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); // Add null check for cardData parameter if (!cardData) { cardData = { value: 0, color: 'red' }; } self.value = cardData.value || 0; self.color = cardData.color || 'red'; self.isSelected = false; var assetName = selectedPlayerCount === 4 ? 'smallCard' + self.value : 'card' + self.value; var cardGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); var cardText = new Text2(self.value.toString(), { size: selectedPlayerCount === 4 ? 90 : 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') { if (selectedPlayerCount === 2 && currentPlayer === 0) { self.setSelected(!self.isSelected); // Auto-play cards when selection changes LK.setTimeout(function () { playSelectedCards(); }, 100); } else if (selectedPlayerCount === 4 && fourPlayerTypes[currentPlayer] === 0) { self.setSelected(!self.isSelected); // Auto-play cards when selection changes LK.setTimeout(function () { playSelectedCardsFourPlayer(); }, 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 PlayerCountButton = Container.expand(function (playerCount) { var self = Container.call(this); self.playerCount = playerCount; self.isSelected = false; var buttonGraphics = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2(playerCount + ' Players', { 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') { selectPlayerCount(self.playerCount); } }; 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 selectedPlayerCount = 0; 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; // 4-player game variables var fourPlayerHands = []; // Array of 4 hands var fourPlayerScores = []; // Array of 4 scores var fourPlayerTypes = []; // Array indicating human(0) or AI(1-3) var fourPlayerHandContainers = []; // Array of hand containers 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 playerCountButtons = []; 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() { // Player count selection var playerCounts = [2, 4]; for (var i = 0; i < playerCounts.length; i++) { var playerButton = new PlayerCountButton(playerCounts[i]); playerButton.x = 1024 + (i - 0.5) * 400; playerButton.y = 800; playerCountButtons.push(playerButton); game.addChild(playerButton); } 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 selectPlayerCount(playerCount) { selectedPlayerCount = playerCount; for (var i = 0; i < playerCountButtons.length; i++) { playerCountButtons[i].setSelected(playerCountButtons[i].playerCount === playerCount); } checkStartGameReady(); } 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 (selectedPlayerCount > 0 && 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; // Auto-set parameters for 4-player games if (selectedPlayerCount === 4) { selectedLimit = 71; selectedRounds = 9; maxRounds = 9; } // Initialize deck and deal hands first initializeDeck(); if (selectedPlayerCount === 2) { dealInitialHands(); // Determine starting player based on cards currentPlayer = determineStartingPlayer(); } else if (selectedPlayerCount === 4) { initializeFourPlayerGame(); } // Clear setup UI for (var i = 0; i < playerCountButtons.length; i++) { playerCountButtons[i].destroy(); } playerCountButtons = []; 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 (selectedPlayerCount === 2 && currentPlayer === 1) { LK.setTimeout(function () { aiTurn(); }, 1500); } else if (selectedPlayerCount === 4 && fourPlayerTypes[currentPlayer] === 1) { LK.setTimeout(function () { fourPlayerAITurn(); }, 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(0.5, 0.5); limitText.x = 1536; limitText.y = 1500; game.addChild(limitText); // Turn arrow turnArrow = new Text2('▼', { size: 80, fill: 0xf1c40f }); turnArrow.anchor.set(0.5, 0.5); game.addChild(turnArrow); if (selectedPlayerCount === 2) { // 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); // 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); } else if (selectedPlayerCount === 4) { // Create 4 hand containers for 4-player layout // Bottom (Player 0 - Human) fourPlayerHandContainers[0] = new Container(); fourPlayerHandContainers[0].x = 1024; fourPlayerHandContainers[0].y = 2500; game.addChild(fourPlayerHandContainers[0]); // Top (Player 1 - AI) fourPlayerHandContainers[1] = new Container(); fourPlayerHandContainers[1].x = 1024; fourPlayerHandContainers[1].y = 200; game.addChild(fourPlayerHandContainers[1]); // Left (Player 2 - AI) fourPlayerHandContainers[2] = new Container(); fourPlayerHandContainers[2].x = 250; fourPlayerHandContainers[2].y = 1366; game.addChild(fourPlayerHandContainers[2]); // Right (Player 3 - AI) fourPlayerHandContainers[3] = new Container(); fourPlayerHandContainers[3].x = 1800; fourPlayerHandContainers[3].y = 1366; game.addChild(fourPlayerHandContainers[3]); // Score display for 4 players scoreText = new Text2('P1: 0 - P2: 0 - P3: 0 - P4: 0', { size: 30, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 1024; scoreText.y = 100; game.addChild(scoreText); } // 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); // 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 } if (selectedPlayerCount === 2) { 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...'); } } else if (selectedPlayerCount === 4) { updateFourPlayerDisplay(); } } function updateFourPlayerDisplay() { // Update score display for 4 players scoreText.setText('P1: ' + fourPlayerScores[0] + ' - P2: ' + fourPlayerScores[1] + ' - P3: ' + fourPlayerScores[2] + ' - P4: ' + fourPlayerScores[3]); // Card positions for each player position var playerCardPositions = [ // Bottom player (0) - horizontal layout [{ x: -300, y: 0, rotation: -0.1 }, { x: -100, y: 10, rotation: -0.05 }, { x: 100, y: -5, rotation: 0.05 }, { x: 300, y: 5, rotation: 0.1 }], // Top player (1) - horizontal layout (upside down) [{ x: -300, y: 0, rotation: 3.24 }, { x: -100, y: -10, rotation: 3.19 }, { x: 100, y: 5, rotation: 3.09 }, { x: 300, y: -5, rotation: 3.04 }], // Left player (2) - vertical layout [{ x: 0, y: -150, rotation: 1.47 }, { x: 10, y: -50, rotation: 1.52 }, { x: -5, y: 50, rotation: 1.62 }, { x: 5, y: 150, rotation: 1.67 }], // Right player (3) - vertical layout [{ x: 0, y: -150, rotation: -1.67 }, { x: -10, y: -50, rotation: -1.62 }, { x: 5, y: 50, rotation: -1.52 }, { x: -5, y: 150, rotation: -1.47 }]]; // Update each player's hand for (var player = 0; player < 4; player++) { fourPlayerHandContainers[player].removeChildren(); for (var i = 0; i < fourPlayerHands[player].length; i++) { if (fourPlayerTypes[player] === 0) { // Human player - show face-up cards var card = new Card(fourPlayerHands[player][i]); card.x = playerCardPositions[player][i].x; card.y = playerCardPositions[player][i].y; card.rotation = playerCardPositions[player][i].rotation; fourPlayerHandContainers[player].addChild(card); } else { // AI player - show card backs var cardBackAsset = 'smallCardBack' + fourPlayerHands[player][i].value; var cardBack = fourPlayerHandContainers[player].attachAsset(cardBackAsset, { anchorX: 0.5, anchorY: 0.5, x: playerCardPositions[player][i].x, y: playerCardPositions[player][i].y }); cardBack.rotation = playerCardPositions[player][i].rotation; } } } // Update turn arrow and status based on current player var arrowPositions = [{ x: 1024, y: 2150, rotation: 0 }, // Bottom { x: 1024, y: 550, rotation: Math.PI }, // Top { x: 600, y: 1366, rotation: Math.PI / 2 }, // Left { x: 1450, y: 1366, rotation: -Math.PI / 2 } // Right ]; turnArrow.x = arrowPositions[currentPlayer].x; turnArrow.y = arrowPositions[currentPlayer].y; turnArrow.rotation = arrowPositions[currentPlayer].rotation; if (fourPlayerTypes[currentPlayer] === 0) { statusText.setText('Your Turn - Select cards to play'); } else { statusText.setText('Player ' + (currentPlayer + 1) + ' is thinking...'); } } function playSelectedCardsFourPlayer() { var selectedCards = []; var selectedIndices = []; for (var i = 0; i < fourPlayerHandContainers[currentPlayer].children.length; i++) { var card = fourPlayerHandContainers[currentPlayer].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 card to center var playedCardData = { value: selectedCards[0], color: fourPlayerHands[currentPlayer][selectedIndices[0]].color }; var animatedCard = new Card(playedCardData); var sourceCard = fourPlayerHandContainers[currentPlayer].children[selectedIndices[0]]; var startPos = fourPlayerHandContainers[currentPlayer].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--) { fourPlayerHands[currentPlayer].splice(selectedIndices[i], 1); } // Replenish hand while (fourPlayerHands[currentPlayer].length < 4 && deck.length > 0) { fourPlayerHands[currentPlayer].push(dealCard()); } // Check if player exceeded limit if (currentTotal > selectedLimit) { endFourPlayerRound(); return; } // Move to next player clockwise currentPlayer = (currentPlayer + 1) % 4; updateDisplay(); // If next player is AI, trigger AI turn if (fourPlayerTypes[currentPlayer] === 1) { LK.setTimeout(function () { fourPlayerAITurn(); }, 1500); } } function fourPlayerAITurn() { // Simple AI: play lowest safe card var safeCards = []; var safeIndices = []; for (var i = 0; i < fourPlayerHands[currentPlayer].length; i++) { if (currentTotal + fourPlayerHands[currentPlayer][i].value <= selectedLimit) { safeCards.push(fourPlayerHands[currentPlayer][i].value); safeIndices.push(i); } } var playIndex = 0; var cardValue = 0; if (safeCards.length === 0) { // Must play and will lose - play smallest card cardValue = Math.min.apply(Math, fourPlayerHands[currentPlayer].map(function (card) { return card.value; })); for (var i = 0; i < fourPlayerHands[currentPlayer].length; i++) { if (fourPlayerHands[currentPlayer][i].value === cardValue) { playIndex = i; break; } } } else { // Play smallest safe card cardValue = Math.min.apply(Math, safeCards); for (var i = 0; i < fourPlayerHands[currentPlayer].length; i++) { if (fourPlayerHands[currentPlayer][i].value === cardValue) { playIndex = i; break; } } } currentTotal += cardValue; // Animate AI played card to center var playedCardData = fourPlayerHands[currentPlayer][playIndex]; var animatedCard = new Card(playedCardData); animatedCard.x = fourPlayerHandContainers[currentPlayer].x; animatedCard.y = fourPlayerHandContainers[currentPlayer].y; 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); // Check if AI exceeded limit if (currentTotal > selectedLimit) { endFourPlayerRound(); return; } } }); fourPlayerHands[currentPlayer].splice(playIndex, 1); // Replenish AI hand while (fourPlayerHands[currentPlayer].length < 4 && deck.length > 0) { fourPlayerHands[currentPlayer].push(dealCard()); } LK.getSound('cardPlay').play(); // Move to next player clockwise currentPlayer = (currentPlayer + 1) % 4; updateDisplay(); // If next player is also AI, continue AI turns if (fourPlayerTypes[currentPlayer] === 1) { LK.setTimeout(function () { fourPlayerAITurn(); }, 1500); } } function endFourPlayerRound() { LK.getSound('gameOver').play(); // Give -1 point to the player who went over fourPlayerScores[currentPlayer]--; if (fourPlayerTypes[currentPlayer] === 0) { statusText.setText('You Lost! You went over the limit.'); } else { statusText.setText('Player ' + (currentPlayer + 1) + ' lost! They went over the limit.'); } updateDisplay(); // Check for game end after 9 rounds var roundsPlayed = 0; for (var i = 0; i < 4; i++) { roundsPlayed += Math.abs(fourPlayerScores[i]); } if (roundsPlayed >= maxRounds) { // Find player closest to zero (highest score since we're using negative points) var winner = 0; var bestScore = fourPlayerScores[0]; for (var i = 1; i < 4; i++) { if (fourPlayerScores[i] > bestScore) { bestScore = fourPlayerScores[i]; winner = i; } } if (fourPlayerTypes[winner] === 0) { statusText.setText('Game Over! You Win!'); LK.showYouWin(); } else { statusText.setText('Game Over! Player ' + (winner + 1) + ' Wins!'); LK.showGameOver(); } return; } // Start new round after delay LK.setTimeout(function () { currentTotal = 0; currentPlayer = determineFourPlayerStartingPlayer(); centerCardContainer.removeChildren(); // Re-deal hands for (var player = 0; player < 4; player++) { fourPlayerHands[player] = []; for (var card = 0; card < 4; card++) { fourPlayerHands[player].push(dealCard()); } } updateDisplay(); }, 3000); } 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 initializeFourPlayerGame() { // Initialize 4 players: human at position 0, AI at positions 1,2,3 fourPlayerTypes = [0, 1, 1, 1]; // 0 = human, 1 = AI fourPlayerHands = [[], [], [], []]; fourPlayerScores = [0, 0, 0, 0]; fourPlayerHandContainers = []; // Deal 4 cards to each player for (var player = 0; player < 4; player++) { for (var card = 0; card < 4; card++) { fourPlayerHands[player].push(dealCard()); } } // Determine starting player (0-3) currentPlayer = determineFourPlayerStartingPlayer(); } function determineFourPlayerStartingPlayer() { var highestValues = [0, 0, 0, 0]; var hasZero = [false, false, false, false]; // Check each player's hand for (var player = 0; player < 4; player++) { for (var i = 0; i < fourPlayerHands[player].length; i++) { var card = fourPlayerHands[player][i]; if (card.value === 0) { hasZero[player] = true; } if (card.value > highestValues[player]) { highestValues[player] = card.value; } } } // Find player with highest card who doesn't have zero var maxValue = -1; var startingPlayer = 0; for (var player = 0; player < 4; player++) { if (!hasZero[player] && highestValues[player] > maxValue) { maxValue = highestValues[player]; startingPlayer = player; } } return startingPlayer; } 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
@@ -481,8 +481,14 @@
}
function startGame() {
currentGameState = 'playing';
currentTotal = 0;
+ // Auto-set parameters for 4-player games
+ if (selectedPlayerCount === 4) {
+ selectedLimit = 71;
+ selectedRounds = 9;
+ maxRounds = 9;
+ }
// Initialize deck and deal hands first
initializeDeck();
if (selectedPlayerCount === 2) {
dealInitialHands();
@@ -1001,30 +1007,31 @@
}
}
function endFourPlayerRound() {
LK.getSound('gameOver').play();
- // Award point to all players except the one who went over
- for (var i = 0; i < 4; i++) {
- if (i !== currentPlayer) {
- fourPlayerScores[i]++;
- }
- }
+ // Give -1 point to the player who went over
+ fourPlayerScores[currentPlayer]--;
if (fourPlayerTypes[currentPlayer] === 0) {
statusText.setText('You Lost! You went over the limit.');
} else {
statusText.setText('Player ' + (currentPlayer + 1) + ' lost! They went over the limit.');
}
updateDisplay();
- // Check for game end - first to reach threshold wins
- var winThreshold = Math.ceil(maxRounds / 2);
- var winner = -1;
+ // Check for game end after 9 rounds
+ var roundsPlayed = 0;
for (var i = 0; i < 4; i++) {
- if (fourPlayerScores[i] >= winThreshold) {
- winner = i;
- break;
- }
+ roundsPlayed += Math.abs(fourPlayerScores[i]);
}
- if (winner !== -1) {
+ if (roundsPlayed >= maxRounds) {
+ // Find player closest to zero (highest score since we're using negative points)
+ var winner = 0;
+ var bestScore = fourPlayerScores[0];
+ for (var i = 1; i < 4; i++) {
+ if (fourPlayerScores[i] > bestScore) {
+ bestScore = fourPlayerScores[i];
+ winner = i;
+ }
+ }
if (fourPlayerTypes[winner] === 0) {
statusText.setText('Game Over! You Win!');
LK.showYouWin();
} else {
@@ -1035,9 +1042,9 @@
}
// Start new round after delay
LK.setTimeout(function () {
currentTotal = 0;
- currentPlayer = 0;
+ currentPlayer = determineFourPlayerStartingPlayer();
centerCardContainer.removeChildren();
// Re-deal hands
for (var player = 0; player < 4; player++) {
fourPlayerHands[player] = [];
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