User prompt
Put the bottomBar along the bottom of the screen, above the background and floorbackground but below all other elements
User prompt
Change the valid hand outline color to red.
User prompt
Make the valid hand outline more bright and do not outline high card.
User prompt
Double the size of the outlines.
User prompt
The valid card hand outline only needs to be on the cards that actually make up the hand, not all five cards. Also change its color to gold instead of red. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Create a different colored outline system for the cards using a slightly larger and more transparent card asset under the place holders. If there is a valid poker hand they should be outlined in red. If a player drags a card and there is a card it can be merged with, that card should have a green outline. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Update as needed with: returnBullet: function returnBullet(bullet) { bullet.active = false; bullet.visible = false; bullet.target = null; // Add this line to clear the target reference // ... rest of the function }
User prompt
Make the level text on the cards slightly bigger
User prompt
Increase the size of the value indicator on cards by 25%
User prompt
Update as needed with: returnChip: function returnChip(chip) { chip.active = false; chip.visible = false; chip.isPlayerSide = null; // Clear ownership flag // ... rest of function }
User prompt
Have defeated chips that are sent to the other player marked with the correct ownership so that players don’t attack chips on the other side.
User prompt
Make the bosses health at reasonable levels. The first boss should have health that equals the health of all enemies in the wave before. Increase the health of each boss proportionality after that.
User prompt
When numbers are above 3 digits, use a letter system to represent bigger numbers K, M, B and so on. So 1000 would be 1K.
User prompt
Targeting should always prioritize the chip that’s the furthest along the path.
User prompt
Reduce by 25 more pixels.
User prompt
Reduce the length of the sides of the enemy path by 25 pixels.
User prompt
Expand the width of the enemy paths by 50 pixels.
User prompt
Remove the enemy path lines.
Code edit (1 edits merged)
Please save this source code
User prompt
Place the floorbackground as a background image below all other layers.
User prompt
Place the floorbackground as a background image underneath all other layers.
User prompt
Place the floorbackground as a background image below all other layers.
User prompt
Shift the background down 50 pixels.
User prompt
Place floorbackground centered as the background below everything else.
User prompt
Reduce gold gain
/**** * 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 = 10.4; self.isSeekingLastPosition = false; self.targetLastX = 0; self.targetLastY = 0; var currentGraphic = null; var suitGraphics = { 'hearts': self.attachAsset('heartSuit', { anchorX: 0.5, anchorY: 0.5 }), 'diamonds': self.attachAsset('diamondSuit', { anchorX: 0.5, anchorY: 0.5 }), 'clubs': self.attachAsset('clubSuit', { anchorX: 0.5, anchorY: 0.5 }), 'spades': self.attachAsset('spadeSuit', { anchorX: 0.5, anchorY: 0.5 }) }; // Set scale and hide all suit graphics initially. for (var suit in suitGraphics) { var graphic = suitGraphics[suit]; graphic.scale.set(0.3); // Small bullets graphic.visible = false; } // A generic bullet for jokers or other cases var defaultBulletGraphic = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function (startX, startY, target, damage, suit) { self.active = true; self.visible = true; self.x = startX; self.y = startY; self.target = target; self.damage = damage; self.isSeekingLastPosition = false; if (self.target) { self.targetLastX = self.target.x; self.targetLastY = self.target.y; } if (currentGraphic) { currentGraphic.visible = false; } if (suit && suitGraphics[suit]) { currentGraphic = suitGraphics[suit]; } else { currentGraphic = defaultBulletGraphic; } currentGraphic.visible = true; }; self.update = function () { if (!self.active) { return; } // If target is destroyed, switch to seeking its last known position if (self.target && !self.target.active) { self.isSeekingLastPosition = true; self.target = null; } // If seeking, move towards the last position without a tween if (self.isSeekingLastPosition) { var dx = self.targetLastX - self.x; var dy = self.targetLastY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Arrived at destination, recycle bullet self.isSeekingLastPosition = false; if (currentGraphic) { currentGraphic.visible = false; } PoolManager.returnBullet(self); } else { // Move towards destination var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } } else if (self.target) { // Target is active and present // Update last known position and move towards active target self.targetLastX = self.target.x; self.targetLastY = self.target.y; 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, deal damage and recycle self.target.takeDamage(self.damage); if (currentGraphic) { currentGraphic.visible = false; } PoolManager.returnBullet(self); } else { // Move towards target var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } } else { // No target and not seeking, probably an edge case. Recycle. if (currentGraphic) { currentGraphic.visible = false; } PoolManager.returnBullet(self); } }; 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 = 35; // 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 suitAssetId = null; switch (cardData.suit) { case 'hearts': suitAssetId = 'heartSuit'; break; case 'diamonds': suitAssetId = 'diamondSuit'; break; case 'clubs': suitAssetId = 'clubSuit'; break; case 'spades': suitAssetId = 'spadeSuit'; break; } if (suitAssetId) { var suitGraphics = self.attachAsset(suitAssetId, { anchorX: 0.5, anchorY: 0.5 }); suitGraphics.y = -15; // Slightly above center // Scale to appropriate size suitGraphics.scaleX = suitGraphics.scaleY = 0.8; } else if (cardData.suit === 'joker') { // For jokers, keep the text symbol var suitText = new Text2('★', { 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 = 35; // Increased from 25 for better damage output 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) { // The glow effect was causing cards to become translucent. // Level up is already indicated by animation and floating text. } }; 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; } // When merging, the new card levels up. The new level is one higher than the card on the board. var newLevel = otherCard.level + 1; // Special case: If the card being dragged is a Joker, the target card just increases its level if (self.cardData.suit === 'joker') { var mergedCard = new Card(otherCard.cardData); mergedCard.setLevel(newLevel); return mergedCard; } // The new card is of a random type, regardless of what was merged. var randomSuit = CardSystem.suits[Math.floor(Math.random() * CardSystem.suits.length)]; var randomValue = CardSystem.values[Math.floor(Math.random() * CardSystem.values.length)]; var newCardData = { suit: randomSuit, value: randomValue, id: randomSuit + '_' + randomValue }; 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, self.cardData.suit); 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 healthText = new Text2('', { size: 80, fill: 0x000000, weight: 800 }); healthText.anchor.set(0.5, 0.5); self.addChild(healthText); 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; // Set speed based on chip value - 1 value chips move slower if (value === 1) { self.speed = 0.03; // Slower speed for 1 value chips } else { self.speed = 0.05; // Normal speed for other chips } 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; } healthText.setText(Math.round(self.health).toString()); }; self.takeDamage = function (damage) { self.health -= damage; healthText.setText(Math.round(Math.max(0, self.health)).toString()); // Flash red when taking damage if (chipGraphics) { chipGraphics.tint = 0xff0000; // Flash red LK.setTimeout(function () { if (chipGraphics) { chipGraphics.tint = 0xffffff; // Reset tint } }, 100); } if (self.health <= 0) { self.die(); } }; self.die = function () { var goldEarned = Math.ceil(self.value * 1.5); 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 ****/ /**** * Game Constants ****/ /**** * Poker Tower Defense - Complete Refactor ****/ 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; /**** * 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 === 0) { return { type: 'none', strength: 0, multiplier: 1 }; } // 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; }); // Only check for 5-card hands if we have 5 cards var isFlush = false; var isStraight = false; if (cards.length === 5) { isFlush = Object.keys(suitCounts).length === 1; 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 = { playerSpawnTimer: 0, aiSpawnTimer: 0, waveNumber: 1, waveTimer: 0, waveDuration: 1800, // 30 seconds per wave (30 * 60 ticks) spawnInterval: 60, // Much faster: spawn every 0.75 seconds instead of 2 seconds bossSpawned: false, // Track if boss has been spawned this wave getChipValue: function getChipValue(waveNumber) { // Wave 1: Only 1-chips (easier) if (waveNumber === 1) { return 1; } // Wave 2-3: More 5s introduced earlier for increased difficulty else if (waveNumber <= 3) { return Math.random() < 0.2 ? 5 : 1; // 20% chance of 5-chip (increased from 10%) } // Wave 4-6: Even more 5s mixed in else if (waveNumber <= 6) { return Math.random() < 0.35 ? 5 : 1; // 35% chance of 5-chip (increased from 25%) } // Wave 7-9: More 5s than 1s for increased difficulty else if (waveNumber <= 9) { return Math.random() < 0.65 ? 5 : 1; // 65% chance of 5-chip (increased from 50%) } // Wave 11-15: Introduce 10-chips earlier and more frequently else if (waveNumber <= 15) { var rand = Math.random(); if (rand < 0.15) { return 10; } else if (rand < 0.7) { return 5; } else { return 1; } } // Wave 16-19: More variety with higher values else if (waveNumber <= 19) { var rand = Math.random(); if (rand < 0.3) { return 10; } else if (rand < 0.8) { return 5; } else { return 1; } } // Wave 21+: Keep scaling gradually with higher difficulty else if (!this.isBossWave(waveNumber)) { var rand = Math.random(); if (rand < 0.08) { return 25; } else if (rand < 0.4) { return 10; } else if (rand < 0.85) { return 5; } else { return 1; } } }, // Sometimes spawn multiple chips at once for more intensity getChipCount: function getChipCount(waveNumber) { if (this.isBossWave(waveNumber)) { return 1; // Only one boss } // 20% chance to spawn 2-3 chips at once for more action var rand = Math.random(); if (rand < 0.15) { return 3; // Triple spawn } else if (rand < 0.35) { return 2; // Double spawn } else { return 1; // Single spawn } }, getBossChipValue: function getBossChipValue(waveNumber) { // Single massive boss enemy - increased power by 10x if (waveNumber === 10) { return 2500; // First boss (was 250) } else if (waveNumber === 20) { return 5000; // Second boss (was 500) } else if (waveNumber === 30) { return 10000; // Third boss (was 1000) } else { // Later bosses scale dramatically var bossLevel = Math.floor(waveNumber / 10); return 2500 * Math.pow(2, bossLevel - 1); } }, isBossWave: function isBossWave(waveNumber) { return waveNumber % 10 === 0; }, spawnChip: function spawnChip(isPlayerSide) { if (this.isBossWave(this.waveNumber)) { // Boss wave: spawn ONE big enemy at the start, then nothing if (!this.bossSpawned) { var bossValue = this.getBossChipValue(this.waveNumber); ChipSpawner.spawnChip(bossValue, isPlayerSide); this.bossSpawned = true; console.log("BOSS spawned with value:", bossValue); } // Don't spawn anything else during boss wave return; } // Normal wave spawning - sometimes multiple enemies var chipCount = this.getChipCount(this.waveNumber); for (var i = 0; i < chipCount; i++) { var chipValue = this.getChipValue(this.waveNumber); // Slight delay between multiple spawns so they don't all overlap if (i === 0) { ChipSpawner.spawnChip(chipValue, isPlayerSide); } else { LK.setTimeout(function (value, side) { return function () { ChipSpawner.spawnChip(value, side); }; }(chipValue, isPlayerSide), i * 10); // 10 tick delay between multiple spawns } } }, playerBossDefeated: false, aiBossDefeated: false, update: function update() { this.waveTimer++; // Check if wave is complete if (this.waveTimer >= this.waveDuration) { // Check if both bosses were defeated in a boss wave if (this.isBossWave(this.waveNumber) && this.playerBossDefeated && this.aiBossDefeated) { console.log("Both bosses defeated! Moving to next round!"); createFloatingText('ROUND COMPLETE!', SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 0x00ff00); // Reset boss defeat flags this.playerBossDefeated = false; this.aiBossDefeated = false; } this.waveTimer = 0; this.waveNumber++; this.playerSpawnTimer = 0; this.aiSpawnTimer = 0; this.bossSpawned = false; // Reset boss spawn flag var waveType = this.isBossWave(this.waveNumber) ? "BOSS WAVE" : "Wave"; console.log(waveType + " " + this.waveNumber + " starting!"); return; } // During boss wave, check if no enemies remain (boss defeated) if (this.isBossWave(this.waveNumber) && this.bossSpawned) { // Check if player side boss is defeated if (!this.playerBossDefeated && activePlayerChips.length === 0) { this.playerBossDefeated = true; console.log("Player defeated the boss!"); createFloatingText('BOSS DEFEATED!', SCREEN_WIDTH / 2, PLAYER_AREA_Y + SLOT_HEIGHT, 0xffd700); } // Check if AI side boss is defeated if (!this.aiBossDefeated && activeAIChips.length === 0) { this.aiBossDefeated = true; console.log("AI defeated the boss!"); createFloatingText('AI BOSS DEFEATED!', SCREEN_WIDTH / 2, AI_AREA_Y + SLOT_HEIGHT, 0xffd700); } // If both bosses defeated, immediately end the wave if (this.playerBossDefeated && this.aiBossDefeated) { this.waveTimer = this.waveDuration - 1; // Set to end on next tick } } // Dynamic spawn interval based on wave number var currentSpawnInterval = this.spawnInterval; if (this.waveNumber === 1) { currentSpawnInterval = 90; // Slower spawning for wave 1 (1.5 seconds) } else if (this.waveNumber >= 2) { currentSpawnInterval = Math.max(45, this.spawnInterval - Math.floor((this.waveNumber - 2) * 2)); // Faster spawning for wave 2+ } // Spawn on player side this.playerSpawnTimer++; if (this.playerSpawnTimer >= currentSpawnInterval) { this.playerSpawnTimer = 0; this.spawnChip(true); } // Spawn on AI side this.aiSpawnTimer++; if (this.aiSpawnTimer >= currentSpawnInterval) { this.aiSpawnTimer = 0; this.spawnChip(false); } } }; /**** * Game State ****/ var gameState = { playerGold: 200, // Increased starting gold aiGold: 200, playerLives: 3, aiLives: 3, isPlayerTurn: true, dealCost: 25, // Initial deal cost dealCount: 0, playerDeck: [], playerHand: [], playerPlayArea: [], aiDeck: [], aiPlayArea: [] }; /**** * Game Variables ****/ var activePlayerChips = []; var activeAIChips = []; var activeBullets = []; var playerHandNameTexts = []; 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 discardAreaContainer = new Container(); var discardAreaGraphic = discardAreaContainer.attachAsset('dealButton', { anchorX: 0.5, anchorY: 0.5 }); var discardText = new Text2('Deal (25)', { size: 40, fill: 0xffffff, weight: 800 }); discardText.anchor.set(0.5, 0.5); discardAreaContainer.addChild(discardText); // Position it right of the hand var handWidthForDiscard = 5 * DEAL_SLOT_WIDTH + 4 * 30; var handStartXForDiscard = (SCREEN_WIDTH - handWidthForDiscard) / 2; var discardX = handStartXForDiscard + handWidthForDiscard + 30 + DEAL_SLOT_WIDTH / 2; // Make sure it doesn't go off screen if (discardX + DEAL_SLOT_WIDTH / 2 > SCREEN_WIDTH) { discardX = SCREEN_WIDTH - DEAL_SLOT_WIDTH / 2 - 20; } discardAreaContainer.x = discardX; discardAreaContainer.y = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2; uiLayer.addChild(discardAreaContainer); discardAreaContainer.down = function () { if (!isDragging && gameState.playerGold >= gameState.dealCost) { dealNewHand(); } }; /**** * Game Functions ****/ function initializeGame() { PoolManager.init(); PathSystem.init(); // Initialize play areas gameState.playerPlayArea = []; gameState.aiPlayArea = []; playerHandNameTexts = [null, null]; 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(); // Initialize player's hand with empty slots gameState.playerHand = [null, null, null, null, null]; // 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; } // Find an empty slot in the player's hand var emptySlotIndex = -1; for (var i = 0; i < gameState.playerHand.length; i++) { if (!gameState.playerHand[i]) { emptySlotIndex = i; break; } } // If hand is full, do nothing if (emptySlotIndex === -1) { return; } gameState.playerGold -= gameState.dealCost; gameState.dealCount++; gameState.dealCost = Math.floor(25 * Math.pow(1.05, gameState.dealCount)); // Lower base cost for single card if (gameState.playerDeck.length === 0) { gameState.playerDeck = CardSystem.createDeck(); } var cardData = gameState.playerDeck.pop(); var card = new Card(cardData); var i = emptySlotIndex; var handWidth = 5 * DEAL_SLOT_WIDTH + 4 * 30; // 5 slots + 4 gaps of 30px var handStartX = (SCREEN_WIDTH - handWidth) / 2; var slotX = handStartX + 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); // Update combined deal/discard button text and appearance when not dragging if (!isDragging) { discardText.setText('Deal (' + gameState.dealCost + ')'); discardText.fill = 0xffffff; // Update button color based on affordability if (gameState.playerGold >= gameState.dealCost) { discardAreaGraphic.tint = 0x00aa00; } else { discardAreaGraphic.tint = 0x666666; } } waveText.setText('Wave: ' + WaveSystem.waveNumber); } 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('card', { anchorX: 0.5, anchorY: 0.5 }); slotGraphics.alpha = 0.5; 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('card', { anchorX: 0.5, anchorY: 0.5 }); slotGraphics.alpha = 0.5; slotGraphics.tint = 0xff8888; // 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; var handWidth = 5 * DEAL_SLOT_WIDTH + 4 * 30; // 5 slots + 4 gaps of 30px var handStartX = (SCREEN_WIDTH - handWidth) / 2; dealSlot.x = handStartX + 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) { var handWidth = 5 * DEAL_SLOT_WIDTH + 4 * 30; // 5 slots + 4 gaps of 30px var handStartX = (SCREEN_WIDTH - handWidth) / 2; for (var i = 0; i < 5; i++) { var slotXStart = handStartX + i * (DEAL_SLOT_WIDTH + 30); var slotXEnd = slotXStart + DEAL_SLOT_WIDTH; if (x >= slotXStart && x <= slotXEnd) { return { area: 'hand', index: i }; } } } // Check discard area if (discardAreaContainer && x >= discardAreaContainer.x - DEAL_SLOT_WIDTH / 2 && x <= discardAreaContainer.x + DEAL_SLOT_WIDTH / 2 && y >= discardAreaContainer.y - DEAL_SLOT_HEIGHT / 2 && y <= discardAreaContainer.y + DEAL_SLOT_HEIGHT / 2) { return { area: 'discard' }; } 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); } } return CardSystem.evaluatePokerHand(cards); } function updateHandNameDisplay(row, handEval) { var existingText = playerHandNameTexts[row]; var shouldShowText = handEval.strength > 1; if (shouldShowText) { var handName = handEval.type.replace(/_/g, ' ').toUpperCase(); if (existingText) { if (existingText.text !== handName) { existingText.setText(handName); } existingText.visible = true; } else { var newText = new Text2(handName, { size: 50, fill: 0xffffff, weight: '800' }); newText.anchor.set(0.5, 0); newText.alpha = 0.8; newText.x = PLAYER_AREA_X + PLAY_AREA_COLS * SLOT_WIDTH / 2; newText.y = PLAYER_AREA_Y + (row + 1) * SLOT_HEIGHT - 20; uiLayer.addChild(newText); playerHandNameTexts[row] = newText; } } else { if (existingText) { existingText.visible = false; } } } function applyHandBonuses() { // Apply bonuses to player cards for (var row = 0; row < PLAY_AREA_ROWS; row++) { var handEval = evaluateRowHand(row, true); updateHandNameDisplay(row, handEval); 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) update: function update() { this.thinkTimer++; if (this.thinkTimer >= this.thinkDelay) { this.thinkTimer = 0; this.makeMove(); } }, shouldDeal: function shouldDeal() { // Deal if we can afford it and have empty slots if (gameState.aiGold < gameState.dealCost) { return false; } var emptySlots = this.countEmptySlots(); // Deal if there are any empty slots at all return emptySlots > 0; }, 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 > Place > Optimize > Deal. Only one action per cycle. if (this.tryMergeCards()) { // Successfully merged, wait for next think cycle return; } if (this.tryPlaceCards()) { // Successfully placed cards return; } if (this.optimizeCardPositions()) { // Successfully optimized, wait for next think cycle return; } // As a last resort, try to deal a new card if possible if (this.shouldDeal()) { this.dealAIHand(); } }, 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 }); createFloatingText('+Level Up!', mergedCard.x, mergedCard.y - 50, 0x00ff00); 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 return 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 if (this.tryMoveCardToCompleteHand(row, rowCards, emptyPositions[0])) { return true; // A move was made, so we are done for this 'think' cycle } } } return false; // No move was made }, 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 true; } } } return false; }, 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 one card to an empty slot 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; // Deal animation card.alpha = 0; card.scaleX = card.scaleY = 0.5; tween(card, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.elasticOut }); 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 }; uiLayer.addChild(selectedCard); 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; gameLayer.addChild(selectedCard); return; } } } }; game.move = function (x, y, obj) { if (isDragging && selectedCard) { selectedCard.x = x; selectedCard.y = y; // Switch to discard mode when dragging discardAreaGraphic.tint = 0x440000; // Dark red for discard // Highlight discard area on hover var isOverDiscard = discardAreaContainer && x >= discardAreaContainer.x - DEAL_SLOT_WIDTH / 2 && x <= discardAreaContainer.x + DEAL_SLOT_WIDTH / 2 && y >= discardAreaContainer.y - DEAL_SLOT_HEIGHT / 2 && y <= discardAreaContainer.y + DEAL_SLOT_HEIGHT / 2; if (isOverDiscard) { discardAreaGraphic.alpha = 1.0; discardText.setText('Sell Card'); discardText.fill = 0xffd700; // Gold color } else { discardAreaGraphic.alpha = 0.7; discardText.setText('Discard'); discardText.fill = 0x999999; } } else { // When not dragging, show as deal button updateUI(); } }; game.up = function (x, y, obj) { if (isDragging && selectedCard) { isDragging = false; // Reset to deal button mode updateUI(); var targetSlot = getSlotFromPosition(x, y); if (targetSlot) { // Handle dropping card on discard area if (targetSlot.area === 'discard') { var goldRefund = 5 + selectedCard.level * 2; gameState.playerGold += goldRefund; // Remove from original position data if (originalCardPosition.area === 'hand') { gameState.playerHand[originalCardPosition.index] = null; } else if (originalCardPosition.area === 'player') { // This is already null from game.down, so this is just for safety. gameState.playerPlayArea[originalCardPosition.row][originalCardPosition.col] = null; } // Remove card graphic from scene and memory if (selectedCard.parent) { selectedCard.parent.removeChild(selectedCard); } createFloatingText('+' + goldRefund + ' Gold', selectedCard.x, selectedCard.y, 0xffd700); selectedCard = null; originalCardPosition = null; updateUI(); // Recalculate bonuses if a card was removed from play area if (originalCardPosition && originalCardPosition.area === 'player') { applyHandBonuses(); } return; // Exit early } 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 { // Card exists, but cannot merge: swap them var swappedCard = gameState.playerPlayArea[targetSlot.row][targetSlot.col]; // Place selectedCard in target play area slot var pos1 = getSlotPosition(targetSlot.row, targetSlot.col, true); selectedCard.activate(pos1.x, pos1.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; // Place swappedCard in original position if (originalCardPosition.area === 'player') { var pos2 = getSlotPosition(originalCardPosition.row, originalCardPosition.col, true); swappedCard.activate(pos2.x, pos2.y, true); gameState.playerPlayArea[originalCardPosition.row][originalCardPosition.col] = swappedCard; } else { // original was hand var origHandIndex = originalCardPosition.index; var handWidth = 5 * DEAL_SLOT_WIDTH + 4 * 30; var handStartX = (SCREEN_WIDTH - handWidth) / 2; var slotX = handStartX + origHandIndex * DEAL_SLOT_WIDTH + origHandIndex * 30 + DEAL_SLOT_WIDTH / 2; var slotY = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2; swappedCard.activate(slotX, slotY, false, true); gameLayer.removeChild(swappedCard); uiLayer.addChild(swappedCard); gameState.playerHand[origHandIndex] = swappedCard; } } } 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 handWidth = 5 * DEAL_SLOT_WIDTH + 4 * 30; // 5 slots + 4 gaps of 30px var handStartX = (SCREEN_WIDTH - handWidth) / 2; var slotX = handStartX + 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 if (existingCard && existingCard !== selectedCard) { // Cannot merge, so swap var swappedCard = gameState.playerHand[targetSlot.index]; // Move selectedCard to target hand slot var targetHandIndex = targetSlot.index; var handWidth1 = 5 * DEAL_SLOT_WIDTH + 4 * 30; var handStartX1 = (SCREEN_WIDTH - handWidth1) / 2; var slotX1 = handStartX1 + targetHandIndex * DEAL_SLOT_WIDTH + targetHandIndex * 30 + DEAL_SLOT_WIDTH / 2; var slotY1 = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2; selectedCard.activate(slotX1, slotY1, false, true); if (originalCardPosition.area === 'player') { gameLayer.removeChild(selectedCard); uiLayer.addChild(selectedCard); } else { gameState.playerHand[originalCardPosition.index] = null; } gameState.playerHand[targetHandIndex] = selectedCard; // Move swappedCard to original position if (originalCardPosition.area === 'player') { var origPos = getSlotPosition(originalCardPosition.row, originalCardPosition.col, true); swappedCard.activate(origPos.x, origPos.y, true); uiLayer.removeChild(swappedCard); gameLayer.addChild(swappedCard); gameState.playerPlayArea[originalCardPosition.row][originalCardPosition.col] = swappedCard; } else { // original was hand var origHandIndex = originalCardPosition.index; var handWidth2 = 5 * DEAL_SLOT_WIDTH + 4 * 30; var handStartX2 = (SCREEN_WIDTH - handWidth2) / 2; var slotX2 = handStartX2 + origHandIndex * DEAL_SLOT_WIDTH + origHandIndex * 30 + DEAL_SLOT_WIDTH / 2; var slotY2 = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2; swappedCard.activate(slotX2, slotY2, false, true); gameState.playerHand[origHandIndex] = swappedCard; } } 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 handWidth = 5 * DEAL_SLOT_WIDTH + 4 * 30; // 5 slots + 4 gaps of 30px var handStartX = (SCREEN_WIDTH - handWidth) / 2; var slotX = handStartX + 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, size) { var floatingText = new Text2(text, { size: 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); // Use larger animation for important messages var animationDistance = size && size > 40 ? 120 : 80; var animationDuration = size && size > 40 ? 2000 : 1500; tween(floatingText, { y: y - animationDistance, alpha: 0 }, { duration: animationDuration, 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); } } var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0 }); background.x = SCREEN_WIDTH / 2; background.y = 0; gameLayer.addChild(background); initializeGame(); ; ;
/****
* 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 = 10.4;
self.isSeekingLastPosition = false;
self.targetLastX = 0;
self.targetLastY = 0;
var currentGraphic = null;
var suitGraphics = {
'hearts': self.attachAsset('heartSuit', {
anchorX: 0.5,
anchorY: 0.5
}),
'diamonds': self.attachAsset('diamondSuit', {
anchorX: 0.5,
anchorY: 0.5
}),
'clubs': self.attachAsset('clubSuit', {
anchorX: 0.5,
anchorY: 0.5
}),
'spades': self.attachAsset('spadeSuit', {
anchorX: 0.5,
anchorY: 0.5
})
};
// Set scale and hide all suit graphics initially.
for (var suit in suitGraphics) {
var graphic = suitGraphics[suit];
graphic.scale.set(0.3); // Small bullets
graphic.visible = false;
}
// A generic bullet for jokers or other cases
var defaultBulletGraphic = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.activate = function (startX, startY, target, damage, suit) {
self.active = true;
self.visible = true;
self.x = startX;
self.y = startY;
self.target = target;
self.damage = damage;
self.isSeekingLastPosition = false;
if (self.target) {
self.targetLastX = self.target.x;
self.targetLastY = self.target.y;
}
if (currentGraphic) {
currentGraphic.visible = false;
}
if (suit && suitGraphics[suit]) {
currentGraphic = suitGraphics[suit];
} else {
currentGraphic = defaultBulletGraphic;
}
currentGraphic.visible = true;
};
self.update = function () {
if (!self.active) {
return;
}
// If target is destroyed, switch to seeking its last known position
if (self.target && !self.target.active) {
self.isSeekingLastPosition = true;
self.target = null;
}
// If seeking, move towards the last position without a tween
if (self.isSeekingLastPosition) {
var dx = self.targetLastX - self.x;
var dy = self.targetLastY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.speed) {
// Arrived at destination, recycle bullet
self.isSeekingLastPosition = false;
if (currentGraphic) {
currentGraphic.visible = false;
}
PoolManager.returnBullet(self);
} else {
// Move towards destination
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
}
} else if (self.target) {
// Target is active and present
// Update last known position and move towards active target
self.targetLastX = self.target.x;
self.targetLastY = self.target.y;
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, deal damage and recycle
self.target.takeDamage(self.damage);
if (currentGraphic) {
currentGraphic.visible = false;
}
PoolManager.returnBullet(self);
} else {
// Move towards target
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
}
} else {
// No target and not seeking, probably an edge case. Recycle.
if (currentGraphic) {
currentGraphic.visible = false;
}
PoolManager.returnBullet(self);
}
};
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 = 35; // 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 suitAssetId = null;
switch (cardData.suit) {
case 'hearts':
suitAssetId = 'heartSuit';
break;
case 'diamonds':
suitAssetId = 'diamondSuit';
break;
case 'clubs':
suitAssetId = 'clubSuit';
break;
case 'spades':
suitAssetId = 'spadeSuit';
break;
}
if (suitAssetId) {
var suitGraphics = self.attachAsset(suitAssetId, {
anchorX: 0.5,
anchorY: 0.5
});
suitGraphics.y = -15; // Slightly above center
// Scale to appropriate size
suitGraphics.scaleX = suitGraphics.scaleY = 0.8;
} else if (cardData.suit === 'joker') {
// For jokers, keep the text symbol
var suitText = new Text2('★', {
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 = 35; // Increased from 25 for better damage output
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) {
// The glow effect was causing cards to become translucent.
// Level up is already indicated by animation and floating text.
}
};
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;
}
// When merging, the new card levels up. The new level is one higher than the card on the board.
var newLevel = otherCard.level + 1;
// Special case: If the card being dragged is a Joker, the target card just increases its level
if (self.cardData.suit === 'joker') {
var mergedCard = new Card(otherCard.cardData);
mergedCard.setLevel(newLevel);
return mergedCard;
}
// The new card is of a random type, regardless of what was merged.
var randomSuit = CardSystem.suits[Math.floor(Math.random() * CardSystem.suits.length)];
var randomValue = CardSystem.values[Math.floor(Math.random() * CardSystem.values.length)];
var newCardData = {
suit: randomSuit,
value: randomValue,
id: randomSuit + '_' + randomValue
};
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, self.cardData.suit);
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 healthText = new Text2('', {
size: 80,
fill: 0x000000,
weight: 800
});
healthText.anchor.set(0.5, 0.5);
self.addChild(healthText);
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;
// Set speed based on chip value - 1 value chips move slower
if (value === 1) {
self.speed = 0.03; // Slower speed for 1 value chips
} else {
self.speed = 0.05; // Normal speed for other chips
}
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;
}
healthText.setText(Math.round(self.health).toString());
};
self.takeDamage = function (damage) {
self.health -= damage;
healthText.setText(Math.round(Math.max(0, self.health)).toString());
// Flash red when taking damage
if (chipGraphics) {
chipGraphics.tint = 0xff0000; // Flash red
LK.setTimeout(function () {
if (chipGraphics) {
chipGraphics.tint = 0xffffff; // Reset tint
}
}, 100);
}
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
var goldEarned = Math.ceil(self.value * 1.5);
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
****/
/****
* Game Constants
****/
/****
* Poker Tower Defense - Complete Refactor
****/
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;
/****
* 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 === 0) {
return {
type: 'none',
strength: 0,
multiplier: 1
};
}
// 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;
});
// Only check for 5-card hands if we have 5 cards
var isFlush = false;
var isStraight = false;
if (cards.length === 5) {
isFlush = Object.keys(suitCounts).length === 1;
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 = {
playerSpawnTimer: 0,
aiSpawnTimer: 0,
waveNumber: 1,
waveTimer: 0,
waveDuration: 1800,
// 30 seconds per wave (30 * 60 ticks)
spawnInterval: 60,
// Much faster: spawn every 0.75 seconds instead of 2 seconds
bossSpawned: false,
// Track if boss has been spawned this wave
getChipValue: function getChipValue(waveNumber) {
// Wave 1: Only 1-chips (easier)
if (waveNumber === 1) {
return 1;
}
// Wave 2-3: More 5s introduced earlier for increased difficulty
else if (waveNumber <= 3) {
return Math.random() < 0.2 ? 5 : 1; // 20% chance of 5-chip (increased from 10%)
}
// Wave 4-6: Even more 5s mixed in
else if (waveNumber <= 6) {
return Math.random() < 0.35 ? 5 : 1; // 35% chance of 5-chip (increased from 25%)
}
// Wave 7-9: More 5s than 1s for increased difficulty
else if (waveNumber <= 9) {
return Math.random() < 0.65 ? 5 : 1; // 65% chance of 5-chip (increased from 50%)
}
// Wave 11-15: Introduce 10-chips earlier and more frequently
else if (waveNumber <= 15) {
var rand = Math.random();
if (rand < 0.15) {
return 10;
} else if (rand < 0.7) {
return 5;
} else {
return 1;
}
}
// Wave 16-19: More variety with higher values
else if (waveNumber <= 19) {
var rand = Math.random();
if (rand < 0.3) {
return 10;
} else if (rand < 0.8) {
return 5;
} else {
return 1;
}
}
// Wave 21+: Keep scaling gradually with higher difficulty
else if (!this.isBossWave(waveNumber)) {
var rand = Math.random();
if (rand < 0.08) {
return 25;
} else if (rand < 0.4) {
return 10;
} else if (rand < 0.85) {
return 5;
} else {
return 1;
}
}
},
// Sometimes spawn multiple chips at once for more intensity
getChipCount: function getChipCount(waveNumber) {
if (this.isBossWave(waveNumber)) {
return 1; // Only one boss
}
// 20% chance to spawn 2-3 chips at once for more action
var rand = Math.random();
if (rand < 0.15) {
return 3; // Triple spawn
} else if (rand < 0.35) {
return 2; // Double spawn
} else {
return 1; // Single spawn
}
},
getBossChipValue: function getBossChipValue(waveNumber) {
// Single massive boss enemy - increased power by 10x
if (waveNumber === 10) {
return 2500; // First boss (was 250)
} else if (waveNumber === 20) {
return 5000; // Second boss (was 500)
} else if (waveNumber === 30) {
return 10000; // Third boss (was 1000)
} else {
// Later bosses scale dramatically
var bossLevel = Math.floor(waveNumber / 10);
return 2500 * Math.pow(2, bossLevel - 1);
}
},
isBossWave: function isBossWave(waveNumber) {
return waveNumber % 10 === 0;
},
spawnChip: function spawnChip(isPlayerSide) {
if (this.isBossWave(this.waveNumber)) {
// Boss wave: spawn ONE big enemy at the start, then nothing
if (!this.bossSpawned) {
var bossValue = this.getBossChipValue(this.waveNumber);
ChipSpawner.spawnChip(bossValue, isPlayerSide);
this.bossSpawned = true;
console.log("BOSS spawned with value:", bossValue);
}
// Don't spawn anything else during boss wave
return;
}
// Normal wave spawning - sometimes multiple enemies
var chipCount = this.getChipCount(this.waveNumber);
for (var i = 0; i < chipCount; i++) {
var chipValue = this.getChipValue(this.waveNumber);
// Slight delay between multiple spawns so they don't all overlap
if (i === 0) {
ChipSpawner.spawnChip(chipValue, isPlayerSide);
} else {
LK.setTimeout(function (value, side) {
return function () {
ChipSpawner.spawnChip(value, side);
};
}(chipValue, isPlayerSide), i * 10); // 10 tick delay between multiple spawns
}
}
},
playerBossDefeated: false,
aiBossDefeated: false,
update: function update() {
this.waveTimer++;
// Check if wave is complete
if (this.waveTimer >= this.waveDuration) {
// Check if both bosses were defeated in a boss wave
if (this.isBossWave(this.waveNumber) && this.playerBossDefeated && this.aiBossDefeated) {
console.log("Both bosses defeated! Moving to next round!");
createFloatingText('ROUND COMPLETE!', SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 0x00ff00);
// Reset boss defeat flags
this.playerBossDefeated = false;
this.aiBossDefeated = false;
}
this.waveTimer = 0;
this.waveNumber++;
this.playerSpawnTimer = 0;
this.aiSpawnTimer = 0;
this.bossSpawned = false; // Reset boss spawn flag
var waveType = this.isBossWave(this.waveNumber) ? "BOSS WAVE" : "Wave";
console.log(waveType + " " + this.waveNumber + " starting!");
return;
}
// During boss wave, check if no enemies remain (boss defeated)
if (this.isBossWave(this.waveNumber) && this.bossSpawned) {
// Check if player side boss is defeated
if (!this.playerBossDefeated && activePlayerChips.length === 0) {
this.playerBossDefeated = true;
console.log("Player defeated the boss!");
createFloatingText('BOSS DEFEATED!', SCREEN_WIDTH / 2, PLAYER_AREA_Y + SLOT_HEIGHT, 0xffd700);
}
// Check if AI side boss is defeated
if (!this.aiBossDefeated && activeAIChips.length === 0) {
this.aiBossDefeated = true;
console.log("AI defeated the boss!");
createFloatingText('AI BOSS DEFEATED!', SCREEN_WIDTH / 2, AI_AREA_Y + SLOT_HEIGHT, 0xffd700);
}
// If both bosses defeated, immediately end the wave
if (this.playerBossDefeated && this.aiBossDefeated) {
this.waveTimer = this.waveDuration - 1; // Set to end on next tick
}
}
// Dynamic spawn interval based on wave number
var currentSpawnInterval = this.spawnInterval;
if (this.waveNumber === 1) {
currentSpawnInterval = 90; // Slower spawning for wave 1 (1.5 seconds)
} else if (this.waveNumber >= 2) {
currentSpawnInterval = Math.max(45, this.spawnInterval - Math.floor((this.waveNumber - 2) * 2)); // Faster spawning for wave 2+
}
// Spawn on player side
this.playerSpawnTimer++;
if (this.playerSpawnTimer >= currentSpawnInterval) {
this.playerSpawnTimer = 0;
this.spawnChip(true);
}
// Spawn on AI side
this.aiSpawnTimer++;
if (this.aiSpawnTimer >= currentSpawnInterval) {
this.aiSpawnTimer = 0;
this.spawnChip(false);
}
}
};
/****
* Game State
****/
var gameState = {
playerGold: 200,
// Increased starting gold
aiGold: 200,
playerLives: 3,
aiLives: 3,
isPlayerTurn: true,
dealCost: 25,
// Initial deal cost
dealCount: 0,
playerDeck: [],
playerHand: [],
playerPlayArea: [],
aiDeck: [],
aiPlayArea: []
};
/****
* Game Variables
****/
var activePlayerChips = [];
var activeAIChips = [];
var activeBullets = [];
var playerHandNameTexts = [];
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 discardAreaContainer = new Container();
var discardAreaGraphic = discardAreaContainer.attachAsset('dealButton', {
anchorX: 0.5,
anchorY: 0.5
});
var discardText = new Text2('Deal (25)', {
size: 40,
fill: 0xffffff,
weight: 800
});
discardText.anchor.set(0.5, 0.5);
discardAreaContainer.addChild(discardText);
// Position it right of the hand
var handWidthForDiscard = 5 * DEAL_SLOT_WIDTH + 4 * 30;
var handStartXForDiscard = (SCREEN_WIDTH - handWidthForDiscard) / 2;
var discardX = handStartXForDiscard + handWidthForDiscard + 30 + DEAL_SLOT_WIDTH / 2;
// Make sure it doesn't go off screen
if (discardX + DEAL_SLOT_WIDTH / 2 > SCREEN_WIDTH) {
discardX = SCREEN_WIDTH - DEAL_SLOT_WIDTH / 2 - 20;
}
discardAreaContainer.x = discardX;
discardAreaContainer.y = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2;
uiLayer.addChild(discardAreaContainer);
discardAreaContainer.down = function () {
if (!isDragging && gameState.playerGold >= gameState.dealCost) {
dealNewHand();
}
};
/****
* Game Functions
****/
function initializeGame() {
PoolManager.init();
PathSystem.init();
// Initialize play areas
gameState.playerPlayArea = [];
gameState.aiPlayArea = [];
playerHandNameTexts = [null, null];
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();
// Initialize player's hand with empty slots
gameState.playerHand = [null, null, null, null, null];
// 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;
}
// Find an empty slot in the player's hand
var emptySlotIndex = -1;
for (var i = 0; i < gameState.playerHand.length; i++) {
if (!gameState.playerHand[i]) {
emptySlotIndex = i;
break;
}
}
// If hand is full, do nothing
if (emptySlotIndex === -1) {
return;
}
gameState.playerGold -= gameState.dealCost;
gameState.dealCount++;
gameState.dealCost = Math.floor(25 * Math.pow(1.05, gameState.dealCount)); // Lower base cost for single card
if (gameState.playerDeck.length === 0) {
gameState.playerDeck = CardSystem.createDeck();
}
var cardData = gameState.playerDeck.pop();
var card = new Card(cardData);
var i = emptySlotIndex;
var handWidth = 5 * DEAL_SLOT_WIDTH + 4 * 30; // 5 slots + 4 gaps of 30px
var handStartX = (SCREEN_WIDTH - handWidth) / 2;
var slotX = handStartX + 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);
// Update combined deal/discard button text and appearance when not dragging
if (!isDragging) {
discardText.setText('Deal (' + gameState.dealCost + ')');
discardText.fill = 0xffffff;
// Update button color based on affordability
if (gameState.playerGold >= gameState.dealCost) {
discardAreaGraphic.tint = 0x00aa00;
} else {
discardAreaGraphic.tint = 0x666666;
}
}
waveText.setText('Wave: ' + WaveSystem.waveNumber);
}
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('card', {
anchorX: 0.5,
anchorY: 0.5
});
slotGraphics.alpha = 0.5;
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('card', {
anchorX: 0.5,
anchorY: 0.5
});
slotGraphics.alpha = 0.5;
slotGraphics.tint = 0xff8888; // 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;
var handWidth = 5 * DEAL_SLOT_WIDTH + 4 * 30; // 5 slots + 4 gaps of 30px
var handStartX = (SCREEN_WIDTH - handWidth) / 2;
dealSlot.x = handStartX + 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) {
var handWidth = 5 * DEAL_SLOT_WIDTH + 4 * 30; // 5 slots + 4 gaps of 30px
var handStartX = (SCREEN_WIDTH - handWidth) / 2;
for (var i = 0; i < 5; i++) {
var slotXStart = handStartX + i * (DEAL_SLOT_WIDTH + 30);
var slotXEnd = slotXStart + DEAL_SLOT_WIDTH;
if (x >= slotXStart && x <= slotXEnd) {
return {
area: 'hand',
index: i
};
}
}
}
// Check discard area
if (discardAreaContainer && x >= discardAreaContainer.x - DEAL_SLOT_WIDTH / 2 && x <= discardAreaContainer.x + DEAL_SLOT_WIDTH / 2 && y >= discardAreaContainer.y - DEAL_SLOT_HEIGHT / 2 && y <= discardAreaContainer.y + DEAL_SLOT_HEIGHT / 2) {
return {
area: 'discard'
};
}
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);
}
}
return CardSystem.evaluatePokerHand(cards);
}
function updateHandNameDisplay(row, handEval) {
var existingText = playerHandNameTexts[row];
var shouldShowText = handEval.strength > 1;
if (shouldShowText) {
var handName = handEval.type.replace(/_/g, ' ').toUpperCase();
if (existingText) {
if (existingText.text !== handName) {
existingText.setText(handName);
}
existingText.visible = true;
} else {
var newText = new Text2(handName, {
size: 50,
fill: 0xffffff,
weight: '800'
});
newText.anchor.set(0.5, 0);
newText.alpha = 0.8;
newText.x = PLAYER_AREA_X + PLAY_AREA_COLS * SLOT_WIDTH / 2;
newText.y = PLAYER_AREA_Y + (row + 1) * SLOT_HEIGHT - 20;
uiLayer.addChild(newText);
playerHandNameTexts[row] = newText;
}
} else {
if (existingText) {
existingText.visible = false;
}
}
}
function applyHandBonuses() {
// Apply bonuses to player cards
for (var row = 0; row < PLAY_AREA_ROWS; row++) {
var handEval = evaluateRowHand(row, true);
updateHandNameDisplay(row, handEval);
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)
update: function update() {
this.thinkTimer++;
if (this.thinkTimer >= this.thinkDelay) {
this.thinkTimer = 0;
this.makeMove();
}
},
shouldDeal: function shouldDeal() {
// Deal if we can afford it and have empty slots
if (gameState.aiGold < gameState.dealCost) {
return false;
}
var emptySlots = this.countEmptySlots();
// Deal if there are any empty slots at all
return emptySlots > 0;
},
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 > Place > Optimize > Deal. Only one action per cycle.
if (this.tryMergeCards()) {
// Successfully merged, wait for next think cycle
return;
}
if (this.tryPlaceCards()) {
// Successfully placed cards
return;
}
if (this.optimizeCardPositions()) {
// Successfully optimized, wait for next think cycle
return;
}
// As a last resort, try to deal a new card if possible
if (this.shouldDeal()) {
this.dealAIHand();
}
},
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
});
createFloatingText('+Level Up!', mergedCard.x, mergedCard.y - 50, 0x00ff00);
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
return 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
if (this.tryMoveCardToCompleteHand(row, rowCards, emptyPositions[0])) {
return true; // A move was made, so we are done for this 'think' cycle
}
}
}
return false; // No move was made
},
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 true;
}
}
}
return false;
},
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 one card to an empty slot
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;
// Deal animation
card.alpha = 0;
card.scaleX = card.scaleY = 0.5;
tween(card, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.elasticOut
});
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
};
uiLayer.addChild(selectedCard);
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;
gameLayer.addChild(selectedCard);
return;
}
}
}
};
game.move = function (x, y, obj) {
if (isDragging && selectedCard) {
selectedCard.x = x;
selectedCard.y = y;
// Switch to discard mode when dragging
discardAreaGraphic.tint = 0x440000; // Dark red for discard
// Highlight discard area on hover
var isOverDiscard = discardAreaContainer && x >= discardAreaContainer.x - DEAL_SLOT_WIDTH / 2 && x <= discardAreaContainer.x + DEAL_SLOT_WIDTH / 2 && y >= discardAreaContainer.y - DEAL_SLOT_HEIGHT / 2 && y <= discardAreaContainer.y + DEAL_SLOT_HEIGHT / 2;
if (isOverDiscard) {
discardAreaGraphic.alpha = 1.0;
discardText.setText('Sell Card');
discardText.fill = 0xffd700; // Gold color
} else {
discardAreaGraphic.alpha = 0.7;
discardText.setText('Discard');
discardText.fill = 0x999999;
}
} else {
// When not dragging, show as deal button
updateUI();
}
};
game.up = function (x, y, obj) {
if (isDragging && selectedCard) {
isDragging = false;
// Reset to deal button mode
updateUI();
var targetSlot = getSlotFromPosition(x, y);
if (targetSlot) {
// Handle dropping card on discard area
if (targetSlot.area === 'discard') {
var goldRefund = 5 + selectedCard.level * 2;
gameState.playerGold += goldRefund;
// Remove from original position data
if (originalCardPosition.area === 'hand') {
gameState.playerHand[originalCardPosition.index] = null;
} else if (originalCardPosition.area === 'player') {
// This is already null from game.down, so this is just for safety.
gameState.playerPlayArea[originalCardPosition.row][originalCardPosition.col] = null;
}
// Remove card graphic from scene and memory
if (selectedCard.parent) {
selectedCard.parent.removeChild(selectedCard);
}
createFloatingText('+' + goldRefund + ' Gold', selectedCard.x, selectedCard.y, 0xffd700);
selectedCard = null;
originalCardPosition = null;
updateUI();
// Recalculate bonuses if a card was removed from play area
if (originalCardPosition && originalCardPosition.area === 'player') {
applyHandBonuses();
}
return; // Exit early
}
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 {
// Card exists, but cannot merge: swap them
var swappedCard = gameState.playerPlayArea[targetSlot.row][targetSlot.col];
// Place selectedCard in target play area slot
var pos1 = getSlotPosition(targetSlot.row, targetSlot.col, true);
selectedCard.activate(pos1.x, pos1.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;
// Place swappedCard in original position
if (originalCardPosition.area === 'player') {
var pos2 = getSlotPosition(originalCardPosition.row, originalCardPosition.col, true);
swappedCard.activate(pos2.x, pos2.y, true);
gameState.playerPlayArea[originalCardPosition.row][originalCardPosition.col] = swappedCard;
} else {
// original was hand
var origHandIndex = originalCardPosition.index;
var handWidth = 5 * DEAL_SLOT_WIDTH + 4 * 30;
var handStartX = (SCREEN_WIDTH - handWidth) / 2;
var slotX = handStartX + origHandIndex * DEAL_SLOT_WIDTH + origHandIndex * 30 + DEAL_SLOT_WIDTH / 2;
var slotY = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2;
swappedCard.activate(slotX, slotY, false, true);
gameLayer.removeChild(swappedCard);
uiLayer.addChild(swappedCard);
gameState.playerHand[origHandIndex] = swappedCard;
}
}
} 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 handWidth = 5 * DEAL_SLOT_WIDTH + 4 * 30; // 5 slots + 4 gaps of 30px
var handStartX = (SCREEN_WIDTH - handWidth) / 2;
var slotX = handStartX + 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 if (existingCard && existingCard !== selectedCard) {
// Cannot merge, so swap
var swappedCard = gameState.playerHand[targetSlot.index];
// Move selectedCard to target hand slot
var targetHandIndex = targetSlot.index;
var handWidth1 = 5 * DEAL_SLOT_WIDTH + 4 * 30;
var handStartX1 = (SCREEN_WIDTH - handWidth1) / 2;
var slotX1 = handStartX1 + targetHandIndex * DEAL_SLOT_WIDTH + targetHandIndex * 30 + DEAL_SLOT_WIDTH / 2;
var slotY1 = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2;
selectedCard.activate(slotX1, slotY1, false, true);
if (originalCardPosition.area === 'player') {
gameLayer.removeChild(selectedCard);
uiLayer.addChild(selectedCard);
} else {
gameState.playerHand[originalCardPosition.index] = null;
}
gameState.playerHand[targetHandIndex] = selectedCard;
// Move swappedCard to original position
if (originalCardPosition.area === 'player') {
var origPos = getSlotPosition(originalCardPosition.row, originalCardPosition.col, true);
swappedCard.activate(origPos.x, origPos.y, true);
uiLayer.removeChild(swappedCard);
gameLayer.addChild(swappedCard);
gameState.playerPlayArea[originalCardPosition.row][originalCardPosition.col] = swappedCard;
} else {
// original was hand
var origHandIndex = originalCardPosition.index;
var handWidth2 = 5 * DEAL_SLOT_WIDTH + 4 * 30;
var handStartX2 = (SCREEN_WIDTH - handWidth2) / 2;
var slotX2 = handStartX2 + origHandIndex * DEAL_SLOT_WIDTH + origHandIndex * 30 + DEAL_SLOT_WIDTH / 2;
var slotY2 = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2;
swappedCard.activate(slotX2, slotY2, false, true);
gameState.playerHand[origHandIndex] = swappedCard;
}
} 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 handWidth = 5 * DEAL_SLOT_WIDTH + 4 * 30; // 5 slots + 4 gaps of 30px
var handStartX = (SCREEN_WIDTH - handWidth) / 2;
var slotX = handStartX + 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, size) {
var floatingText = new Text2(text, {
size: 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);
// Use larger animation for important messages
var animationDistance = size && size > 40 ? 120 : 80;
var animationDuration = size && size > 40 ? 2000 : 1500;
tween(floatingText, {
y: y - animationDistance,
alpha: 0
}, {
duration: animationDuration,
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);
}
}
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0
});
background.x = SCREEN_WIDTH / 2;
background.y = 0;
gameLayer.addChild(background);
initializeGame();
;
;
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