User prompt
0.3 space between columns
User prompt
fit all assets in screen
User prompt
do not decrease move count in redo
User prompt
add moves count near redo
User prompt
put restart to lower left
User prompt
decrease spacing between columns
User prompt
fit columns to screen
User prompt
make screen horizontal
User prompt
put restsart button
User prompt
decrease space between columns
User prompt
center columns
User prompt
fit columns to screen
User prompt
automatically collect finished stes
User prompt
center columns on screen
User prompt
middle columns on screen
User prompt
fit columns to screen
User prompt
enlarge columns
User prompt
remove one column
User prompt
show number of decks near stack
User prompt
show the decks left on stack
User prompt
place a restart button on lower left corner
User prompt
draw a web background
User prompt
put a web on background
User prompt
please place a web image on background
User prompt
please make a web background
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Card class var Card = Container.expand(function () { var self = Container.call(this); // Card properties self.rank = 1; // 1=Ace, 13=King self.suit = 0; // 0=spades (for MVP, only one suit) self.faceUp = false; self.selected = false; // Card graphics // Add a drop shadow and rounded rectangle background for realism var cardShadow = LK.getAsset('cardFace', { anchorX: 0.5, anchorY: 0.5, tint: 0x222222, alpha: 0.18, scaleX: 1.04, scaleY: 1.04 }); self.addChild(cardShadow); var cardFace = self.attachAsset('cardFace', { anchorX: 0.5, anchorY: 0.5 }); var cardBack = self.attachAsset('cardBack', { anchorX: 0.5, anchorY: 0.5 }); cardBack.visible = true; cardFace.visible = false; // Card label (rank/suit) - center var label = new Text2('', { size: 60, fill: 0x111111 }); label.anchor.set(0.5, 0.5); label.x = 0; label.y = 0; self.addChild(label); // Top-left corner label (rank + suit) var labelTL = new Text2('', { size: 52, fill: 0xffffff }); labelTL.anchor.set(0, 0); labelTL.x = -cardFace.width / 2 + 18; labelTL.y = -cardFace.height / 2 + 10; self.addChild(labelTL); // Bottom-right corner label (rank + suit) var labelBR = new Text2('', { size: 52, fill: 0xffffff }); labelBR.anchor.set(1, 1); labelBR.x = cardFace.width / 2 - 18; labelBR.y = cardFace.height / 2 - 10; self.addChild(labelBR); // Set card data self.setCard = function (rank, suit, faceUp) { self.rank = rank; self.suit = suit; self.faceUp = faceUp; self.updateFace(); }; // Update card face/back and label self.updateFace = function () { cardFace.visible = self.faceUp; cardBack.visible = !self.faceUp; // Only spades for MVP var suitChar = '♠'; var rankStr = ''; if (self.rank === 1) rankStr = 'A';else if (self.rank === 11) rankStr = 'J';else if (self.rank === 12) rankStr = 'Q';else if (self.rank === 13) rankStr = 'K';else rankStr = '' + self.rank; if (self.faceUp) { // Show rank and suit in all labels label.setText(rankStr + ' ' + suitChar); label.visible = true; labelTL.setText(rankStr + suitChar); labelTL.visible = true; labelBR.setText(rankStr + suitChar); labelBR.visible = true; labelTL.setStyle({ fill: 0xffffff }); labelBR.setStyle({ fill: 0xffffff }); label.setStyle({ fill: 0x111111 }); } else { label.setText(''); label.visible = false; labelTL.setText(''); labelTL.visible = false; labelBR.setText(''); labelBR.visible = false; // Optionally, show a faint spider on the back for realism } self.updateSelected(); }; // Visual feedback for selection self.updateSelected = function () { if (self.selected) { cardFace.tint = 0x99ccff; cardBack.tint = 0x99ccff; } else { cardFace.tint = 0xffffff; cardBack.tint = 0xffffff; } }; // Flip card self.flip = function (faceUp) { self.faceUp = faceUp; self.updateFace(); }; // Touch events self.down = function (x, y, obj) { if (self.faceUp) { // Let game handle selection if (game) game.onCardDown(self, x, y, obj); } }; return self; }); // Stock pile class (for dealing new rows) var StockPile = Container.expand(function () { var self = Container.call(this); self.cards = []; // Add card to stock self.addCard = function (card) { self.cards.push(card); self.addChild(card); card.x = 0; card.y = 0; }; // Deal one card per tableau pile self.dealToTableau = function (tableauPiles) { if (self.cards.length < tableauPiles.length) return false; for (var i = 0; i < tableauPiles.length; i++) { var card = self.cards.shift(); card.flip(true); tableauPiles[i].addCard(card); } return true; }; // Is empty? self.isEmpty = function () { return self.cards.length === 0; }; return self; }); // Tableau pile class var TableauPile = Container.expand(function () { var self = Container.call(this); self.cards = []; // Add card to pile self.addCard = function (card) { self.cards.push(card); self.addChild(card); self.layout(); }; // Remove card(s) from pile starting at index self.removeCardsFrom = function (idx) { var removed = []; while (self.cards.length > idx) { var c = self.cards.pop(); c.parent.removeChild(c); removed.unshift(c); } self.layout(); return removed; }; // Get top card self.topCard = function () { if (self.cards.length === 0) return null; return self.cards[self.cards.length - 1]; }; // Layout cards in pile self.layout = function () { for (var i = 0; i < self.cards.length; i++) { var c = self.cards[i]; // Animate to new position using tween tween.stop(c, { x: true, y: true }); // Stop any previous tweens on x/y tween(c, { x: 0, y: i * 60 }, { duration: 400, easing: tween.cubicOut }); c.zIndex = i; } }; // Reveal top card if needed self.revealTop = function () { var top = self.topCard(); if (top && !top.faceUp) { top.flip(true); } }; // Get index of card in pile self.indexOf = function (card) { for (var i = 0; i < self.cards.length; i++) { if (self.cards[i] === card) return i; } return -1; }; // Can move sequence starting at idx? self.canMoveSequence = function (idx) { // All cards from idx to end must be face up and in descending order for (var i = idx; i < self.cards.length - 1; i++) { var c1 = self.cards[i]; var c2 = self.cards[i + 1]; if (!c1.faceUp || !c2.faceUp) return false; if (c1.rank !== c2.rank + 1) return false; } return self.cards[idx].faceUp; }; // Can accept a sequence of cards (cardsArr)? self.canAccept = function (cardsArr) { if (self.cards.length === 0) { // Only King can be placed on empty pile return cardsArr[0].rank === 13; } else { var top = self.topCard(); var moving = cardsArr[0]; return top.faceUp && top.rank === moving.rank + 1; } }; // Remove completed set (K-A) self.removeCompleteSet = function () { // Check if last 13 cards are a complete set if (self.cards.length < 13) return false; for (var i = 0; i < 13; i++) { var c = self.cards[self.cards.length - 1 - i]; if (!c.faceUp || c.rank !== 13 - i) return false; } // Remove them var removed = []; for (var i = 0; i < 13; i++) { var c = self.cards.pop(); c.parent.removeChild(c); removed.unshift(c); } self.layout(); return true; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xcccccc }); /**** * Game Code ****/ // Add a large faded spider icon to the background, centered and scaled for portrait // Game constants for 2048x2732 portrait var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // Spider background: scale to fit width, center var backgroundSpider = LK.getAsset('spider', { anchorX: 0.5, anchorY: 0.5, scaleX: 10, scaleY: 10 }); backgroundSpider.x = GAME_WIDTH / 2; backgroundSpider.y = GAME_HEIGHT / 2; backgroundSpider.alpha = 0.08; game.addChildAt(backgroundSpider, 0); // Ensure it's behind all other elements // Card and layout constants for portrait var CARD_HEIGHT = 260; var TABLEAU_COUNT = 8; // Calculate CARD_WIDTH and spacing to fit exactly in 2048px width with 8 columns and 0.3 card width spacing var TABLEAU_TOTAL_WIDTH = GAME_WIDTH; var TABLEAU_COUNT = 8; var CARD_HEIGHT = 260; var CARD_WIDTH = Math.floor(TABLEAU_TOTAL_WIDTH / (TABLEAU_COUNT + (TABLEAU_COUNT - 1) * 0.3)); var TABLEAU_SPACING = Math.floor(CARD_WIDTH * 0.3); // Top offset for vertical layout var TABLEAU_TOP = 420; // Center columns horizontally (ensure columns are perfectly centered) var totalTableauWidth = TABLEAU_COUNT * CARD_WIDTH + (TABLEAU_COUNT - 1) * TABLEAU_SPACING; var TABLEAU_LEFT = Math.round((GAME_WIDTH - totalTableauWidth) / 2); // Stock and completed set positions (fit to portrait) var STOCK_X = GAME_WIDTH - CARD_WIDTH - 40; var STOCK_Y = 120; var COMPLETED_X = 40 + CARD_WIDTH / 2; var COMPLETED_Y = 120; // Game state var tableauPiles = []; var stockPile = null; var completedSets = 0; var movesCount = 0; // Moves counter var draggingCards = null; var draggingFromPile = null; var dragOffsetX = 0; var dragOffsetY = 0; var dragStartX = 0; var dragStartY = 0; var dragValidTarget = null; var dragTargetPile = null; var canDeal = true; // Undo stack var undoStack = []; // Helper: clone game state for undo function cloneGameState() { // Deep copy of tableau piles, stock, completedSets, movesCount var tableau = []; for (var i = 0; i < tableauPiles.length; i++) { var pile = tableauPiles[i]; var pileArr = []; for (var j = 0; j < pile.cards.length; j++) { var c = pile.cards[j]; pileArr.push({ rank: c.rank, suit: c.suit, faceUp: c.faceUp }); } tableau.push(pileArr); } var stock = []; for (var i = 0; i < stockPile.cards.length; i++) { var c = stockPile.cards[i]; stock.push({ rank: c.rank, suit: c.suit, faceUp: c.faceUp }); } return { tableau: tableau, stock: stock, completedSets: completedSets, movesCount: movesCount }; } // Helper: restore game state from undo function restoreGameState(state) { // Remove all cards for (var i = 0; i < tableauPiles.length; i++) { var pile = tableauPiles[i]; while (pile.cards.length > 0) { var c = pile.cards.pop(); if (c.parent) c.parent.removeChild(c); } } while (stockPile.cards.length > 0) { var c = stockPile.cards.pop(); if (c.parent) c.parent.removeChild(c); } // Restore tableau for (var i = 0; i < tableauPiles.length; i++) { var pileArr = state.tableau[i]; for (var j = 0; j < pileArr.length; j++) { var cdata = pileArr[j]; var card = new Card(); card.setCard(cdata.rank, cdata.suit, cdata.faceUp); tableauPiles[i].addCard(card); } } // Restore stock for (var i = 0; i < state.stock.length; i++) { var cdata = state.stock[i]; var card = new Card(); card.setCard(cdata.rank, cdata.suit, cdata.faceUp); stockPile.addCard(card); } completedSets = state.completedSets; movesCount = state.movesCount; updateScore(); updateCompletedSpiders(); canDeal = true; draggingCards = null; draggingFromPile = null; dragValidTarget = null; dragTargetPile = null; } // Push undo state function pushUndoState() { // Limit undo stack to 50 if (undoStack.length > 50) undoStack.shift(); undoStack.push(cloneGameState()); } // GUI var scoreTxt = new Text2('0', { size: 90, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var movesTxt = new Text2('Moves: 0', { size: 70, fill: 0xffffff }); movesTxt.anchor.set(0.5, 0); // Place moves counter under the sets counter (scoreTxt) movesTxt.x = GAME_WIDTH / 2; movesTxt.y = scoreTxt.y + scoreTxt.height + 10; LK.gui.top.addChild(movesTxt); // Undo button (now shown as an arrow icon) var undoBtn = new Text2('↶', { size: 180, fill: 0xffffff }); undoBtn.anchor.set(1, 1); // Place at the bottom right corner of the screen (using LK.gui.bottomRight) undoBtn.x = -40; undoBtn.y = -40; LK.gui.bottomRight.addChild(undoBtn); // Moves counter next to undo button var movesTxtBR = new Text2('0', { size: 70, fill: 0xffffff }); movesTxtBR.anchor.set(1, 1); // Place to the left of the undo button, aligned at bottom right movesTxtBR.x = undoBtn.x - 120; movesTxtBR.y = undoBtn.y - 10; LK.gui.bottomRight.addChild(movesTxtBR); // Undo button handler (moved here after undoBtn is defined) undoBtn.down = function (x, y, obj) { if (undoStack.length === 0) return; var prev = undoStack.pop(); // When redoing, do not decrease movesCount; keep current movesCount var currentMoves = movesCount; restoreGameState(prev); // Restore everything except movesCount (keep current) movesCount = currentMoves; updateScore(); }; // Restart button (shown as a circular arrow) var restartBtn = new Text2('⟳', { size: 180, fill: 0xffffff }); restartBtn.anchor.set(0, 1); // Place at the bottom left corner of the screen (using LK.gui.bottomLeft) restartBtn.x = 40; restartBtn.y = -40; LK.gui.bottomLeft.addChild(restartBtn); restartBtn.down = function (x, y, obj) { resetGame(); }; var dealBtn = new Text2('Deal', { size: 70, fill: 0xFFFFFF }); dealBtn.anchor.set(0.5, 0.5); dealBtn.x = STOCK_X + CARD_WIDTH / 2; dealBtn.y = STOCK_Y + CARD_HEIGHT + 60; LK.gui.top.addChild(dealBtn); // Completed sets display var completedSpiders = []; // Initialize tableau piles for (var i = 0; i < TABLEAU_COUNT; i++) { var pile = new TableauPile(); pile.x = TABLEAU_LEFT + i * (CARD_WIDTH + TABLEAU_SPACING); pile.y = TABLEAU_TOP; game.addChild(pile); tableauPiles.push(pile); } // Initialize stock pile stockPile = new StockPile(); stockPile.x = STOCK_X; stockPile.y = STOCK_Y; game.addChild(stockPile); // (Removed stock label) // Shuffle and deal cards function shuffleDeck() { // 8 decks of spades (104 cards) var deck = []; for (var d = 0; d < 8; d++) { for (var r = 1; r <= 13; r++) { var card = new Card(); card.setCard(r, 0, false); deck.push(card); } } // Fisher-Yates shuffle for (var i = deck.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var tmp = deck[i]; deck[i] = deck[j]; deck[j] = tmp; } return deck; } function dealInitial() { var deck = shuffleDeck(); // 52 cards to tableau (first 4 piles get 7, rest get 6) for (var i = 0; i < TABLEAU_COUNT; i++) { var count = i < 4 ? 7 : 6; for (var j = 0; j < count; j++) { var card = deck.shift(); tableauPiles[i].addCard(card); } } // Flip top card of each pile for (var i = 0; i < TABLEAU_COUNT; i++) { tableauPiles[i].topCard().flip(true); } // Remaining 50 cards to stock while (deck.length > 0) { var card = deck.shift(); stockPile.addCard(card); } completedSets = 0; updateScore(); updateCompletedSpiders(); canDeal = true; } function updateScore() { scoreTxt.setText('Sets: ' + completedSets); if (typeof movesTxt !== "undefined") { movesTxt.setText('Moves: ' + movesCount); } if (typeof movesTxtBR !== "undefined") { movesTxtBR.setText(movesCount + ''); } } function updateCompletedSpiders() { // Remove old for (var i = 0; i < completedSpiders.length; i++) { if (completedSpiders[i].parent) completedSpiders[i].parent.removeChild(completedSpiders[i]); } completedSpiders = []; // Add new for (var i = 0; i < completedSets; i++) { var spider = LK.getAsset('spider', { anchorX: 0.5, anchorY: 0.5 }); spider.x = COMPLETED_X + i * (CARD_WIDTH * 0.7); spider.y = COMPLETED_Y; game.addChild(spider); completedSpiders.push(spider); } } // Handle card selection and drag game.onCardDown = function (card, x, y, obj) { // Find which pile this card is in var pile = null; var idx = -1; for (var i = 0; i < tableauPiles.length; i++) { var p = tableauPiles[i]; var j = p.indexOf(card); if (j !== -1) { pile = p; idx = j; break; } } if (!pile) return; // Can move sequence? if (!pile.canMoveSequence(idx)) return; // Prepare drag pushUndoState(); draggingCards = []; for (var k = idx; k < pile.cards.length; k++) { var c = pile.cards[k]; c.selected = true; c.updateSelected(); draggingCards.push(c); } draggingFromPile = pile; // Try to auto-move to a valid pile var autoMoved = false; for (var t = 0; t < tableauPiles.length; t++) { var targetPile = tableauPiles[t]; if (targetPile === pile) continue; if (targetPile.canAccept(draggingCards)) { // Remove from old pile pile.removeCardsFrom(idx); // Add to new pile for (var m = 0; m < draggingCards.length; m++) { targetPile.addCard(draggingCards[m]); } // Play card move sound LK.getSound('card_move').play(); // Reveal top card in old pile pile.revealTop(); // Check for completed set var completedAny = false; while (targetPile.removeCompleteSet()) { // Play card set sound LK.getSound('card_set').play(); completedSets += 1; updateScore(); updateCompletedSpiders(); // Animate spider var spider = LK.getAsset('spider', { anchorX: 0.5, anchorY: 0.5 }); spider.x = targetPile.x + CARD_WIDTH / 2; spider.y = targetPile.y + targetPile.cards.length * 60 + CARD_HEIGHT / 2; game.addChild(spider); (function (spider, setIndex) { tween(spider, { y: COMPLETED_Y, x: COMPLETED_X + setIndex * (CARD_WIDTH * 0.7) }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { if (spider.parent) spider.parent.removeChild(spider); updateCompletedSpiders(); } }); })(spider, completedSets - 1); completedAny = true; } // After moving, check all piles for additional completed sets (auto-collect) for (var auto_i = 0; auto_i < tableauPiles.length; auto_i++) { var pile = tableauPiles[auto_i]; while (pile.removeCompleteSet()) { LK.getSound('card_set').play(); completedSets += 1; updateScore(); updateCompletedSpiders(); var spider = LK.getAsset('spider', { anchorX: 0.5, anchorY: 0.5 }); spider.x = pile.x + CARD_WIDTH / 2; spider.y = pile.y + pile.cards.length * 60 + CARD_HEIGHT / 2; game.addChild(spider); (function (spider, setIndex) { tween(spider, { y: COMPLETED_Y, x: COMPLETED_X + setIndex * (CARD_WIDTH * 0.7) }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { if (spider.parent) spider.parent.removeChild(spider); updateCompletedSpiders(); } }); })(spider, completedSets - 1); completedAny = true; } } // Win condition: 8 sets if (completedSets >= 8) { LK.showYouWin(); return; } // Deselect for (var m = 0; m < draggingCards.length; m++) { draggingCards[m].selected = false; draggingCards[m].updateSelected(); } movesCount += 1; // Increment moves on auto-move updateScore(); draggingCards = null; draggingFromPile = null; dragValidTarget = null; dragTargetPile = null; autoMoved = true; break; } } if (autoMoved) return; // Bring to front for manual drag for (var k = 0; k < draggingCards.length; k++) { game.addChild(draggingCards[k]); } // Offset dragOffsetX = card.x; dragOffsetY = card.y; dragStartX = card.parent.x + card.x; dragStartY = card.parent.y + card.y; }; // Handle drag move game.move = function (x, y, obj) { if (!draggingCards) return; // Move cards for (var i = 0; i < draggingCards.length; i++) { draggingCards[i].x = x - dragOffsetX; draggingCards[i].y = y - dragOffsetY + i * 60; } // Check for valid drop target dragValidTarget = null; dragTargetPile = null; for (var i = 0; i < tableauPiles.length; i++) { var pile = tableauPiles[i]; // Don't allow drop on self if (pile === draggingFromPile) continue; // Get pile bounds var px = pile.x; var py = pile.y + pile.cards.length * 60; var pw = CARD_WIDTH; var ph = CARD_HEIGHT; // If pile is empty, allow drop anywhere in the pile area if (pile.cards.length === 0) { px = pile.x; py = pile.y; pw = CARD_WIDTH; ph = CARD_HEIGHT; if (x > px && x < px + pw && y > py && y < py + ph) { if (pile.canAccept(draggingCards)) { dragValidTarget = pile; dragTargetPile = pile; break; } } } else { if (x > px && x < px + pw && y > py - 60 && y < py + ph) { if (pile.canAccept(draggingCards)) { dragValidTarget = pile; dragTargetPile = pile; break; } } } } }; // Handle drag end game.up = function (x, y, obj) { if (!draggingCards) return; // Drop if (dragValidTarget && dragTargetPile) { pushUndoState(); // Remove from old pile var idx = draggingFromPile.indexOf(draggingCards[0]); draggingFromPile.removeCardsFrom(idx); // Add to new pile for (var i = 0; i < draggingCards.length; i++) { dragTargetPile.addCard(draggingCards[i]); } // Play card move sound LK.getSound('card_move').play(); movesCount += 1; // Increment moves on manual drag updateScore(); // Reveal top card in old pile draggingFromPile.revealTop(); // Check for completed set var completedAny = false; while (dragTargetPile.removeCompleteSet()) { // Play card set sound LK.getSound('card_set').play(); completedSets += 1; updateScore(); updateCompletedSpiders(); // Animate spider var spider = LK.getAsset('spider', { anchorX: 0.5, anchorY: 0.5 }); spider.x = dragTargetPile.x + CARD_WIDTH / 2; spider.y = dragTargetPile.y + dragTargetPile.cards.length * 60 + CARD_HEIGHT / 2; game.addChild(spider); (function (spider, setIndex) { tween(spider, { y: COMPLETED_Y, x: COMPLETED_X + setIndex * (CARD_WIDTH * 0.7) }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { if (spider.parent) spider.parent.removeChild(spider); updateCompletedSpiders(); } }); })(spider, completedSets - 1); completedAny = true; } // After moving, check all piles for additional completed sets (auto-collect) for (var auto_i = 0; auto_i < tableauPiles.length; auto_i++) { var pile = tableauPiles[auto_i]; while (pile.removeCompleteSet()) { LK.getSound('card_set').play(); completedSets += 1; updateScore(); updateCompletedSpiders(); var spider = LK.getAsset('spider', { anchorX: 0.5, anchorY: 0.5 }); spider.x = pile.x + CARD_WIDTH / 2; spider.y = pile.y + pile.cards.length * 60 + CARD_HEIGHT / 2; game.addChild(spider); (function (spider, setIndex) { tween(spider, { y: COMPLETED_Y, x: COMPLETED_X + setIndex * (CARD_WIDTH * 0.7) }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { if (spider.parent) spider.parent.removeChild(spider); updateCompletedSpiders(); } }); })(spider, completedSets - 1); completedAny = true; } } // Win condition: 8 sets if (completedSets >= 8) { LK.showYouWin(); return; } } else { // Return to original pile for (var i = 0; i < draggingCards.length; i++) { draggingCards[i].x = dragStartX - draggingFromPile.x; draggingCards[i].y = dragStartY - draggingFromPile.y + i * 60; draggingFromPile.addChild(draggingCards[i]); } draggingFromPile.layout(); } // Deselect for (var i = 0; i < draggingCards.length; i++) { draggingCards[i].selected = false; draggingCards[i].updateSelected(); } draggingCards = null; draggingFromPile = null; dragValidTarget = null; dragTargetPile = null; }; // Deal new row dealBtn.down = function (x, y, obj) { if (!canDeal) return; // Only allow if all tableau piles have at least one card for (var i = 0; i < tableauPiles.length; i++) { if (tableauPiles[i].cards.length === 0) return; } if (stockPile.isEmpty()) return; canDeal = false; pushUndoState(); // Animate deal var dealt = stockPile.dealToTableau(tableauPiles); if (dealt) { // Play shuffle sound when dealing from stock LK.getSound('shuffle').play(); // Flip top card of each pile for (var i = 0; i < tableauPiles.length; i++) { tableauPiles[i].topCard().flip(true); } // After dealing, auto-collect any completed sets for (var auto_i = 0; auto_i < tableauPiles.length; auto_i++) { var pile = tableauPiles[auto_i]; while (pile.removeCompleteSet()) { LK.getSound('card_set').play(); completedSets += 1; updateScore(); updateCompletedSpiders(); var spider = LK.getAsset('spider', { anchorX: 0.5, anchorY: 0.5 }); spider.x = pile.x + CARD_WIDTH / 2; spider.y = pile.y + pile.cards.length * 60 + CARD_HEIGHT / 2; game.addChild(spider); (function (spider, setIndex) { tween(spider, { y: COMPLETED_Y, x: COMPLETED_X + setIndex * (CARD_WIDTH * 0.7) }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { if (spider.parent) spider.parent.removeChild(spider); updateCompletedSpiders(); } }); })(spider, completedSets - 1); } } } // Allow next deal after short delay LK.setTimeout(function () { canDeal = true; }, 400); }; // Touch on stock pile (deal) stockPile.down = function (x, y, obj) { dealBtn.down(x, y, obj); }; // Reset game function resetGame() { // Remove all cards for (var i = 0; i < tableauPiles.length; i++) { var pile = tableauPiles[i]; while (pile.cards.length > 0) { var c = pile.cards.pop(); if (c.parent) c.parent.removeChild(c); } } while (stockPile.cards.length > 0) { var c = stockPile.cards.pop(); if (c.parent) c.parent.removeChild(c); } completedSets = 0; movesCount = 0; // Reset moves counter updateScore(); updateCompletedSpiders(); canDeal = true; draggingCards = null; draggingFromPile = null; dragValidTarget = null; dragTargetPile = null; dealInitial(); } // Game over: no more moves function checkGameOver() { // If no moves and stock is empty var canMove = false; for (var i = 0; i < tableauPiles.length; i++) { var pile = tableauPiles[i]; for (var j = 0; j < pile.cards.length; j++) { if (pile.canMoveSequence(j)) { // Try to move to another pile var seq = []; for (var k = j; k < pile.cards.length; k++) seq.push(pile.cards[k]); for (var t = 0; t < tableauPiles.length; t++) { if (t === i) continue; if (tableauPiles[t].canAccept(seq)) { canMove = true; break; } } } if (canMove) break; } if (canMove) break; } if (!canMove && stockPile.isEmpty()) { LK.showGameOver(); } } // Game update game.update = function () { // Check for game over checkGameOver(); }; // Start game dealInitial(); LK.playMusic('relaxing_bg');
===================================================================
--- original.js
+++ change.js
@@ -285,12 +285,14 @@
game.addChildAt(backgroundSpider, 0); // Ensure it's behind all other elements
// Card and layout constants for portrait
var CARD_HEIGHT = 260;
var TABLEAU_COUNT = 8;
-// Calculate CARD_WIDTH and spacing to fit exactly in 2048px width with 8 columns
+// Calculate CARD_WIDTH and spacing to fit exactly in 2048px width with 8 columns and 0.3 card width spacing
var TABLEAU_TOTAL_WIDTH = GAME_WIDTH;
-var CARD_WIDTH = Math.floor(TABLEAU_TOTAL_WIDTH / (TABLEAU_COUNT + 0.5)); // Add a little margin on sides
-var TABLEAU_SPACING = Math.floor((TABLEAU_TOTAL_WIDTH - CARD_WIDTH * TABLEAU_COUNT) / (TABLEAU_COUNT - 1));
+var TABLEAU_COUNT = 8;
+var CARD_HEIGHT = 260;
+var CARD_WIDTH = Math.floor(TABLEAU_TOTAL_WIDTH / (TABLEAU_COUNT + (TABLEAU_COUNT - 1) * 0.3));
+var TABLEAU_SPACING = Math.floor(CARD_WIDTH * 0.3);
// Top offset for vertical layout
var TABLEAU_TOP = 420;
// Center columns horizontally (ensure columns are perfectly centered)
var totalTableauWidth = TABLEAU_COUNT * CARD_WIDTH + (TABLEAU_COUNT - 1) * TABLEAU_SPACING;