playerHand[i].value > playerHighest) { playerHighest = playerHand[i].value; } } // Check AI hand for (var i = 0; i < aiHand.length; i++) { if (aiHand[i].value === 0) { aiHasZero = true; } if (aiHand[i].value > aiHighest) { aiHighest = aiHand[i].value; } } // Determine starting player // If player has highest card but also has a 0, they cannot start if (playerHighest > aiHighest && !playerHasZero) { return 0; // Player starts } // If AI has highest card but also has a 0, they cannot start else if (aiHighest > playerHighest && !aiHasZero) { return 1; // AI starts } // If both have same highest card or both have 0s, prefer the one without 0 else if (playerHighest === aiHighest) { if (!playerHasZero && aiHasZero) { return 0; // Player starts } else if (!aiHasZero && playerHasZero) { return 1; // AI starts } else { return 0; // Default to player if both have/don't have 0s } } // If player has 0 but AI doesn't, AI starts regardless of card values else if (playerHasZero && !aiHasZero) { return 1; } // If AI has 0 but player doesn't, player starts regardless of card values else if (aiHasZero && !playerHasZero) { return 0; } return 0; // Default to player } function startGame() { currentGameState = 'playing'; currentTotal = 0; // Initialize deck and deal hands first initializeDeck(); dealInitialHands(); // Determine starting player based on cards currentPlayer = determineStartingPlayer(); // 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; } // Hide instruction texts for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child instanceof Text2 && (child.text === 'Choose Target Limit' || child.text === 'Choose Number of Rounds')) { child.destroy(); } } // Initialize game createGameUI(); updateDisplay(); // If AI starts first, trigger AI turn after a short delay if (currentPlayer === 1) { LK.setTimeout(function () { aiTurn(); }, 1500); } } function createGameUI() { // Play area removed - no gray stripe needed // Center card container for animations centerCardContainer = new Container(); centerCardContainer.x = 1024; centerCardContainer.y = 1366; game.addChild(centerCardContainer); // Total label (positioned further to the right of center) var totalLabel = new Text2('Total: ', { size: 60, fill: 0xFFFFFF }); totalLabel.anchor.set(0, 0.5); totalLabel.x = 1350; totalLabel.y = 1366; game.addChild(totalLabel); // Total value display (larger font, positioned after label) totalText = new Text2('0', { size: 80, fill: 0x2ecc71 }); totalText.anchor.set(0, 0.5); totalText.x = 1520; totalText.y = 1366; game.addChild(totalText); // Limit display (positioned below total text) limitText = new Text2('Limit: ' + selectedLimit, { size: 40, fill: 0xFFFFFF }); limitText.anchor.set(0, 0.5); limitText.x = 1350; limitText.y = 1420; game.addChild(limitText); // Turn arrow turnArrow = new Text2('▼', { size: 80, fill: 0xf1c40f }); turnArrow.anchor.set(0.5, 0.5); game.addChild(turnArrow); // 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); // No play button needed - cards auto-play when selected } function updateDisplay() { totalText.setText(currentTotal.toString()); // Update total text color based on proximity to limit var ratio = currentTotal / selectedLimit; if (ratio <= 0.6) { totalText.tint = 0x2ecc71; // Green } else if (ratio <= 0.8) { totalText.tint = 0xf1c40f; // Yellow } else { totalText.tint = 0xe74c3c; // Red } scoreText.setText('You: ' + playerScore + ' - AI: ' + aiScore); // Update player hand playerHandContainer.removeChildren(); var cardPositions = [{ x: -675, y: 20, rotation: -0.15 }, { x: -225, y: -10, rotation: -0.05 }, { x: 225, y: 15, rotation: 0.08 }, { x: 675, y: -5, rotation: 0.12 }]; for (var i = 0; i < playerHand.length; i++) { var card = new Card(playerHand[i]); if (i < cardPositions.length) { card.x = cardPositions[i].x; card.y = cardPositions[i].y; card.rotation = cardPositions[i].rotation; } else { card.x = (i - 1.5) * 450; } playerHandContainer.addChild(card); } // Update AI hand (show card backs) aiHandContainer.removeChildren(); for (var i = 0; i < aiHand.length; i++) { var cardBackAsset = 'cardBack' + aiHand[i].value; var cardBack = aiHandContainer.attachAsset(cardBackAsset, { anchorX: 0.5, anchorY: 0.5, x: aiCardPositions[i] ? aiCardPositions[i].x : (i - 1.5) * 450, y: aiCardPositions[i] ? aiCardPositions[i].y : 0 }); if (aiCardPositions[i]) { cardBack.rotation = aiCardPositions[i].rotation; } } // Update turn arrow position if (currentPlayer === 0) { turnArrow.x = 1024; turnArrow.y = 1950; turnArrow.rotation = 0; statusText.setText('Your Turn - Select cards to play'); } else { turnArrow.x = 1024; turnArrow.y = 850; turnArrow.rotation = Math.PI; 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(); // Animate played cards to center var playedCardData = { value: selectedCards[0], color: playerHand[selectedIndices[0]].color }; var animatedCard = new Card(playedCardData); var sourceCard = playerHandContainer.children[selectedIndices[0]]; var startPos = playerHandContainer.toGlobal(sourceCard.position); var gamePos = game.toLocal(startPos); animatedCard.x = gamePos.x; animatedCard.y = gamePos.y; animatedCard.rotation = sourceCard.rotation; game.addChild(animatedCard); // Random scattered position and rotation for thrown card effect var scatterX = 1024 + (Math.random() - 0.5) * 300; var scatterY = 1366 + (Math.random() - 0.5) * 200; var scatterRotation = (Math.random() - 0.5) * 0.8; tween(animatedCard, { x: scatterX, y: scatterY, rotation: scatterRotation }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { animatedCard.destroy(); var centerCard = new Card(playedCardData); centerCard.x = scatterX - 1024; centerCard.y = scatterY - 1366; centerCard.rotation = scatterRotation; centerCardContainer.addChild(centerCard); } }); // 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 aiTimeoutHandler() { // Clear the timeout since we're handling it now if (aiThinkingTimeout) { LK.clearTimeout(aiThinkingTimeout); aiThinkingTimeout = null; } // Play a random card var randomIndex = Math.floor(Math.random() * aiHand.length); var playedCard = aiHand[randomIndex]; currentTotal += playedCard.value; // Animate AI played card to center var animatedCard = new Card(playedCard); animatedCard.x = 1024 + aiCardPositions[randomIndex].x; animatedCard.y = 500 + aiCardPositions[randomIndex].y; animatedCard.rotation = aiCardPositions[randomIndex].rotation; game.addChild(animatedCard); // Random scattered position and rotation for thrown card effect var scatterX = 1024 + (Math.random() - 0.5) * 300; var scatterY = 1366 + (Math.random() - 0.5) * 200; var scatterRotation = (Math.random() - 0.5) * 0.8; tween(animatedCard, { x: scatterX, y: scatterY, rotation: scatterRotation }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { animatedCard.destroy(); var centerCard = new Card(playedCard); centerCard.x = scatterX - 1024; centerCard.y = scatterY - 1366; centerCard.rotation = scatterRotation; centerCardContainer.addChild(centerCard); // Check if AI exceeded limit if (currentTotal > selectedLimit) { endRound(true); return; } } }); aiHand.splice(randomIndex, 1); // Replenish AI hand while (aiHand.length < 4 && deck.length > 0) { aiHand.push(dealCard()); } LK.getSound('cardPlay').play(); currentPlayer = 0; updateDisplay(); } function aiTurn() { // Set up 5-second timeout for AI thinking aiThinkingTimeout = LK.setTimeout(function () { aiTimeoutHandler(); }, 5000); // Simple AI strategy: play lowest safe card(s) var safeCards = []; var safeIndices = []; for (var i = 0; i < aiHand.length; i++) { if (currentTotal + aiHand[i].value <= selectedLimit) { safeCards.push(aiHand[i].value); safeIndices.push(i); } } if (safeCards.length === 0) { // Clear timeout since AI is making a play if (aiThinkingTimeout) { LK.clearTimeout(aiThinkingTimeout); aiThinkingTimeout = null; } // AI must play and will lose var minCard = Math.min.apply(Math, aiHand.map(function (card) { return card.value; })); var minIndex = -1; for (var i = 0; i < aiHand.length; i++) { if (aiHand[i].value === minCard) { minIndex = i; break; } } currentTotal += minCard; // Animate AI played card to center for loss case var playedCardData = aiHand[minIndex]; var animatedCard = new Card(playedCardData); animatedCard.x = 1024 + aiCardPositions[minIndex].x; animatedCard.y = 500 + aiCardPositions[minIndex].y; animatedCard.rotation = aiCardPositions[minIndex].rotation; game.addChild(animatedCard); // Random scattered position and rotation for thrown card effect var scatterX = 1024 + (Math.random() - 0.5) * 300; var scatterY = 1366 + (Math.random() - 0.5) * 200; var scatterRotation = (Math.random() - 0.5) * 0.8; tween(animatedCard, { x: scatterX, y: scatterY, rotation: scatterRotation }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { animatedCard.destroy(); var centerCard = new Card(playedCardData); centerCard.x = scatterX - 1024; centerCard.y = scatterY - 1366; centerCard.rotation = scatterRotation; centerCardContainer.addChild(centerCard); endRound(true); } }); aiHand.splice(minIndex, 1); return; } // Clear timeout since AI is making a play if (aiThinkingTimeout) { LK.clearTimeout(aiThinkingTimeout); aiThinkingTimeout = null; } // Play the lowest safe card var minSafe = Math.min.apply(Math, safeCards); var playIndex = -1; for (var i = 0; i < aiHand.length; i++) { if (aiHand[i].value === minSafe) { playIndex = i; break; } } currentTotal += minSafe; // Animate AI played card to center var playedCardData = aiHand[playIndex]; var animatedCard = new Card(playedCardData); animatedCard.x = 1024 + aiCardPositions[playIndex].x; animatedCard.y = 500 + aiCardPositions[playIndex].y; animatedCard.rotation = aiCardPositions[playIndex].rotation; game.addChild(animatedCard); // Random scattered position and rotation for thrown card effect var scatterX = 1024 + (Math.random() - 0.5) * 300; var scatterY = 1366 + (Math.random() - 0.5) * 200; var scatterRotation = (Math.random() - 0.5) * 0.8; tween(animatedCard, { x: scatterX, y: scatterY, rotation: scatterRotation }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { animatedCard.destroy(); var centerCard = new Card(playedCardData); centerCard.x = scatterX - 1024; centerCard.y = scatterY - 1366; centerCard.rotation = scatterRotation; centerCardContainer.addChild(centerCard); } }); 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; centerCardContainer.removeChildren(); dealInitialHands(); updateDisplay(); }, 3000); } // Initialize game createLimitSelection(); game.update = function () { // Game loop updates };
===================================================================
--- original.js
+++ change.js
@@ -218,17 +218,17 @@
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.x = 1024 + (i - 1) * 400;
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.x = 1024 + (i - 1) * 400;
roundButton.y = 1300;
roundButtons.push(roundButton);
game.addChild(roundButton);
}
Create a 3D button with rounded corners, and make sure it appears in a rectangular shape.. In-Game asset. 2d. High contrast. No shadows
A thought bubble or a speech bubble (as used in animations) with a slightly 3D appearance, designed as an in-game asset, 2D, with shadows. It should not look like a cloud; the outline should be clean and defined, and the shape should be regular—but not perfectly oval or geometric.
The arrow indicator could have a more authentic look—for example, a stone texture covered with moss, with slightly faded colors.. In-Game asset. 2d. High contrast. No shadows
Rectangular card numbered 0, with a white border around it and a gray background.. In-Game asset. 2d. High contrast. No shadows
Rectangular card numbered 2, with a white border around it and a blue background.. In-Game asset. 2d. High contrast. No shadows
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