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) { // 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 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 = "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); } 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 a bonus combo for this location function calcCardPoints(card) { var p = 1; for (var i = 0; i < roundLocation.bonuses.length; i++) { var b = roundLocation.bonuses[i]; if (card.cardType === b.cardType && card.subType === b.subType) { p += 1; break; } } 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 }; // --- Next Round Button --- var nextRoundButton = null; function showNextRoundButton() { if (nextRoundButton) { nextRoundButton.destroy(); nextRoundButton = null; } // Calculate position to the right of the player's hand var spacing = 400; var handCount = playerHand.length > 0 ? playerHand.length : 3; var startX = 2048 / 2 - spacing; var rightMostCardX = startX + (handCount - 1) * spacing; var buttonX = rightMostCardX + 220; // 220 is button width, so it sits just to the right var buttonY = 2732 - 400; // align with hand Y nextRoundButton = LK.getAsset('next-round-button', { width: 220, height: 120, anchorX: 0, anchorY: 0.5, x: buttonX + 40, // add a little margin y: buttonY }); // Optionally add text overlay for clarity var btnText = new Text2('Next\nRound', { size: 48, fill: "#222" }); btnText.anchor.set(0.5, 0.5); btnText.x = -110; btnText.y = -60; nextRoundButton.addChild(btnText); nextRoundButton.interactive = true; nextRoundButton.buttonMode = true; nextRoundButton.visible = true; nextRoundButton.alpha = 1; nextRoundButton.down = function (x, y, obj) { // Only allow if round is not over and all cards have been played and location revealed if (roundCards.player && roundCards.bot1 && roundCards.bot2 && roundLocation && round <= maxRounds) { nextRoundButton.visible = false; nextRoundButton.alpha = 0; round++; if (round > maxRounds) { endGame(); } else { startRound(); } } }; LK.gui.bottomRight.addChild(nextRoundButton); } // Patch revealLocationAndScore to show next round button instead of auto-advancing var _oldRevealLocationAndScore = revealLocationAndScore; revealLocationAndScore = function revealLocationAndScore() { // Pick random location, but ensure unique per round if (!availableLocations || availableLocations.length === 0) { availableLocations = locations.slice(); } var idx = Math.floor(Math.random() * availableLocations.length); roundLocation = availableLocations[idx]; availableLocations.splice(idx, 1); showLocation(roundLocation); // Calculate points var pts = { player: 0, bot1: 0, bot2: 0 }; function calcCardPoints(card) { var p = 1; for (var i = 0; i < roundLocation.bonuses.length; i++) { var b = roundLocation.bonuses[i]; if (card.cardType === b.cardType && card.subType === b.subType) { p += 1; break; } } 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); // Show next round button if not last round, else end game after button showNextRoundButton(); }; // Patch startRound and endGame to hide next round button if present var _oldStartRound = startRound; startRound = function startRound() { if (nextRoundButton) { nextRoundButton.visible = false; nextRoundButton.alpha = 0; } _oldStartRound(); }; var _oldEndGame = endGame; endGame = function endGame() { if (nextRoundButton) { nextRoundButton.visible = false; nextRoundButton.alpha = 0; } _oldEndGame(); };
===================================================================
--- original.js
+++ change.js
@@ -559,16 +559,23 @@
if (nextRoundButton) {
nextRoundButton.destroy();
nextRoundButton = null;
}
- // Create button using the existing asset
+ // Calculate position to the right of the player's hand
+ var spacing = 400;
+ var handCount = playerHand.length > 0 ? playerHand.length : 3;
+ var startX = 2048 / 2 - spacing;
+ var rightMostCardX = startX + (handCount - 1) * spacing;
+ var buttonX = rightMostCardX + 220; // 220 is button width, so it sits just to the right
+ var buttonY = 2732 - 400; // align with hand Y
nextRoundButton = LK.getAsset('next-round-button', {
width: 220,
height: 120,
- anchorX: 1,
- anchorY: 1,
- x: 2048 - 40,
- y: 2732 - 40
+ anchorX: 0,
+ anchorY: 0.5,
+ x: buttonX + 40,
+ // add a little margin
+ y: buttonY
});
// Optionally add text overlay for clarity
var btnText = new Text2('Next\nRound', {
size: 48,