User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'setFaceUp')' in or related to this line: 'card2.setFaceUp(true);' Line Number: 498
User prompt
Add 2 options to the part that says start game, play 3 hands, play 5 hands, play 3 hands in 3 hands, play 5 hands in 5 hands, the current state of the game is to play 1 hand anyway
User prompt
There is a problem in the transition between stages. I give you a sequence of locations. Always come to the locations in that order. Stage 1: Castle, Cave, Forest / Stage 2: Cave, Castle, Forest / Stage 3: Castle, Forest, Cave / Stage 4: Forest, Cave, Castle
User prompt
There are 3 location cards in total, forest, castle, cave. These should be reduced, when they run out, 3 more should be filled and randomly come. When they run out, they should be reduced and randomly come. In other words, all 3 of these locations should come in every 3 rounds.
User prompt
When we get 3 cards in our hand, the places should be the same, there should be 3 places, these should be reduced, and they should be filled and reduced again at each stage.
User prompt
The game consists of 4 stages and 3 rounds, redistribute the cards after every 3 rounds, accumulate points for 4 rounds, and at the end, the player with the highest score wins.
User prompt
Let's play the whole game 3 times. The one with the most points at the end of the 3 games wins. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
When all 3 cards are in the middle, the sound effect called "battle" is played while the score is being calculated in each round.
User prompt
When all 3 conditions are present, play the sound called "war" while calculating the score.
User prompt
Please fix the bug: 'Uncaught TypeError: LK.getMusic is not a function' in or related to this line: 'LK.getMusic('card-playing-sound').play();' Line Number: 390
User prompt
card-plaing-sound , Play this sound once every time I play a card
User prompt
Make sure background-song music is playing as long as the game is running
User prompt
Let me drag the cards to the middle
User prompt
LocationBG should be placed higher
User prompt
human-warrior, elf-archer, orc-wizard write an extra +1 point to these three cards in each location
User prompt
"If there is a tie, the game should restart from the beginning."
User prompt
"The game's AI should also play logically by choosing the card in its hand that will score the most points based on the current location.
User prompt
Look, update the way you give points, I'm telling you the point giving system: According to the places: In the cave place, those who have the word wizard in their name get +1 and orcs get +1, so orc-wizard get +2 in this inference. In the castle, those who have the word warrior in their name get +1 and those who have the word human in their name get +1, so human-warrior get +2 in this inference. In the forest, those who have the word archer in their name get +1, those who have the word elf in their name get +1, so elf-archer get +2 in this inference. Arrange the points according to this information
User prompt
Just now, in the forest area, I played human-archer and gained +2. In the forest, elves gain +1 and archers gain +1. And as a human-archer, I should have gained only +1 but I gained +2. Fix this.
User prompt
While trying the game just now, I got +1 even though I played the orc-wizard card in the cave area. Orcs get +1 and wizards get +1 in the cave. Since the orc and wizard counter both, I should have had a total of +2 points.
User prompt
Click "start game" to open the place
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'bonuses')' in or related to this line: 'for (var i = 0; i < roundLocation.bonuses.length; i++) {' Line Number: 467
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of null (reading 'bonus')' in or related to this line: 'var bonus = roundLocation.bonus;' Line Number: 463
User prompt
When the venue card starts the game, it should be opened and we will throw cards according to the opened venue, when the first round is over, a new venue will be opened and we will throw cards according to that venue, when the second round is over, a new venue will be opened and we will throw cards according to that venue, in other words, let's start the game by knowing the venue, make this change, I think the m button is blocking this, first do what is necessary to prevent it from blocking, if necessary, cancel the functions of the m button
User prompt
The game start button should be in the middle of the screen, it is not visible right now, make it visible
/**** * 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 art asset (will be set in setCard) var cardArt = null; // Set card data and visuals self.setCard = function (cardType, subType, owner, cardIndex) { self.cardType = cardType; self.subType = subType; self.owner = owner; self.cardIndex = cardIndex; // Remove previous cardArt if any if (cardArt) { cardArt.destroy(); cardArt = null; } // Determine which asset to use: for bots, use 'cardBg' until played, then real asset var assetId; if ((owner === 'bot1' || owner === 'bot2') && !self.isFaceUp) { assetId = 'cardBg'; } else { assetId = cardType + '-' + subType; } cardArt = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, width: 320, height: 480 }); // Always on top for click/tap detection self.setChildIndex(cardArt, self.children.length - 1); }; // Show/hide card face self.setFaceUp = function (isUp) { self.isFaceUp = isUp; // If bot card and being turned face up, swap asset to real card art if ((self.owner === 'bot1' || self.owner === 'bot2') && isUp) { if (cardArt) { cardArt.destroy(); cardArt = null; } var assetId = self.cardType + '-' + self.subType; cardArt = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, width: 320, height: 480 }); self.setChildIndex(cardArt, self.children.length - 1); } else if (cardArt) { cardArt.alpha = isUp ? 1 : 0.2; } }; // For click/tap detection self.down = function (x, y, obj) { // Allow player to play a card by tapping a card in their hand 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 // Each location has a name, color, and a list of cardType+subType combos that get +1 point var locations = [{ name: 'Castle', color: 0x607d8b, bonuses: [{ cardType: 'human', subType: 'archer' }, { cardType: 'human', subType: 'mage' }, { cardType: 'human', subType: 'warrior' }, { cardType: 'elf', subType: 'warrior' }, { cardType: 'orc', subType: 'warrior' }] }, { name: 'Forest', color: 0x4caf50, bonuses: [{ cardType: 'elf', subType: 'archer' }, { cardType: 'elf', subType: 'mage' }, { cardType: 'elf', subType: 'archer' }, // duplicate, but harmless { cardType: 'human', subType: 'archer' }, { cardType: 'orc', subType: 'archer' }] }, { name: 'Cave', color: 0x795548, bonuses: [{ cardType: 'orc', subType: 'mage' }, { cardType: 'orc', subType: 'warrior' }, { cardType: 'orc', subType: 'archer' }, { cardType: 'human', subType: 'mage' }, { cardType: 'elf', subType: 'mage' }] }]; // --- Game State --- var playerHand = []; var bot1Hand = []; var bot2Hand = []; var playerScore = 0; var bot1Score = 0; var bot2Score = 0; var round = 1; var maxRounds = 3; var stage = 1; var maxStages = 4; 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("Stage " + stage + "/" + maxStages + " - You: " + playerScore + " Bot1: " + bot1Score + " Bot2: " + bot2Score); } function updateRoundText(msg) { if (msg) { roundText.setText(msg); } else { roundText.setText("Stage " + stage + "/" + maxStages + " - 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) { // Remove previous background if any if (game._locationBgImage) { game._locationBgImage.destroy(); game._locationBgImage = null; } // Determine background asset id by location name (lowercase) var bgAssetId = ''; if (location.name.toLowerCase() === 'castle') { bgAssetId = 'castle'; } else if (location.name.toLowerCase() === 'forest') { bgAssetId = 'forest'; } else if (location.name.toLowerCase() === 'cave') { bgAssetId = 'cave'; } // Add background image covering the whole game area if (bgAssetId) { var bgImg = LK.getAsset(bgAssetId, { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChildAt(bgImg, 0); // Add at bottom game._locationBgImage = bgImg; } // 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: 400 // Move higher on the screen }); 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 (now in top left, not in center) var bonusStr = "Bonuses:"; for (var i = 0; i < location.bonuses.length; i++) { var b = location.bonuses[i]; bonusStr += "\n" + b.cardType.charAt(0).toUpperCase() + b.cardType.slice(1) + "-" + b.subType.charAt(0).toUpperCase() + b.subType.slice(1); } // Remove previous bonusText if any if (game._bonusText) { game._bonusText.destroy(); game._bonusText = null; } var bonusText = new Text2(bonusStr, { size: 50, fill: "#fff" }); bonusText.anchor.set(0, 0); // Top left anchor bonusText.x = 110; // Leave 10px margin from top left (avoid menu) bonusText.y = 10; LK.gui.topLeft.addChild(bonusText); game._bonusText = bonusText; } function layoutHands() { // Player hand (bottom) - Always show 3 positions with consistent spacing var spacing = 400; var startX = 2048 / 2 - spacing; var y = 2732 - 400; for (var i = 0; i < 3; i++) { if (i < playerHand.length) { 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 (left) - Always show 3 positions with consistent spacing var x1 = 400; var spacingY1 = 400; var startY1 = 2732 / 2 - spacingY1; for (var i = 0; i < 3; i++) { if (i < bot1Hand.length) { var c = new Card(); c.setCard(bot1Hand[i].cardType, bot1Hand[i].subType, 'bot1', bot1Hand[i].cardIndex); c.x = x1; c.y = startY1 + i * spacingY1; c.setFaceUp(false); c.rotation = Math.PI / 2; // Rotate 90 degrees for left bot game.addChild(c); allCardObjs.push(c); } } // Bot2 hand (right) - Always show 3 positions with consistent spacing var x2 = 2048 - 400; var spacingY2 = 400; var startY2 = 2732 / 2 - spacingY2; for (var i = 0; i < 3; i++) { if (i < bot2Hand.length) { var c = new Card(); c.setCard(bot2Hand[i].cardType, bot2Hand[i].subType, 'bot2', bot2Hand[i].cardIndex); c.x = x2; c.y = startY2 + i * spacingY2; c.setFaceUp(false); c.rotation = Math.PI / 2; // Rotate 90 degrees for right bot game.addChild(c); allCardObjs.push(c); } } } function playPlayerCard(cardObj) { if (!canPlayCard || roundCards.player) return; canPlayCard = false; roundCards.player = cardObj; cardObj.setFaceUp(true); // Play card playing sound LK.getSound('card-playing-sound').play(); // 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() { // Helper: calculate points for a card for the current roundLocation function calcCardPoints(card) { var p = 0; var cardName = (card.cardType + '-' + card.subType).toLowerCase(); if (roundLocation && roundLocation.name) { var loc = roundLocation.name.toLowerCase(); if (loc === 'cave') { if (cardName.indexOf('wizard') !== -1) p += 1; if (cardName.indexOf('orc') !== -1) p += 1; } else if (loc === 'castle') { if (cardName.indexOf('warrior') !== -1) p += 1; if (cardName.indexOf('human') !== -1) p += 1; } else if (loc === 'forest') { if (cardName.indexOf('archer') !== -1) p += 1; if (cardName.indexOf('elf') !== -1) p += 1; } } // Extra +1 for human-warrior, elf-archer, orc-wizard in every location if (card.cardType === 'human' && card.subType === 'warrior' || card.cardType === 'elf' && card.subType === 'archer' || card.cardType === 'orc' && card.subType === 'wizard') { p += 1; } return p; } // Bot1: pick best card var bestIdx1 = 0; var bestScore1 = -1; for (var i = 0; i < bot1Hand.length; i++) { var pts = calcCardPoints(bot1Hand[i]); if (pts > bestScore1) { bestScore1 = pts; bestIdx1 = i; } } var idx1 = bestIdx1; 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); // Rotate bot1 card 90 degrees when played to the ground card1.rotation = Math.PI / 2; tween(card1, { x: 2048 / 2, y: 2732 / 2 - 250 }, { duration: 400, easing: tween.cubicOut }); bot1Hand.splice(idx1, 1); // Bot2: pick best card var bestIdx2 = 0; var bestScore2 = -1; for (var i = 0; i < bot2Hand.length; i++) { var pts = calcCardPoints(bot2Hand[i]); if (pts > bestScore2) { bestScore2 = pts; bestIdx2 = i; } } var idx2 = bestIdx2; 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); // Rotate bot2 card 90 degrees when played to the ground card2.rotation = Math.PI / 2; 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() { // Location is already selected and shown at round start // Calculate points var pts = { player: 0, bot1: 0, bot2: 0 }; // New scoring: points by substring match per location rules function calcCardPoints(card) { var p = 0; // Build card name for substring matching var cardName = (card.cardType + '-' + card.subType).toLowerCase(); if (roundLocation && roundLocation.name) { var loc = roundLocation.name.toLowerCase(); if (loc === 'cave') { // +1 for 'wizard' in name, +1 for 'orc' in name if (cardName.indexOf('wizard') !== -1) p += 1; if (cardName.indexOf('orc') !== -1) p += 1; } else if (loc === 'castle') { // +1 for 'warrior' in name, +1 for 'human' in name if (cardName.indexOf('warrior') !== -1) p += 1; if (cardName.indexOf('human') !== -1) p += 1; } else if (loc === 'forest') { // +1 for 'archer' in name, +1 for 'elf' in name if (cardName.indexOf('archer') !== -1) p += 1; if (cardName.indexOf('elf') !== -1) p += 1; } } // Extra +1 for human-warrior, elf-archer, orc-wizard in every location if (card.cardType === 'human' && card.subType === 'warrior' || card.cardType === 'elf' && card.subType === 'archer' || card.cardType === 'orc' && card.subType === 'wizard') { p += 1; } 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) { // End of stage - check if we need to continue to next stage stage++; if (stage > maxStages) { endGame(); } else { // Start new stage - redistribute cards and reset round round = 1; dealHands(); // Redistribute cards for new stage availableLocations = locations.slice(); // Reset available locations startRound(); } } else { startRound(); } }, 1500); } function startRound() { clearBoard(); roundCards = { player: null, bot1: null, bot2: null }; // Pick next location from the managed deck, ensuring all 3 locations appear every 3 rounds if (round === 1 && roundLocation) { // Location already shown by start button logic } else { roundLocation = getNextLocation(); showLocation(roundLocation); } canPlayCard = true; updateScoreText(); updateRoundText(); layoutHands(); infoText.setText("Stage " + stage + " - 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 = []; // Location deck management - ensure all 3 locations appear every 3 rounds var locationDeck = []; var usedLocationsThisSet = []; function initializeLocationDeck() { locationDeck = locations.slice(); // Copy all 3 locations shuffle(locationDeck); usedLocationsThisSet = []; } function getNextLocation() { // If we've used all 3 locations, reset the deck if (locationDeck.length === 0) { locationDeck = locations.slice(); shuffle(locationDeck); usedLocationsThisSet = []; } // Take the next location from the deck var nextLocation = locationDeck.pop(); usedLocationsThisSet.push(nextLocation); return nextLocation; } // Game start button var startButton = null; function showStartButton() { if (startButton) { startButton.destroy(); startButton = null; } startButton = new Text2('Start Game', { size: 120, fill: "#fff" }); startButton.anchor.set(0.5, 0.5); startButton.x = 2048 / 2; startButton.y = 2732 / 2; startButton.interactive = true; startButton.buttonMode = true; startButton.alpha = 1; startButton.visible = true; startButton.down = function (x, y, obj) { startButton.visible = false; startButton.alpha = 0; newGame(); // Reveal the first location immediately after starting the game // Use proper location deck management roundLocation = getNextLocation(); showLocation(roundLocation); }; game.addChild(startButton); } // Only call newGame from the start button now function newGame() { playerScore = 0; bot1Score = 0; bot2Score = 0; round = 1; stage = 1; canPlayCard = false; roundCards = { player: null, bot1: null, bot2: null }; roundLocation = null; clearBoard(); dealHands(); updateScoreText(); updateRoundText(); infoText.setText("Stage " + stage + " - Pick a card to play!"); layoutHands(); canPlayCard = true; // Reset available locations for the new game availableLocations = locations.slice(); // Initialize location deck for proper rotation initializeLocationDeck(); // At the start of each round, reveal the location immediately } // Show the start button on load showStartButton(); // Play background music as soon as the game loads LK.playMusic('backgraund-song'); // --- Game move handler (for drag, not used here) --- game.move = function (x, y, obj) { // No drag in this game };
===================================================================
--- original.js
+++ change.js
@@ -564,18 +564,13 @@
player: null,
bot1: null,
bot2: null
};
- // Pick random location from availableLocations, ensuring no repeats
+ // Pick next location from the managed deck, ensuring all 3 locations appear every 3 rounds
if (round === 1 && roundLocation) {
// Location already shown by start button logic
} else {
- if (availableLocations.length === 0) {
- availableLocations = locations.slice();
- }
- var idx = Math.floor(Math.random() * availableLocations.length);
- roundLocation = availableLocations[idx];
- availableLocations.splice(idx, 1); // Remove used location
+ roundLocation = getNextLocation();
showLocation(roundLocation);
}
canPlayCard = true;
updateScoreText();
@@ -614,8 +609,28 @@
}
// --- Game Start ---
// Track which locations have been used this game
var availableLocations = [];
+// Location deck management - ensure all 3 locations appear every 3 rounds
+var locationDeck = [];
+var usedLocationsThisSet = [];
+function initializeLocationDeck() {
+ locationDeck = locations.slice(); // Copy all 3 locations
+ shuffle(locationDeck);
+ usedLocationsThisSet = [];
+}
+function getNextLocation() {
+ // If we've used all 3 locations, reset the deck
+ if (locationDeck.length === 0) {
+ locationDeck = locations.slice();
+ shuffle(locationDeck);
+ usedLocationsThisSet = [];
+ }
+ // Take the next location from the deck
+ var nextLocation = locationDeck.pop();
+ usedLocationsThisSet.push(nextLocation);
+ return nextLocation;
+}
// Game start button
var startButton = null;
function showStartButton() {
if (startButton) {
@@ -637,15 +652,10 @@
startButton.visible = false;
startButton.alpha = 0;
newGame();
// Reveal the first location immediately after starting the game
- // Pick random location from availableLocations, ensuring no repeats
- if (availableLocations.length === 0) {
- availableLocations = locations.slice();
- }
- var idx = Math.floor(Math.random() * availableLocations.length);
- roundLocation = availableLocations[idx];
- availableLocations.splice(idx, 1); // Remove used location
+ // Use proper location deck management
+ roundLocation = getNextLocation();
showLocation(roundLocation);
};
game.addChild(startButton);
}
@@ -671,8 +681,10 @@
layoutHands();
canPlayCard = true;
// Reset available locations for the new game
availableLocations = locations.slice();
+ // Initialize location deck for proper rotation
+ initializeLocationDeck();
// At the start of each round, reveal the location immediately
}
// Show the start button on load
showStartButton();