User prompt
Move the score text higher up and remove the "you" and "AI" labels.
User prompt
Make the scoreboard numbers larger and change the display format. For example: "YOU : 5 = 4 : AI"
User prompt
I want you to move the "aispeechbubble" from the right side to the left side.
User prompt
ok,do it
User prompt
ok
User prompt
Move the "aispeechbubble" down a bit without changing its left-right position.
User prompt
Show the "speechbubble" visual in two different styles: one for me and one for the AI ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yes, do it as you described. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yes, do it as you described.
User prompt
I want you to add the same visual to my side as well. You can remove the "your turn - select cards to play" text. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove the "AI is thinking" text and instead place a speech bubble under the AI’s cards. I want to add an animation image inside the bubble to indicate that the AI is thinking. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Create separate assets for the up and down arrows.
User prompt
Move the arrow closer to the center position without shifting it left or right.
User prompt
I want you to move the arrow onto the leftmost card and make it a bit larger. Also, I would like to design the arrow as an image.
User prompt
Remove the 4-player mode; just keep the game as a two-player mode for a better experience.
User prompt
In a 4-player game, the turn order should proceed clockwise starting from the first player. For example, if the player at the top starts, the second turn goes to the right, the third to the bottom, and the fourth to the left. The win condition for a 4-player game should be as follows: If a player exceeds the limit on their turn, they receive -1 point. At the end of the match, the player closest to zero wins. The number of rounds in a 4-player game is 9. The limit score for a 4-player game is 71.
User prompt
Let’s fix the starting error that occurs in 4-player mode when the starting turn belongs to one of the opponents.
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'value')' in or related to this line: 'self.value = cardData.value || 0;' Line Number: 65
User prompt
Let’s set the card sizes in two-player mode as follows. ✅Increase card asset sizes from 240x360 to 360x540 ✅ Increase card text size from 120 to 180 for larger cards ✅ Increase card spacing from 300 to 450 pixels for larger cards
User prompt
I want the card sizes to be different for two-player and four-player modes. The card size should be larger in two-player mode. The card size for four-player mode can remain as it is.
User prompt
For the 4-player screen layout: Each player's hand will be positioned at the top, right, left, and bottom of the screen. The game start logic will not change; turns will proceed clockwise starting from the player who begins. The card sizes should be reduced so that they fit on the table. The visual effect and style of cards being played to the center will remain the same. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Can you add options for “2 players” and “4 players” to the main screen? You can also create a new system for 4 players, and it won’t cause any issues with the existing one.
User prompt
Move the "Limit" text a bit further down.
User prompt
Place the "Limit: ..." text below the value text.
User prompt
Move the value text towards the middle right side.
/**** * 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; }); var RulesButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('rulesButton', { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2('Rules', { size: 60, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.down = function (x, y, obj) { showRules(); }; 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; var rulesButton; var rulesContainer; // 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); } // Add rules button rulesButton = new RulesButton(); rulesButton.x = 1850; rulesButton.y = 150; game.addChild(rulesButton); // 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 showRules() { if (rulesContainer) { return; // Rules already showing } rulesContainer = new Container(); rulesContainer.x = 1024; rulesContainer.y = 1366; game.addChild(rulesContainer); // Semi-transparent background - larger to better match text boundaries var rulesBackground = rulesContainer.attachAsset('playArea', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 6 }); rulesBackground.alpha = 0.9; rulesBackground.tint = 0x2c3e50; // Rules title var rulesTitle = new Text2('Game Rules', { size: 60, fill: 0xf1c40f }); rulesTitle.anchor.set(0.5, 0.5); rulesTitle.x = 0; rulesTitle.y = -500; rulesContainer.addChild(rulesTitle); // Rules text - reduced size to fit on single screen var rulesText = new Text2('• Players take turns playing cards\n• The total of all played cards is tracked\n• If you exceed the chosen limit, you lose the round\n• Zero cards reset the total to zero\n• Win by reaching the target number of rounds\n• Player with highest card starts (unless they have a zero)', { size: 45, fill: 0xFFFFFF }); rulesText.anchor.set(0.5, 0.5); rulesText.x = 0; rulesText.y = -200; rulesContainer.addChild(rulesText); // Close button var closeButton = new Container(); var closeGraphics = closeButton.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); closeGraphics.tint = 0xe74c3c; var closeText = new Text2('Close', { size: 40, fill: 0xFFFFFF }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = 0; closeButton.y = 400; closeButton.down = function (x, y, obj) { rulesContainer.destroy(); rulesContainer = null; }; rulesContainer.addChild(closeButton); } 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; } // Keep rules button active during gameplay if (!rulesButton) { rulesButton = new RulesButton(); rulesButton.x = 1850; rulesButton.y = 150; game.addChild(rulesButton); } if (rulesContainer) { rulesContainer.destroy(); rulesContainer = 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 value display (three times larger font, centered) totalText = new Text2('0', { size: 240, fill: 0x2ecc71 }); totalText.anchor.set(0.5, 0.5); totalText.x = 1536; 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 };
/****
* 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;
});
var RulesButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('rulesButton', {
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2('Rules', {
size: 60,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.down = function (x, y, obj) {
showRules();
};
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;
var rulesButton;
var rulesContainer;
// 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);
}
// Add rules button
rulesButton = new RulesButton();
rulesButton.x = 1850;
rulesButton.y = 150;
game.addChild(rulesButton);
// 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 showRules() {
if (rulesContainer) {
return; // Rules already showing
}
rulesContainer = new Container();
rulesContainer.x = 1024;
rulesContainer.y = 1366;
game.addChild(rulesContainer);
// Semi-transparent background - larger to better match text boundaries
var rulesBackground = rulesContainer.attachAsset('playArea', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.3,
scaleY: 6
});
rulesBackground.alpha = 0.9;
rulesBackground.tint = 0x2c3e50;
// Rules title
var rulesTitle = new Text2('Game Rules', {
size: 60,
fill: 0xf1c40f
});
rulesTitle.anchor.set(0.5, 0.5);
rulesTitle.x = 0;
rulesTitle.y = -500;
rulesContainer.addChild(rulesTitle);
// Rules text - reduced size to fit on single screen
var rulesText = new Text2('• Players take turns playing cards\n• The total of all played cards is tracked\n• If you exceed the chosen limit, you lose the round\n• Zero cards reset the total to zero\n• Win by reaching the target number of rounds\n• Player with highest card starts (unless they have a zero)', {
size: 45,
fill: 0xFFFFFF
});
rulesText.anchor.set(0.5, 0.5);
rulesText.x = 0;
rulesText.y = -200;
rulesContainer.addChild(rulesText);
// Close button
var closeButton = new Container();
var closeGraphics = closeButton.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
closeGraphics.tint = 0xe74c3c;
var closeText = new Text2('Close', {
size: 40,
fill: 0xFFFFFF
});
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = 0;
closeButton.y = 400;
closeButton.down = function (x, y, obj) {
rulesContainer.destroy();
rulesContainer = null;
};
rulesContainer.addChild(closeButton);
}
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;
}
// Keep rules button active during gameplay
if (!rulesButton) {
rulesButton = new RulesButton();
rulesButton.x = 1850;
rulesButton.y = 150;
game.addChild(rulesButton);
}
if (rulesContainer) {
rulesContainer.destroy();
rulesContainer = 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 value display (three times larger font, centered)
totalText = new Text2('0', {
size: 240,
fill: 0x2ecc71
});
totalText.anchor.set(0.5, 0.5);
totalText.x = 1536;
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
};
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