User prompt
please display number of moves near undo button
User prompt
show undo bigger
User prompt
show undo as an arrow
User prompt
show undo as button
User prompt
move undo button under the screen right corner
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'undoBtn.down = function (x, y, obj) {' Line Number: 436
User prompt
put an undo button
User prompt
be able to move cards to spaces
User prompt
show number of moves
User prompt
show move counter under the sets counter
User prompt
add moves counter
User prompt
make corner numbers more visible
User prompt
put shuffle sound to drawing cards from stock
User prompt
make music less loud
User prompt
add card sounds for moves
User prompt
Add relaxing background music to the game
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'labelTL.style.fill = 0x111111;' Line Number: 106
User prompt
make cards look like real
User prompt
use shuffle sound for taking cards from stock
User prompt
cards move slower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
cards slide to position ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
move piles to the right
User prompt
center the piles
User prompt
reduce card piles to 9
User prompt
fit cards to screen
/**** * 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 // Game constants var backgroundSpider = LK.getAsset('spider', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 8 }); backgroundSpider.x = 2048 / 2; backgroundSpider.y = 2732 / 2; backgroundSpider.alpha = 0.08; game.addChildAt(backgroundSpider, 0); // Ensure it's behind all other elements // Card back (spider web themed) // Card face (white for now, will overlay suit/rank) // Spider icon for completed set var CARD_WIDTH = 180; var CARD_HEIGHT = 260; var TABLEAU_COUNT = 9; var TABLEAU_SPACING = 32; var TABLEAU_TOP = 520; var TABLEAU_LEFT = Math.round((2048 - (TABLEAU_COUNT * CARD_WIDTH + (TABLEAU_COUNT - 1) * TABLEAU_SPACING)) / 2); var STOCK_X = 2048 - 200; var STOCK_Y = 120; var COMPLETED_X = 200; 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 = 2048 / 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, //{2J} // Increased size for better visibility 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 near undo button var movesNearUndoTxt = new Text2('0', { size: 90, fill: 0xffffff }); movesNearUndoTxt.anchor.set(1, 0.5); // Position to the left of the undo button, vertically centered with it movesNearUndoTxt.x = undoBtn.x - 120; movesNearUndoTxt.y = undoBtn.y - undoBtn.height / 2 + 90; LK.gui.bottomRight.addChild(movesNearUndoTxt); // Undo button handler (moved here after undoBtn is defined) undoBtn.down = function (x, y, obj) { if (undoStack.length === 0) return; var prev = undoStack.pop(); restoreGameState(prev); }; 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(); // 50 cards to tableau (first 5 piles get 6, rest get 5) for (var i = 0; i < TABLEAU_COUNT; i++) { var count = i < 5 ? 6 : 5; 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 movesNearUndoTxt !== "undefined") { movesNearUndoTxt.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 * 110; 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 if (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); tween(spider, { y: COMPLETED_Y, x: COMPLETED_X + (completedSets - 1) * 110 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { if (spider.parent) spider.parent.removeChild(spider); updateCompletedSpiders(); } }); } // 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 if (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); tween(spider, { y: COMPLETED_Y, x: COMPLETED_X + (completedSets - 1) * 110 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { if (spider.parent) spider.parent.removeChild(spider); updateCompletedSpiders(); } }); } // 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); } } // 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
@@ -415,8 +415,18 @@
// 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 near undo button
+var movesNearUndoTxt = new Text2('0', {
+ size: 90,
+ fill: 0xffffff
+});
+movesNearUndoTxt.anchor.set(1, 0.5);
+// Position to the left of the undo button, vertically centered with it
+movesNearUndoTxt.x = undoBtn.x - 120;
+movesNearUndoTxt.y = undoBtn.y - undoBtn.height / 2 + 90;
+LK.gui.bottomRight.addChild(movesNearUndoTxt);
// Undo button handler (moved here after undoBtn is defined)
undoBtn.down = function (x, y, obj) {
if (undoStack.length === 0) return;
var prev = undoStack.pop();
@@ -494,8 +504,11 @@
scoreTxt.setText('Sets: ' + completedSets);
if (typeof movesTxt !== "undefined") {
movesTxt.setText('Moves: ' + movesCount);
}
+ if (typeof movesNearUndoTxt !== "undefined") {
+ movesNearUndoTxt.setText(movesCount);
+ }
}
function updateCompletedSpiders() {
// Remove old
for (var i = 0; i < completedSpiders.length; i++) {