User prompt
I can't see the next-round-button. Position it so that it is to the right of my cards.
User prompt
Add the next-round-button to the bottom right of the game, press it to go to the next round, add the existing asset, press it to go to the next round
User prompt
Add the next-round-button to the bottom right of the game, press it to go to the next round
User prompt
Add next-round-button to the bottom right, click it to go to the next round
User prompt
There seems to be something strange in the game. The number of backgrounds is 3. These are castle, cave, forest and one will come randomly in each round and the bear will not come twice. And castle human-archer, human-mage, human-warrior, elf-warrior, orc-warrior will give +1 point to these cards / forest elf-archer, elf-mage, elf-archer, human-archer, orc-archer will give +1 point to these / cave orc-mage, orc-warrior, orc-archer, human-mage, elf-mage will give +1 point to these // there is nothing else. remove any spatial scoring other than these
User prompt
I can't throw the cards down when I know the cards in my hand, fix this
User prompt
It's great but I can't develop tactics and play without knowing what the cards in my hand are, so I need to know the cards in my hand.
User prompt
The player can also put the open card in the middle, and when he puts it in the middle, the card is turned upside down.
User prompt
Let the player see their cards, that is, not cardbg, but open
User prompt
player bottom middle, 1st bot left diagonal, 2nd bot right diagonal, card game, card types: (human, elf, orc) card subtypes: (warrior, archer, wizard) a total of 9 cards game each player is given 3 random cards at the beginning of the game all of the cards in the game are given, cards are given in order starting from player, bot 1 then bot 2 leaves a card on the ground, then when you click the button that says m, one of the 3 backgrounds randomly appears, and the backgrounds are forest, castle, cave these give certain advantages to the card types, castle gives +1 to humans and warriors, forest gives +1 to elves and archers, cave gives +1 to orcs and wizards. cards also have their own points, human+warrior +1, orc+wizard +1, elf+archer +1. the game will last 3 rounds in total, the one with the most points at the end of the 3 rounds wins. Only one of the location cards comes each round, so if the forest comes in the first round, it will not come in the other 2 rounds. Create a game like this.
Code edit (1 edits merged)
Please save this source code
User prompt
Triad Arena: Card Clash
Initial prompt
player bottom middle, 1st bot left diagonal, 2nd bot right diagonal, card game, card types: (human, elf, orc) card subtypes: (warrior, archer, wizard) a total of 9 cards game each player is given 3 random cards at the beginning of the game all of the cards in the game are given, cards are given in order starting from player, bot 1 then bot 2 leaves a card on the ground, then when you click the button that says m, one of the 3 backgrounds randomly appears, and the backgrounds are forest, castle, cave these give certain advantages to the card types, castle gives +1 to humans and warriors, forest gives +1 to elves and archers, cave gives +1 to orcs and wizards. cards also have their own points, human+warrior +1, orc+wizard +1, elf+archer +1. the game will last 3 rounds in total, the one with the most points at the end of the 3 rounds wins. Only one of the location cards comes each round, so if the forest comes in the first round, it will not come in the other 2 rounds. Create a game like this.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Card class: represents a single card (type, subtype, owner, value, etc)
var Card = Container.expand(function () {
var self = Container.call(this);
// Card properties (set after creation)
self.cardType = null; // 'human', 'elf', 'orc'
self.subType = null; // 'warrior', 'archer', 'wizard'
self.owner = null; // 'player', 'bot1', 'bot2'
self.value = 0; // base value (for future expansion)
self.isFaceUp = false;
self.cardIndex = -1; // 0-8, for unique identification
// Card visuals
// Card background
var bg = self.attachAsset('cardBg', {
width: 320,
height: 480,
color: 0xeeeeee,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
// Card type color overlay
var typeColor = {
'human': 0x6fa8dc,
'elf': 0x93c47d,
'orc': 0xe06666
};
var overlay = self.attachAsset('cardOverlay', {
width: 300,
height: 460,
color: 0xffffff,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
// Card text
var txt = new Text2('', {
size: 60,
fill: 0x222222
});
txt.anchor.set(0.5, 0.5);
txt.x = 0;
txt.y = 0;
self.addChild(txt);
// Set card data and visuals
self.setCard = function (cardType, subType, owner, cardIndex) {
self.cardType = cardType;
self.subType = subType;
self.owner = owner;
self.cardIndex = cardIndex;
// Set overlay color
overlay.tint = typeColor[cardType];
// Set text
txt.setText(cardType.charAt(0).toUpperCase() + cardType.slice(1) + "\n" + subType.charAt(0).toUpperCase() + subType.slice(1));
};
// Show/hide card face
self.setFaceUp = function (isUp) {
self.isFaceUp = isUp;
if (isUp) {
overlay.alpha = 1;
txt.alpha = 1;
} else {
overlay.alpha = 0.2;
txt.alpha = 0;
}
};
// For click/tap detection
self.down = function (x, y, obj) {
if (self.owner === 'player' && !self.isFaceUp && canPlayCard && !roundCards.player) {
playPlayerCard(self);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x22223a
});
/****
* Game Code
****/
// --- Game Data ---
var cardTypes = ['human', 'elf', 'orc'];
var subTypes = ['warrior', 'archer', 'wizard'];
// All 9 unique cards
var allCards = [];
for (var i = 0; i < cardTypes.length; i++) {
for (var j = 0; j < subTypes.length; j++) {
allCards.push({
cardType: cardTypes[i],
subType: subTypes[j],
cardIndex: i * 3 + j
});
}
}
// Location data
var locations = [{
name: 'Forest',
color: 0x4caf50,
bonus: {
cardType: 'elf',
subType: 'archer'
}
}, {
name: 'Castle',
color: 0x607d8b,
bonus: {
cardType: 'human',
subType: 'warrior'
}
}, {
name: 'Cave',
color: 0x795548,
bonus: {
cardType: 'orc',
subType: 'wizard'
}
}];
// --- Game State ---
var playerHand = [];
var bot1Hand = [];
var bot2Hand = [];
var playerScore = 0;
var bot1Score = 0;
var bot2Score = 0;
var round = 1;
var maxRounds = 3;
var canPlayCard = false;
var roundCards = {
player: null,
bot1: null,
bot2: null
};
var roundLocation = null;
var allCardObjs = []; // All Card instances for cleanup
var locationNode = null;
var infoText = null;
var scoreText = null;
var roundText = null;
// --- GUI Setup ---
// Info text (center top)
infoText = new Text2('Triad Arena: Card Clash', {
size: 90,
fill: "#fff"
});
infoText.anchor.set(0.5, 0);
LK.gui.top.addChild(infoText);
// Score text (center bottom)
scoreText = new Text2('', {
size: 70,
fill: "#fff"
});
scoreText.anchor.set(0.5, 1);
LK.gui.bottom.addChild(scoreText);
// Round text (center)
roundText = new Text2('', {
size: 80,
fill: "#fff"
});
roundText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(roundText);
// --- Helper Functions ---
function shuffle(arr) {
// Fisher-Yates shuffle
for (var i = arr.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var t = arr[i];
arr[i] = arr[j];
arr[j] = t;
}
return arr;
}
function dealHands() {
var deck = allCards.slice();
shuffle(deck);
playerHand = deck.slice(0, 3);
bot1Hand = deck.slice(3, 6);
bot2Hand = deck.slice(6, 9);
}
function updateScoreText() {
scoreText.setText("You: " + playerScore + " Bot1: " + bot1Score + " Bot2: " + bot2Score);
}
function updateRoundText(msg) {
if (msg) {
roundText.setText(msg);
} else {
roundText.setText("Round " + round + " / " + maxRounds);
}
}
function clearBoard() {
for (var i = 0; i < allCardObjs.length; i++) {
allCardObjs[i].destroy();
}
allCardObjs = [];
if (locationNode) {
locationNode.destroy();
locationNode = null;
}
}
function showLocation(location) {
// Show location in center
locationNode = LK.getAsset('locationBg', {
width: 600,
height: 200,
color: location.color,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 - 350
});
game.addChild(locationNode);
var locText = new Text2(location.name, {
size: 90,
fill: "#fff"
});
locText.anchor.set(0.5, 0.5);
locText.x = 0;
locText.y = 0;
locationNode.addChild(locText);
// Bonus info
var bonusStr = "Bonus: " + location.bonus.cardType.charAt(0).toUpperCase() + location.bonus.cardType.slice(1) + " " + location.bonus.subType.charAt(0).toUpperCase() + location.bonus.subType.slice(1);
var bonusText = new Text2(bonusStr, {
size: 50,
fill: "#fff"
});
bonusText.anchor.set(0.5, 0.5);
bonusText.x = 0;
bonusText.y = 70;
locationNode.addChild(bonusText);
}
function layoutHands() {
// Player hand (bottom)
var spacing = 400;
var startX = 2048 / 2 - spacing;
var y = 2732 - 400;
for (var i = 0; i < playerHand.length; i++) {
var c = new Card();
c.setCard(playerHand[i].cardType, playerHand[i].subType, 'player', playerHand[i].cardIndex);
c.x = startX + i * spacing;
c.y = y;
// Show player's hand face up so the player can see their cards
c.setFaceUp(true);
game.addChild(c);
allCardObjs.push(c);
}
// Bot1 hand (top)
y = 400;
for (var i = 0; i < bot1Hand.length; i++) {
var c = new Card();
c.setCard(bot1Hand[i].cardType, bot1Hand[i].subType, 'bot1', bot1Hand[i].cardIndex);
c.x = startX + i * spacing;
c.y = y;
c.setFaceUp(false);
game.addChild(c);
allCardObjs.push(c);
}
// Bot2 hand (left)
var x = 400;
var spacingY = 400;
var startY = 2732 / 2 - spacingY;
for (var i = 0; i < bot2Hand.length; i++) {
var c = new Card();
c.setCard(bot2Hand[i].cardType, bot2Hand[i].subType, 'bot2', bot2Hand[i].cardIndex);
c.x = x;
c.y = startY + i * spacingY;
c.setFaceUp(false);
game.addChild(c);
allCardObjs.push(c);
}
}
function playPlayerCard(cardObj) {
if (!canPlayCard || roundCards.player) return;
canPlayCard = false;
roundCards.player = cardObj;
cardObj.setFaceUp(true);
// Animate to center
tween(cardObj, {
x: 2048 / 2 - 300,
y: 2732 / 2 + 250
}, {
duration: 400,
easing: tween.cubicOut
});
// Remove from hand
for (var i = 0; i < playerHand.length; i++) {
if (playerHand[i].cardIndex === cardObj.cardIndex) {
playerHand.splice(i, 1);
break;
}
}
// Bots play after short delay
LK.setTimeout(function () {
playBotCards();
}, 500);
}
function playBotCards() {
// Bot1: pick random card
var idx1 = Math.floor(Math.random() * bot1Hand.length);
var card1 = null;
for (var i = 0; i < allCardObjs.length; i++) {
if (allCardObjs[i].owner === 'bot1' && allCardObjs[i].cardIndex === bot1Hand[idx1].cardIndex) {
card1 = allCardObjs[i];
break;
}
}
roundCards.bot1 = card1;
card1.setFaceUp(true);
tween(card1, {
x: 2048 / 2,
y: 2732 / 2 - 250
}, {
duration: 400,
easing: tween.cubicOut
});
bot1Hand.splice(idx1, 1);
// Bot2: pick random card
var idx2 = Math.floor(Math.random() * bot2Hand.length);
var card2 = null;
for (var i = 0; i < allCardObjs.length; i++) {
if (allCardObjs[i].owner === 'bot2' && allCardObjs[i].cardIndex === bot2Hand[idx2].cardIndex) {
card2 = allCardObjs[i];
break;
}
}
roundCards.bot2 = card2;
card2.setFaceUp(true);
tween(card2, {
x: 2048 / 2 + 300,
y: 2732 / 2 + 250
}, {
duration: 400,
easing: tween.cubicOut
});
bot2Hand.splice(idx2, 1);
// Reveal location after short delay
LK.setTimeout(function () {
revealLocationAndScore();
}, 700);
}
function revealLocationAndScore() {
// Pick random location
roundLocation = locations[Math.floor(Math.random() * locations.length)];
showLocation(roundLocation);
// Calculate points
var pts = {
player: 0,
bot1: 0,
bot2: 0
};
var bonus = roundLocation.bonus;
// Each card: 1 point base, +1 if matches location cardType, +1 if matches location subType, +1 if both
function calcCardPoints(card) {
var p = 1;
if (card.cardType === bonus.cardType) p += 1;
if (card.subType === bonus.subType) p += 1;
if (card.cardType === bonus.cardType && card.subType === bonus.subType) p += 1; // extra for both
return p;
}
pts.player = calcCardPoints(roundCards.player);
pts.bot1 = calcCardPoints(roundCards.bot1);
pts.bot2 = calcCardPoints(roundCards.bot2);
// Animate cards (flash winner)
var maxPts = Math.max(pts.player, pts.bot1, pts.bot2);
if (pts.player === maxPts) {
LK.effects.flashObject(roundCards.player, 0xffff00, 700);
}
if (pts.bot1 === maxPts) {
LK.effects.flashObject(roundCards.bot1, 0xffff00, 700);
}
if (pts.bot2 === maxPts) {
LK.effects.flashObject(roundCards.bot2, 0xffff00, 700);
}
// Update scores
playerScore += pts.player;
bot1Score += pts.bot1;
bot2Score += pts.bot2;
updateScoreText();
// Show round result
var msg = "You: +" + pts.player + " Bot1: +" + pts.bot1 + " Bot2: +" + pts.bot2;
updateRoundText(msg);
// Next round or end after delay
LK.setTimeout(function () {
round++;
if (round > maxRounds) {
endGame();
} else {
startRound();
}
}, 1500);
}
function startRound() {
clearBoard();
roundCards = {
player: null,
bot1: null,
bot2: null
};
roundLocation = null;
canPlayCard = true;
updateScoreText();
updateRoundText();
layoutHands();
infoText.setText("Pick a card to play!");
}
function endGame() {
clearBoard();
canPlayCard = false;
var winner = '';
if (playerScore > bot1Score && playerScore > bot2Score) {
winner = "You win!";
LK.showYouWin();
} else if (playerScore === bot1Score && playerScore === bot2Score) {
winner = "It's a 3-way tie!";
LK.showGameOver();
} else if (playerScore === bot1Score && playerScore > bot2Score) {
winner = "Tie with Bot1!";
LK.showGameOver();
} else if (playerScore === bot2Score && playerScore > bot1Score) {
winner = "Tie with Bot2!";
LK.showGameOver();
} else if (bot1Score > playerScore && bot1Score > bot2Score) {
winner = "Bot1 wins!";
LK.showGameOver();
} else if (bot2Score > playerScore && bot2Score > bot1Score) {
winner = "Bot2 wins!";
LK.showGameOver();
} else {
winner = "Game Over!";
LK.showGameOver();
}
infoText.setText(winner);
updateRoundText('');
}
// --- Game Start ---
// Track which locations have been used this game
var availableLocations = [];
function newGame() {
playerScore = 0;
bot1Score = 0;
bot2Score = 0;
round = 1;
canPlayCard = false;
roundCards = {
player: null,
bot1: null,
bot2: null
};
roundLocation = null;
clearBoard();
dealHands();
updateScoreText();
updateRoundText();
infoText.setText("Pick a card to play!");
layoutHands();
canPlayCard = true;
// Reset available locations for the new game
availableLocations = locations.slice();
// Show M button for location reveal
showMButton();
}
// M button for revealing location
var mButton = null;
function showMButton() {
if (mButton) {
mButton.destroy();
mButton = null;
}
mButton = new Text2('M', {
size: 120,
fill: "#fff"
});
mButton.anchor.set(0.5, 0.5);
// Place at center top, but not in top left 100x100
mButton.x = 2048 / 2;
mButton.y = 200;
mButton.interactive = true;
mButton.buttonMode = true;
mButton.alpha = 1;
mButton.visible = true;
mButton.down = function (x, y, obj) {
// Only allow if all cards are played and location not yet revealed
if (roundCards.player && roundCards.bot1 && roundCards.bot2 && !roundLocation) {
mButton.visible = false;
mButton.alpha = 0;
revealLocationAndScore();
}
};
LK.gui.top.addChild(mButton);
}
// Override revealLocationAndScore to ensure unique locations per round
newGame();
// --- Game move handler (for drag, not used here) ---
game.move = function (x, y, obj) {
// No drag in this game
}; ===================================================================
--- original.js
+++ change.js
@@ -249,11 +249,10 @@
var c = new Card();
c.setCard(playerHand[i].cardType, playerHand[i].subType, 'player', playerHand[i].cardIndex);
c.x = startX + i * spacing;
c.y = y;
+ // Show player's hand face up so the player can see their cards
c.setFaceUp(true);
- // Ensure card is not upside down in hand
- c.rotation = 0;
game.addChild(c);
allCardObjs.push(c);
}
// Bot1 hand (top)
@@ -285,10 +284,8 @@
if (!canPlayCard || roundCards.player) return;
canPlayCard = false;
roundCards.player = cardObj;
cardObj.setFaceUp(true);
- // Flip card upside down when placed in the middle
- cardObj.rotation = Math.PI;
// Animate to center
tween(cardObj, {
x: 2048 / 2 - 300,
y: 2732 / 2 + 250