User prompt
Aumenta un 25% el tamaño de las cartas en mano del oponente
User prompt
Agrega un asset para música de fondo
Code edit (1 edits merged)
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User prompt
Añade las siguientes cartas a su respectivo tipo y crea el asset necesario para cada una: Tierra: Metal (atk 100 - def 80), Cave (atk 80 - def 100) Agua: Glacier (atk 100 - def 80), Mist (atk 80 - def 100) Fuego: Volcano (atk 100 - def 80), Ashes (atk 80 - def 100) Aire: Cloud (atk 100 - def 80), Whirlwind (atk 80 - def 100) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Baja un poco las cartas y distribúyelas dándole la misma separación que las cartas del jugador, es decir si tiene más de una carta de un tipo, instancia el asset las veces necesarias ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Aumenta el tamaño de los assets que representan las cartas enemigas al mismo tamaño que las del jugador
User prompt
Aumenta el tamaño de las cartas en la mano enemiga para que sean del mismo tamaño que las del jugador
User prompt
Crea un asset que represente la parte de atrás de las cartas y colócalas en la parte superior, representando las cartas del enemigo, debe ser un asset por tipo de carta (agua, fuego, aire, tierra), deben cambiar conforme se van descartando y cambiando ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Coloca el texto de "Select a card from your hand", etc, en la parte inferior, justo encima de las cartas en mano pero debajo de los botones de attack y defense
User prompt
Cambia la condición de victoria, el primero que llegue a 3 victorias gana
User prompt
Indica el número de turnos ganados por el usuario y por el enemigo
User prompt
Baja un poco los textos que indican como jugas "Select a card form you hand", etc
User prompt
Separas un poco del centro, es decir la del jugador un poco a la izquierda y el del oponente un poco a la derecha ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Más a la derecha la del jugador y más a la izquierda la del oponenete ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
No, regrésalas más al margen, dejando muy poca diferencia con el borde ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Un poco menos, déjalas a la mitad de lo que están ahora ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Centra un poco las visualizaciones en grande de las cartas, es decir, la carta del jugador muévela un poco a la derecha y la del enemigo un poco a la izquierda ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
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User prompt
Separas un poco entre sí, y quítales el contorno a los nombres de algunas cartas que tienen, solo el nombre, como en spark por ejemplo, tiene contorno su nombre, en atk y def, no lo modifiques
User prompt
Se hacen pequeñas cuando selecciono una carta, corrige eso ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Aumenta el tamaño de las cartas en mano un 20% y sepáralas un poco
User prompt
Excelente!, sube un poco el centro del circulo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que los battle square se muevan, formando un círculo respecto al centro de la pantalla, usa la función paramétrica del circulo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Has que dejen de rotar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Card = Container.expand(function (cardData) { var self = Container.call(this); self.cardData = cardData; self.isSelected = false; var cardBg = self.attachAsset(cardData.element.toLowerCase() + 'CardBase', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.15 }); var elementGraphic = self.attachAsset(cardData.name.toLowerCase() + 'Card', { anchorX: 0.5, anchorY: 0.5, y: -20 }); var textBg = self.attachAsset('textBackground', { anchorX: 0.5, anchorY: 0.5, y: 95, alpha: 0.7 }); var nameText = new Text2(cardData.name, { size: 24, fill: 0x000000 }); nameText.anchor.set(0.5, 0.5); nameText.x = 0; nameText.y = 70; self.addChild(nameText); var attackText = new Text2('ATK: ' + cardData.attack, { size: 20, fill: 0xcc1010, stroke: 0xFFFFFF, strokeThickness: 2 }); attackText.anchor.set(0.5, 0.5); attackText.y = 95; self.addChild(attackText); var defenseText = new Text2('DEF: ' + cardData.defense, { size: 20, fill: 0x2795c4, stroke: 0xFFFFFF, strokeThickness: 2 }); defenseText.anchor.set(0.5, 0.5); defenseText.y = 120; self.addChild(defenseText); self.setSelected = function (selected) { self.isSelected = selected; if (selected) { self.scaleX = 1.3; // 1.2 * 1.1 to maintain size increase with selection effect self.scaleY = 1.3; // 1.2 * 1.1 to maintain size increase with selection effect } else { self.scaleX = 1.2; // Return to the 20% increased base size self.scaleY = 1.2; // Return to the 20% increased base size } }; self.down = function (x, y, obj) { if (gameState === 'selectCard' && !self.isSelected || gameState === 'selectMode' && !self.isSelected) { selectCard(self); LK.getSound('cardSelect').play(); } }; return self; }); var ModeButton = Container.expand(function (mode, color) { var self = Container.call(this); self.mode = mode; var buttonBg = self.attachAsset(mode.toLowerCase() + 'Button', { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2(mode.toUpperCase(), { size: 45, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.down = function (x, y, obj) { if (gameState === 'selectMode' && selectedCard) { playerMode = mode.toLowerCase(); startBattle(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0f1419 }); /**** * Game Code ****/ // Individual card element graphics // Individual card base assets // Card database var cardDatabase = [{ name: 'Sea', element: 'Water', attack: 100, defense: 90 }, { name: 'Rain', element: 'Water', attack: 80, defense: 90 }, { name: 'Tsunami', element: 'Water', attack: 90, defense: 100 }, { name: 'River', element: 'Water', attack: 90, defense: 80 }, { name: 'Ice', element: 'Water', attack: 90, defense: 90 }, { name: 'Inferno', element: 'Fire', attack: 100, defense: 90 }, { name: 'Ember', element: 'Fire', attack: 90, defense: 80 }, { name: 'Lightning', element: 'Fire', attack: 90, defense: 100 }, { name: 'Flame', element: 'Fire', attack: 90, defense: 90 }, { name: 'Spark', element: 'Fire', attack: 80, defense: 90 }, { name: 'Mountain', element: 'Earth', attack: 100, defense: 90 }, { name: 'Stone', element: 'Earth', attack: 90, defense: 80 }, { name: 'Boulder', element: 'Earth', attack: 90, defense: 100 }, { name: 'Sand', element: 'Earth', attack: 80, defense: 90 }, { name: 'Crystal', element: 'Earth', attack: 90, defense: 90 }, { name: 'Tornado', element: 'Air', attack: 100, defense: 90 }, { name: 'Breeze', element: 'Air', attack: 80, defense: 90 }, { name: 'Gale', element: 'Air', attack: 90, defense: 90 }, { name: 'Wind', element: 'Air', attack: 90, defense: 80 }, { name: 'Storm', element: 'Air', attack: 90, defense: 100 }]; // Game state variables var gameState = 'selectCard'; // 'selectCard', 'selectMode', 'battle', 'result' var playerHand = []; var enemyHand = []; var selectedCard = null; var enemySelectedCard = null; var playerMode = null; var enemyMode = null; var battleResult = null; // UI elements var handContainer = new Container(); var modeButtons = new Container(); var battleArea = null; var battleSquares = []; var battleSquareContainer = new Container(); var statusText = null; var playerModeText = null; var enemyModeText = null; var enlargedCardContainer = new Container(); var enlargedCard = null; var enemyCardContainer = new Container(); var enemyCard = null; // Initialize game function initializeGame() { // Deal 5 random cards to each player var shuffledDeck = shuffleArray([].concat(cardDatabase)); for (var i = 0; i < 5; i++) { playerHand.push(shuffledDeck[i]); enemyHand.push(shuffledDeck[i + 5]); } setupUI(); displayPlayerHand(); } function shuffleArray(array) { for (var i = array.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = array[i]; array[i] = array[j]; array[j] = temp; } return array; } function setupUI() { // Hand container for player cards handContainer.x = 1024; handContainer.y = 2400; game.addChild(handContainer); // Mode selection buttons var attackButton = new ModeButton('Attack', 0xFF4444); attackButton.x = 800; attackButton.y = 1800; var defenseButton = new ModeButton('Defense', 0x4444FF); defenseButton.x = 1250; defenseButton.y = 1800; modeButtons.addChild(attackButton); modeButtons.addChild(defenseButton); game.addChild(modeButtons); modeButtons.visible = false; // Battle area with 4 rotating squares battleSquareContainer.x = 1024; battleSquareContainer.y = 1200; game.addChild(battleSquareContainer); // Create 4 squares in circular formation around screen center var radius = 200; var squareAssets = ['battleSquare1', 'battleSquare2', 'battleSquare3', 'battleSquare4']; for (var i = 0; i < 4; i++) { var square = LK.getAsset(squareAssets[i], { anchorX: 0.5, anchorY: 0.5 }); // Initial position in circle around screen center (1024, 1200) var angle = i * Math.PI * 2 / 4; // 90 degrees apart square.x = 1024 + Math.cos(angle) * radius; square.y = 1200 + Math.sin(angle) * radius; square.startAngle = angle; // Store initial angle for parametric motion game.addChild(square); battleSquares.push(square); } // Status text statusText = new Text2('Select a card from your hand', { size: 100, fill: 0xFFFFFF }); statusText.anchor.set(0.5, 0.5); statusText.x = 1024; statusText.y = 400; game.addChild(statusText); // Mode display texts playerModeText = new Text2('', { size: 72, fill: 0xFFFF00 }); playerModeText.anchor.set(0.5, 0.5); playerModeText.x = 800; playerModeText.y = 1700; game.addChild(playerModeText); enemyModeText = new Text2('', { size: 72, fill: 0xFF8800 }); enemyModeText.anchor.set(0.5, 0.5); enemyModeText.x = 1248; enemyModeText.y = 700; game.addChild(enemyModeText); // Enlarged card display area enlargedCardContainer.x = 350; enlargedCardContainer.y = 1200; game.addChild(enlargedCardContainer); // Enemy card display area enemyCardContainer.x = 1700; enemyCardContainer.y = 1200; game.addChild(enemyCardContainer); } function displayPlayerHand() { // Clear existing cards for (var i = handContainer.children.length - 1; i >= 0; i--) { handContainer.removeChild(handContainer.children[i]); } // Display current hand for (var i = 0; i < playerHand.length; i++) { var card = new Card(playerHand[i]); card.scaleX = 1.2; // Increase size by 20% card.scaleY = 1.2; // Increase size by 20% card.x = (i - 2) * 280; // Increase spacing from 240 to 280 card.handIndex = i; handContainer.addChild(card); } } function selectCard(cardObj) { // If this card is already selected and we're in selectMode, don't do anything if (selectedCard === cardObj && gameState === 'selectMode') { return; } // Deselect all cards for (var i = 0; i < handContainer.children.length; i++) { handContainer.children[i].setSelected(false); } // Select this card cardObj.setSelected(true); selectedCard = cardObj; // Clear previous enlarged card with animation if it exists if (enlargedCard) { tween.stop(enlargedCard); tween(enlargedCard, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { enlargedCardContainer.removeChild(enlargedCard); enlargedCard = null; // Create new enlarged card after old one is removed createEnlargedCard(cardObj); } }); } else { // No previous enlarged card, create new one immediately createEnlargedCard(cardObj); } // Move to mode selection only if not already there if (gameState !== 'selectMode') { gameState = 'selectMode'; statusText.setText('Choose Attack or Defense mode'); modeButtons.visible = true; } } function createEnlargedCard(cardObj) { // Create enlarged version of selected card enlargedCard = new Card(cardObj.cardData); enlargedCard.scaleX = 2.75; enlargedCard.scaleY = 2.75; enlargedCard.x = 0; enlargedCard.y = 0; // Start with enlarged card invisible and tween it in enlargedCard.alpha = 0; enlargedCard.scaleX = 0.5; enlargedCard.scaleY = 0.5; enlargedCardContainer.addChild(enlargedCard); // Animate enlarged card appearing tween(enlargedCard, { alpha: 1, scaleX: 2.75, scaleY: 2.75 }, { duration: 300, easing: tween.easeOut }); } function createEnemyCardPreview(cardData) { // Clear previous enemy card if it exists if (enemyCard) { tween.stop(enemyCard); tween(enemyCard, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { enemyCardContainer.removeChild(enemyCard); enemyCard = null; // Create new enemy card after old one is removed createNewEnemyCard(cardData); } }); } else { // No previous enemy card, create new one immediately createNewEnemyCard(cardData); } } function createNewEnemyCard(cardData) { // Create enlarged version of enemy's selected card enemyCard = new Card(cardData); enemyCard.scaleX = 2.75; enemyCard.scaleY = 2.75; enemyCard.x = 0; enemyCard.y = 0; // Start with enemy card invisible and tween it in enemyCard.alpha = 0; enemyCard.scaleX = 0.5; enemyCard.scaleY = 0.5; enemyCardContainer.addChild(enemyCard); // Animate enemy card appearing tween(enemyCard, { alpha: 1, scaleX: 2.75, scaleY: 2.75 }, { duration: 300, easing: tween.easeOut }); } function startBattle() { gameState = 'battle'; modeButtons.visible = false; // Enemy AI selects card and mode var enemyCardIndex = Math.floor(Math.random() * enemyHand.length); enemySelectedCard = enemyHand[enemyCardIndex]; enemyMode = Math.random() < 0.5 ? 'attack' : 'defense'; // Display selected cards and modes statusText.setText('Battle in progress...'); playerModeText.setText('Player: ' + playerMode.toUpperCase()); enemyModeText.setText('Enemy: ' + enemyMode.toUpperCase()); // Show enemy card preview createEnemyCardPreview(enemySelectedCard); // Resolve battle after a delay LK.setTimeout(function () { resolveBattle(); }, 2000); LK.getSound('cardBattle').play(); } function resolveBattle() { var playerValue, enemyValue; var playerCard = selectedCard.cardData; var enemyCard = enemySelectedCard; // Determine values based on modes if (playerMode === 'attack') { playerValue = playerCard.attack; } else { playerValue = playerCard.defense; } if (enemyMode === 'attack') { enemyValue = enemyCard.attack; } else { enemyValue = enemyCard.defense; } // Resolve battle outcome var resultText = ''; if (playerMode === 'defense' && enemyMode === 'defense') { // Both defense - both cards return to hand resultText = 'Both defended - cards returned to hand'; battleResult = 'tie'; } else if (playerValue > enemyValue) { // Player wins resultText = 'You win this round!'; battleResult = 'playerWin'; // Remove enemy card var enemyIndex = enemyHand.indexOf(enemySelectedCard); enemyHand.splice(enemyIndex, 1); LK.getSound('cardWin').play(); } else if (enemyValue > playerValue) { // Enemy wins resultText = 'Enemy wins this round!'; battleResult = 'enemyWin'; // Remove player card var playerIndex = selectedCard.handIndex; playerHand.splice(playerIndex, 1); } else { // Tie - both cards return to hand resultText = 'Tie - both cards returned to hand'; battleResult = 'tie'; } statusText.setText(resultText); // Check win conditions LK.setTimeout(function () { checkWinCondition(); }, 2000); } function checkWinCondition() { if (playerHand.length === 0) { statusText.setText('Game Over - You lost all your cards!'); LK.showGameOver(); return; } else if (enemyHand.length === 0) { statusText.setText('Victory - Enemy has no cards left!'); LK.setScore(playerHand.length * 100); LK.showYouWin(); return; } // Continue to next round resetForNextRound(); } function resetForNextRound() { selectedCard = null; enemySelectedCard = null; playerMode = null; enemyMode = null; battleResult = null; playerModeText.setText(''); enemyModeText.setText(''); gameState = 'selectCard'; statusText.setText('Select a card from your hand'); // Clear enlarged card display if (enlargedCard) { tween(enlargedCard, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { enlargedCardContainer.removeChild(enlargedCard); enlargedCard = null; } }); } // Clear enemy card display if (enemyCard) { tween(enemyCard, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { enemyCardContainer.removeChild(enemyCard); enemyCard = null; } }); } displayPlayerHand(); } // Initialize the game initializeGame(); game.update = function () { // Update battle squares using parametric circle equations var time = LK.ticks * 0.02; // Control animation speed var radius = 200; var centerX = 1024; var centerY = 1200; for (var i = 0; i < battleSquares.length; i++) { var square = battleSquares[i]; if (square && square.startAngle !== undefined) { // Parametric circle: x = centerX + radius * cos(angle + time), y = centerY + radius * sin(angle + time) var angle = square.startAngle + time; square.x = centerX + radius * Math.cos(angle); square.y = centerY + radius * Math.sin(angle); } } // Update game logic if needed };
===================================================================
--- original.js
+++ change.js
@@ -102,11 +102,11 @@
/****
* Game Code
****/
-// Card database
-// Individual card base assets
// Individual card element graphics
+// Individual card base assets
+// Card database
var cardDatabase = [{
name: 'Sea',
element: 'Water',
attack: 100,
@@ -311,13 +311,13 @@
enemyModeText.x = 1248;
enemyModeText.y = 700;
game.addChild(enemyModeText);
// Enlarged card display area
- enlargedCardContainer.x = 100; // Very close to left margin
+ enlargedCardContainer.x = 350;
enlargedCardContainer.y = 1200;
game.addChild(enlargedCardContainer);
// Enemy card display area
- enlargedCardContainer.x = 1948; // Very close to right margin
+ enemyCardContainer.x = 1700;
enemyCardContainer.y = 1200;
game.addChild(enemyCardContainer);
}
function displayPlayerHand() {
Un tsunami
A Stone
A boulder
An ember
A spark
Three small ember
A river
A wind symbol
Ice floe
A purple cristal rock
Columnas de fuego rojo y azul
Big storm
A cold gale
El margen para una carta que representa el tipo tierra
Un marco para una carta que represente al tipo aire
Un marco para una carta que represente al tipo agua
The rain
A big mountain
Pile of yellow sand
El margen para una carta que representa el tipo fuego
A tornado
The sea
El margen de un botón que indica ataque de un juego de mesa, color rojo sin texto
Crea una versión de este marco en color azul
Marco cuadrado, delgado color dorado con un fondo blanco. In-Game asset. 2d. High contrast. No shadows. card
Símbolo del elemento aire
Símbolo de la tierra color verde
Símbolo del fuego color rojo
Símbolo del agua color azul
A lightning
Crea la parte inversa de una carta que representa el elemento agua, no debe tener texto ni espacio vacío, deben ser corrientes de agua y rocas en la parte inferior
Crea la parte inversa de una carta que representa el elemento fuego, no debe tener texto ni espacio vacío, deben ser flamas y montículos rojos en la parte inferior
Crea la parte inversa de una carta que representa el elemento tierra, no debe tener texto ni espacio vacío, deben ser montículos de tierra y algunas hierbas verdes repartidas
A whirlwind
A cloud
A volcano with lava
Un cubo de hielo
Una niebla densa
an ashes
A brown cave
Una pieza en forma de prisma hexagonal de metal
4 segmentos de flecha que forman un circulo en sentido horario, color morado
The ether
The moon
El símbolo de Gaia, sin texto, color verde y café
The sun