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Except when merging a joker with a card, then the card just increases its level.
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Keep the merging validation rules, make it so that whenever you merge cards the level goes up, but the card it becomes is random.
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Make sure the placeholders are above the background layer.
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Used the card asset at half alpha to mark the 10 card slots on each side.
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Make each wave longer before increasing the difficulty.
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I want to test if dealing only gave you three cards instead of five. Don’t remove the hand slots, just temporarily have deal only give three cards.
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When the player or AI sends chips to the other player, mark those chips as the other player’s so that the sending player no longer targets them.
Code edit (2 edits merged)
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Move the valid hand display below the card hands instead of above.
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Increase bullet speed by 30%
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The bullets are slowing down when target is removed. They need to maintain their initial speed. Analyze and fix so they maintain one constant speed to their target. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Increase the speed of the bullets tween to match the initial speed of the bullet. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Do not destroy bullets midair if their target is destroyed, instead take them smoothly to where target was before recycling them. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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Change card bullets to use their cards suit asset
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When a card is dragged to a card that it can’t be merged with, the cards switch places.
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A valid hand can be formed with only the cards needed for that hand. It’s not necessary for all five cards
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When a valid hand greater tban high card is created in a row, display the name of the poker hand above the row in white letters set at alpha 0.8
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Use the heartSuit, diamondSuit, spadeSuit and clubSuit for the cards instead of text.
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Double the size of the poker chip health font.
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Show the health of the poker chips on all poker chips in the center. This is the only number. Make the font black.
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Card assets are turning translucent after combining. Analyze and fix. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Move the player hand right to center it up on screen.
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Remove the tint from tbe poker chip enemies and use the appropriate assets as is.
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Use the five different colored poker chip assets for the 5 different poker chip enemies.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ /**** * Bullet Class ****/ var Bullet = Container.expand(function () { var self = Container.call(this); self.active = false; self.target = null; self.damage = 10; self.speed = 8; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function (startX, startY, target, damage) { self.active = true; self.visible = true; self.x = startX; self.y = startY; self.target = target; self.damage = damage; }; self.update = function () { if (!self.active || !self.target || !self.target.active) { PoolManager.returnBullet(self); return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Hit target self.target.takeDamage(self.damage); PoolManager.returnBullet(self); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); /**** * Object Pool Manager ****/ /**** * Card Class ****/ var Card = Container.expand(function (cardData) { var self = Container.call(this); self.cardData = cardData; self.level = 1; self.isInPlay = false; self.isPlayerCard = true; // Track which player owns this card self.playSlotX = 0; self.playSlotY = 0; self.lastFired = 0; self.fireRate = 60; // Base fire rate (ticks between shots) self.damage = 25; // Increased base damage self.range = 200; self.handBonus = 1; var cardGraphics = self.attachAsset('card', { anchorX: 0.5, anchorY: 0.5 }); // Define getSuitSymbol method before using it self.getSuitSymbol = function (suit) { switch (suit) { case 'hearts': return '♥'; case 'diamonds': return '♦'; case 'clubs': return '♣'; case 'spades': return '♠'; case 'joker': return '🃏'; default: return '?'; } }; // Card value in top left corner var valueText = new Text2(cardData.value, { size: 45, fill: CardSystem.suitColors[cardData.suit] || 0x000000, weight: 800 }); valueText.anchor.set(0, 0); valueText.x = -95; // Top left valueText.y = -135; self.addChild(valueText); // Large suit symbol in center var suitText = new Text2(self.getSuitSymbol(cardData.suit), { size: 120, fill: CardSystem.suitColors[cardData.suit] || 0x000000, weight: 800 }); suitText.anchor.set(0.5, 0.5); suitText.y = -15; // Slightly above center self.addChild(suitText); // Level text at bottom var levelText = new Text2('Lvl 1', { size: 38, fill: 0x000000, weight: 800 }); levelText.anchor.set(0.5, 1); levelText.y = 128; // Bottom of card self.addChild(levelText); self.activate = function (x, y, inPlay, isPlayerCard) { self.x = x; self.y = y; self.isInPlay = inPlay || false; self.isPlayerCard = isPlayerCard !== undefined ? isPlayerCard : true; self.visible = true; if (inPlay) { self.calculateStats(); } }; self.calculateStats = function () { // Stats based on level only, not card face value var baseDamage = 25; // Increased from 10 var baseFireRate = 60; // Level scaling - more dramatic improvements per level self.damage = Math.floor(baseDamage * Math.pow(1.8, self.level - 1)); // Increased scaling self.fireRate = Math.max(15, Math.floor(baseFireRate / Math.pow(1.3, self.level - 1))); // Apply poker hand bonus self.damage = Math.floor(self.damage * self.handBonus); self.fireRate = Math.max(10, Math.floor(self.fireRate / self.handBonus)); }; self.setLevel = function (newLevel) { if (self.cardData.suit === 'joker') { self.level = 1; levelText.visible = false; self.calculateStats(); return; } self.level = newLevel; levelText.setText('Lvl ' + self.level); self.calculateStats(); // Visual feedback for higher levels if (self.level > 1) { var glowIntensity = Math.min(0.3, self.level * 0.05); cardGraphics.alpha = 1 + glowIntensity; } }; self.canMergeWith = function (otherCard) { if (!otherCard || otherCard === self) { return false; } // If the card being dropped onto is a Joker, it cannot be leveled up. if (otherCard.cardData.suit === 'joker') { return false; } // If the card being dragged is a Joker, it can merge with any non-Joker card. if (self.cardData.suit === 'joker') { return true; } // Must be same level AND (same suit OR same value) var sameLevel = self.level === otherCard.level; var sameSuit = self.cardData.suit === otherCard.cardData.suit; var sameValue = self.cardData.value === otherCard.cardData.value; return sameLevel && (sameSuit || sameValue); }; self.mergeWith = function (otherCard) { if (!self.canMergeWith(otherCard)) { return null; } var newCardData; var newLevel; // If the dragged card is a Joker, level up the target card if (self.cardData.suit === 'joker') { newCardData = otherCard.cardData; newLevel = otherCard.level + 1; } else { // Standard merge logic newLevel = self.level + 1; // Increase level by 1 if (self.cardData.suit === otherCard.cardData.suit) { // Same suit: random value, keep suit var randomValue = CardSystem.values[Math.floor(Math.random() * CardSystem.values.length)]; newCardData = { suit: self.cardData.suit, value: randomValue, id: self.cardData.suit + '_' + randomValue }; } else { // Same value: increase value by 1, random suit var currentValueIndex = CardSystem.values.indexOf(self.cardData.value); var nextValueIndex = (currentValueIndex + 1) % CardSystem.values.length; var randomSuit = CardSystem.suits[Math.floor(Math.random() * CardSystem.suits.length)]; newCardData = { suit: randomSuit, value: CardSystem.values[nextValueIndex], id: randomSuit + '_' + CardSystem.values[nextValueIndex] }; } } var mergedCard = new Card(newCardData); mergedCard.setLevel(newLevel); return mergedCard; }; self.findTarget = function () { // Player cards target enemies attacking the player (activePlayerChips) // AI cards target enemies attacking the AI (activeAIChips) var targets = self.isPlayerCard ? activePlayerChips : activeAIChips; for (var i = 0; i < targets.length; i++) { if (targets[i].active) { return targets[i]; } } return null; }; self.fire = function () { var target = self.findTarget(); if (!target) { return; } var bullet = PoolManager.getBullet(); if (bullet) { bullet.activate(self.x, self.y, target, self.damage); gameLayer.addChild(bullet); activeBullets.push(bullet); self.lastFired = LK.ticks; // Visual feedback for firing tween.stop(self, { scaleX: true, scaleY: true }); tween(self, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.quadOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.elasticOut }); } }); } }; self.update = function () { if (!self.isInPlay) { return; } if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); } }; // Initialize with level 1 self.setLevel(1); return self; }); /**** * Poker Chip Enemy Class ****/ var PokerChip = Container.expand(function () { var self = Container.call(this); self.active = false; self.health = 100; // Increased base health self.maxHealth = 100; self.value = 1; self.speed = 0.05; self.pathProgress = 0; self.isPlayerSide = true; var chipGraphicsAssets = { 1: self.attachAsset('yellowChip', { anchorX: 0.5, anchorY: 0.5 }), 5: self.attachAsset('redChip', { anchorX: 0.5, anchorY: 0.5 }), 10: self.attachAsset('greenChip', { anchorX: 0.5, anchorY: 0.5 }), 25: self.attachAsset('blueChip', { anchorX: 0.5, anchorY: 0.5 }), 100: self.attachAsset('purpleChip', { anchorX: 0.5, anchorY: 0.5 }) }; var chipGraphics = null; // This will hold the current visible chip for (var val in chipGraphicsAssets) { chipGraphicsAssets[val].visible = false; } var valueText = new Text2('1', { size: 30, fill: 0xffffff, weight: 800 }); valueText.anchor.set(0.5, 0.5); self.addChild(valueText); self.activate = function (value, isPlayerSide) { self.active = true; self.visible = true; self.value = value; self.isPlayerSide = isPlayerSide; // Health scales with chip value - more valuable chips are tankier self.maxHealth = value * 50; // Much higher base health self.health = self.maxHealth; self.pathProgress = 0; self.setChipAppearance(); var startPos = PathSystem.getPathStart(isPlayerSide); self.x = startPos.x; self.y = startPos.y; }; self.setChipAppearance = function () { if (chipGraphics) { chipGraphics.visible = false; } chipGraphics = chipGraphicsAssets[self.value] || chipGraphicsAssets[1]; if (chipGraphics) { chipGraphics.visible = true; } valueText.setText(self.value.toString()); // Show health on larger chips if (self.value >= 5) { valueText.setText(self.value + '\n' + self.health); } }; self.takeDamage = function (damage) { self.health -= damage; // Update visual if showing health if (self.value >= 5) { valueText.setText(self.value + '\n' + Math.max(0, self.health)); } // Flash red when taking damage if (chipGraphics) { var originalTint = chipGraphics.tint; chipGraphics.tint = 0xff6666; LK.setTimeout(function () { if (chipGraphics) { chipGraphics.tint = originalTint; } }, 100); } if (self.health <= 0) { self.die(); } }; self.die = function () { var goldEarned = self.value; if (self.isPlayerSide) { gameState.playerGold += goldEarned; } else { gameState.aiGold += goldEarned; } PoolManager.returnChip(self); }; self.update = function () { if (!self.active) { return; } self.pathProgress += self.speed; var pathPos = PathSystem.getPositionAlongPath(self.pathProgress, self.isPlayerSide); if (pathPos.completed) { if (self.isPlayerSide) { gameState.playerLives--; } else { gameState.aiLives--; } PoolManager.returnChip(self); return; } self.x = pathPos.x; self.y = pathPos.y; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0f3d0f }); /**** * Game Code ****/ /**** * Poker Tower Defense - Complete Refactor ****/ /**** * Game Constants ****/ function _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } var SCREEN_WIDTH = 2048; var SCREEN_HEIGHT = 2732; var PLAY_AREA_COLS = 5; var PLAY_AREA_ROWS = 2; var SLOT_WIDTH = 300; var SLOT_HEIGHT = 420; var DEAL_SLOT_WIDTH = 240; var DEAL_SLOT_HEIGHT = 330; // AI area positioning (top) var AI_AREA_X = (SCREEN_WIDTH - PLAY_AREA_COLS * SLOT_WIDTH) / 2; var AI_AREA_Y = 150; // Player area positioning (middle, with plenty of room below) var PLAYER_AREA_X = (SCREEN_WIDTH - PLAY_AREA_COLS * SLOT_WIDTH) / 2; var PLAYER_AREA_Y = SCREEN_HEIGHT - 1300; // Much higher up // Player deal area (hand slots) - below play area var PLAYER_DEAL_AREA_Y = PLAYER_AREA_Y + PLAY_AREA_ROWS * SLOT_HEIGHT + 40; // Deal button position - below hand slots with plenty of room var DEAL_BUTTON_Y = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT + 60; /**** * Card System ****/ var CardSystem = { suits: ['hearts', 'diamonds', 'clubs', 'spades'], values: ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'], suitColors: { 'hearts': 0xff0000, 'diamonds': 0xff0000, 'clubs': 0x000000, 'spades': 0x000000 }, createDeck: function createDeck() { var deck = []; var _iterator = _createForOfIteratorHelper(this.suits), _step; try { for (_iterator.s(); !(_step = _iterator.n()).done;) { var suit = _step.value; var _iterator2 = _createForOfIteratorHelper(this.values), _step2; try { for (_iterator2.s(); !(_step2 = _iterator2.n()).done;) { var value = _step2.value; deck.push({ suit: suit, value: value, id: suit + '_' + value }); } } catch (err) { _iterator2.e(err); } finally { _iterator2.f(); } } // Add jokers } catch (err) { _iterator.e(err); } finally { _iterator.f(); } deck.push({ suit: 'joker', value: 'red', id: 'joker_red' }); deck.push({ suit: 'joker', value: 'black', id: 'joker_black' }); return this.shuffleDeck(deck); }, shuffleDeck: function shuffleDeck(deck) { 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; } return deck; }, getCardValue: function getCardValue(card) { if (card.suit === 'joker') { return 14; } // Jokers are highest if (card.value === 'A') { return 14; } // Aces high if (card.value === 'K') { return 13; } if (card.value === 'Q') { return 12; } if (card.value === 'J') { return 11; } return parseInt(card.value); }, evaluatePokerHand: function evaluatePokerHand(cards) { var _this = this; if (!cards || cards.length !== 5) { return { type: 'none', strength: 0 }; } // Sort cards by value for easier analysis var sortedCards = cards.slice().sort(function (a, b) { return _this.getCardValue(b) - _this.getCardValue(a); }); var values = sortedCards.map(function (card) { return _this.getCardValue(card); }); var suits = sortedCards.map(function (card) { return card.suit; }); // Count values and suits var valueCounts = {}; var suitCounts = {}; values.forEach(function (value) { return valueCounts[value] = (valueCounts[value] || 0) + 1; }); suits.forEach(function (suit) { return suitCounts[suit] = (suitCounts[suit] || 0) + 1; }); var counts = Object.values(valueCounts).sort(function (a, b) { return b - a; }); var isFlush = Object.keys(suitCounts).length === 1; var isStraight = this.checkStraight(values); // Royal Flush if (isFlush && isStraight && values[0] === 14 && values[4] === 10) { return { type: 'royal_flush', strength: 10, multiplier: 50 }; } // Straight Flush if (isFlush && isStraight) { return { type: 'straight_flush', strength: 9, multiplier: 25 }; } // Four of a Kind if (counts[0] === 4) { return { type: 'four_of_a_kind', strength: 8, multiplier: 15 }; } // Full House if (counts[0] === 3 && counts[1] === 2) { return { type: 'full_house', strength: 7, multiplier: 8 }; } // Flush if (isFlush) { return { type: 'flush', strength: 6, multiplier: 5 }; } // Straight if (isStraight) { return { type: 'straight', strength: 5, multiplier: 4 }; } // Three of a Kind if (counts[0] === 3) { return { type: 'three_of_a_kind', strength: 4, multiplier: 3 }; } // Two Pair if (counts[0] === 2 && counts[1] === 2) { return { type: 'two_pair', strength: 3, multiplier: 2.5 }; } // One Pair if (counts[0] === 2) { return { type: 'one_pair', strength: 2, multiplier: 1.5 }; } // High Card return { type: 'high_card', strength: 1, multiplier: 1 }; }, checkStraight: function checkStraight(values) { if (values.length !== 5) { return false; } // Check for ace-low straight (A, 2, 3, 4, 5) if (values[0] === 14 && values[1] === 5 && values[2] === 4 && values[3] === 3 && values[4] === 2) { return true; } // Check normal straight for (var i = 0; i < 4; i++) { if (values[i] - values[i + 1] !== 1) { return false; } } return true; } }; /**** * Object Pool Manager ****/ var PoolManager = { chipPool: [], bulletPool: [], cardPool: [], CHIP_POOL_SIZE: 50, BULLET_POOL_SIZE: 100, CARD_POOL_SIZE: 60, init: function init() { // Initialize pools for (var i = 0; i < this.CHIP_POOL_SIZE; i++) { var chip = new PokerChip(); chip.active = false; chip.visible = false; this.chipPool.push(chip); } for (var i = 0; i < this.BULLET_POOL_SIZE; i++) { var bullet = new Bullet(); bullet.active = false; bullet.visible = false; this.bulletPool.push(bullet); } }, getChip: function getChip() { for (var i = 0; i < this.chipPool.length; i++) { if (!this.chipPool[i].active) { return this.chipPool[i]; } } return null; }, getBullet: function getBullet() { for (var i = 0; i < this.bulletPool.length; i++) { if (!this.bulletPool[i].active) { return this.bulletPool[i]; } } return null; }, returnChip: function returnChip(chip) { chip.active = false; chip.visible = false; // Remove from active arrays var playerIndex = activePlayerChips.indexOf(chip); if (playerIndex !== -1) { activePlayerChips.splice(playerIndex, 1); } var aiIndex = activeAIChips.indexOf(chip); if (aiIndex !== -1) { activeAIChips.splice(aiIndex, 1); } gameLayer.removeChild(chip); }, returnBullet: function returnBullet(bullet) { bullet.active = false; bullet.visible = false; var index = activeBullets.indexOf(bullet); if (index !== -1) { activeBullets.splice(index, 1); } gameLayer.removeChild(bullet); } }; /**** * Path System ****/ var PathSystem = { playerPath: [], aiPath: [], init: function init() { // Create player path - rectangular loop around the play area var padding = 80; // Distance from play area var leftX = PLAYER_AREA_X - padding; var rightX = PLAYER_AREA_X + PLAY_AREA_COLS * SLOT_WIDTH + padding; var topY = PLAYER_AREA_Y - padding; var bottomY = PLAYER_AREA_Y + PLAY_AREA_ROWS * SLOT_HEIGHT + padding; this.playerPath = [ // Start at bottom left { x: leftX, y: bottomY }, // Go up the left side { x: leftX, y: topY }, // Go across the top { x: rightX, y: topY }, // Go down the right side { x: rightX, y: bottomY }]; // Create AI path - UPSIDE DOWN mirror of player path var aiLeftX = AI_AREA_X - padding; var aiRightX = AI_AREA_X + PLAY_AREA_COLS * SLOT_WIDTH + padding; var aiTopY = AI_AREA_Y - padding; var aiBottomY = AI_AREA_Y + PLAY_AREA_ROWS * SLOT_HEIGHT + padding; this.aiPath = [ // Start at TOP left (opposite of player) { x: aiLeftX, y: aiTopY }, // Go DOWN the left side (opposite of player) { x: aiLeftX, y: aiBottomY }, // Go across the BOTTOM (opposite of player) { x: aiRightX, y: aiBottomY }, // Go UP the right side (opposite of player) { x: aiRightX, y: aiTopY }]; }, getPathStart: function getPathStart(isPlayerSide) { return isPlayerSide ? this.playerPath[0] : this.aiPath[0]; }, getPositionAlongPath: function getPositionAlongPath(progress, isPlayerSide) { var path = isPlayerSide ? this.playerPath : this.aiPath; var pathLength = this.calculatePathLength(path); var targetDistance = progress / 100 * pathLength; if (targetDistance >= pathLength) { return { x: path[path.length - 1].x, y: path[path.length - 1].y, completed: true }; } var currentDistance = 0; for (var i = 0; i < path.length - 1; i++) { var segmentLength = this.getDistance(path[i], path[i + 1]); if (currentDistance + segmentLength >= targetDistance) { var segmentProgress = (targetDistance - currentDistance) / segmentLength; return { x: path[i].x + (path[i + 1].x - path[i].x) * segmentProgress, y: path[i].y + (path[i + 1].y - path[i].y) * segmentProgress, completed: false }; } currentDistance += segmentLength; } return { x: path[path.length - 1].x, y: path[path.length - 1].y, completed: true }; }, calculatePathLength: function calculatePathLength(path) { var total = 0; for (var i = 0; i < path.length - 1; i++) { total += this.getDistance(path[i], path[i + 1]); } return total; }, getDistance: function getDistance(p1, p2) { var dx = p2.x - p1.x; var dy = p2.y - p1.y; return Math.sqrt(dx * dx + dy * dy); } }; /**** * Chip Spawner ****/ var ChipSpawner = { spawnChip: function spawnChip(value, isPlayerSide) { var chip = PoolManager.getChip(); if (!chip) { return; } chip.activate(value, isPlayerSide); gameLayer.addChild(chip); if (isPlayerSide) { activePlayerChips.push(chip); } else { activeAIChips.push(chip); } } }; /**** * Wave Spawning System ****/ var WaveSystem = { playerWaveTimer: 0, aiWaveTimer: 0, waveInterval: 300, // 5 seconds between waves (increased for balance) waveNumber: 1, getWaveData: function getWaveData(waveNum) { var wave = { chips: [] }; // Early waves (1-5): Mostly 1-value chips if (waveNum <= 5) { var chipCount = Math.min(3 + Math.floor(waveNum / 2), 6); for (var i = 0; i < chipCount; i++) { wave.chips.push({ value: 1, delay: i * 400 // 0.4 second delay between each chip }); } } // Medium waves (6-15): Mix of 1s and 5s else if (waveNum <= 15) { var chipCount = Math.min(4 + Math.floor(waveNum / 3), 8); for (var i = 0; i < chipCount; i++) { var value = i < 2 || Math.random() < 0.7 ? 1 : 5; wave.chips.push({ value: value, delay: i * 300 // Faster spawning }); } } // Later waves: More variety and higher values else { var chipCount = Math.min(5 + Math.floor(waveNum / 4), 10); for (var i = 0; i < chipCount; i++) { var value; var rand = Math.random(); if (rand < 0.4) { value = 1; } else if (rand < 0.7) { value = 5; } else if (rand < 0.9) { value = 10; } else { value = 25; } wave.chips.push({ value: value, delay: i * 250 }); } } return wave; }, spawnWave: function spawnWave(isPlayerSide) { var waveData = this.getWaveData(this.waveNumber); console.log('Spawning wave', this.waveNumber, 'with', waveData.chips.length, 'chips on', isPlayerSide ? 'player' : 'AI', 'side'); waveData.chips.forEach(function (chipInfo, index) { LK.setTimeout(function () { ChipSpawner.spawnChip(chipInfo.value, isPlayerSide); }, chipInfo.delay); }); }, update: function update() { // Spawn waves on player side (enemies for player to fight) this.playerWaveTimer++; if (this.playerWaveTimer >= this.waveInterval) { this.playerWaveTimer = 0; this.spawnWave(true); } // Spawn waves on AI side (enemies for AI to fight) this.aiWaveTimer++; if (this.aiWaveTimer >= this.waveInterval) { this.aiWaveTimer = 0; this.spawnWave(false); } // Increase wave number when both sides have spawned if (this.playerWaveTimer === 0 && this.aiWaveTimer === 0) { this.waveNumber++; // Decrease wave interval slightly as game progresses (but not too fast) this.waveInterval = Math.max(240, this.waveInterval - 2); } } }; /**** * Game State ****/ var gameState = { playerGold: 200, // Increased starting gold aiGold: 200, playerLives: 3, aiLives: 3, isPlayerTurn: true, dealCost: 75, // Increased deal cost to match new economy dealCount: 0, playerDeck: [], playerHand: [], playerPlayArea: [], aiDeck: [], aiPlayArea: [] }; /**** * Game Variables ****/ var activePlayerChips = []; var activeAIChips = []; var activeBullets = []; var selectedCard = null; var isDragging = false; var originalCardPosition = null; var gameLayer = new Container(); var uiLayer = new Container(); game.addChild(gameLayer); game.addChild(uiLayer); /**** * UI Elements ****/ var playerGoldText = new Text2('Gold: 200', { size: 50, fill: 0xffd700, weight: 800 }); playerGoldText.x = 50; playerGoldText.y = SCREEN_HEIGHT - 120; uiLayer.addChild(playerGoldText); var playerLivesText = new Text2('Lives: 3', { size: 50, fill: 0xff0000, weight: 800 }); playerLivesText.x = 50; playerLivesText.y = SCREEN_HEIGHT - 180; uiLayer.addChild(playerLivesText); // Add AI stats too for clarity var aiGoldText = new Text2('AI Gold: 200', { size: 40, fill: 0xffd700, weight: 800 }); aiGoldText.x = 50; aiGoldText.y = 50; uiLayer.addChild(aiGoldText); var aiLivesText = new Text2('AI Lives: 3', { size: 40, fill: 0xff0000, weight: 800 }); aiLivesText.x = 50; aiLivesText.y = 100; uiLayer.addChild(aiLivesText); var waveText = new Text2('Wave: 1', { size: 40, fill: 0xffffff, weight: 800 }); waveText.x = SCREEN_WIDTH - 200; waveText.y = 50; uiLayer.addChild(waveText); var dealButton = new Container(); var dealButtonGraphics = dealButton.attachAsset('dealButton', { anchorX: 0.5, anchorY: 0.5 }); var dealButtonText = new Text2('Deal (75)', { size: 40, fill: 0xffffff, weight: 800 }); dealButtonText.anchor.set(0.5, 0.5); dealButton.addChild(dealButtonText); dealButton.x = SCREEN_WIDTH / 2; dealButton.y = DEAL_BUTTON_Y; uiLayer.addChild(dealButton); dealButton.down = function () { if (gameState.playerGold >= gameState.dealCost) { dealNewHand(); } }; /**** * Game Functions ****/ function initializeGame() { PoolManager.init(); PathSystem.init(); // Initialize play areas gameState.playerPlayArea = []; gameState.aiPlayArea = []; for (var row = 0; row < PLAY_AREA_ROWS; row++) { gameState.playerPlayArea[row] = []; gameState.aiPlayArea[row] = []; for (var col = 0; col < PLAY_AREA_COLS; col++) { gameState.playerPlayArea[row][col] = null; gameState.aiPlayArea[row][col] = null; } } // Create initial decks gameState.playerDeck = CardSystem.createDeck(); gameState.aiDeck = CardSystem.createDeck(); // Draw grid lines drawPlayAreas(); drawPaths(); // Deal initial hand dealNewHand(); // Start the wave system - first waves begin immediately LK.setTimeout(function () { ChipSpawner.spawnChip(1, true); // First enemy on player side ChipSpawner.spawnChip(1, false); // First enemy on AI side }, 1000); } function dealNewHand() { if (gameState.playerGold < gameState.dealCost) { return; } gameState.playerGold -= gameState.dealCost; gameState.dealCount++; gameState.dealCost = Math.floor(50 * Math.pow(1.2, gameState.dealCount)); // Clear current hand gameState.playerHand.forEach(function (card) { if (card) { uiLayer.removeChild(card); } }); gameState.playerHand = []; // Deal 5 new cards for (var i = 0; i < 5; i++) { if (gameState.playerDeck.length === 0) { gameState.playerDeck = CardSystem.createDeck(); } var cardData = gameState.playerDeck.pop(); var card = new Card(cardData); var slotX = PLAYER_AREA_X + i * DEAL_SLOT_WIDTH + i * 30 + DEAL_SLOT_WIDTH / 2; var slotY = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2; card.activate(slotX, slotY, false, true); // true = is player card uiLayer.addChild(card); gameState.playerHand[i] = card; } updateUI(); } function updateUI() { playerGoldText.setText('Gold: ' + gameState.playerGold); playerLivesText.setText('Lives: ' + gameState.playerLives); aiGoldText.setText('AI Gold: ' + gameState.aiGold); aiLivesText.setText('AI Lives: ' + gameState.aiLives); dealButtonText.setText('Deal (' + gameState.dealCost + ')'); waveText.setText('Wave: ' + WaveSystem.waveNumber); // Update button color based on affordability if (gameState.playerGold >= gameState.dealCost) { dealButtonGraphics.tint = 0x00aa00; } else { dealButtonGraphics.tint = 0x666666; } } function drawPlayAreas() { // Draw player play area slots for (var row = 0; row < PLAY_AREA_ROWS; row++) { for (var col = 0; col < PLAY_AREA_COLS; col++) { var slot = new Container(); var slotGraphics = slot.attachAsset('playSlot', { anchorX: 0.5, anchorY: 0.5 }); slotGraphics.alpha = 0.3; slot.x = PLAYER_AREA_X + col * SLOT_WIDTH + SLOT_WIDTH / 2; slot.y = PLAYER_AREA_Y + row * SLOT_HEIGHT + SLOT_HEIGHT / 2; gameLayer.addChild(slot); } } // Draw AI play area slots for (var row = 0; row < PLAY_AREA_ROWS; row++) { for (var col = 0; col < PLAY_AREA_COLS; col++) { var slot = new Container(); var slotGraphics = slot.attachAsset('playSlot', { anchorX: 0.5, anchorY: 0.5 }); slotGraphics.alpha = 0.3; slotGraphics.tint = 0x440000; // Red tint for AI area slot.x = AI_AREA_X + col * SLOT_WIDTH + SLOT_WIDTH / 2; slot.y = AI_AREA_Y + row * SLOT_HEIGHT + SLOT_HEIGHT / 2; gameLayer.addChild(slot); } } // Draw player deal area slots (hand) for (var i = 0; i < 5; i++) { var dealSlot = new Container(); var dealSlotGraphics = dealSlot.attachAsset('dealSlot', { anchorX: 0.5, anchorY: 0.5 }); dealSlotGraphics.alpha = 0.2; dealSlot.x = PLAYER_AREA_X + i * DEAL_SLOT_WIDTH + i * 30 + DEAL_SLOT_WIDTH / 2; dealSlot.y = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2; gameLayer.addChild(dealSlot); } } function drawPaths() { // Draw player path for (var i = 0; i < PathSystem.playerPath.length - 1; i++) { var start = PathSystem.playerPath[i]; var end = PathSystem.playerPath[i + 1]; drawPathSegment(start, end, 0x666666); } // Draw AI path for (var i = 0; i < PathSystem.aiPath.length - 1; i++) { var start = PathSystem.aiPath[i]; var end = PathSystem.aiPath[i + 1]; drawPathSegment(start, end, 0x664444); } } function drawPathSegment(start, end, color) { var dx = end.x - start.x; var dy = end.y - start.y; var distance = Math.sqrt(dx * dx + dy * dy); var segments = Math.floor(distance / 20); for (var i = 0; i <= segments; i++) { var progress = i / segments; var x = start.x + dx * progress; var y = start.y + dy * progress; var pathDot = new Container(); var dotGraphics = pathDot.attachAsset('pathSegment', { anchorX: 0.5, anchorY: 0.5 }); dotGraphics.width = dotGraphics.height = 8; dotGraphics.tint = color; dotGraphics.alpha = 0.6; pathDot.x = x; pathDot.y = y; gameLayer.addChild(pathDot); } } function getSlotPosition(row, col, isPlayerArea) { var baseX = isPlayerArea ? PLAYER_AREA_X : AI_AREA_X; var baseY = isPlayerArea ? PLAYER_AREA_Y : AI_AREA_Y; return { x: baseX + col * SLOT_WIDTH + SLOT_WIDTH / 2, y: baseY + row * SLOT_HEIGHT + SLOT_HEIGHT / 2 }; } function getSlotFromPosition(x, y) { // Check player play area if (x >= PLAYER_AREA_X && x <= PLAYER_AREA_X + PLAY_AREA_COLS * SLOT_WIDTH && y >= PLAYER_AREA_Y && y <= PLAYER_AREA_Y + PLAY_AREA_ROWS * SLOT_HEIGHT) { var col = Math.floor((x - PLAYER_AREA_X) / SLOT_WIDTH); var row = Math.floor((y - PLAYER_AREA_Y) / SLOT_HEIGHT); if (col >= 0 && col < PLAY_AREA_COLS && row >= 0 && row < PLAY_AREA_ROWS) { return { area: 'player', row: row, col: col }; } } // Check player hand area if (y >= PLAYER_DEAL_AREA_Y && y <= PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT) { for (var i = 0; i < 5; i++) { var slotXStart = PLAYER_AREA_X + i * (DEAL_SLOT_WIDTH + 30); var slotXEnd = slotXStart + DEAL_SLOT_WIDTH; if (x >= slotXStart && x <= slotXEnd) { return { area: 'hand', index: i }; } } } return null; } function evaluateRowHand(row, isPlayerArea) { var playArea = isPlayerArea ? gameState.playerPlayArea : gameState.aiPlayArea; var cards = []; for (var col = 0; col < PLAY_AREA_COLS; col++) { if (playArea[row][col]) { cards.push(playArea[row][col].cardData); } } if (cards.length === 5) { return CardSystem.evaluatePokerHand(cards); } return { type: 'none', strength: 0, multiplier: 1 }; } function applyHandBonuses() { // Apply bonuses to player cards for (var row = 0; row < PLAY_AREA_ROWS; row++) { var handEval = evaluateRowHand(row, true); for (var col = 0; col < PLAY_AREA_COLS; col++) { var card = gameState.playerPlayArea[row][col]; if (card) { card.handBonus = handEval.multiplier; card.calculateStats(); } } } // Apply bonuses to AI cards AISystem.applyAIHandBonuses(); } /**** * AI System ****/ var AISystem = { thinkTimer: 0, thinkDelay: 60, // Think every second (60 ticks) dealTimer: 0, dealDelay: 300, // Deal every 5 seconds initially update: function update() { this.thinkTimer++; this.dealTimer++; if (this.thinkTimer >= this.thinkDelay) { this.thinkTimer = 0; this.makeMove(); } if (this.dealTimer >= this.dealDelay && this.shouldDeal()) { this.dealTimer = 0; this.dealAIHand(); this.dealDelay = Math.max(180, this.dealDelay - 10); // Deal faster as game progresses } }, shouldDeal: function shouldDeal() { // Deal if we can afford it and have empty slots or low-level cards if (gameState.aiGold < gameState.dealCost) { return false; } var emptySlots = this.countEmptySlots(); var lowLevelCards = this.countLowLevelCards(); // Deal if we have empty slots or mostly low-level cards return emptySlots > 2 || lowLevelCards > 6; }, countEmptySlots: function countEmptySlots() { var count = 0; for (var row = 0; row < PLAY_AREA_ROWS; row++) { for (var col = 0; col < PLAY_AREA_COLS; col++) { if (!gameState.aiPlayArea[row][col]) { count++; } } } return count; }, countLowLevelCards: function countLowLevelCards() { var count = 0; for (var row = 0; row < PLAY_AREA_ROWS; row++) { for (var col = 0; col < PLAY_AREA_COLS; col++) { var card = gameState.aiPlayArea[row][col]; if (card && card.level <= 2) { count++; } } } return count; }, makeMove: function makeMove() { // Priority order: Merge cards > Place cards > Optimize positions if (this.tryMergeCards()) { // Successfully merged, wait for next think cycle return; } if (this.tryPlaceCards()) { // Successfully placed cards return; } this.optimizeCardPositions(); }, tryMergeCards: function tryMergeCards() { // Look for mergeable cards for (var row1 = 0; row1 < PLAY_AREA_ROWS; row1++) { for (var col1 = 0; col1 < PLAY_AREA_COLS; col1++) { var card1 = gameState.aiPlayArea[row1][col1]; if (!card1) { continue; } // Look for a card to merge with for (var row2 = 0; row2 < PLAY_AREA_ROWS; row2++) { for (var col2 = 0; col2 < PLAY_AREA_COLS; col2++) { if (row1 === row2 && col1 === col2) { continue; } var card2 = gameState.aiPlayArea[row2][col2]; if (!card2) { continue; } if (card1.canMergeWith(card2)) { this.mergeCards(card1, card2, row1, col1, row2, col2); return true; } } } } } return false; }, mergeCards: function mergeCards(card1, card2, row1, col1, row2, col2) { var mergedCard = card1.mergeWith(card2); if (mergedCard) { // Remove old cards gameLayer.removeChild(card1); gameLayer.removeChild(card2); gameState.aiPlayArea[row1][col1] = null; gameState.aiPlayArea[row2][col2] = null; // Place merged card in the first position var pos = getSlotPosition(row1, col1, false); mergedCard.activate(pos.x, pos.y, true, false); gameLayer.addChild(mergedCard); gameState.aiPlayArea[row1][col1] = mergedCard; // Merge animation mergedCard.alpha = 0; mergedCard.scaleX = mergedCard.scaleY = 1.5; tween(mergedCard, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.elasticOut }); this.applyAIHandBonuses(); } }, tryPlaceCards: function tryPlaceCards() { // AI doesn't have a "hand" like player, it deals directly to board // This function is for future expansion return false; }, optimizeCardPositions: function optimizeCardPositions() { // Move stronger cards to better positions (like completing poker hands) // For now, just try to complete rows for hand bonuses this.tryCompletePokerHands(); }, tryCompletePokerHands: function tryCompletePokerHands() { for (var row = 0; row < PLAY_AREA_ROWS; row++) { var rowCards = []; var emptyPositions = []; for (var col = 0; col < PLAY_AREA_COLS; col++) { if (gameState.aiPlayArea[row][col]) { rowCards.push({ card: gameState.aiPlayArea[row][col], col: col }); } else { emptyPositions.push(col); } } // If row is almost complete, try to fill it strategically if (rowCards.length >= 3 && emptyPositions.length > 0) { // Look for cards in other rows that might complete a hand this.tryMoveCardToCompleteHand(row, rowCards, emptyPositions[0]); } } }, tryMoveCardToCompleteHand: function tryMoveCardToCompleteHand(targetRow, existingCards, targetCol) { // Look for cards in other positions that might help complete a hand for (var row = 0; row < PLAY_AREA_ROWS; row++) { if (row === targetRow) { continue; } for (var col = 0; col < PLAY_AREA_COLS; col++) { var card = gameState.aiPlayArea[row][col]; if (!card) { continue; } // Simple heuristic: move cards of same suit or sequential values var shouldMove = this.cardHelpsHand(card, existingCards); if (shouldMove && Math.random() < 0.3) { // 30% chance to move // Move the card gameState.aiPlayArea[row][col] = null; gameState.aiPlayArea[targetRow][targetCol] = card; var newPos = getSlotPosition(targetRow, targetCol, false); tween(card, { x: newPos.x, y: newPos.y }, { duration: 300, easing: tween.quadOut }); this.applyAIHandBonuses(); return; } } } }, cardHelpsHand: function cardHelpsHand(card, existingCards) { // Simple heuristic to see if a card might help complete a poker hand var suits = {}; var values = {}; existingCards.forEach(function (cardInfo) { var c = cardInfo.card.cardData; suits[c.suit] = (suits[c.suit] || 0) + 1; values[c.value] = (values[c.value] || 0) + 1; }); // Check if card matches existing suits or values var cardSuit = card.cardData.suit; var cardValue = card.cardData.value; return suits[cardSuit] >= 2 || values[cardValue] >= 1; }, dealAIHand: function dealAIHand() { if (gameState.aiGold < gameState.dealCost) { return; } gameState.aiGold -= gameState.dealCost; // Deal cards directly to empty slots in AI play area var cardsDealt = 0; var maxCards = Math.min(5, this.countEmptySlots()); for (var attempt = 0; attempt < maxCards; attempt++) { if (gameState.aiDeck.length === 0) { gameState.aiDeck = CardSystem.createDeck(); } var cardData = gameState.aiDeck.pop(); var card = new Card(cardData); // Find best empty slot (prefer completing rows) var bestSlot = this.findBestEmptySlot(); if (bestSlot) { var pos = getSlotPosition(bestSlot.row, bestSlot.col, false); card.activate(pos.x, pos.y, true, false); gameLayer.addChild(card); gameState.aiPlayArea[bestSlot.row][bestSlot.col] = card; cardsDealt++; // Deal animation card.alpha = 0; card.scaleX = card.scaleY = 0.5; tween(card, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.elasticOut }); } else { break; // No empty slots } } if (cardsDealt > 0) { this.applyAIHandBonuses(); } }, findBestEmptySlot: function findBestEmptySlot() { var emptySlots = []; for (var row = 0; row < PLAY_AREA_ROWS; row++) { for (var col = 0; col < PLAY_AREA_COLS; col++) { if (!gameState.aiPlayArea[row][col]) { var score = this.evaluateSlotScore(row, col); emptySlots.push({ row: row, col: col, score: score }); } } } if (emptySlots.length === 0) { return null; } // Sort by score (higher is better) emptySlots.sort(function (a, b) { return b.score - a.score; }); return emptySlots[0]; }, evaluateSlotScore: function evaluateSlotScore(row, col) { var score = 0; var cardsInRow = 0; // Count cards in this row for (var c = 0; c < PLAY_AREA_COLS; c++) { if (gameState.aiPlayArea[row][c]) { cardsInRow++; } } // Prefer completing rows score += cardsInRow * 10; // Slight preference for middle positions score += (2 - Math.abs(col - 2)) * 2; return score; }, applyAIHandBonuses: function applyAIHandBonuses() { // Apply poker hand bonuses to AI cards for (var row = 0; row < PLAY_AREA_ROWS; row++) { var handEval = evaluateRowHand(row, false); for (var col = 0; col < PLAY_AREA_COLS; col++) { var card = gameState.aiPlayArea[row][col]; if (card) { card.handBonus = handEval.multiplier; card.calculateStats(); } } } } }; /**** * Input Handling ****/ game.down = function (x, y, obj) { // Check if clicking on a card in hand for (var i = 0; i < gameState.playerHand.length; i++) { var card = gameState.playerHand[i]; if (card && Math.abs(x - card.x) < DEAL_SLOT_WIDTH / 2 && Math.abs(y - card.y) < DEAL_SLOT_HEIGHT / 2) { selectedCard = card; isDragging = true; originalCardPosition = { area: 'hand', index: i }; return; } } // Check if clicking on a card in play area for (var row = 0; row < PLAY_AREA_ROWS; row++) { for (var col = 0; col < PLAY_AREA_COLS; col++) { var card = gameState.playerPlayArea[row][col]; if (card && Math.abs(x - card.x) < SLOT_WIDTH / 2 && Math.abs(y - card.y) < SLOT_HEIGHT / 2) { selectedCard = card; isDragging = true; originalCardPosition = { area: 'player', row: row, col: col }; // Remove from current position gameState.playerPlayArea[row][col] = null; return; } } } }; game.move = function (x, y, obj) { if (isDragging && selectedCard) { selectedCard.x = x; selectedCard.y = y; } }; game.up = function (x, y, obj) { if (isDragging && selectedCard) { isDragging = false; var targetSlot = getSlotFromPosition(x, y); if (targetSlot) { if (targetSlot.area === 'player') { var existingCard = gameState.playerPlayArea[targetSlot.row][targetSlot.col]; if (existingCard && selectedCard.canMergeWith(existingCard)) { // Merge in play area var mergedCard = selectedCard.mergeWith(existingCard); if (mergedCard) { gameLayer.removeChild(existingCard); var handIndex = gameState.playerHand.indexOf(selectedCard); if (handIndex !== -1) { uiLayer.removeChild(selectedCard); gameState.playerHand[handIndex] = null; } else { gameLayer.removeChild(selectedCard); } var pos = getSlotPosition(targetSlot.row, targetSlot.col, true); mergedCard.activate(pos.x, pos.y, true); gameLayer.addChild(mergedCard); gameState.playerPlayArea[targetSlot.row][targetSlot.col] = mergedCard; mergedCard.alpha = 0; mergedCard.scaleX = mergedCard.scaleY = 2; tween(mergedCard, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.elasticOut }); createFloatingText('+Level Up!', mergedCard.x, mergedCard.y - 50, 0x00ff00); } } else if (!existingCard) { // Place in empty slot var pos = getSlotPosition(targetSlot.row, targetSlot.col, true); selectedCard.activate(pos.x, pos.y, true); var handIndex = gameState.playerHand.indexOf(selectedCard); if (handIndex !== -1) { uiLayer.removeChild(selectedCard); gameLayer.addChild(selectedCard); gameState.playerHand[handIndex] = null; } gameState.playerPlayArea[targetSlot.row][targetSlot.col] = selectedCard; } else { returnCardToOriginalPosition(); } } else if (targetSlot.area === 'hand') { var existingCard = gameState.playerHand[targetSlot.index]; if (existingCard && existingCard !== selectedCard && selectedCard.canMergeWith(existingCard)) { // Merge in hand var mergedCard = selectedCard.mergeWith(existingCard); if (mergedCard) { // Remove old cards var handIndex1 = gameState.playerHand.indexOf(selectedCard); if (handIndex1 !== -1) { uiLayer.removeChild(selectedCard); gameState.playerHand[handIndex1] = null; } else { gameLayer.removeChild(selectedCard); } var handIndex2 = gameState.playerHand.indexOf(existingCard); if (handIndex2 !== -1) { uiLayer.removeChild(existingCard); gameState.playerHand[handIndex2] = null; } // Place merged card in hand var slotX = PLAYER_AREA_X + targetSlot.index * DEAL_SLOT_WIDTH + targetSlot.index * 30 + DEAL_SLOT_WIDTH / 2; var slotY = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2; mergedCard.activate(slotX, slotY, false, true); uiLayer.addChild(mergedCard); gameState.playerHand[targetSlot.index] = mergedCard; // Merge animation mergedCard.alpha = 0; mergedCard.scaleX = mergedCard.scaleY = 2; tween(mergedCard, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.elasticOut }); createFloatingText('+Level Up!', mergedCard.x, mergedCard.y - 50, 0x00ff00); } else { returnCardToOriginalPosition(); } } else { returnCardToOriginalPosition(); } } } else { returnCardToOriginalPosition(); } selectedCard = null; originalCardPosition = null; applyHandBonuses(); } }; function returnCardToOriginalPosition() { if (!selectedCard || !originalCardPosition) { return; } if (originalCardPosition.area === 'hand') { // Return to hand slot var handIndex = originalCardPosition.index; var slotX = PLAYER_AREA_X + handIndex * DEAL_SLOT_WIDTH + handIndex * 30 + DEAL_SLOT_WIDTH / 2; var slotY = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2; selectedCard.x = slotX; selectedCard.y = slotY; gameState.playerHand[handIndex] = selectedCard; } else if (originalCardPosition.area === 'player') { // Return to play area slot var pos = getSlotPosition(originalCardPosition.row, originalCardPosition.col, true); selectedCard.x = pos.x; selectedCard.y = pos.y; gameState.playerPlayArea[originalCardPosition.row][originalCardPosition.col] = selectedCard; } } function createFloatingText(text, x, y, color) { var floatingText = new Text2(text, { size: 40, fill: color || 0xffffff, weight: 800 }); floatingText.anchor.set(0.5, 0.5); floatingText.x = x; floatingText.y = y; floatingText.alpha = 1; uiLayer.addChild(floatingText); tween(floatingText, { y: y - 80, alpha: 0 }, { duration: 1500, easing: tween.quadOut, onFinish: function onFinish() { uiLayer.removeChild(floatingText); } }); } /**** * Main Game Loop ****/ game.update = function () { // Update wave spawning system WaveSystem.update(); // Update active chips for (var i = activePlayerChips.length - 1; i >= 0; i--) { activePlayerChips[i].update(); } for (var i = activeAIChips.length - 1; i >= 0; i--) { activeAIChips[i].update(); } // Update active bullets for (var i = activeBullets.length - 1; i >= 0; i--) { activeBullets[i].update(); } // Update cards in play for (var row = 0; row < PLAY_AREA_ROWS; row++) { for (var col = 0; col < PLAY_AREA_COLS; col++) { if (gameState.playerPlayArea[row][col]) { gameState.playerPlayArea[row][col].update(); } if (gameState.aiPlayArea[row][col]) { gameState.aiPlayArea[row][col].update(); } } } // Update AI AISystem.update(); // Check win/lose conditions if (gameState.playerLives <= 0) { showGameOver(false); } else if (gameState.aiLives <= 0) { showGameOver(true); } updateUI(); }; /**** * Game Over ****/ function showGameOver(playerWon) { if (playerWon) { LK.showYouWin(); } else { LK.showGameOver(); } } /**** * Utility Functions ****/ function displayHandInfo() { // Show current poker hand evaluations for debugging for (var row = 0; row < PLAY_AREA_ROWS; row++) { var handEval = evaluateRowHand(row, true); console.log('Player Row ' + row + ':', handEval.type, 'Multiplier:', handEval.multiplier); } } initializeGame(); var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0 }); background.x = SCREEN_WIDTH / 2; background.y = 0; gameLayer.addChild(background); ;
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
/****
* Bullet Class
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
self.active = false;
self.target = null;
self.damage = 10;
self.speed = 8;
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.activate = function (startX, startY, target, damage) {
self.active = true;
self.visible = true;
self.x = startX;
self.y = startY;
self.target = target;
self.damage = damage;
};
self.update = function () {
if (!self.active || !self.target || !self.target.active) {
PoolManager.returnBullet(self);
return;
}
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.speed) {
// Hit target
self.target.takeDamage(self.damage);
PoolManager.returnBullet(self);
} else {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
}
};
return self;
});
/****
* Object Pool Manager
****/
/****
* Card Class
****/
var Card = Container.expand(function (cardData) {
var self = Container.call(this);
self.cardData = cardData;
self.level = 1;
self.isInPlay = false;
self.isPlayerCard = true; // Track which player owns this card
self.playSlotX = 0;
self.playSlotY = 0;
self.lastFired = 0;
self.fireRate = 60; // Base fire rate (ticks between shots)
self.damage = 25; // Increased base damage
self.range = 200;
self.handBonus = 1;
var cardGraphics = self.attachAsset('card', {
anchorX: 0.5,
anchorY: 0.5
});
// Define getSuitSymbol method before using it
self.getSuitSymbol = function (suit) {
switch (suit) {
case 'hearts':
return '♥';
case 'diamonds':
return '♦';
case 'clubs':
return '♣';
case 'spades':
return '♠';
case 'joker':
return '🃏';
default:
return '?';
}
};
// Card value in top left corner
var valueText = new Text2(cardData.value, {
size: 45,
fill: CardSystem.suitColors[cardData.suit] || 0x000000,
weight: 800
});
valueText.anchor.set(0, 0);
valueText.x = -95; // Top left
valueText.y = -135;
self.addChild(valueText);
// Large suit symbol in center
var suitText = new Text2(self.getSuitSymbol(cardData.suit), {
size: 120,
fill: CardSystem.suitColors[cardData.suit] || 0x000000,
weight: 800
});
suitText.anchor.set(0.5, 0.5);
suitText.y = -15; // Slightly above center
self.addChild(suitText);
// Level text at bottom
var levelText = new Text2('Lvl 1', {
size: 38,
fill: 0x000000,
weight: 800
});
levelText.anchor.set(0.5, 1);
levelText.y = 128; // Bottom of card
self.addChild(levelText);
self.activate = function (x, y, inPlay, isPlayerCard) {
self.x = x;
self.y = y;
self.isInPlay = inPlay || false;
self.isPlayerCard = isPlayerCard !== undefined ? isPlayerCard : true;
self.visible = true;
if (inPlay) {
self.calculateStats();
}
};
self.calculateStats = function () {
// Stats based on level only, not card face value
var baseDamage = 25; // Increased from 10
var baseFireRate = 60;
// Level scaling - more dramatic improvements per level
self.damage = Math.floor(baseDamage * Math.pow(1.8, self.level - 1)); // Increased scaling
self.fireRate = Math.max(15, Math.floor(baseFireRate / Math.pow(1.3, self.level - 1)));
// Apply poker hand bonus
self.damage = Math.floor(self.damage * self.handBonus);
self.fireRate = Math.max(10, Math.floor(self.fireRate / self.handBonus));
};
self.setLevel = function (newLevel) {
if (self.cardData.suit === 'joker') {
self.level = 1;
levelText.visible = false;
self.calculateStats();
return;
}
self.level = newLevel;
levelText.setText('Lvl ' + self.level);
self.calculateStats();
// Visual feedback for higher levels
if (self.level > 1) {
var glowIntensity = Math.min(0.3, self.level * 0.05);
cardGraphics.alpha = 1 + glowIntensity;
}
};
self.canMergeWith = function (otherCard) {
if (!otherCard || otherCard === self) {
return false;
}
// If the card being dropped onto is a Joker, it cannot be leveled up.
if (otherCard.cardData.suit === 'joker') {
return false;
}
// If the card being dragged is a Joker, it can merge with any non-Joker card.
if (self.cardData.suit === 'joker') {
return true;
}
// Must be same level AND (same suit OR same value)
var sameLevel = self.level === otherCard.level;
var sameSuit = self.cardData.suit === otherCard.cardData.suit;
var sameValue = self.cardData.value === otherCard.cardData.value;
return sameLevel && (sameSuit || sameValue);
};
self.mergeWith = function (otherCard) {
if (!self.canMergeWith(otherCard)) {
return null;
}
var newCardData;
var newLevel;
// If the dragged card is a Joker, level up the target card
if (self.cardData.suit === 'joker') {
newCardData = otherCard.cardData;
newLevel = otherCard.level + 1;
} else {
// Standard merge logic
newLevel = self.level + 1; // Increase level by 1
if (self.cardData.suit === otherCard.cardData.suit) {
// Same suit: random value, keep suit
var randomValue = CardSystem.values[Math.floor(Math.random() * CardSystem.values.length)];
newCardData = {
suit: self.cardData.suit,
value: randomValue,
id: self.cardData.suit + '_' + randomValue
};
} else {
// Same value: increase value by 1, random suit
var currentValueIndex = CardSystem.values.indexOf(self.cardData.value);
var nextValueIndex = (currentValueIndex + 1) % CardSystem.values.length;
var randomSuit = CardSystem.suits[Math.floor(Math.random() * CardSystem.suits.length)];
newCardData = {
suit: randomSuit,
value: CardSystem.values[nextValueIndex],
id: randomSuit + '_' + CardSystem.values[nextValueIndex]
};
}
}
var mergedCard = new Card(newCardData);
mergedCard.setLevel(newLevel);
return mergedCard;
};
self.findTarget = function () {
// Player cards target enemies attacking the player (activePlayerChips)
// AI cards target enemies attacking the AI (activeAIChips)
var targets = self.isPlayerCard ? activePlayerChips : activeAIChips;
for (var i = 0; i < targets.length; i++) {
if (targets[i].active) {
return targets[i];
}
}
return null;
};
self.fire = function () {
var target = self.findTarget();
if (!target) {
return;
}
var bullet = PoolManager.getBullet();
if (bullet) {
bullet.activate(self.x, self.y, target, self.damage);
gameLayer.addChild(bullet);
activeBullets.push(bullet);
self.lastFired = LK.ticks;
// Visual feedback for firing
tween.stop(self, {
scaleX: true,
scaleY: true
});
tween(self, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100,
easing: tween.quadOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 150,
easing: tween.elasticOut
});
}
});
}
};
self.update = function () {
if (!self.isInPlay) {
return;
}
if (LK.ticks - self.lastFired >= self.fireRate) {
self.fire();
}
};
// Initialize with level 1
self.setLevel(1);
return self;
});
/****
* Poker Chip Enemy Class
****/
var PokerChip = Container.expand(function () {
var self = Container.call(this);
self.active = false;
self.health = 100; // Increased base health
self.maxHealth = 100;
self.value = 1;
self.speed = 0.05;
self.pathProgress = 0;
self.isPlayerSide = true;
var chipGraphicsAssets = {
1: self.attachAsset('yellowChip', {
anchorX: 0.5,
anchorY: 0.5
}),
5: self.attachAsset('redChip', {
anchorX: 0.5,
anchorY: 0.5
}),
10: self.attachAsset('greenChip', {
anchorX: 0.5,
anchorY: 0.5
}),
25: self.attachAsset('blueChip', {
anchorX: 0.5,
anchorY: 0.5
}),
100: self.attachAsset('purpleChip', {
anchorX: 0.5,
anchorY: 0.5
})
};
var chipGraphics = null; // This will hold the current visible chip
for (var val in chipGraphicsAssets) {
chipGraphicsAssets[val].visible = false;
}
var valueText = new Text2('1', {
size: 30,
fill: 0xffffff,
weight: 800
});
valueText.anchor.set(0.5, 0.5);
self.addChild(valueText);
self.activate = function (value, isPlayerSide) {
self.active = true;
self.visible = true;
self.value = value;
self.isPlayerSide = isPlayerSide;
// Health scales with chip value - more valuable chips are tankier
self.maxHealth = value * 50; // Much higher base health
self.health = self.maxHealth;
self.pathProgress = 0;
self.setChipAppearance();
var startPos = PathSystem.getPathStart(isPlayerSide);
self.x = startPos.x;
self.y = startPos.y;
};
self.setChipAppearance = function () {
if (chipGraphics) {
chipGraphics.visible = false;
}
chipGraphics = chipGraphicsAssets[self.value] || chipGraphicsAssets[1];
if (chipGraphics) {
chipGraphics.visible = true;
}
valueText.setText(self.value.toString());
// Show health on larger chips
if (self.value >= 5) {
valueText.setText(self.value + '\n' + self.health);
}
};
self.takeDamage = function (damage) {
self.health -= damage;
// Update visual if showing health
if (self.value >= 5) {
valueText.setText(self.value + '\n' + Math.max(0, self.health));
}
// Flash red when taking damage
if (chipGraphics) {
var originalTint = chipGraphics.tint;
chipGraphics.tint = 0xff6666;
LK.setTimeout(function () {
if (chipGraphics) {
chipGraphics.tint = originalTint;
}
}, 100);
}
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
var goldEarned = self.value;
if (self.isPlayerSide) {
gameState.playerGold += goldEarned;
} else {
gameState.aiGold += goldEarned;
}
PoolManager.returnChip(self);
};
self.update = function () {
if (!self.active) {
return;
}
self.pathProgress += self.speed;
var pathPos = PathSystem.getPositionAlongPath(self.pathProgress, self.isPlayerSide);
if (pathPos.completed) {
if (self.isPlayerSide) {
gameState.playerLives--;
} else {
gameState.aiLives--;
}
PoolManager.returnChip(self);
return;
}
self.x = pathPos.x;
self.y = pathPos.y;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x0f3d0f
});
/****
* Game Code
****/
/****
* Poker Tower Defense - Complete Refactor
****/
/****
* Game Constants
****/
function _createForOfIteratorHelper(r, e) {
var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
if (!t) {
if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) {
t && (r = t);
var _n = 0,
F = function F() {};
return {
s: F,
n: function n() {
return _n >= r.length ? {
done: !0
} : {
done: !1,
value: r[_n++]
};
},
e: function e(r) {
throw r;
},
f: F
};
}
throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
var o,
a = !0,
u = !1;
return {
s: function s() {
t = t.call(r);
},
n: function n() {
var r = t.next();
return a = r.done, r;
},
e: function e(r) {
u = !0, o = r;
},
f: function f() {
try {
a || null == t["return"] || t["return"]();
} finally {
if (u) {
throw o;
}
}
}
};
}
function _unsupportedIterableToArray(r, a) {
if (r) {
if ("string" == typeof r) {
return _arrayLikeToArray(r, a);
}
var t = {}.toString.call(r).slice(8, -1);
return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0;
}
}
function _arrayLikeToArray(r, a) {
(null == a || a > r.length) && (a = r.length);
for (var e = 0, n = Array(a); e < a; e++) {
n[e] = r[e];
}
return n;
}
var SCREEN_WIDTH = 2048;
var SCREEN_HEIGHT = 2732;
var PLAY_AREA_COLS = 5;
var PLAY_AREA_ROWS = 2;
var SLOT_WIDTH = 300;
var SLOT_HEIGHT = 420;
var DEAL_SLOT_WIDTH = 240;
var DEAL_SLOT_HEIGHT = 330;
// AI area positioning (top)
var AI_AREA_X = (SCREEN_WIDTH - PLAY_AREA_COLS * SLOT_WIDTH) / 2;
var AI_AREA_Y = 150;
// Player area positioning (middle, with plenty of room below)
var PLAYER_AREA_X = (SCREEN_WIDTH - PLAY_AREA_COLS * SLOT_WIDTH) / 2;
var PLAYER_AREA_Y = SCREEN_HEIGHT - 1300; // Much higher up
// Player deal area (hand slots) - below play area
var PLAYER_DEAL_AREA_Y = PLAYER_AREA_Y + PLAY_AREA_ROWS * SLOT_HEIGHT + 40;
// Deal button position - below hand slots with plenty of room
var DEAL_BUTTON_Y = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT + 60;
/****
* Card System
****/
var CardSystem = {
suits: ['hearts', 'diamonds', 'clubs', 'spades'],
values: ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'],
suitColors: {
'hearts': 0xff0000,
'diamonds': 0xff0000,
'clubs': 0x000000,
'spades': 0x000000
},
createDeck: function createDeck() {
var deck = [];
var _iterator = _createForOfIteratorHelper(this.suits),
_step;
try {
for (_iterator.s(); !(_step = _iterator.n()).done;) {
var suit = _step.value;
var _iterator2 = _createForOfIteratorHelper(this.values),
_step2;
try {
for (_iterator2.s(); !(_step2 = _iterator2.n()).done;) {
var value = _step2.value;
deck.push({
suit: suit,
value: value,
id: suit + '_' + value
});
}
} catch (err) {
_iterator2.e(err);
} finally {
_iterator2.f();
}
}
// Add jokers
} catch (err) {
_iterator.e(err);
} finally {
_iterator.f();
}
deck.push({
suit: 'joker',
value: 'red',
id: 'joker_red'
});
deck.push({
suit: 'joker',
value: 'black',
id: 'joker_black'
});
return this.shuffleDeck(deck);
},
shuffleDeck: function shuffleDeck(deck) {
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;
}
return deck;
},
getCardValue: function getCardValue(card) {
if (card.suit === 'joker') {
return 14;
} // Jokers are highest
if (card.value === 'A') {
return 14;
} // Aces high
if (card.value === 'K') {
return 13;
}
if (card.value === 'Q') {
return 12;
}
if (card.value === 'J') {
return 11;
}
return parseInt(card.value);
},
evaluatePokerHand: function evaluatePokerHand(cards) {
var _this = this;
if (!cards || cards.length !== 5) {
return {
type: 'none',
strength: 0
};
}
// Sort cards by value for easier analysis
var sortedCards = cards.slice().sort(function (a, b) {
return _this.getCardValue(b) - _this.getCardValue(a);
});
var values = sortedCards.map(function (card) {
return _this.getCardValue(card);
});
var suits = sortedCards.map(function (card) {
return card.suit;
});
// Count values and suits
var valueCounts = {};
var suitCounts = {};
values.forEach(function (value) {
return valueCounts[value] = (valueCounts[value] || 0) + 1;
});
suits.forEach(function (suit) {
return suitCounts[suit] = (suitCounts[suit] || 0) + 1;
});
var counts = Object.values(valueCounts).sort(function (a, b) {
return b - a;
});
var isFlush = Object.keys(suitCounts).length === 1;
var isStraight = this.checkStraight(values);
// Royal Flush
if (isFlush && isStraight && values[0] === 14 && values[4] === 10) {
return {
type: 'royal_flush',
strength: 10,
multiplier: 50
};
}
// Straight Flush
if (isFlush && isStraight) {
return {
type: 'straight_flush',
strength: 9,
multiplier: 25
};
}
// Four of a Kind
if (counts[0] === 4) {
return {
type: 'four_of_a_kind',
strength: 8,
multiplier: 15
};
}
// Full House
if (counts[0] === 3 && counts[1] === 2) {
return {
type: 'full_house',
strength: 7,
multiplier: 8
};
}
// Flush
if (isFlush) {
return {
type: 'flush',
strength: 6,
multiplier: 5
};
}
// Straight
if (isStraight) {
return {
type: 'straight',
strength: 5,
multiplier: 4
};
}
// Three of a Kind
if (counts[0] === 3) {
return {
type: 'three_of_a_kind',
strength: 4,
multiplier: 3
};
}
// Two Pair
if (counts[0] === 2 && counts[1] === 2) {
return {
type: 'two_pair',
strength: 3,
multiplier: 2.5
};
}
// One Pair
if (counts[0] === 2) {
return {
type: 'one_pair',
strength: 2,
multiplier: 1.5
};
}
// High Card
return {
type: 'high_card',
strength: 1,
multiplier: 1
};
},
checkStraight: function checkStraight(values) {
if (values.length !== 5) {
return false;
}
// Check for ace-low straight (A, 2, 3, 4, 5)
if (values[0] === 14 && values[1] === 5 && values[2] === 4 && values[3] === 3 && values[4] === 2) {
return true;
}
// Check normal straight
for (var i = 0; i < 4; i++) {
if (values[i] - values[i + 1] !== 1) {
return false;
}
}
return true;
}
};
/****
* Object Pool Manager
****/
var PoolManager = {
chipPool: [],
bulletPool: [],
cardPool: [],
CHIP_POOL_SIZE: 50,
BULLET_POOL_SIZE: 100,
CARD_POOL_SIZE: 60,
init: function init() {
// Initialize pools
for (var i = 0; i < this.CHIP_POOL_SIZE; i++) {
var chip = new PokerChip();
chip.active = false;
chip.visible = false;
this.chipPool.push(chip);
}
for (var i = 0; i < this.BULLET_POOL_SIZE; i++) {
var bullet = new Bullet();
bullet.active = false;
bullet.visible = false;
this.bulletPool.push(bullet);
}
},
getChip: function getChip() {
for (var i = 0; i < this.chipPool.length; i++) {
if (!this.chipPool[i].active) {
return this.chipPool[i];
}
}
return null;
},
getBullet: function getBullet() {
for (var i = 0; i < this.bulletPool.length; i++) {
if (!this.bulletPool[i].active) {
return this.bulletPool[i];
}
}
return null;
},
returnChip: function returnChip(chip) {
chip.active = false;
chip.visible = false;
// Remove from active arrays
var playerIndex = activePlayerChips.indexOf(chip);
if (playerIndex !== -1) {
activePlayerChips.splice(playerIndex, 1);
}
var aiIndex = activeAIChips.indexOf(chip);
if (aiIndex !== -1) {
activeAIChips.splice(aiIndex, 1);
}
gameLayer.removeChild(chip);
},
returnBullet: function returnBullet(bullet) {
bullet.active = false;
bullet.visible = false;
var index = activeBullets.indexOf(bullet);
if (index !== -1) {
activeBullets.splice(index, 1);
}
gameLayer.removeChild(bullet);
}
};
/****
* Path System
****/
var PathSystem = {
playerPath: [],
aiPath: [],
init: function init() {
// Create player path - rectangular loop around the play area
var padding = 80; // Distance from play area
var leftX = PLAYER_AREA_X - padding;
var rightX = PLAYER_AREA_X + PLAY_AREA_COLS * SLOT_WIDTH + padding;
var topY = PLAYER_AREA_Y - padding;
var bottomY = PLAYER_AREA_Y + PLAY_AREA_ROWS * SLOT_HEIGHT + padding;
this.playerPath = [
// Start at bottom left
{
x: leftX,
y: bottomY
},
// Go up the left side
{
x: leftX,
y: topY
},
// Go across the top
{
x: rightX,
y: topY
},
// Go down the right side
{
x: rightX,
y: bottomY
}];
// Create AI path - UPSIDE DOWN mirror of player path
var aiLeftX = AI_AREA_X - padding;
var aiRightX = AI_AREA_X + PLAY_AREA_COLS * SLOT_WIDTH + padding;
var aiTopY = AI_AREA_Y - padding;
var aiBottomY = AI_AREA_Y + PLAY_AREA_ROWS * SLOT_HEIGHT + padding;
this.aiPath = [
// Start at TOP left (opposite of player)
{
x: aiLeftX,
y: aiTopY
},
// Go DOWN the left side (opposite of player)
{
x: aiLeftX,
y: aiBottomY
},
// Go across the BOTTOM (opposite of player)
{
x: aiRightX,
y: aiBottomY
},
// Go UP the right side (opposite of player)
{
x: aiRightX,
y: aiTopY
}];
},
getPathStart: function getPathStart(isPlayerSide) {
return isPlayerSide ? this.playerPath[0] : this.aiPath[0];
},
getPositionAlongPath: function getPositionAlongPath(progress, isPlayerSide) {
var path = isPlayerSide ? this.playerPath : this.aiPath;
var pathLength = this.calculatePathLength(path);
var targetDistance = progress / 100 * pathLength;
if (targetDistance >= pathLength) {
return {
x: path[path.length - 1].x,
y: path[path.length - 1].y,
completed: true
};
}
var currentDistance = 0;
for (var i = 0; i < path.length - 1; i++) {
var segmentLength = this.getDistance(path[i], path[i + 1]);
if (currentDistance + segmentLength >= targetDistance) {
var segmentProgress = (targetDistance - currentDistance) / segmentLength;
return {
x: path[i].x + (path[i + 1].x - path[i].x) * segmentProgress,
y: path[i].y + (path[i + 1].y - path[i].y) * segmentProgress,
completed: false
};
}
currentDistance += segmentLength;
}
return {
x: path[path.length - 1].x,
y: path[path.length - 1].y,
completed: true
};
},
calculatePathLength: function calculatePathLength(path) {
var total = 0;
for (var i = 0; i < path.length - 1; i++) {
total += this.getDistance(path[i], path[i + 1]);
}
return total;
},
getDistance: function getDistance(p1, p2) {
var dx = p2.x - p1.x;
var dy = p2.y - p1.y;
return Math.sqrt(dx * dx + dy * dy);
}
};
/****
* Chip Spawner
****/
var ChipSpawner = {
spawnChip: function spawnChip(value, isPlayerSide) {
var chip = PoolManager.getChip();
if (!chip) {
return;
}
chip.activate(value, isPlayerSide);
gameLayer.addChild(chip);
if (isPlayerSide) {
activePlayerChips.push(chip);
} else {
activeAIChips.push(chip);
}
}
};
/****
* Wave Spawning System
****/
var WaveSystem = {
playerWaveTimer: 0,
aiWaveTimer: 0,
waveInterval: 300,
// 5 seconds between waves (increased for balance)
waveNumber: 1,
getWaveData: function getWaveData(waveNum) {
var wave = {
chips: []
};
// Early waves (1-5): Mostly 1-value chips
if (waveNum <= 5) {
var chipCount = Math.min(3 + Math.floor(waveNum / 2), 6);
for (var i = 0; i < chipCount; i++) {
wave.chips.push({
value: 1,
delay: i * 400 // 0.4 second delay between each chip
});
}
}
// Medium waves (6-15): Mix of 1s and 5s
else if (waveNum <= 15) {
var chipCount = Math.min(4 + Math.floor(waveNum / 3), 8);
for (var i = 0; i < chipCount; i++) {
var value = i < 2 || Math.random() < 0.7 ? 1 : 5;
wave.chips.push({
value: value,
delay: i * 300 // Faster spawning
});
}
}
// Later waves: More variety and higher values
else {
var chipCount = Math.min(5 + Math.floor(waveNum / 4), 10);
for (var i = 0; i < chipCount; i++) {
var value;
var rand = Math.random();
if (rand < 0.4) {
value = 1;
} else if (rand < 0.7) {
value = 5;
} else if (rand < 0.9) {
value = 10;
} else {
value = 25;
}
wave.chips.push({
value: value,
delay: i * 250
});
}
}
return wave;
},
spawnWave: function spawnWave(isPlayerSide) {
var waveData = this.getWaveData(this.waveNumber);
console.log('Spawning wave', this.waveNumber, 'with', waveData.chips.length, 'chips on', isPlayerSide ? 'player' : 'AI', 'side');
waveData.chips.forEach(function (chipInfo, index) {
LK.setTimeout(function () {
ChipSpawner.spawnChip(chipInfo.value, isPlayerSide);
}, chipInfo.delay);
});
},
update: function update() {
// Spawn waves on player side (enemies for player to fight)
this.playerWaveTimer++;
if (this.playerWaveTimer >= this.waveInterval) {
this.playerWaveTimer = 0;
this.spawnWave(true);
}
// Spawn waves on AI side (enemies for AI to fight)
this.aiWaveTimer++;
if (this.aiWaveTimer >= this.waveInterval) {
this.aiWaveTimer = 0;
this.spawnWave(false);
}
// Increase wave number when both sides have spawned
if (this.playerWaveTimer === 0 && this.aiWaveTimer === 0) {
this.waveNumber++;
// Decrease wave interval slightly as game progresses (but not too fast)
this.waveInterval = Math.max(240, this.waveInterval - 2);
}
}
};
/****
* Game State
****/
var gameState = {
playerGold: 200,
// Increased starting gold
aiGold: 200,
playerLives: 3,
aiLives: 3,
isPlayerTurn: true,
dealCost: 75,
// Increased deal cost to match new economy
dealCount: 0,
playerDeck: [],
playerHand: [],
playerPlayArea: [],
aiDeck: [],
aiPlayArea: []
};
/****
* Game Variables
****/
var activePlayerChips = [];
var activeAIChips = [];
var activeBullets = [];
var selectedCard = null;
var isDragging = false;
var originalCardPosition = null;
var gameLayer = new Container();
var uiLayer = new Container();
game.addChild(gameLayer);
game.addChild(uiLayer);
/****
* UI Elements
****/
var playerGoldText = new Text2('Gold: 200', {
size: 50,
fill: 0xffd700,
weight: 800
});
playerGoldText.x = 50;
playerGoldText.y = SCREEN_HEIGHT - 120;
uiLayer.addChild(playerGoldText);
var playerLivesText = new Text2('Lives: 3', {
size: 50,
fill: 0xff0000,
weight: 800
});
playerLivesText.x = 50;
playerLivesText.y = SCREEN_HEIGHT - 180;
uiLayer.addChild(playerLivesText);
// Add AI stats too for clarity
var aiGoldText = new Text2('AI Gold: 200', {
size: 40,
fill: 0xffd700,
weight: 800
});
aiGoldText.x = 50;
aiGoldText.y = 50;
uiLayer.addChild(aiGoldText);
var aiLivesText = new Text2('AI Lives: 3', {
size: 40,
fill: 0xff0000,
weight: 800
});
aiLivesText.x = 50;
aiLivesText.y = 100;
uiLayer.addChild(aiLivesText);
var waveText = new Text2('Wave: 1', {
size: 40,
fill: 0xffffff,
weight: 800
});
waveText.x = SCREEN_WIDTH - 200;
waveText.y = 50;
uiLayer.addChild(waveText);
var dealButton = new Container();
var dealButtonGraphics = dealButton.attachAsset('dealButton', {
anchorX: 0.5,
anchorY: 0.5
});
var dealButtonText = new Text2('Deal (75)', {
size: 40,
fill: 0xffffff,
weight: 800
});
dealButtonText.anchor.set(0.5, 0.5);
dealButton.addChild(dealButtonText);
dealButton.x = SCREEN_WIDTH / 2;
dealButton.y = DEAL_BUTTON_Y;
uiLayer.addChild(dealButton);
dealButton.down = function () {
if (gameState.playerGold >= gameState.dealCost) {
dealNewHand();
}
};
/****
* Game Functions
****/
function initializeGame() {
PoolManager.init();
PathSystem.init();
// Initialize play areas
gameState.playerPlayArea = [];
gameState.aiPlayArea = [];
for (var row = 0; row < PLAY_AREA_ROWS; row++) {
gameState.playerPlayArea[row] = [];
gameState.aiPlayArea[row] = [];
for (var col = 0; col < PLAY_AREA_COLS; col++) {
gameState.playerPlayArea[row][col] = null;
gameState.aiPlayArea[row][col] = null;
}
}
// Create initial decks
gameState.playerDeck = CardSystem.createDeck();
gameState.aiDeck = CardSystem.createDeck();
// Draw grid lines
drawPlayAreas();
drawPaths();
// Deal initial hand
dealNewHand();
// Start the wave system - first waves begin immediately
LK.setTimeout(function () {
ChipSpawner.spawnChip(1, true); // First enemy on player side
ChipSpawner.spawnChip(1, false); // First enemy on AI side
}, 1000);
}
function dealNewHand() {
if (gameState.playerGold < gameState.dealCost) {
return;
}
gameState.playerGold -= gameState.dealCost;
gameState.dealCount++;
gameState.dealCost = Math.floor(50 * Math.pow(1.2, gameState.dealCount));
// Clear current hand
gameState.playerHand.forEach(function (card) {
if (card) {
uiLayer.removeChild(card);
}
});
gameState.playerHand = [];
// Deal 5 new cards
for (var i = 0; i < 5; i++) {
if (gameState.playerDeck.length === 0) {
gameState.playerDeck = CardSystem.createDeck();
}
var cardData = gameState.playerDeck.pop();
var card = new Card(cardData);
var slotX = PLAYER_AREA_X + i * DEAL_SLOT_WIDTH + i * 30 + DEAL_SLOT_WIDTH / 2;
var slotY = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2;
card.activate(slotX, slotY, false, true); // true = is player card
uiLayer.addChild(card);
gameState.playerHand[i] = card;
}
updateUI();
}
function updateUI() {
playerGoldText.setText('Gold: ' + gameState.playerGold);
playerLivesText.setText('Lives: ' + gameState.playerLives);
aiGoldText.setText('AI Gold: ' + gameState.aiGold);
aiLivesText.setText('AI Lives: ' + gameState.aiLives);
dealButtonText.setText('Deal (' + gameState.dealCost + ')');
waveText.setText('Wave: ' + WaveSystem.waveNumber);
// Update button color based on affordability
if (gameState.playerGold >= gameState.dealCost) {
dealButtonGraphics.tint = 0x00aa00;
} else {
dealButtonGraphics.tint = 0x666666;
}
}
function drawPlayAreas() {
// Draw player play area slots
for (var row = 0; row < PLAY_AREA_ROWS; row++) {
for (var col = 0; col < PLAY_AREA_COLS; col++) {
var slot = new Container();
var slotGraphics = slot.attachAsset('playSlot', {
anchorX: 0.5,
anchorY: 0.5
});
slotGraphics.alpha = 0.3;
slot.x = PLAYER_AREA_X + col * SLOT_WIDTH + SLOT_WIDTH / 2;
slot.y = PLAYER_AREA_Y + row * SLOT_HEIGHT + SLOT_HEIGHT / 2;
gameLayer.addChild(slot);
}
}
// Draw AI play area slots
for (var row = 0; row < PLAY_AREA_ROWS; row++) {
for (var col = 0; col < PLAY_AREA_COLS; col++) {
var slot = new Container();
var slotGraphics = slot.attachAsset('playSlot', {
anchorX: 0.5,
anchorY: 0.5
});
slotGraphics.alpha = 0.3;
slotGraphics.tint = 0x440000; // Red tint for AI area
slot.x = AI_AREA_X + col * SLOT_WIDTH + SLOT_WIDTH / 2;
slot.y = AI_AREA_Y + row * SLOT_HEIGHT + SLOT_HEIGHT / 2;
gameLayer.addChild(slot);
}
}
// Draw player deal area slots (hand)
for (var i = 0; i < 5; i++) {
var dealSlot = new Container();
var dealSlotGraphics = dealSlot.attachAsset('dealSlot', {
anchorX: 0.5,
anchorY: 0.5
});
dealSlotGraphics.alpha = 0.2;
dealSlot.x = PLAYER_AREA_X + i * DEAL_SLOT_WIDTH + i * 30 + DEAL_SLOT_WIDTH / 2;
dealSlot.y = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2;
gameLayer.addChild(dealSlot);
}
}
function drawPaths() {
// Draw player path
for (var i = 0; i < PathSystem.playerPath.length - 1; i++) {
var start = PathSystem.playerPath[i];
var end = PathSystem.playerPath[i + 1];
drawPathSegment(start, end, 0x666666);
}
// Draw AI path
for (var i = 0; i < PathSystem.aiPath.length - 1; i++) {
var start = PathSystem.aiPath[i];
var end = PathSystem.aiPath[i + 1];
drawPathSegment(start, end, 0x664444);
}
}
function drawPathSegment(start, end, color) {
var dx = end.x - start.x;
var dy = end.y - start.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var segments = Math.floor(distance / 20);
for (var i = 0; i <= segments; i++) {
var progress = i / segments;
var x = start.x + dx * progress;
var y = start.y + dy * progress;
var pathDot = new Container();
var dotGraphics = pathDot.attachAsset('pathSegment', {
anchorX: 0.5,
anchorY: 0.5
});
dotGraphics.width = dotGraphics.height = 8;
dotGraphics.tint = color;
dotGraphics.alpha = 0.6;
pathDot.x = x;
pathDot.y = y;
gameLayer.addChild(pathDot);
}
}
function getSlotPosition(row, col, isPlayerArea) {
var baseX = isPlayerArea ? PLAYER_AREA_X : AI_AREA_X;
var baseY = isPlayerArea ? PLAYER_AREA_Y : AI_AREA_Y;
return {
x: baseX + col * SLOT_WIDTH + SLOT_WIDTH / 2,
y: baseY + row * SLOT_HEIGHT + SLOT_HEIGHT / 2
};
}
function getSlotFromPosition(x, y) {
// Check player play area
if (x >= PLAYER_AREA_X && x <= PLAYER_AREA_X + PLAY_AREA_COLS * SLOT_WIDTH && y >= PLAYER_AREA_Y && y <= PLAYER_AREA_Y + PLAY_AREA_ROWS * SLOT_HEIGHT) {
var col = Math.floor((x - PLAYER_AREA_X) / SLOT_WIDTH);
var row = Math.floor((y - PLAYER_AREA_Y) / SLOT_HEIGHT);
if (col >= 0 && col < PLAY_AREA_COLS && row >= 0 && row < PLAY_AREA_ROWS) {
return {
area: 'player',
row: row,
col: col
};
}
}
// Check player hand area
if (y >= PLAYER_DEAL_AREA_Y && y <= PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT) {
for (var i = 0; i < 5; i++) {
var slotXStart = PLAYER_AREA_X + i * (DEAL_SLOT_WIDTH + 30);
var slotXEnd = slotXStart + DEAL_SLOT_WIDTH;
if (x >= slotXStart && x <= slotXEnd) {
return {
area: 'hand',
index: i
};
}
}
}
return null;
}
function evaluateRowHand(row, isPlayerArea) {
var playArea = isPlayerArea ? gameState.playerPlayArea : gameState.aiPlayArea;
var cards = [];
for (var col = 0; col < PLAY_AREA_COLS; col++) {
if (playArea[row][col]) {
cards.push(playArea[row][col].cardData);
}
}
if (cards.length === 5) {
return CardSystem.evaluatePokerHand(cards);
}
return {
type: 'none',
strength: 0,
multiplier: 1
};
}
function applyHandBonuses() {
// Apply bonuses to player cards
for (var row = 0; row < PLAY_AREA_ROWS; row++) {
var handEval = evaluateRowHand(row, true);
for (var col = 0; col < PLAY_AREA_COLS; col++) {
var card = gameState.playerPlayArea[row][col];
if (card) {
card.handBonus = handEval.multiplier;
card.calculateStats();
}
}
}
// Apply bonuses to AI cards
AISystem.applyAIHandBonuses();
}
/****
* AI System
****/
var AISystem = {
thinkTimer: 0,
thinkDelay: 60,
// Think every second (60 ticks)
dealTimer: 0,
dealDelay: 300,
// Deal every 5 seconds initially
update: function update() {
this.thinkTimer++;
this.dealTimer++;
if (this.thinkTimer >= this.thinkDelay) {
this.thinkTimer = 0;
this.makeMove();
}
if (this.dealTimer >= this.dealDelay && this.shouldDeal()) {
this.dealTimer = 0;
this.dealAIHand();
this.dealDelay = Math.max(180, this.dealDelay - 10); // Deal faster as game progresses
}
},
shouldDeal: function shouldDeal() {
// Deal if we can afford it and have empty slots or low-level cards
if (gameState.aiGold < gameState.dealCost) {
return false;
}
var emptySlots = this.countEmptySlots();
var lowLevelCards = this.countLowLevelCards();
// Deal if we have empty slots or mostly low-level cards
return emptySlots > 2 || lowLevelCards > 6;
},
countEmptySlots: function countEmptySlots() {
var count = 0;
for (var row = 0; row < PLAY_AREA_ROWS; row++) {
for (var col = 0; col < PLAY_AREA_COLS; col++) {
if (!gameState.aiPlayArea[row][col]) {
count++;
}
}
}
return count;
},
countLowLevelCards: function countLowLevelCards() {
var count = 0;
for (var row = 0; row < PLAY_AREA_ROWS; row++) {
for (var col = 0; col < PLAY_AREA_COLS; col++) {
var card = gameState.aiPlayArea[row][col];
if (card && card.level <= 2) {
count++;
}
}
}
return count;
},
makeMove: function makeMove() {
// Priority order: Merge cards > Place cards > Optimize positions
if (this.tryMergeCards()) {
// Successfully merged, wait for next think cycle
return;
}
if (this.tryPlaceCards()) {
// Successfully placed cards
return;
}
this.optimizeCardPositions();
},
tryMergeCards: function tryMergeCards() {
// Look for mergeable cards
for (var row1 = 0; row1 < PLAY_AREA_ROWS; row1++) {
for (var col1 = 0; col1 < PLAY_AREA_COLS; col1++) {
var card1 = gameState.aiPlayArea[row1][col1];
if (!card1) {
continue;
}
// Look for a card to merge with
for (var row2 = 0; row2 < PLAY_AREA_ROWS; row2++) {
for (var col2 = 0; col2 < PLAY_AREA_COLS; col2++) {
if (row1 === row2 && col1 === col2) {
continue;
}
var card2 = gameState.aiPlayArea[row2][col2];
if (!card2) {
continue;
}
if (card1.canMergeWith(card2)) {
this.mergeCards(card1, card2, row1, col1, row2, col2);
return true;
}
}
}
}
}
return false;
},
mergeCards: function mergeCards(card1, card2, row1, col1, row2, col2) {
var mergedCard = card1.mergeWith(card2);
if (mergedCard) {
// Remove old cards
gameLayer.removeChild(card1);
gameLayer.removeChild(card2);
gameState.aiPlayArea[row1][col1] = null;
gameState.aiPlayArea[row2][col2] = null;
// Place merged card in the first position
var pos = getSlotPosition(row1, col1, false);
mergedCard.activate(pos.x, pos.y, true, false);
gameLayer.addChild(mergedCard);
gameState.aiPlayArea[row1][col1] = mergedCard;
// Merge animation
mergedCard.alpha = 0;
mergedCard.scaleX = mergedCard.scaleY = 1.5;
tween(mergedCard, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.elasticOut
});
this.applyAIHandBonuses();
}
},
tryPlaceCards: function tryPlaceCards() {
// AI doesn't have a "hand" like player, it deals directly to board
// This function is for future expansion
return false;
},
optimizeCardPositions: function optimizeCardPositions() {
// Move stronger cards to better positions (like completing poker hands)
// For now, just try to complete rows for hand bonuses
this.tryCompletePokerHands();
},
tryCompletePokerHands: function tryCompletePokerHands() {
for (var row = 0; row < PLAY_AREA_ROWS; row++) {
var rowCards = [];
var emptyPositions = [];
for (var col = 0; col < PLAY_AREA_COLS; col++) {
if (gameState.aiPlayArea[row][col]) {
rowCards.push({
card: gameState.aiPlayArea[row][col],
col: col
});
} else {
emptyPositions.push(col);
}
}
// If row is almost complete, try to fill it strategically
if (rowCards.length >= 3 && emptyPositions.length > 0) {
// Look for cards in other rows that might complete a hand
this.tryMoveCardToCompleteHand(row, rowCards, emptyPositions[0]);
}
}
},
tryMoveCardToCompleteHand: function tryMoveCardToCompleteHand(targetRow, existingCards, targetCol) {
// Look for cards in other positions that might help complete a hand
for (var row = 0; row < PLAY_AREA_ROWS; row++) {
if (row === targetRow) {
continue;
}
for (var col = 0; col < PLAY_AREA_COLS; col++) {
var card = gameState.aiPlayArea[row][col];
if (!card) {
continue;
}
// Simple heuristic: move cards of same suit or sequential values
var shouldMove = this.cardHelpsHand(card, existingCards);
if (shouldMove && Math.random() < 0.3) {
// 30% chance to move
// Move the card
gameState.aiPlayArea[row][col] = null;
gameState.aiPlayArea[targetRow][targetCol] = card;
var newPos = getSlotPosition(targetRow, targetCol, false);
tween(card, {
x: newPos.x,
y: newPos.y
}, {
duration: 300,
easing: tween.quadOut
});
this.applyAIHandBonuses();
return;
}
}
}
},
cardHelpsHand: function cardHelpsHand(card, existingCards) {
// Simple heuristic to see if a card might help complete a poker hand
var suits = {};
var values = {};
existingCards.forEach(function (cardInfo) {
var c = cardInfo.card.cardData;
suits[c.suit] = (suits[c.suit] || 0) + 1;
values[c.value] = (values[c.value] || 0) + 1;
});
// Check if card matches existing suits or values
var cardSuit = card.cardData.suit;
var cardValue = card.cardData.value;
return suits[cardSuit] >= 2 || values[cardValue] >= 1;
},
dealAIHand: function dealAIHand() {
if (gameState.aiGold < gameState.dealCost) {
return;
}
gameState.aiGold -= gameState.dealCost;
// Deal cards directly to empty slots in AI play area
var cardsDealt = 0;
var maxCards = Math.min(5, this.countEmptySlots());
for (var attempt = 0; attempt < maxCards; attempt++) {
if (gameState.aiDeck.length === 0) {
gameState.aiDeck = CardSystem.createDeck();
}
var cardData = gameState.aiDeck.pop();
var card = new Card(cardData);
// Find best empty slot (prefer completing rows)
var bestSlot = this.findBestEmptySlot();
if (bestSlot) {
var pos = getSlotPosition(bestSlot.row, bestSlot.col, false);
card.activate(pos.x, pos.y, true, false);
gameLayer.addChild(card);
gameState.aiPlayArea[bestSlot.row][bestSlot.col] = card;
cardsDealt++;
// Deal animation
card.alpha = 0;
card.scaleX = card.scaleY = 0.5;
tween(card, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.elasticOut
});
} else {
break; // No empty slots
}
}
if (cardsDealt > 0) {
this.applyAIHandBonuses();
}
},
findBestEmptySlot: function findBestEmptySlot() {
var emptySlots = [];
for (var row = 0; row < PLAY_AREA_ROWS; row++) {
for (var col = 0; col < PLAY_AREA_COLS; col++) {
if (!gameState.aiPlayArea[row][col]) {
var score = this.evaluateSlotScore(row, col);
emptySlots.push({
row: row,
col: col,
score: score
});
}
}
}
if (emptySlots.length === 0) {
return null;
}
// Sort by score (higher is better)
emptySlots.sort(function (a, b) {
return b.score - a.score;
});
return emptySlots[0];
},
evaluateSlotScore: function evaluateSlotScore(row, col) {
var score = 0;
var cardsInRow = 0;
// Count cards in this row
for (var c = 0; c < PLAY_AREA_COLS; c++) {
if (gameState.aiPlayArea[row][c]) {
cardsInRow++;
}
}
// Prefer completing rows
score += cardsInRow * 10;
// Slight preference for middle positions
score += (2 - Math.abs(col - 2)) * 2;
return score;
},
applyAIHandBonuses: function applyAIHandBonuses() {
// Apply poker hand bonuses to AI cards
for (var row = 0; row < PLAY_AREA_ROWS; row++) {
var handEval = evaluateRowHand(row, false);
for (var col = 0; col < PLAY_AREA_COLS; col++) {
var card = gameState.aiPlayArea[row][col];
if (card) {
card.handBonus = handEval.multiplier;
card.calculateStats();
}
}
}
}
};
/****
* Input Handling
****/
game.down = function (x, y, obj) {
// Check if clicking on a card in hand
for (var i = 0; i < gameState.playerHand.length; i++) {
var card = gameState.playerHand[i];
if (card && Math.abs(x - card.x) < DEAL_SLOT_WIDTH / 2 && Math.abs(y - card.y) < DEAL_SLOT_HEIGHT / 2) {
selectedCard = card;
isDragging = true;
originalCardPosition = {
area: 'hand',
index: i
};
return;
}
}
// Check if clicking on a card in play area
for (var row = 0; row < PLAY_AREA_ROWS; row++) {
for (var col = 0; col < PLAY_AREA_COLS; col++) {
var card = gameState.playerPlayArea[row][col];
if (card && Math.abs(x - card.x) < SLOT_WIDTH / 2 && Math.abs(y - card.y) < SLOT_HEIGHT / 2) {
selectedCard = card;
isDragging = true;
originalCardPosition = {
area: 'player',
row: row,
col: col
};
// Remove from current position
gameState.playerPlayArea[row][col] = null;
return;
}
}
}
};
game.move = function (x, y, obj) {
if (isDragging && selectedCard) {
selectedCard.x = x;
selectedCard.y = y;
}
};
game.up = function (x, y, obj) {
if (isDragging && selectedCard) {
isDragging = false;
var targetSlot = getSlotFromPosition(x, y);
if (targetSlot) {
if (targetSlot.area === 'player') {
var existingCard = gameState.playerPlayArea[targetSlot.row][targetSlot.col];
if (existingCard && selectedCard.canMergeWith(existingCard)) {
// Merge in play area
var mergedCard = selectedCard.mergeWith(existingCard);
if (mergedCard) {
gameLayer.removeChild(existingCard);
var handIndex = gameState.playerHand.indexOf(selectedCard);
if (handIndex !== -1) {
uiLayer.removeChild(selectedCard);
gameState.playerHand[handIndex] = null;
} else {
gameLayer.removeChild(selectedCard);
}
var pos = getSlotPosition(targetSlot.row, targetSlot.col, true);
mergedCard.activate(pos.x, pos.y, true);
gameLayer.addChild(mergedCard);
gameState.playerPlayArea[targetSlot.row][targetSlot.col] = mergedCard;
mergedCard.alpha = 0;
mergedCard.scaleX = mergedCard.scaleY = 2;
tween(mergedCard, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.elasticOut
});
createFloatingText('+Level Up!', mergedCard.x, mergedCard.y - 50, 0x00ff00);
}
} else if (!existingCard) {
// Place in empty slot
var pos = getSlotPosition(targetSlot.row, targetSlot.col, true);
selectedCard.activate(pos.x, pos.y, true);
var handIndex = gameState.playerHand.indexOf(selectedCard);
if (handIndex !== -1) {
uiLayer.removeChild(selectedCard);
gameLayer.addChild(selectedCard);
gameState.playerHand[handIndex] = null;
}
gameState.playerPlayArea[targetSlot.row][targetSlot.col] = selectedCard;
} else {
returnCardToOriginalPosition();
}
} else if (targetSlot.area === 'hand') {
var existingCard = gameState.playerHand[targetSlot.index];
if (existingCard && existingCard !== selectedCard && selectedCard.canMergeWith(existingCard)) {
// Merge in hand
var mergedCard = selectedCard.mergeWith(existingCard);
if (mergedCard) {
// Remove old cards
var handIndex1 = gameState.playerHand.indexOf(selectedCard);
if (handIndex1 !== -1) {
uiLayer.removeChild(selectedCard);
gameState.playerHand[handIndex1] = null;
} else {
gameLayer.removeChild(selectedCard);
}
var handIndex2 = gameState.playerHand.indexOf(existingCard);
if (handIndex2 !== -1) {
uiLayer.removeChild(existingCard);
gameState.playerHand[handIndex2] = null;
}
// Place merged card in hand
var slotX = PLAYER_AREA_X + targetSlot.index * DEAL_SLOT_WIDTH + targetSlot.index * 30 + DEAL_SLOT_WIDTH / 2;
var slotY = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2;
mergedCard.activate(slotX, slotY, false, true);
uiLayer.addChild(mergedCard);
gameState.playerHand[targetSlot.index] = mergedCard;
// Merge animation
mergedCard.alpha = 0;
mergedCard.scaleX = mergedCard.scaleY = 2;
tween(mergedCard, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.elasticOut
});
createFloatingText('+Level Up!', mergedCard.x, mergedCard.y - 50, 0x00ff00);
} else {
returnCardToOriginalPosition();
}
} else {
returnCardToOriginalPosition();
}
}
} else {
returnCardToOriginalPosition();
}
selectedCard = null;
originalCardPosition = null;
applyHandBonuses();
}
};
function returnCardToOriginalPosition() {
if (!selectedCard || !originalCardPosition) {
return;
}
if (originalCardPosition.area === 'hand') {
// Return to hand slot
var handIndex = originalCardPosition.index;
var slotX = PLAYER_AREA_X + handIndex * DEAL_SLOT_WIDTH + handIndex * 30 + DEAL_SLOT_WIDTH / 2;
var slotY = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2;
selectedCard.x = slotX;
selectedCard.y = slotY;
gameState.playerHand[handIndex] = selectedCard;
} else if (originalCardPosition.area === 'player') {
// Return to play area slot
var pos = getSlotPosition(originalCardPosition.row, originalCardPosition.col, true);
selectedCard.x = pos.x;
selectedCard.y = pos.y;
gameState.playerPlayArea[originalCardPosition.row][originalCardPosition.col] = selectedCard;
}
}
function createFloatingText(text, x, y, color) {
var floatingText = new Text2(text, {
size: 40,
fill: color || 0xffffff,
weight: 800
});
floatingText.anchor.set(0.5, 0.5);
floatingText.x = x;
floatingText.y = y;
floatingText.alpha = 1;
uiLayer.addChild(floatingText);
tween(floatingText, {
y: y - 80,
alpha: 0
}, {
duration: 1500,
easing: tween.quadOut,
onFinish: function onFinish() {
uiLayer.removeChild(floatingText);
}
});
}
/****
* Main Game Loop
****/
game.update = function () {
// Update wave spawning system
WaveSystem.update();
// Update active chips
for (var i = activePlayerChips.length - 1; i >= 0; i--) {
activePlayerChips[i].update();
}
for (var i = activeAIChips.length - 1; i >= 0; i--) {
activeAIChips[i].update();
}
// Update active bullets
for (var i = activeBullets.length - 1; i >= 0; i--) {
activeBullets[i].update();
}
// Update cards in play
for (var row = 0; row < PLAY_AREA_ROWS; row++) {
for (var col = 0; col < PLAY_AREA_COLS; col++) {
if (gameState.playerPlayArea[row][col]) {
gameState.playerPlayArea[row][col].update();
}
if (gameState.aiPlayArea[row][col]) {
gameState.aiPlayArea[row][col].update();
}
}
}
// Update AI
AISystem.update();
// Check win/lose conditions
if (gameState.playerLives <= 0) {
showGameOver(false);
} else if (gameState.aiLives <= 0) {
showGameOver(true);
}
updateUI();
};
/****
* Game Over
****/
function showGameOver(playerWon) {
if (playerWon) {
LK.showYouWin();
} else {
LK.showGameOver();
}
}
/****
* Utility Functions
****/
function displayHandInfo() {
// Show current poker hand evaluations for debugging
for (var row = 0; row < PLAY_AREA_ROWS; row++) {
var handEval = evaluateRowHand(row, true);
console.log('Player Row ' + row + ':', handEval.type, 'Multiplier:', handEval.multiplier);
}
}
initializeGame();
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0
});
background.x = SCREEN_WIDTH / 2;
background.y = 0;
gameLayer.addChild(background);
;
A long rack of different colored poker chips seen from above. Anime style.. In-Game asset. 2d. High contrast. No shadows
A graphic for the center of a joker card.
a 2:3 format thin black border with nothing in the center. In-Game asset. 2d. High contrast. No shadows
A small white explosion particle.. In-Game asset. 2d. High contrast. No shadows
Make the blue a lighter blue.
Make this in a white instead of blue. Keep everything else the same.
A couple different sized stacks of these chips beside each other.
Just the spade from this picture with a blue snowflake in the middle of it.
Just the heart from this picture with a flame in the cent t of it.
Just the club from this picture with 1. **Fan/Spray Symbol** - Three or more lines radiating outward from a central point, yellow in color, in the center of the club.
Just the diamond from this picture with a dollar sign in the center
A white circle with a lightening gradient towards the edge.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A simple golden line break.. In-Game asset. 2d. High contrast. No shadows
A fanned card hand that shows a royal flush in spades. Anime style. In-Game asset. 2d. High contrast. No shadows
An SVG of the word 'Battle'. text in yellow with a black outline. In-Game asset. 2d. High contrast. No shadows
change the text to say "Mods"
The four card suits arranged in 2x2 grid layout, no lines. Anime style. In-Game asset. 2d. High contrast. No shadows
A single ice crystal. anime style. In-Game asset. 2d. High contrast. No shadows
Change the text to say ‘Refund’. Change the cards to a trash can.
A completely blank playing card with textured surface. Slightly used edges with a couple nicks out of it. Black background. In-Game asset. 2d. High contrast. No shadows
A 3:2 ratio rectangular green button that says “PvP” using this yellow font.
Change the text to say ‘Co-op’
Change the font to say ‘Victory!’
Change the text to say ‘Defeat!’
A 2:3 ratio rectangular picture that shows two card playing cats in a casino very close face to face with teeth bared and fists clenched as if they’re about to fight. Each cat has a different card suit pattern on the fur of their forehead. One is wearing a suit and the other is wearing tan leather jacket with a striped tank top underneath. Anime style.. In-Game asset. 2d. High contrast. No shadows
Show these same cats smiling and instead of clenched fists they’re grasping hands because they’re friends.
Incorporate these two cats heads into a game logo for a poker based tower defense that includes the name “Double Down Defense”. Put their heads offset on either side with eyes open and looking at the logo.
A small treasure chest with poker themed graphics on it. Anime style. In-Game asset. 2d. High contrast. No shadows
The hearts card suit symbol with two linked hearts in the center of it. Anime style.. In-Game asset. 2d. High contrast. No shadows
The diamond card suit with a coin in the center. The coin has a ‘2X’ in the center. Anime style.. In-Game asset. 2d. High contrast. No shadows
Just the club from this picture with a clock in the center.
Just the spade from this image with a land mine in the center of it.
Just the mine from this image.
Just the heart from this image with a piggy bank in the center.
Just the diamond from this picture with a sword with a small arrow pointing up in the center of the diamond.
Just the club from this picture with an icon in the center of it that represents a projectile bouncing at an angle off of a surface.
Just the spade with a skull in the center of it. Anime style.
This chest with the top open and nothing inside.
Change the text to say Shop
An old style cash register. The numeric read out says 7.77. Anime style.. In-Game asset. 2d. High contrast. No shadows
A giant question mark. Anime style.. In-Game asset. 2d. High contrast. No shadows
A shield with a spade and heart card suit coat of arms on it with a sword crossed downwards, behind it. icon. Anime style.. In-Game asset. 2d. High contrast. No shadows
Change the text to say ‘Draw’
The back of a playing card. Blue pattern. Anime style.. In-Game asset. 2d. High contrast. No shadows
The back of a playing card. Red pattern with a heart in the center. Anime style.. In-Game asset. 2d. High contrast. No shadows