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Update as needed with: var SCREEN_WIDTH = 2048; var SCREEN_HEIGHT = 2732; var PLAY_AREA_COLS = 5; var PLAY_AREA_ROWS = 2; var SLOT_WIDTH = 200; var SLOT_HEIGHT = 280; var DEAL_SLOT_WIDTH = 160; var DEAL_SLOT_HEIGHT = 220; // 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 - 1200; // Much higher up // Player deal area (hand slots) - below play area var PLAYER_DEAL_AREA_Y = PLAYER_AREA_Y + (PLAY_AREA_ROWS * SLOT_HEIGHT) + 40; // Deal button position - below hand slots with plenty of room var DEAL_BUTTON_Y = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT + 60; /**** * Updated Path System with Rectangular Paths ****/ var PathSystem = { playerPath: [], aiPath: [], init: function() { // 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 - rectangular loop around the AI play area 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 bottom left {x: aiLeftX, y: aiBottomY}, // Go up the left side {x: aiLeftX, y: aiTopY}, // Go across the top {x: aiRightX, y: aiTopY}, // Go down the right side {x: aiRightX, y: aiBottomY} ]; }, getPathStart: function(isPlayerSide) { return isPlayerSide ? this.playerPath[0] : this.aiPath[0]; }, getPositionAlongPath: function(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(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(p1, p2) { var dx = p2.x - p1.x; var dy = p2.y - p1.y; return Math.sqrt(dx * dx + dy * dy); } }; /**** * Updated UI Elements Positioning ****/ var playerGoldText = new Text2('Gold: 100', { 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: 100', { 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 dealButton = new Container(); var dealButtonGraphics = dealButton.attachAsset('dealButton', { anchorX: 0.5, anchorY: 0.5 }); var dealButtonText = new Text2('Deal (50)', { size: 40, fill: 0xffffff, weight: 800 }); dealButtonText.anchor.set(0.5, 0.5); dealButton.addChild(dealButtonText); dealButton.x = SCREEN_WIDTH / 2; dealButton.y = DEAL_BUTTON_Y; uiLayer.addChild(dealButton); /**** * Update the updateUI function to include AI stats ****/ function updateUI() { playerGoldText.setText('Gold: ' + gameState.playerGold); playerLivesText.setText('Lives: ' + gameState.playerLives); aiGoldText.setText('AI Gold: ' + gameState.aiGold); aiLivesText.setText('AI Lives: ' + gameState.aiLives); dealButtonText.setText('Deal (' + gameState.dealCost + ')'); // Update button color based on affordability if (gameState.playerGold >= gameState.dealCost) { dealButtonGraphics.tint = 0x00aa00; } else { dealButtonGraphics.tint = 0x666666; } }
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Update as needed with: var SCREEN_WIDTH = 2048; var SCREEN_HEIGHT = 2732; var PLAY_AREA_COLS = 5; var PLAY_AREA_ROWS = 2; var SLOT_WIDTH = 200; var SLOT_HEIGHT = 280; var DEAL_SLOT_WIDTH = 160; var DEAL_SLOT_HEIGHT = 220; // AI area positioning (top) var AI_AREA_X = (SCREEN_WIDTH - (PLAY_AREA_COLS * SLOT_WIDTH)) / 2; var AI_AREA_Y = 100; // Moved up a bit // Player area positioning (middle-bottom, with room for hand below) var PLAYER_AREA_X = (SCREEN_WIDTH - (PLAY_AREA_COLS * SLOT_WIDTH)) / 2; var PLAYER_AREA_Y = SCREEN_HEIGHT - 800; // Much higher up to leave room // Player deal area (hand slots) - below play area var PLAYER_DEAL_AREA_Y = PLAYER_AREA_Y + (PLAY_AREA_ROWS * SLOT_HEIGHT) + 20; // 20px gap // Deal button position - below hand slots var DEAL_BUTTON_Y = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT + 30; // 30px gap below hand ``` And update the UI elements positioning: ```javascript /**** * Updated UI Elements Positioning ****/ var playerGoldText = new Text2('Gold: 100', { size: 50, fill: 0xffd700, weight: 800 }); playerGoldText.x = 50; playerGoldText.y = SCREEN_HEIGHT - 80; // Moved up from bottom uiLayer.addChild(playerGoldText); var playerLivesText = new Text2('Lives: 3', { size: 50, fill: 0xff0000, weight: 800 }); playerLivesText.x = 50; playerLivesText.y = SCREEN_HEIGHT - 140; // Moved up from bottom uiLayer.addChild(playerLivesText); var dealButton = new Container(); var dealButtonGraphics = dealButton.attachAsset('dealButton', { anchorX: 0.5, anchorY: 0.5 }); var dealButtonText = new Text2('Deal (50)', { size: 40, fill: 0xffffff, weight: 800 }); dealButtonText.anchor.set(0.5, 0.5); dealButton.addChild(dealButtonText); dealButton.x = SCREEN_WIDTH / 2; dealButton.y = DEAL_BUTTON_Y; // Use the new constant uiLayer.addChild(dealButton); ``` And update the `drawPlayAreas` function to use the correct AI positioning: ```javascript function drawPlayAreas() { // Draw player play area slots for (var row = 0; row < PLAY_AREA_ROWS; row++) { for (var col = 0; col < PLAY_AREA_COLS; col++) { var slot = new Container(); var slotGraphics = slot.attachAsset('playSlot', { anchorX: 0.5, anchorY: 0.5 }); slotGraphics.alpha = 0.3; slot.x = PLAYER_AREA_X + col * SLOT_WIDTH + SLOT_WIDTH/2; slot.y = PLAYER_AREA_Y + row * SLOT_HEIGHT + SLOT_HEIGHT/2; gameLayer.addChild(slot); } } // Draw AI play area slots for (var row = 0; row < PLAY_AREA_ROWS; row++) { for (var col = 0; col < PLAY_AREA_COLS; col++) { var slot = new Container(); var slotGraphics = slot.attachAsset('playSlot', { anchorX: 0.5, anchorY: 0.5 }); slotGraphics.alpha = 0.3; slotGraphics.tint = 0x440000; // Red tint for AI area slot.x = AI_AREA_X + col * SLOT_WIDTH + SLOT_WIDTH/2; slot.y = AI_AREA_Y + row * SLOT_HEIGHT + SLOT_HEIGHT/2; gameLayer.addChild(slot); } } // Draw player deal area slots (hand) for (var i = 0; i < 5; i++) { var dealSlot = new Container(); var dealSlotGraphics = dealSlot.attachAsset('dealSlot', { anchorX: 0.5, anchorY: 0.5 }); dealSlotGraphics.alpha = 0.2; dealSlot.x = PLAYER_AREA_X + i * DEAL_SLOT_WIDTH + (i * 20) + DEAL_SLOT_WIDTH/2; dealSlot.y = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT/2; gameLayer.addChild(dealSlot); } }
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Please fix the bug: 'setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 929
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Please fix the bug: 'self.getSuitSymbol is not a function' in or related to this line: 'valueText.anchor.set(0, 0);' Line Number: 89
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Move the bottom build area left 1% and up 1%
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Move the bottom build area left 2% and up 2%
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Shrink the build area by 10% but leave the battlements exactly where they are.
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Size and place a battlement asset as the background for each build area.
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Size and place a battlement asset underneath each build area.
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Fix the wave incoming text so it’s not so dark and blurred out. Something is wrong with the outlining or something. Analyze.
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When a dice is dragged it should be moved to a layer above the other dice so it doesn’t appear underneath the other dice.
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Remove the magnetic effect for same dice
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As soon as I combine the first dice, new dice that spawn do not have visible numbers on them. Analyze and fix.
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Instead of using pips on the dice. Display their level as a number on the bottom center of each die.
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Decrease the gold increase for generating dice by 30%
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Compress the top and bottom lanes towards the center by 10% and adjust the building areas to match
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Compress the lanes in toward the center by 10% and move the building areas to match.
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All merged dice are becoming Warrior dice. They need to retain their class
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The merged dice still needs to be the same class as the combined dice and it needs to gain a level.
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When dice are combined, instead of spawning the new dice in another area, the new dice should be spawned in the cell where the dice where combined.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ /**** * Bullet Class ****/ var Bullet = Container.expand(function () { var self = Container.call(this); self.active = false; self.target = null; self.damage = 10; self.speed = 8; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function (startX, startY, target, damage) { self.active = true; self.visible = true; self.x = startX; self.y = startY; self.target = target; self.damage = damage; }; self.update = function () { if (!self.active || !self.target || !self.target.active) { PoolManager.returnBullet(self); return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Hit target self.target.takeDamage(self.damage); PoolManager.returnBullet(self); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); /**** * Object Pool Manager ****/ /**** * Card Class ****/ var Card = Container.expand(function (cardData) { var self = Container.call(this); self.cardData = cardData; self.level = 1; // All cards start at level 1 self.isInPlay = false; self.playSlotX = 0; self.playSlotY = 0; self.lastFired = 0; self.fireRate = 60; // Base fire rate self.damage = 10; // Base damage self.range = 200; // Can hit anywhere on path self.handBonus = 1; // Multiplier from poker hand 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: 30, fill: CardSystem.suitColors[cardData.suit] || 0x000000, weight: 800 }); valueText.anchor.set(0, 0); valueText.x = -60; // Top left valueText.y = -85; self.addChild(valueText); // Large suit symbol in center var suitText = new Text2(self.getSuitSymbol(cardData.suit), { size: 80, fill: CardSystem.suitColors[cardData.suit] || 0x000000, weight: 800 }); suitText.anchor.set(0.5, 0.5); suitText.y = -10; // Slightly above center self.addChild(suitText); // Level text at bottom var levelText = new Text2('Lvl 1', { size: 25, fill: 0x000000, weight: 800 }); levelText.anchor.set(0.5, 1); levelText.y = 85; // Bottom of card self.addChild(levelText); self.activate = function (x, y, inPlay) { self.x = x; self.y = y; self.isInPlay = inPlay || false; self.visible = true; if (inPlay) { self.calculateStats(); } }; self.calculateStats = function () { // Stats based on level only, not card face value var baseDamage = 10; var baseFireRate = 60; // Level scaling self.damage = Math.floor(baseDamage * Math.pow(1.5, self.level - 1)); self.fireRate = Math.max(10, Math.floor(baseFireRate / Math.pow(1.2, self.level - 1))); // Apply poker hand bonus self.damage = Math.floor(self.damage * self.handBonus); self.fireRate = Math.max(5, Math.floor(self.fireRate / self.handBonus)); }; self.setLevel = function (newLevel) { self.level = newLevel; levelText.setText('Lvl ' + self.level); self.calculateStats(); // Visual feedback for higher levels if (self.level > 1) { var glowIntensity = Math.min(0.3, self.level * 0.05); cardGraphics.alpha = 1 + glowIntensity; } }; self.canMergeWith = function (otherCard) { if (!otherCard || otherCard === self) { return false; } // Must be same level AND (same suit OR same value) var sameLevel = self.level === otherCard.level; var sameSuit = self.cardData.suit === otherCard.cardData.suit; var sameValue = self.cardData.value === otherCard.cardData.value; return sameLevel && (sameSuit || sameValue); }; self.mergeWith = function (otherCard) { if (!self.canMergeWith(otherCard)) { return null; } var newCardData; var newLevel = self.level + 1; // Increase level by 1 if (self.cardData.suit === otherCard.cardData.suit) { // Same suit: random value, keep suit var randomValue = CardSystem.values[Math.floor(Math.random() * CardSystem.values.length)]; newCardData = { suit: self.cardData.suit, value: randomValue, id: self.cardData.suit + '_' + randomValue }; } else { // Same value: increase value by 1, random suit var currentValueIndex = CardSystem.values.indexOf(self.cardData.value); var nextValueIndex = (currentValueIndex + 1) % CardSystem.values.length; var randomSuit = CardSystem.suits[Math.floor(Math.random() * CardSystem.suits.length)]; newCardData = { suit: randomSuit, value: CardSystem.values[nextValueIndex], id: randomSuit + '_' + CardSystem.values[nextValueIndex] }; } var mergedCard = new Card(newCardData); mergedCard.setLevel(newLevel); return mergedCard; }; self.findTarget = function () { var targets = gameState.isPlayerTurn ? activeAIChips : activePlayerChips; for (var i = 0; i < targets.length; i++) { if (targets[i].active) { return targets[i]; // For now, just target first available } } return null; }; self.fire = function () { var target = self.findTarget(); if (!target) { return; } var bullet = PoolManager.getBullet(); if (bullet) { bullet.activate(self.x, self.y, target, self.damage); gameLayer.addChild(bullet); activeBullets.push(bullet); self.lastFired = LK.ticks; // Visual feedback for firing tween.stop(self, { scaleX: true, scaleY: true }); tween(self, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, easing: tween.quadOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.elasticOut }); } }); } }; self.update = function () { if (!self.isInPlay) { return; } if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); } }; // Initialize with level 1 self.setLevel(1); return self; }); /**** * Poker Chip Enemy Class ****/ var PokerChip = Container.expand(function () { var self = Container.call(this); self.active = false; self.health = 10; self.maxHealth = 10; self.value = 1; // Chip value (1, 5, 10, 25, 100) self.speed = 2; self.pathProgress = 0; self.isPlayerSide = true; // true for player side, false for AI side var chipGraphics = self.attachAsset('pokerChip', { anchorX: 0.5, anchorY: 0.5 }); var valueText = new Text2('1', { size: 30, fill: 0xffffff, weight: 800 }); valueText.anchor.set(0.5, 0.5); self.addChild(valueText); self.activate = function (value, isPlayerSide) { self.active = true; self.visible = true; self.value = value; self.isPlayerSide = isPlayerSide; self.health = self.maxHealth = value; self.pathProgress = 0; // Set chip color based on value self.setChipAppearance(); // Position at start of path var startPos = PathSystem.getPathStart(isPlayerSide); self.x = startPos.x; self.y = startPos.y; }; self.setChipAppearance = function () { var colors = { 1: 0xffffff, // White 5: 0xff0000, // Red 10: 0x00ff00, // Green 25: 0x000000, // Black 100: 0x800080 // Purple }; chipGraphics.tint = colors[self.value] || 0xffffff; valueText.setText(self.value.toString()); }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.die(); } }; self.die = function () { // Award money based on chip value var goldEarned = self.value; if (self.isPlayerSide) { gameState.playerGold += goldEarned; } else { gameState.aiGold += goldEarned; } // Spawn new chips on opposite side self.spawnCounterChips(); PoolManager.returnChip(self); }; self.spawnCounterChips = function () { // When player defeats AI chip, spawn chips on AI side // When AI defeats player chip, spawn chips on player side var targetSide = !self.isPlayerSide; var spawnCount = Math.max(1, Math.floor(self.value / 5)); for (var i = 0; i < spawnCount; i++) { LK.setTimeout(function () { ChipSpawner.spawnChip(1, targetSide); // Spawn basic chips }, i * 500); } }; self.update = function () { if (!self.active) { return; } self.pathProgress += self.speed; var pathPos = PathSystem.getPositionAlongPath(self.pathProgress, self.isPlayerSide); if (pathPos.completed) { // Chip reached the end if (self.isPlayerSide) { gameState.playerLives--; } else { gameState.aiLives--; } PoolManager.returnChip(self); return; } self.x = pathPos.x; self.y = pathPos.y; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0f3d0f }); /**** * Game Code ****/ /**** * Poker Tower Defense - Complete Refactor ****/ /**** * Game Constants ****/ function _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } var SCREEN_WIDTH = 2048; var SCREEN_HEIGHT = 2732; var PLAY_AREA_COLS = 5; var PLAY_AREA_ROWS = 2; var SLOT_WIDTH = 200; var SLOT_HEIGHT = 280; var DEAL_SLOT_WIDTH = 160; var DEAL_SLOT_HEIGHT = 220; // 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 - 1200; // Much higher up // Player deal area (hand slots) - below play area var PLAYER_DEAL_AREA_Y = PLAYER_AREA_Y + PLAY_AREA_ROWS * SLOT_HEIGHT + 40; // Deal button position - below hand slots with plenty of room var DEAL_BUTTON_Y = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT + 60; /**** * Card System ****/ var CardSystem = { suits: ['hearts', 'diamonds', 'clubs', 'spades'], values: ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'], suitColors: { 'hearts': 0xff0000, 'diamonds': 0xff0000, 'clubs': 0x000000, 'spades': 0x000000 }, createDeck: function createDeck() { var deck = []; var _iterator = _createForOfIteratorHelper(this.suits), _step; try { for (_iterator.s(); !(_step = _iterator.n()).done;) { var suit = _step.value; var _iterator2 = _createForOfIteratorHelper(this.values), _step2; try { for (_iterator2.s(); !(_step2 = _iterator2.n()).done;) { var value = _step2.value; deck.push({ suit: suit, value: value, id: suit + '_' + value }); } } catch (err) { _iterator2.e(err); } finally { _iterator2.f(); } } // Add jokers } catch (err) { _iterator.e(err); } finally { _iterator.f(); } deck.push({ suit: 'joker', value: 'red', id: 'joker_red' }); deck.push({ suit: 'joker', value: 'black', id: 'joker_black' }); return this.shuffleDeck(deck); }, shuffleDeck: function shuffleDeck(deck) { for (var i = deck.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = deck[i]; deck[i] = deck[j]; deck[j] = temp; } return deck; }, getCardValue: function getCardValue(card) { if (card.suit === 'joker') { return 14; } // Jokers are highest if (card.value === 'A') { return 14; } // Aces high if (card.value === 'K') { return 13; } if (card.value === 'Q') { return 12; } if (card.value === 'J') { return 11; } return parseInt(card.value); }, evaluatePokerHand: function evaluatePokerHand(cards) { var _this = this; if (!cards || cards.length !== 5) { return { type: 'none', strength: 0 }; } // Sort cards by value for easier analysis var sortedCards = cards.slice().sort(function (a, b) { return _this.getCardValue(b) - _this.getCardValue(a); }); var values = sortedCards.map(function (card) { return _this.getCardValue(card); }); var suits = sortedCards.map(function (card) { return card.suit; }); // Count values and suits var valueCounts = {}; var suitCounts = {}; values.forEach(function (value) { return valueCounts[value] = (valueCounts[value] || 0) + 1; }); suits.forEach(function (suit) { return suitCounts[suit] = (suitCounts[suit] || 0) + 1; }); var counts = Object.values(valueCounts).sort(function (a, b) { return b - a; }); var isFlush = Object.keys(suitCounts).length === 1; var isStraight = this.checkStraight(values); // Royal Flush if (isFlush && isStraight && values[0] === 14 && values[4] === 10) { return { type: 'royal_flush', strength: 10, multiplier: 50 }; } // Straight Flush if (isFlush && isStraight) { return { type: 'straight_flush', strength: 9, multiplier: 25 }; } // Four of a Kind if (counts[0] === 4) { return { type: 'four_of_a_kind', strength: 8, multiplier: 15 }; } // Full House if (counts[0] === 3 && counts[1] === 2) { return { type: 'full_house', strength: 7, multiplier: 8 }; } // Flush if (isFlush) { return { type: 'flush', strength: 6, multiplier: 5 }; } // Straight if (isStraight) { return { type: 'straight', strength: 5, multiplier: 4 }; } // Three of a Kind if (counts[0] === 3) { return { type: 'three_of_a_kind', strength: 4, multiplier: 3 }; } // Two Pair if (counts[0] === 2 && counts[1] === 2) { return { type: 'two_pair', strength: 3, multiplier: 2.5 }; } // One Pair if (counts[0] === 2) { return { type: 'one_pair', strength: 2, multiplier: 1.5 }; } // High Card return { type: 'high_card', strength: 1, multiplier: 1 }; }, checkStraight: function checkStraight(values) { if (values.length !== 5) { return false; } // Check for ace-low straight (A, 2, 3, 4, 5) if (values[0] === 14 && values[1] === 5 && values[2] === 4 && values[3] === 3 && values[4] === 2) { return true; } // Check normal straight for (var i = 0; i < 4; i++) { if (values[i] - values[i + 1] !== 1) { return false; } } return true; } }; /**** * Object Pool Manager ****/ var PoolManager = { chipPool: [], bulletPool: [], cardPool: [], CHIP_POOL_SIZE: 50, BULLET_POOL_SIZE: 100, CARD_POOL_SIZE: 60, init: function init() { // Initialize pools for (var i = 0; i < this.CHIP_POOL_SIZE; i++) { var chip = new PokerChip(); chip.active = false; chip.visible = false; this.chipPool.push(chip); } for (var i = 0; i < this.BULLET_POOL_SIZE; i++) { var bullet = new Bullet(); bullet.active = false; bullet.visible = false; this.bulletPool.push(bullet); } }, getChip: function getChip() { for (var i = 0; i < this.chipPool.length; i++) { if (!this.chipPool[i].active) { return this.chipPool[i]; } } return null; }, getBullet: function getBullet() { for (var i = 0; i < this.bulletPool.length; i++) { if (!this.bulletPool[i].active) { return this.bulletPool[i]; } } return null; }, returnChip: function returnChip(chip) { chip.active = false; chip.visible = false; // Remove from active arrays var playerIndex = activePlayerChips.indexOf(chip); if (playerIndex !== -1) { activePlayerChips.splice(playerIndex, 1); } var aiIndex = activeAIChips.indexOf(chip); if (aiIndex !== -1) { activeAIChips.splice(aiIndex, 1); } gameLayer.removeChild(chip); }, returnBullet: function returnBullet(bullet) { bullet.active = false; bullet.visible = false; var index = activeBullets.indexOf(bullet); if (index !== -1) { activeBullets.splice(index, 1); } gameLayer.removeChild(bullet); } }; /**** * Path System ****/ var PathSystem = { playerPath: [], aiPath: [], init: function init() { // Create player path - rectangular loop around the play area var padding = 80; // Distance from play area var leftX = PLAYER_AREA_X - padding; var rightX = PLAYER_AREA_X + PLAY_AREA_COLS * SLOT_WIDTH + padding; var topY = PLAYER_AREA_Y - padding; var bottomY = PLAYER_AREA_Y + PLAY_AREA_ROWS * SLOT_HEIGHT + padding; this.playerPath = [ // Start at bottom left { x: leftX, y: bottomY }, // Go up the left side { x: leftX, y: topY }, // Go across the top { x: rightX, y: topY }, // Go down the right side { x: rightX, y: bottomY }]; // Create AI path - rectangular loop around the AI play area 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 bottom left { x: aiLeftX, y: aiBottomY }, // Go up the left side { x: aiLeftX, y: aiTopY }, // Go across the top { x: aiRightX, y: aiTopY }, // Go down the right side { x: aiRightX, y: aiBottomY }]; }, 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); } } }; /**** * Game State ****/ var gameState = { playerGold: 100, aiGold: 100, playerLives: 3, aiLives: 3, isPlayerTurn: true, dealCost: 50, dealCount: 0, playerDeck: [], playerHand: [], playerPlayArea: [], // 2D array [row][col] aiDeck: [], aiPlayArea: [] }; /**** * Game Variables ****/ var activePlayerChips = []; var activeAIChips = []; var activeBullets = []; var selectedCard = null; var isDragging = false; var gameLayer = new Container(); var uiLayer = new Container(); game.addChild(gameLayer); game.addChild(uiLayer); /**** * UI Elements ****/ var playerGoldText = new Text2('Gold: 100', { 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: 100', { 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 dealButton = new Container(); var dealButtonGraphics = dealButton.attachAsset('dealButton', { anchorX: 0.5, anchorY: 0.5 }); var dealButtonText = new Text2('Deal (50)', { size: 40, fill: 0xffffff, weight: 800 }); dealButtonText.anchor.set(0.5, 0.5); dealButton.addChild(dealButtonText); dealButton.x = SCREEN_WIDTH / 2; dealButton.y = DEAL_BUTTON_Y; uiLayer.addChild(dealButton); dealButton.down = function () { if (gameState.playerGold >= gameState.dealCost) { dealNewHand(); } }; /**** * Game Functions ****/ function initializeGame() { PoolManager.init(); PathSystem.init(); // Initialize play areas gameState.playerPlayArea = []; gameState.aiPlayArea = []; for (var row = 0; row < PLAY_AREA_ROWS; row++) { gameState.playerPlayArea[row] = []; gameState.aiPlayArea[row] = []; for (var col = 0; col < PLAY_AREA_COLS; col++) { gameState.playerPlayArea[row][col] = null; gameState.aiPlayArea[row][col] = null; } } // Create initial decks gameState.playerDeck = CardSystem.createDeck(); gameState.aiDeck = CardSystem.createDeck(); // Draw grid lines drawPlayAreas(); drawPaths(); // Deal initial hand dealNewHand(); // Start spawning chips LK.setTimeout(function () { ChipSpawner.spawnChip(5, false); // Spawn on AI side }, 2000); } function dealNewHand() { if (gameState.playerGold < gameState.dealCost) { return; } gameState.playerGold -= gameState.dealCost; gameState.dealCount++; gameState.dealCost = Math.floor(50 * Math.pow(1.2, gameState.dealCount)); // Clear current hand gameState.playerHand.forEach(function (card) { if (card) { uiLayer.removeChild(card); } }); gameState.playerHand = []; // Deal 5 new cards for (var i = 0; i < 5; i++) { if (gameState.playerDeck.length === 0) { gameState.playerDeck = CardSystem.createDeck(); } var cardData = gameState.playerDeck.pop(); var card = new Card(cardData); var slotX = PLAYER_AREA_X + i * DEAL_SLOT_WIDTH + i * 20 + DEAL_SLOT_WIDTH / 2; var slotY = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2; card.activate(slotX, slotY, false); uiLayer.addChild(card); gameState.playerHand[i] = card; } updateUI(); } function updateUI() { playerGoldText.setText('Gold: ' + gameState.playerGold); playerLivesText.setText('Lives: ' + gameState.playerLives); aiGoldText.setText('AI Gold: ' + gameState.aiGold); aiLivesText.setText('AI Lives: ' + gameState.aiLives); dealButtonText.setText('Deal (' + gameState.dealCost + ')'); // Update button color based on affordability if (gameState.playerGold >= gameState.dealCost) { dealButtonGraphics.tint = 0x00aa00; } else { dealButtonGraphics.tint = 0x666666; } } function drawPlayAreas() { // Draw player play area slots for (var row = 0; row < PLAY_AREA_ROWS; row++) { for (var col = 0; col < PLAY_AREA_COLS; col++) { var slot = new Container(); var slotGraphics = slot.attachAsset('playSlot', { anchorX: 0.5, anchorY: 0.5 }); slotGraphics.alpha = 0.3; slot.x = PLAYER_AREA_X + col * SLOT_WIDTH + SLOT_WIDTH / 2; slot.y = PLAYER_AREA_Y + row * SLOT_HEIGHT + SLOT_HEIGHT / 2; gameLayer.addChild(slot); } } // Draw AI play area slots for (var row = 0; row < PLAY_AREA_ROWS; row++) { for (var col = 0; col < PLAY_AREA_COLS; col++) { var slot = new Container(); var slotGraphics = slot.attachAsset('playSlot', { anchorX: 0.5, anchorY: 0.5 }); slotGraphics.alpha = 0.3; slotGraphics.tint = 0x440000; // Red tint for AI area slot.x = AI_AREA_X + col * SLOT_WIDTH + SLOT_WIDTH / 2; slot.y = AI_AREA_Y + row * SLOT_HEIGHT + SLOT_HEIGHT / 2; gameLayer.addChild(slot); } } // Draw player deal area slots (hand) for (var i = 0; i < 5; i++) { var dealSlot = new Container(); var dealSlotGraphics = dealSlot.attachAsset('dealSlot', { anchorX: 0.5, anchorY: 0.5 }); dealSlotGraphics.alpha = 0.2; dealSlot.x = PLAYER_AREA_X + i * DEAL_SLOT_WIDTH + i * 20 + 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 }; } } return null; } function evaluateRowHand(row, isPlayerArea) { var playArea = isPlayerArea ? gameState.playerPlayArea : gameState.aiPlayArea; var cards = []; for (var col = 0; col < PLAY_AREA_COLS; col++) { if (playArea[row][col]) { cards.push(playArea[row][col].cardData); } } if (cards.length === 5) { return CardSystem.evaluatePokerHand(cards); } return { type: 'none', strength: 0, multiplier: 1 }; } function applyHandBonuses() { // Apply bonuses to player cards for (var row = 0; row < PLAY_AREA_ROWS; row++) { var handEval = evaluateRowHand(row, true); for (var col = 0; col < PLAY_AREA_COLS; col++) { var card = gameState.playerPlayArea[row][col]; if (card) { card.handBonus = handEval.multiplier; card.calculateStats(); } } } // Apply bonuses to AI cards 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(); } } } } /**** * AI System ****/ var AISystem = { thinkTimer: 0, thinkDelay: 120, // 2 seconds update: function update() { if (gameState.isPlayerTurn) { return; } this.thinkTimer++; if (this.thinkTimer >= this.thinkDelay) { this.thinkTimer = 0; this.makeMove(); } }, makeMove: function makeMove() { // Simple AI: deal new hand if can afford it if (gameState.aiGold >= gameState.dealCost) { this.dealAIHand(); } // Try to place cards from AI hand to play area this.tryPlaceCards(); // Spawn some chips on player side if (Math.random() < 0.3) { ChipSpawner.spawnChip(Math.floor(Math.random() * 3) + 1, true); } gameState.isPlayerTurn = true; }, dealAIHand: function dealAIHand() { gameState.aiGold -= gameState.dealCost; // Deal cards directly to AI play area for (var attempt = 0; attempt < 5; attempt++) { if (gameState.aiDeck.length === 0) { gameState.aiDeck = CardSystem.createDeck(); } var cardData = gameState.aiDeck.pop(); var card = new Card(cardData); // Find empty slot var placed = false; for (var row = 0; row < PLAY_AREA_ROWS && !placed; row++) { for (var col = 0; col < PLAY_AREA_COLS && !placed; col++) { if (!gameState.aiPlayArea[row][col]) { var pos = getSlotPosition(row, col, false); card.activate(pos.x, pos.y, true); gameLayer.addChild(card); gameState.aiPlayArea[row][col] = card; placed = true; } } } if (!placed) { break; } // No more space } }, tryPlaceCards: function tryPlaceCards() { // AI logic for placing cards (simplified) // In a full implementation, this would be more sophisticated } }; /**** * 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; 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; // Remove from current position gameState.playerPlayArea[row][col] = null; return; } } } }; game.move = function (x, y, obj) { if (isDragging && selectedCard) { selectedCard.x = x; selectedCard.y = y; } }; game.up = function (x, y, obj) { if (isDragging && selectedCard) { isDragging = false; var targetSlot = getSlotFromPosition(x, y); if (targetSlot && targetSlot.area === 'player') { var existingCard = gameState.playerPlayArea[targetSlot.row][targetSlot.col]; if (existingCard && selectedCard.canMergeWith(existingCard)) { // Merge cards - both must be same level! var mergedCard = selectedCard.mergeWith(existingCard); if (mergedCard) { // Remove old cards gameLayer.removeChild(existingCard); var handIndex = gameState.playerHand.indexOf(selectedCard); if (handIndex !== -1) { uiLayer.removeChild(selectedCard); gameState.playerHand[handIndex] = null; } // Place merged card 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; // Merge animation mergedCard.alpha = 0; mergedCard.scaleX = mergedCard.scaleY = 2; tween(mergedCard, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.elasticOut }); // Show level up notification createFloatingText('+Level Up!', mergedCard.x, mergedCard.y - 50, 0x00ff00); } } else if (!existingCard) { // Place card in empty slot var pos = getSlotPosition(targetSlot.row, targetSlot.col, true); selectedCard.activate(pos.x, pos.y, true); // Remove from hand if it was in hand 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 { // Can't merge or place - return to original position returnCardToOriginalPosition(); } } else { // Return to original position returnCardToOriginalPosition(); } selectedCard = null; applyHandBonuses(); } }; function returnCardToOriginalPosition() { var handIndex = gameState.playerHand.indexOf(selectedCard); if (handIndex !== -1) { // Return to hand var slotX = PLAYER_AREA_X + handIndex * DEAL_SLOT_WIDTH + handIndex * 20 + DEAL_SLOT_WIDTH / 2; var slotY = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT / 2; selectedCard.x = slotX; selectedCard.y = slotY; } } function createFloatingText(text, x, y, color) { var floatingText = new Text2(text, { size: 40, fill: color || 0xffffff, weight: 800 }); floatingText.anchor.set(0.5, 0.5); floatingText.x = x; floatingText.y = y; floatingText.alpha = 1; uiLayer.addChild(floatingText); tween(floatingText, { y: y - 80, alpha: 0 }, { duration: 1500, easing: tween.quadOut, onFinish: function onFinish() { uiLayer.removeChild(floatingText); } }); } /**** * Main Game Loop ****/ game.update = function () { // Update 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) { var overlay = new Container(); var bg = overlay.attachAsset('playSlot', { anchorX: 0.5, anchorY: 0.5 }); bg.width = SCREEN_WIDTH; bg.height = SCREEN_HEIGHT; bg.tint = 0x000000; bg.alpha = 0.8; var resultText = new Text2(playerWon ? 'YOU WIN!' : 'YOU LOSE!', { size: 100, fill: playerWon ? 0x00ff00 : 0xff0000, weight: 800 }); resultText.anchor.set(0.5, 0.5); overlay.addChild(resultText); var restartText = new Text2('Tap to Restart', { size: 60, fill: 0xffffff, weight: 600 }); restartText.anchor.set(0.5, 0.5); restartText.y = 100; overlay.addChild(restartText); overlay.x = SCREEN_WIDTH / 2; overlay.y = SCREEN_HEIGHT / 2; game.addChild(overlay); overlay.down = function () { location.reload(); }; } /**** * Utility Functions ****/ function displayHandInfo() { // Show current poker hand evaluations for debugging for (var row = 0; row < PLAY_AREA_ROWS; row++) { var handEval = evaluateRowHand(row, true); console.log('Player Row ' + row + ':', handEval.type, 'Multiplier:', handEval.multiplier); } } initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -351,12 +351,12 @@
/****
* Game Code
****/
/****
-* Game Constants
+* Poker Tower Defense - Complete Refactor
****/
/****
-* Poker Tower Defense - Complete Refactor
+* Game Constants
****/
function _createForOfIteratorHelper(r, e) {
var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
if (!t) {
@@ -432,16 +432,16 @@
var DEAL_SLOT_WIDTH = 160;
var DEAL_SLOT_HEIGHT = 220;
// AI area positioning (top)
var AI_AREA_X = (SCREEN_WIDTH - PLAY_AREA_COLS * SLOT_WIDTH) / 2;
-var AI_AREA_Y = 100; // Moved up a bit
-// Player area positioning (middle-bottom, with room for hand below)
+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 - 800; // Much higher up to leave room
+var PLAYER_AREA_Y = SCREEN_HEIGHT - 1200; // Much higher up
// Player deal area (hand slots) - below play area
-var PLAYER_DEAL_AREA_Y = PLAYER_AREA_Y + PLAY_AREA_ROWS * SLOT_HEIGHT + 20; // 20px gap
-// Deal button position - below hand slots
-var DEAL_BUTTON_Y = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT + 30; // 30px gap below hand
+var PLAYER_DEAL_AREA_Y = PLAYER_AREA_Y + PLAY_AREA_ROWS * SLOT_HEIGHT + 40;
+// Deal button position - below hand slots with plenty of room
+var DEAL_BUTTON_Y = PLAYER_DEAL_AREA_Y + DEAL_SLOT_HEIGHT + 60;
/****
* Card System
****/
var CardSystem = {
@@ -721,43 +721,60 @@
var PathSystem = {
playerPath: [],
aiPath: [],
init: function init() {
- // Create player path (bottom area)
- var playerStartX = PLAYER_AREA_X - 100;
- var playerStartY = PLAYER_AREA_Y + SLOT_HEIGHT;
- var playerEndX = PLAYER_AREA_X + PLAY_AREA_COLS * SLOT_WIDTH + 100;
- var playerEndY = playerStartY;
- this.playerPath = [{
- x: playerStartX,
- y: playerStartY
- }, {
- x: playerStartX + 50,
- y: playerStartY - 100
- }, {
- x: playerEndX - 50,
- y: playerStartY - 100
- }, {
- x: playerEndX,
- y: playerStartY
+ // 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 (top area) - mirrored
- var aiStartX = AI_AREA_X - 100;
- var aiStartY = AI_AREA_Y + SLOT_HEIGHT;
- var aiEndX = AI_AREA_X + PLAY_AREA_COLS * SLOT_WIDTH + 100;
- var aiEndY = aiStartY;
- this.aiPath = [{
- x: aiStartX,
- y: aiStartY
- }, {
- x: aiStartX + 50,
- y: aiStartY - 100
- }, {
- x: aiEndX - 50,
- y: aiStartY - 100
- }, {
- x: aiEndX,
- y: aiEndY
+ // Create AI path - rectangular loop around the AI play area
+ 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 bottom left
+ {
+ x: aiLeftX,
+ y: aiBottomY
+ },
+ // Go up the left side
+ {
+ x: aiLeftX,
+ y: aiTopY
+ },
+ // Go across the top
+ {
+ x: aiRightX,
+ y: aiTopY
+ },
+ // Go down the right side
+ {
+ x: aiRightX,
+ y: aiBottomY
}];
},
getPathStart: function getPathStart(isPlayerSide) {
return isPlayerSide ? this.playerPath[0] : this.aiPath[0];
@@ -861,18 +878,35 @@
fill: 0xffd700,
weight: 800
});
playerGoldText.x = 50;
-playerGoldText.y = SCREEN_HEIGHT - 80; // Moved up from bottom
+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 - 140; // Moved up from bottom
+playerLivesText.y = SCREEN_HEIGHT - 180;
uiLayer.addChild(playerLivesText);
+// Add AI stats too for clarity
+var aiGoldText = new Text2('AI Gold: 100', {
+ 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 dealButton = new Container();
var dealButtonGraphics = dealButton.attachAsset('dealButton', {
anchorX: 0.5,
anchorY: 0.5
@@ -884,9 +918,9 @@
});
dealButtonText.anchor.set(0.5, 0.5);
dealButton.addChild(dealButtonText);
dealButton.x = SCREEN_WIDTH / 2;
-dealButton.y = DEAL_BUTTON_Y; // Use the new constant
+dealButton.y = DEAL_BUTTON_Y;
uiLayer.addChild(dealButton);
dealButton.down = function () {
if (gameState.playerGold >= gameState.dealCost) {
dealNewHand();
@@ -953,8 +987,10 @@
}
function updateUI() {
playerGoldText.setText('Gold: ' + gameState.playerGold);
playerLivesText.setText('Lives: ' + gameState.playerLives);
+ aiGoldText.setText('AI Gold: ' + gameState.aiGold);
+ aiLivesText.setText('AI Lives: ' + gameState.aiLives);
dealButtonText.setText('Deal (' + gameState.dealCost + ')');
// Update button color based on affordability
if (gameState.playerGold >= gameState.dealCost) {
dealButtonGraphics.tint = 0x00aa00;
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