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move current card, next card and startmessage backroudn 100 pixels up
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move current card and next card 100 pixels higher even after they are swipped in
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move nextcard 100 pixels higher
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move next card 100 pixels higher. adjust text and suits
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spawned cards should move 100 pixels higher
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move current card, and next card 100 pixels higher
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move minicard 100 pixels higher
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Fix Bug: 'TypeError: Cannot read properties of null (reading 'y')' in this line: 'LK.on('tick', function moveCardLeft() {' Line Number: 257
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when nextcard spawns, it should stop 100 pixels higher
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move new spawn card 100 pixels up too
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move card and next card 100 pixels up. make sure the value and suit move accordingly too. also the startmessage
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move all the assets 100 pixels up
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move card 100 pixels up
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every 13 minicards have been spawned start spawning from the same x as the first minicard and 100 y below.
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every 13 minicards have been spawned start spawning from the same x as the first minicard and 100 y below.
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move minicards 10 pixels right
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after 13 mincards have been spawed, change spawn point to start again but 200 pixels below the first minicard
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line break after 13 minicards should be the height of the minicard + 10 pixels
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after 13 minicards have spawned, do a line break
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/**** * Classes ****/ var StartMessageDisplay = Container.expand(function () { var self = Container.call(this); var background = self.createAsset('start_message_background', 'Start Message Background', 0.5, 0.5); background.x = 1024 + 500; background.y = 1366; self.addChildAt(background, 0); var messageText = new Text2(' Swipe Up\n for Higher!\n\n or\n\n Swipe Down\n for Lower!', { size: 100, fill: '#0000000', stroke: '#000000', strokeThickness: 0, anchor: { x: 0.5, y: 0 } }); self.addChild(messageText); messageText.y = 900; messageText.x = 1150; self.showMessage = function (message) { messageText.setText(message); messageText.x = 2000; self.addChild(messageText); LK.setTimeout(function () { messageText.setText(''); }, 2000); }; }); var MessageDisplay = Container.expand(function () { var self = Container.call(this); var messageText = new Text2('', { size: 150, fill: '#ffffff', stroke: '#000000', strokeThickness: 8, anchor: { x: 0.5, y: 0 } }); self.addChild(messageText); messageText.y = 550 - messageText.height; self.showMessage = function (message) { messageText.setText(message); messageText.x = 2048 / 2 - messageText.width / 2; self.addChild(messageText); LK.setTimeout(function () { messageText.setText(''); }, 2000); }; }); var Card = Container.expand(function () { var self = Container.call(this); self.setSuit = function (suit) { self.suit = suit; var suitAsset = self.createAsset('suit_' + suit, 'Suit Asset', 0.5, 0.5); suitAsset.x = 0; suitAsset.y = 0; self.addChild(suitAsset); }; var cardGraphics = self.createAsset('card', 'Card Graphics', 0.5, 0.5); cardGraphics.anchor.set(0.5, 0.5); var valueText = new Text2('', { size: 120, fill: '#000000', font: 'bold', anchor: { x: 0, y: 0 } }); valueText.anchor.set(0, 0); valueText.x = -cardGraphics.width / 2 + 50; valueText.y = -cardGraphics.height / 2 + 30; var valueText2 = new Text2('', { size: 120, fill: '#000000', font: 'bold', anchor: { x: 1, y: 1 } }); valueText2.anchor.set(0, 0); valueText2.x = cardGraphics.width / 2 - 50; valueText2.y = cardGraphics.height / 2 - 30; valueText2.scale.y = -1; valueText2.scale.x = -1; self.addChild(valueText2); self.setValue = function (value) { self.value = value; valueText.setText(value.toString()); valueText2.setText(value.toString()); }; self.addChild(valueText); self.addChild(valueText2); var suitText = new Text2('', { size: 120, fill: '#000000', anchor: { x: 0.5, y: 1 } }); suitText.y = 0; self.addChild(suitText); self.setValue = function (value) { self.value = value; var displayValue = value; if (value === 11) { displayValue = 'J'; } else if (value === 12) { displayValue = 'Q'; } else if (value === 13) { displayValue = 'K'; } else if (value === 1) { displayValue = 'A'; } valueText.setText(displayValue.toString()); valueText2.setText(displayValue.toString()); }; self.value = 0; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.createAsset('player', 'Player Graphics', .5, .5); self.score = 0; self.updateScore = function (score) { self.score = score; }; }); var MiniCard = Container.expand(function () { var self = Container.call(this); self.setSuit = function (suit) { self.suit = suit; var suitAsset = self.createAsset('suit_' + suit, 'Mini Suit Asset', 0.5, 0.5); suitAsset.scale.x = 0.125; suitAsset.scale.y = 0.125; suitAsset.x = 0; suitAsset.y = 0; self.addChild(suitAsset); }; var cardGraphics = self.createAsset('card', 'Mini Card Graphics', 0.5, 0.5); cardGraphics.scale.x = 0.125; cardGraphics.scale.y = 0.125; cardGraphics.anchor.set(0.5, 0.5); var valueText = new Text2('', { size: 60, fill: '#000000', font: 'bold', anchor: { x: 0, y: 0 } }); valueText.anchor.set(0, 0); valueText.x = -cardGraphics.width / 16 + 6.25; valueText.y = -cardGraphics.height / 16 + 3.75; self.addChild(valueText); self.setValue = function (value) { self.value = value; var displayValue = value; if (value === 11) { displayValue = 'J'; } else if (value === 12) { displayValue = 'Q'; } else if (value === 13) { displayValue = 'K'; } else if (value === 1) { displayValue = 'A'; } valueText.setText(displayValue.toString()); }; self.value = 0; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var player = new Player(); var background = game.createAsset('background', 'Background Asset', 0.5, 0.5); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); var canSwipe = true; game.on('up', function (obj) { if (!canSwipe) { return; } canSwipe = false; LK.setTimeout(function () { canSwipe = true; }, 1500); var endY = obj.event.getLocalPosition(game).y; if (startY === null || endY === null) { return; } var swipeDirection = startY - endY; var guess = swipeDirection > 0 ? 'higher' : 'lower'; if (deck.length === 0) { LK.showGameOver(); return; } nextCard = deck.pop(); if (!nextCard) { return; } // Decrease the cards left counter cardsLeftTxt.setText('Left: ' + deck.length); if (startMessageDisplay) { startMessageDisplay.destroy(); startMessageDisplay = null; } console.log('Next Card:', 'Value:', nextCard.value, 'Suit:', nextCard.suit); game.addChild(nextCard); nextCard.x = 2048 / 2 + 500; nextCard.y = swipeDirection > 0 ? 2732 + nextCard.height : -nextCard.height; var speed = 50; LK.on('tick', function () { if (nextCard) { if (swipeDirection > 0 && nextCard.y > 2732 / 2) { nextCard.y -= speed; } else if (swipeDirection < 0 && nextCard.y < 2732 / 2) { nextCard.y += speed; } } }); if (game.messageDisplay) { game.messageDisplay.destroy(); } game.messageDisplay = game.addChild(new MessageDisplay()); var correctGuess = guess === 'higher' && nextCard.value >= currentCard.value || guess === 'lower' && nextCard.value <= currentCard.value; LK.setTimeout(function () { if (correctGuess) { player.updateScore(player.score + 1); game.updateScoreDisplay(player.score); LK.setScore(player.score); game.messageDisplay.showMessage('Correct!'); } else { game.messageDisplay.showMessage('Wrong!'); } }, 1000); console.log('Current Card:', 'Value:', currentCard.value, 'Suit:', currentCard.suit); LK.on('tick', function moveCard() { if (Math.abs(nextCard.y - 2732 / 2) <= 20) { LK.setTimeout(function () { LK.on('tick', function moveCardLeft() { if (currentCard && currentCard.x > 2048 / 2 - 500) { currentCard.x -= 20; } else if (currentCard) { var miniCard = new MiniCard(); miniCard.setValue(currentCard.value); miniCard.setSuit(currentCard.suit); miniCard.x = (game.miniCardX || 110) + miniCard.width / 6; miniCard.y = 2732 - miniCard.height - 350; game.addChild(miniCard); game.miniCardX = miniCard.x + miniCard.width + 20; LK.off('tick', moveCardLeft); } }); currentCard = nextCard; nextCard = null; startY = null; currentCard.x = 2048 / 2; }, 500); LK.off('tick', moveCard); } }); }); var scoreTxt = new Text2('0', { size: 112, fill: "#ffffff", stroke: '#000000', strokeThickness: 8, anchor: { x: .5, y: .5 } }); var cardsLeftTxt = new Text2('Left: 51', { size: 112, fill: "#ffffff", stroke: '#000000', strokeThickness: 8, anchor: { x: 0, y: .5 } }); scoreTxt.y = 50; scoreTxt.x = -1340; cardsLeftTxt.x = scoreTxt.x + scoreTxt.width + 800; cardsLeftTxt.y = 50; LK.gui.topRight.addChild(scoreTxt); LK.gui.topRight.addChild(cardsLeftTxt); game.updateScoreDisplay = function (score) { scoreTxt.setText('Score: ' + score.toString()); }; game.updateScoreDisplay(0); var startMessageDisplay = new StartMessageDisplay(); game.addChild(startMessageDisplay); var deck = []; var currentCard = null; var nextCard = null; var suits = ['hearts', 'diamonds', 'clubs', 'spades']; for (var s = 0; s < suits.length; s++) { for (var i = 1; i <= 13; i++) { var card = new Card(); card.setValue(i); card.setSuit(suits[s]); deck.push(card); } } deck.sort(function () { return 0.5 - Math.random(); }); currentCard = deck[Math.floor(Math.random() * deck.length)]; console.log('First Card:', 'Value:', currentCard.value, 'Suit:', currentCard.suit); var index = deck.indexOf(currentCard); deck.splice(index, 1); game.addChild(currentCard); currentCard.x = 2048 / 2 - 500; currentCard.y = 2732 / 2; // Update the cards left counter cardsLeftTxt.setText('Left: ' + deck.length); var startY = null; game.on('down', function (obj) { startY = obj.event.getLocalPosition(game).y; });
===================================================================
--- original.js
+++ change.js
@@ -260,9 +260,9 @@
} else if (currentCard) {
var miniCard = new MiniCard();
miniCard.setValue(currentCard.value);
miniCard.setSuit(currentCard.suit);
- miniCard.x = (game.miniCardX || 100) + miniCard.width / 6 + 10;
+ miniCard.x = (game.miniCardX || 110) + miniCard.width / 6;
miniCard.y = 2732 - miniCard.height - 350;
game.addChild(miniCard);
game.miniCardX = miniCard.x + miniCard.width + 20;
LK.off('tick', moveCardLeft);
Green casino baize. To be used as background. No shade. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
white rectangle flat. rounded corners. no background. no shadow. card shape.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.