User prompt
Vuelve este asset un 50% maĢs transparente āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
agrega un asset en el centro del circulo que forman los assets del centro, debe estar detras de los assets que giran āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ajusta la separacioĢn de las cartas en la mano del jugador para que no se solapen entre siĢ āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Has que las cartas en mano del jugador sean del mismo tamanĢo que las del rival
User prompt
Aumenta un 25% el tamanĢo de las cartas en mano del oponente
User prompt
Agrega un asset para muĢsica de fondo
Code edit (1 edits merged)
Please save this source code
User prompt
AnĢade 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) āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Baja un poco las cartas y distribuĢyelas daĢndole la misma separacioĢn que las cartas del jugador, es decir si tiene maĢs de una carta de un tipo, instancia el asset las veces necesarias āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Aumenta el tamanĢo de los assets que representan las cartas enemigas al mismo tamanĢo que las del jugador
User prompt
Aumenta el tamanĢo de las cartas en la mano enemiga para que sean del mismo tamanĢo que las del jugador
User prompt
Crea un asset que represente la parte de atraĢs de las cartas y coloĢcalas 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 āŖš” 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 condicioĢn de victoria, el primero que llegue a 3 victorias gana
User prompt
Indica el nuĢmero 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 āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
MaĢs a la derecha la del jugador y maĢs a la izquierda la del oponenete āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
No, regreĢsalas maĢs al margen, dejando muy poca diferencia con el borde āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Un poco menos, deĢjalas a la mitad de lo que estaĢn ahora āŖš” 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 mueĢvela un poco a la derecha y la del enemigo un poco a la izquierda āŖš” Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Separas un poco entre siĢ, y quiĢtales 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 pequenĢas cuando selecciono una carta, corrige eso āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Aumenta el tamanĢo de las cartas en mano un 20% y sepaĢralas un poco
/****
* 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
}, {
name: 'Metal',
element: 'Earth',
attack: 100,
defense: 80
}, {
name: 'Cave',
element: 'Earth',
attack: 80,
defense: 100
}, {
name: 'Glacier',
element: 'Water',
attack: 100,
defense: 80
}, {
name: 'Mist',
element: 'Water',
attack: 80,
defense: 100
}, {
name: 'Volcano',
element: 'Fire',
attack: 100,
defense: 80
}, {
name: 'Ashes',
element: 'Fire',
attack: 80,
defense: 100
}, {
name: 'Cloud',
element: 'Air',
attack: 80,
defense: 100
}, {
name: 'Whirlwind',
element: 'Air',
attack: 100,
defense: 80
}];
// 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;
var playerWins = 0;
var enemyWins = 0;
// 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;
var playerWinsText = null;
var enemyWinsText = null;
var enemyHandContainer = new Container();
var enemyCardBacks = [];
// 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();
displayEnemyHand();
LK.playMusic('backgroundMusic');
}
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 = 2100;
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);
// Player wins counter
playerWinsText = new Text2('Player Wins: 0', {
size: 60,
fill: 0x00FF00
});
playerWinsText.anchor.set(0.5, 0.5);
playerWinsText.x = 400;
playerWinsText.y = 150;
game.addChild(playerWinsText);
// Enemy wins counter
enemyWinsText = new Text2('Enemy Wins: 0', {
size: 60,
fill: 0xFF0000
});
enemyWinsText.anchor.set(0.5, 0.5);
enemyWinsText.x = 1648;
enemyWinsText.y = 150;
game.addChild(enemyWinsText);
// Enemy hand container for card backs
enemyHandContainer.x = 1024;
enemyHandContainer.y = 400;
game.addChild(enemyHandContainer);
}
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 displayEnemyHand() {
// Clear existing card backs
for (var i = enemyHandContainer.children.length - 1; i >= 0; i--) {
enemyHandContainer.removeChild(enemyHandContainer.children[i]);
}
enemyCardBacks = [];
// Display individual card backs for each card in enemy hand
for (var i = 0; i < enemyHand.length; i++) {
var cardBack = LK.getAsset(enemyHand[i].element.toLowerCase() + 'CardBack', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2
});
cardBack.x = (i - 2) * 280; // Same spacing as player cards
cardBack.element = enemyHand[i].element;
enemyHandContainer.addChild(cardBack);
enemyCardBacks.push(cardBack);
}
}
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';
playerWins++;
playerWinsText.setText('Player Wins: ' + playerWins);
// Remove enemy card
var enemyIndex = enemyHand.indexOf(enemySelectedCard);
enemyHand.splice(enemyIndex, 1);
displayEnemyHand();
LK.getSound('cardWin').play();
} else if (enemyValue > playerValue) {
// Enemy wins
resultText = 'Enemy wins this round!';
battleResult = 'enemyWin';
enemyWins++;
enemyWinsText.setText('Enemy Wins: ' + enemyWins);
// 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 (playerWins >= 3) {
statusText.setText('Victory - You won 3 rounds!');
LK.setScore(playerWins * 100);
LK.showYouWin();
return;
} else if (enemyWins >= 3) {
statusText.setText('Game Over - Enemy won 3 rounds!');
LK.showGameOver();
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,
@@ -285,8 +285,9 @@
}
setupUI();
displayPlayerHand();
displayEnemyHand();
+ LK.playMusic('backgroundMusic');
}
function shuffleArray(array) {
for (var i = array.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
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 botoĢn que indica ataque de un juego de mesa, color rojo sin texto
Crea una versioĢn de este marco en color azul
Marco cuadrado, delgado color dorado con un fondo blanco. In-Game asset. 2d. High contrast. No shadows. card
SiĢmbolo del elemento aire
SiĢmbolo de la tierra color verde
SiĢmbolo del fuego color rojo
SiĢmbolo del agua color azul
A lightning
Crea la parte inversa de una carta que representa el elemento agua, no debe tener texto ni espacio vaciĢo, 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 vaciĢo, deben ser flamas y montiĢculos rojos en la parte inferior
Crea la parte inversa de una carta que representa el elemento tierra, no debe tener texto ni espacio vaciĢo, deben ser montiĢculos 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 siĢmbolo de Gaia, sin texto, color verde y cafeĢ
The sun