User prompt
arka plana koyu yeşil bir arka plan istiyorun
User prompt
every round make the shuffling little bit faster
User prompt
ok lets do it
User prompt
ok its looks good, but its a litte bit easey, to make it harder, shuffle the correct card, more than the other cards
User prompt
make 9 cards not 10, becouse of the screen it cannot placed, so make 3 rows of cards, starting with first row when the player reach round 3 so the next card goese to second row and it will be shuffled, and when the player reach the round 6 so the 7th card goes to thrid row
User prompt
please start with 2 cards, just simple, and after when the correct card will be picked, so add a new card, and make this untill round 10. that meens when the player comes to round 10, we must have 10 cards
Code edit (1 edits merged)
Please save this source code
User prompt
Three Card Shuffle
Initial prompt
make me a game like 3 card monte, but i wana play this game in a browser
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Card class: represents a single card in the 3 card shuffle game var Card = Container.expand(function () { var self = Container.call(this); // Card states: 'faceup', 'facedown', 'revealed' self.state = 'facedown'; self.isPrize = false; self.index = 0; // 0,1,2 for left, center, right // Card dimensions var cardWidth = 350; var cardHeight = 500; // Face down color var backColor = 0x444444; // Face up color var faceColor = 0xffffff; // Prize color var prizeColor = 0xffd700; // Card back (facedown) var back = self.attachAsset('cardBack', { width: cardWidth, height: cardHeight, color: backColor, shape: 'box', anchorX: 0.5, anchorY: 1 }); // Card face (faceup) var face = self.attachAsset('cardFace', { width: cardWidth, height: cardHeight, color: faceColor, shape: 'box', anchorX: 0.5, anchorY: 1 }); face.visible = false; // Prize indicator (only visible if isPrize and faceup) var prize = self.attachAsset('prizeCircle', { width: 120, height: 120, color: prizeColor, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5, x: 0, y: -cardHeight / 2 }); prize.visible = false; // For tap feedback var highlight = self.attachAsset('highlight', { width: cardWidth + 20, height: cardHeight + 20, color: 0x00ff00, shape: 'box', anchorX: 0.5, anchorY: 1 }); highlight.alpha = 0; highlight.visible = true; // Card label (for debugging or future use) // var label = new Text2('', {size: 60, fill: "#222"}); // label.anchor.set(0.5, 0.5); // label.x = 0; // label.y = -cardHeight / 2; // self.addChild(label); // Set card state: 'faceup', 'facedown', 'revealed' self.setState = function (state) { self.state = state; if (state === 'faceup') { face.visible = true; back.visible = false; prize.visible = self.isPrize; } else if (state === 'facedown') { face.visible = false; back.visible = true; prize.visible = false; } else if (state === 'revealed') { face.visible = true; back.visible = false; prize.visible = self.isPrize; } }; // Show highlight (for tap feedback) self.flashHighlight = function () { highlight.alpha = 0.5; tween(highlight, { alpha: 0 }, { duration: 400, easing: tween.linear }); }; // Card tap event self.down = function (x, y, obj) { if (typeof onCardTap === 'function') { onCardTap(self); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x003300 }); /**** * Game Code ****/ // Game constants var CARD_SPACING = 420; var CARD_YS = [900, 1500, 2100]; // y positions for 3 rows var cardWidth = 350; var cardHeight = 500; var maxRounds = 9; // Only up to 9 cards (3 rows of 3) // Game state var cards = []; var prizeIndex = 0; var round = 1; var shuffling = false; var canPick = false; var score = 0; var shuffleCount = 3; var shuffleSpeed = 500; var pickTimeout = undefined; // Helper: get card positions for indices 0..n-1, centered in up to 3 rows function getCardPos(idx, numCards) { // Determine row and column for up to 9 cards (3x3) var row, col, rowCardCount, colInRow; if (numCards <= 3) { row = 0; rowCardCount = numCards; colInRow = idx; } else if (numCards <= 6) { // 4-6 cards: fill first row, then start second row if (idx < 3) { row = 0; rowCardCount = Math.min(3, numCards); colInRow = idx; } else { row = 1; rowCardCount = numCards - 3; colInRow = idx - 3; } } else { // 7-9 cards: fill first two rows, then third row if (idx < 3) { row = 0; rowCardCount = 3; colInRow = idx; } else if (idx < 6) { row = 1; rowCardCount = 3; colInRow = idx - 3; } else { row = 2; rowCardCount = numCards - 6; colInRow = idx - 6; } } // Center cards in their row var totalWidth = (rowCardCount - 1) * CARD_SPACING; var startX = 2048 / 2 - totalWidth / 2; return { x: startX + colInRow * CARD_SPACING, y: CARD_YS[row] }; } // GUI elements var scoreTxt = new Text2('Score: 0', { size: 110, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var roundTxt = new Text2('Round 1', { size: 80, fill: "#fff" }); roundTxt.anchor.set(0.5, 0); LK.gui.top.addChild(roundTxt); roundTxt.y = 120; // Message text (centered) var messageTxt = new Text2('', { size: 120, fill: "#fff" }); messageTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(messageTxt); messageTxt.visible = false; // Helper: show message in center for ms milliseconds function showMessage(msg, ms) { messageTxt.setText(msg); messageTxt.visible = true; if (ms) { LK.setTimeout(function () { messageTxt.visible = false; }, ms); } } // Helper: update score and round display function updateGUI() { scoreTxt.setText('Score: ' + score); roundTxt.setText('Round ' + round); } // Helper: reset all cards to facedown function allCardsFacedown() { for (var i = 0; i < cards.length; i++) { cards[i].setState('facedown'); } } // Helper: flip all cards faceup (show prize) function allCardsFaceup() { for (var i = 0; i < cards.length; i++) { cards[i].setState('faceup'); } } // Helper: reveal all cards (show which had prize) function revealAllCards() { for (var i = 0; i < cards.length; i++) { cards[i].setState('revealed'); } } // (Moved and updated getCardPos above to take numCards argument) // Helper: shuffle array in place function shuffleArray(arr) { for (var i = arr.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = arr[i]; arr[i] = arr[j]; arr[j] = temp; } } // Helper: animate swap between two cards function animateSwap(cardA, cardB, duration, onFinish) { var ax = cardA.x, ay = cardA.y; var bx = cardB.x, by = cardB.y; tween(cardA, { x: bx, y: by }, { duration: duration, easing: tween.cubicInOut }); tween(cardB, { x: ax, y: ay }, { duration: duration, easing: tween.cubicInOut, onFinish: onFinish }); } // Helper: perform a shuffle sequence (array of swaps) function performShuffleSequence(swaps, idx, onFinish) { if (idx >= swaps.length) { if (onFinish) onFinish(); return; } var pair = swaps[idx]; animateSwap(cards[pair[0]], cards[pair[1]], shuffleSpeed, function () { // Swap card objects in array var temp = cards[pair[0]]; cards[pair[0]] = cards[pair[1]]; cards[pair[1]] = temp; // Update indices for (var i = 0; i < cards.length; i++) { cards[i].index = i; } performShuffleSequence(swaps, idx + 1, onFinish); }); } // Helper: generate a random shuffle sequence (array of [i,j] swaps) function generateShuffleSequence(count) { var swaps = []; var numCards = cards.length; if (numCards < 2) return swaps; // Make the prize card get shuffled more than the others var prizeSwaps = Math.max(2, Math.floor(count * 0.6)); // 60% of swaps involve the prize card var otherSwaps = count - prizeSwaps; // First, shuffle the prize card with random others for (var i = 0; i < prizeSwaps; i++) { var a = prizeIndex; var b; do { b = Math.floor(Math.random() * numCards); } while (b === a); swaps.push([a, b]); } // Then, shuffle random pairs (not always involving the prize card) for (var i = 0; i < otherSwaps; i++) { var a = Math.floor(Math.random() * numCards); var b; do { b = Math.floor(Math.random() * numCards); } while (b === a); swaps.push([a, b]); } // Shuffle the swaps array so the prize swaps are not all at the start shuffleArray(swaps); return swaps; } // Start a new round function startRound() { shuffling = false; canPick = false; updateGUI(); // Determine number of cards for this round (start at 2, max 9) var numCards = Math.min(2 + (round - 1), maxRounds); // Add new card if needed while (cards.length < numCards) { var card = new Card(); card.index = cards.length; card.setState('facedown'); cards.push(card); game.addChild(card); } // Remove extra cards if any (shouldn't happen, but defensive) while (cards.length > numCards) { var removed = cards.pop(); removed.destroy(); } // Place cards in initial positions (using new getCardPos for 3 rows) for (var i = 0; i < cards.length; i++) { var pos = getCardPos(i, cards.length); cards[i].x = pos.x; cards[i].y = pos.y; cards[i].index = i; cards[i].isPrize = false; cards[i].setState('facedown'); } // Randomly assign prize prizeIndex = Math.floor(Math.random() * cards.length); cards[prizeIndex].isPrize = true; // Show all cards faceup for 1s allCardsFaceup(); showMessage('Find the Prize!', 1000); LK.setTimeout(function () { // Flip all cards facedown allCardsFacedown(); LK.setTimeout(function () { // Start shuffling shuffleCount = 3 + round; // Increase shuffle count per round // Make shuffling faster each round: start at 600ms, decrease by 40ms per round, min 180ms shuffleSpeed = Math.max(180, 600 - (round - 1) * 40); var swaps = generateShuffleSequence(shuffleCount); shuffling = true; performShuffleSequence(swaps, 0, function () { shuffling = false; canPick = true; showMessage('Pick a Card!', 800); // Set a timer for player to pick a card (e.g. 5 seconds) if (typeof pickTimeout !== "undefined") { LK.clearTimeout(pickTimeout); pickTimeout = undefined; } pickTimeout = LK.setTimeout(function () { if (canPick) { canPick = false; revealAllCards(); showMessage('Time\'s up!', 1200); LK.effects.flashScreen(0xff0000, 600); LK.setTimeout(function () { LK.showGameOver(); }, 1300); } }, 5000 - Math.min(3000, round * 200)); // Slightly less time as rounds increase }); }, 500); }, 1000); } // Card tap handler function onCardTap(card) { if (!canPick || shuffling) return; canPick = false; if (typeof pickTimeout !== "undefined") { LK.clearTimeout(pickTimeout); pickTimeout = undefined; } card.flashHighlight(); // Reveal all cards revealAllCards(); if (card.isPrize) { score += 1; updateGUI(); showMessage('Correct!', 900); LK.effects.flashObject(card, 0x00ff00, 600); LK.setTimeout(function () { nextRound(); }, 1100); } else { showMessage('Wrong!', 1200); LK.effects.flashObject(card, 0xff0000, 600); LK.setTimeout(function () { // Show game over LK.showGameOver(); }, 1300); } } // Next round or win function nextRound() { round += 1; if (round > maxRounds) { showMessage('You Win!', 1500); LK.setTimeout(function () { LK.showYouWin(); }, 1700); } else { startRound(); } } // --- Game setup --- // Prevent cards from being placed in top left 100x100 // (Cards are at y=1800, so this is always satisfied) // Start first round after short delay LK.setTimeout(function () { startRound(); }, 600); // --- Game update loop (not used for logic, but could be used for future animations) --- game.update = function () { // No per-frame logic needed for MVP };
===================================================================
--- original.js
+++ change.js
@@ -109,9 +109,9 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x0a1a2f
+ backgroundColor: 0x003300
});
/****
* Game Code