User prompt
Undo the action you just performed.
User prompt
I want to create a different asset for arcade mode.
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In arcade mode, the limit will always increase by 20, but the total of the cards played on the table will never reset. (If the player loses, the game ends.) If the AI loses, the total score and limit will keep increasing.
User prompt
The color of the “Limit” text should be black.
User prompt
In arcade mode, the initial limit will be 50, and after each round, the limit will increase by 20. When the player wins, the total score will not be reset. When the player loses, the score will be reset and “Game Over” will be displayed.
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Add another button to the initial screen named “Arcade.”
User prompt
I want to create an arcade mode. The rules and cards used will all stay the same, but in this mode, the game will continue as long as the player doesn’t lose. The limit will start at 50 and increase in increments of 50 each round. Cards will never run out. Add another button to the initial screen called “Arcade.” ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Increase the font size of the scoreboard, make the text bolder, and change its color to black.
User prompt
Change the color of the next round countdown to black.
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Add a shadow effect beneath the cards.
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I want to add assets to the main game screen and the initial screen; I need to create a background.
User prompt
Move the "aispeechbubble" image higher, next to the pause button. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Move the "aispeechbubble" image toward the top left side of the opponent’s cards.
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Move the "aispeechbubble" image over the opponent's cards. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Move the "aispeechbubble" image towards the top left corner, placing it over the opponent's cards.
User prompt
Move the opponent team's cards a bit lower. Move the "aispeechbubble" image towards the top left corner. Move the text indicating the winner a bit lower. Move the text showing the next round a bit further to the left. Move the "Next Round" text a bit higher. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move the “Next Round” text a bit lower. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move the “Next Round” text a bit higher, and also move the text showing the winner a bit higher. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Only display the text “Next round,” and move the countdown further to the left. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The countdown should appear slightly to the left, not exactly in the center, so it doesn’t overlap with the cards in the middle. Also, display the text “Next round is starting.” ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The countdown should appear slightly to the right, not exactly in the center, so it doesn’t overlap with the cards in the middle. Also, display the text “Next round is starting.” ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the countdown numbers larger and bolder.
User prompt
After the round ends, display the winner of the round.
User prompt
After the round ends, show a countdown on the screen before proceeding to the next round. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the numbers in the center of the cards invisible.
/**** * 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 = '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); cardText.alpha = 0; 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 selectedPlayerCount = 2; // Fixed to 2-player mode 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 rulesButton; var rulesContainer; var speechBubble; var playerSpeechBubble; // 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; maxRounds = selectedRounds; // 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(0.5, 0.5); limitText.x = 1536; limitText.y = 1500; game.addChild(limitText); // Player hand container playerHandContainer = new Container(); playerHandContainer.x = 1024; playerHandContainer.y = 2200; game.addChild(playerHandContainer); // AI hand container aiHandContainer = new Container(); aiHandContainer.x = 1024; aiHandContainer.y = 500; game.addChild(aiHandContainer); // Score display scoreText = new Text2(playerScore + ' = ' + aiScore, { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0.5); scoreText.x = 1024; scoreText.y = 100; 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(playerScore + ' = ' + 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; } } if (currentPlayer === 0) { // Remove AI speech bubble if it exists if (speechBubble) { speechBubble.destroy(); speechBubble = null; } // Create speech bubble above player cards if (playerSpeechBubble) { playerSpeechBubble.destroy(); } playerSpeechBubble = new Container(); playerSpeechBubble.x = 1650; playerSpeechBubble.y = 1750; // Add bubble background var bubbleGraphics = playerSpeechBubble.attachAsset('playerSpeechBubble', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); // Add three thinking dots var dots = []; for (var i = 0; i < 3; i++) { var dot = playerSpeechBubble.attachAsset('thinkingDot', { anchorX: 0.5, anchorY: 0.5, x: (i - 1) * 40, y: 0 }); dots.push(dot); } // Animate dots with staggered timing for (var i = 0; i < dots.length; i++) { (function (dotIndex) { var _animateDot = function animateDot() { tween(dots[dotIndex], { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(dots[dotIndex], { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { if (playerSpeechBubble && playerSpeechBubble.parent) { LK.setTimeout(_animateDot, 600); } } }); } }); }; LK.setTimeout(_animateDot, dotIndex * 200); })(i); } game.addChild(playerSpeechBubble); } else { // Remove player speech bubble if it exists if (playerSpeechBubble) { playerSpeechBubble.destroy(); playerSpeechBubble = null; } // Create speech bubble under AI cards if (speechBubble) { speechBubble.destroy(); } speechBubble = new Container(); speechBubble.x = 398; speechBubble.y = 980; // Add bubble background var bubbleGraphics = speechBubble.attachAsset('aiSpeechBubble', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); // Add three thinking dots var dots = []; for (var i = 0; i < 3; i++) { var dot = speechBubble.attachAsset('thinkingDot', { anchorX: 0.5, anchorY: 0.5, x: (i - 1) * 40, y: 0 }); dots.push(dot); } // Animate dots with staggered timing for (var i = 0; i < dots.length; i++) { (function (dotIndex) { var _animateDot = function animateDot() { tween(dots[dotIndex], { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(dots[dotIndex], { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { if (speechBubble && speechBubble.parent) { LK.setTimeout(_animateDot, 600); } } }); } }); }; LK.setTimeout(_animateDot, dotIndex * 200); })(i); } game.addChild(speechBubble); } } 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()); } // Remove player speech bubble if (playerSpeechBubble) { playerSpeechBubble.destroy(); playerSpeechBubble = null; } // 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; } // Remove speech bubble if (speechBubble) { speechBubble.destroy(); speechBubble = 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; } // Remove speech bubble if (speechBubble) { speechBubble.destroy(); speechBubble = 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; } // Remove speech bubble if (speechBubble) { speechBubble.destroy(); speechBubble = 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 showCountdown() { var countdownText = new Text2('3', { size: 200, fill: 0xf1c40f }); countdownText.anchor.set(0.5, 0.5); countdownText.x = 1024; countdownText.y = 1366; game.addChild(countdownText); var countdownValue = 3; var countdownTimer = LK.setInterval(function () { countdownValue--; if (countdownValue > 0) { countdownText.setText(countdownValue.toString()); tween(countdownText, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(countdownText, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); } else { LK.clearInterval(countdownTimer); countdownText.destroy(); currentTotal = 0; currentPlayer = 0; centerCardContainer.removeChildren(); dealInitialHands(); updateDisplay(); } }, 1000); } function endRound(playerWon) { LK.getSound('gameOver').play(); if (playerWon) { playerScore++; } else { aiScore++; } updateDisplay(); // Check for game end var winThreshold = Math.ceil(maxRounds / 2); if (playerScore >= winThreshold) { LK.showYouWin(); return; } else if (aiScore >= winThreshold) { LK.showGameOver(); return; } // Start new round with countdown LK.setTimeout(function () { showCountdown(); }, 1000); } // Initialize game createLimitSelection(); game.update = function () { // Game loop updates };
===================================================================
--- original.js
+++ change.js
@@ -947,8 +947,49 @@
LK.getSound('cardPlay').play();
currentPlayer = 0;
updateDisplay();
}
+function showCountdown() {
+ var countdownText = new Text2('3', {
+ size: 200,
+ fill: 0xf1c40f
+ });
+ countdownText.anchor.set(0.5, 0.5);
+ countdownText.x = 1024;
+ countdownText.y = 1366;
+ game.addChild(countdownText);
+ var countdownValue = 3;
+ var countdownTimer = LK.setInterval(function () {
+ countdownValue--;
+ if (countdownValue > 0) {
+ countdownText.setText(countdownValue.toString());
+ tween(countdownText, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(countdownText, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 200,
+ easing: tween.easeIn
+ });
+ }
+ });
+ } else {
+ LK.clearInterval(countdownTimer);
+ countdownText.destroy();
+ currentTotal = 0;
+ currentPlayer = 0;
+ centerCardContainer.removeChildren();
+ dealInitialHands();
+ updateDisplay();
+ }
+ }, 1000);
+}
function endRound(playerWon) {
LK.getSound('gameOver').play();
if (playerWon) {
playerScore++;
@@ -964,16 +1005,12 @@
} else if (aiScore >= winThreshold) {
LK.showGameOver();
return;
}
- // Start new round after delay
+ // Start new round with countdown
LK.setTimeout(function () {
- currentTotal = 0;
- currentPlayer = 0;
- centerCardContainer.removeChildren();
- dealInitialHands();
- updateDisplay();
- }, 3000);
+ showCountdown();
+ }, 1000);
}
// Initialize game
createLimitSelection();
game.update = function () {
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