User prompt
Please fix the bug: 'Uncaught ReferenceError: betY is not defined' in or related to this line: 'self.spinBtn.y = betY + 200;' Line Number: 590
User prompt
fix roulette number select area
User prompt
add double function
User prompt
add the card distribution animation ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add players can bet to the only numbers
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when players select bet game will auto start
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when players select red,black,even,odd or number they can spin
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fix select bet in roulette when players select bet they can spin
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add selecting bet to roulette make it min 50
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fix selecting bet in roulette
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fix roulette wheel colors
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fix spin button and betting in roulette
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fix roulette gameplay
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add roulette
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reset sweet bonanza
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remove gates of olympus
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remove sugar rush
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add sweet bonanza game play
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show the cashier cards when player stand
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add win and lose system
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make cashier cards invisible not player
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make cashier cards is invisible
Code edit (1 edits merged)
Please save this source code
User prompt
Casino Carnival: Blackjack & Bonanza
Initial prompt
make a gambling game and add it blacjack, sweet bonanza, gates of olypmus and sugar rush
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// --- Blackjack Game Logic ---
var BlackjackGame = Container.expand(function () {
var self = Container.call(this);
// State
self.deck = [];
self.playerHand = [];
self.dealerHand = [];
self.playerCards = [];
self.dealerCards = [];
self.state = 'bet'; // 'bet', 'player', 'dealer', 'result'
self.resultText = null;
self.buttons = [];
self.bet = betAmount;
// Table background
var table = self.attachAsset('bjTable', {
width: 1400,
height: 900,
color: 0x2e8b57,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 1200
});
// Deal new deck
self.newDeck = function () {
var suits = ['♠', '♥', '♦', '♣'];
var ranks = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'];
var deck = [];
for (var s = 0; s < 4; s++) {
for (var r = 0; r < 13; r++) {
deck.push({
rank: ranks[r],
suit: suits[s]
});
}
}
// Shuffle
for (var i = deck.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var t = deck[i];
deck[i] = deck[j];
deck[j] = t;
}
self.deck = deck;
};
// Draw a card
self.drawCard = function () {
if (self.deck.length === 0) self.newDeck();
return self.deck.pop();
};
// Calculate hand value
self.handValue = function (hand) {
var value = 0;
var aces = 0;
for (var i = 0; i < hand.length; i++) {
var r = hand[i].rank;
if (r === 'A') {
value += 11;
aces++;
} else if (r === 'K' || r === 'Q' || r === 'J') {
value += 10;
} else {
value += parseInt(r);
}
}
while (value > 21 && aces > 0) {
value -= 10;
aces--;
}
return value;
};
// Start a new round
self.startRound = function () {
self.state = 'player';
self.playerHand = [];
self.dealerHand = [];
self.clearCards();
self.resultText && self.resultText.destroy();
self.resultText = null;
// Bet
self.bet = betAmount;
if (playerBalance < self.bet) {
self.showResult('Not enough balance!', true);
return;
}
playerBalance -= self.bet;
updateBalance();
// Deal
self.playerHand.push(self.drawCard());
self.dealerHand.push(self.drawCard());
self.playerHand.push(self.drawCard());
self.dealerHand.push(self.drawCard());
self.showHands();
self.showButtons(['Hit', 'Stand']);
};
// Show cards on table
self.showHands = function (revealDealer) {
self.clearCards();
// Player
var px = 2048 / 2 - 200;
var py = 1700;
for (var i = 0; i < self.playerHand.length; i++) {
var c = new Card();
c.setCard(self.playerHand[i].rank, self.playerHand[i].suit, true);
c.x = px + i * 120;
c.y = py;
c.visible = false; // Make cashier cards invisible
self.addChild(c);
self.playerCards.push(c);
}
// Dealer
var dx = 2048 / 2 - 200;
var dy = 900;
for (var i = 0; i < self.dealerHand.length; i++) {
var c = new Card();
var faceUp = i === 0 || revealDealer;
c.setCard(self.dealerHand[i].rank, self.dealerHand[i].suit, faceUp);
c.x = dx + i * 120;
c.y = dy;
c.visible = false; // Make cashier cards invisible
self.addChild(c);
self.dealerCards.push(c);
}
};
// Remove card objects
self.clearCards = function () {
for (var i = 0; i < self.playerCards.length; i++) {
self.playerCards[i].destroy();
}
for (var i = 0; i < self.dealerCards.length; i++) {
self.dealerCards[i].destroy();
}
self.playerCards = [];
self.dealerCards = [];
};
// Show action buttons
self.showButtons = function (labels) {
for (var i = 0; i < self.buttons.length; i++) {
self.buttons[i].destroy();
}
self.buttons = [];
var startX = 2048 / 2 - (labels.length - 1) * 220;
for (var i = 0; i < labels.length; i++) {
var btn = new GameButton();
btn.setText(labels[i]);
btn.x = startX + i * 440;
btn.y = 2100;
btn.action = labels[i];
btn.down = function () {
this.flash();
self.handleAction(this.action);
};
self.addChild(btn);
self.buttons.push(btn);
}
};
// Handle player actions
self.handleAction = function (action) {
if (self.state !== 'player') return;
if (action === 'Hit') {
self.playerHand.push(self.drawCard());
self.showHands();
var val = self.handValue(self.playerHand);
if (val > 21) {
self.state = 'result';
self.showHands(true);
self.showResult('Bust! You lose.');
}
} else if (action === 'Stand') {
self.state = 'dealer';
self.showHands(true);
self.showButtons([]);
self.dealerTurn();
}
};
// Dealer logic
self.dealerTurn = function () {
var self_ = self;
var dealerVal = self.handValue(self.dealerHand);
var playerVal = self.handValue(self.playerHand);
function dealerStep() {
dealerVal = self_.handValue(self_.dealerHand);
if (dealerVal < 17) {
self_.dealerHand.push(self_.drawCard());
self_.showHands(true);
LK.setTimeout(dealerStep, 700);
} else {
self_.state = 'result';
self_.showHands(true);
self_.showResult(self_.getResultText());
}
}
LK.setTimeout(dealerStep, 700);
};
// Determine result
self.getResultText = function () {
var playerVal = self.handValue(self.playerHand);
var dealerVal = self.handValue(self.dealerHand);
if (playerVal > 21) return 'Bust! You lose.';
if (dealerVal > 21) {
playerBalance += self.bet * 2;
updateBalance();
return 'Dealer busts! You win!';
}
if (playerVal > dealerVal) {
playerBalance += self.bet * 2;
updateBalance();
return 'You win!';
}
if (playerVal < dealerVal) {
return 'You lose.';
}
playerBalance += self.bet;
updateBalance();
return 'Push!';
};
// Show result and next round
self.showResult = function (txt, noNext) {
self.resultText && self.resultText.destroy();
self.resultText = new Text2(txt, {
size: 90,
fill: "#fff"
});
self.resultText.anchor.set(0.5, 0.5);
self.resultText.x = 2048 / 2;
self.resultText.y = 1450;
self.addChild(self.resultText);
self.showButtons(['New Round', 'Back']);
self.buttons[0].down = function () {
this.flash();
self.startRound();
};
self.buttons[1].down = function () {
this.flash();
self.destroy();
blackjack = null;
showModeSelect();
};
if (noNext) {
self.buttons[0].visible = false;
}
};
// Destroy
self.destroy = function () {
self.clearCards();
for (var i = 0; i < self.buttons.length; i++) {
self.buttons[i].destroy();
}
self.buttons = [];
self.resultText && self.resultText.destroy();
self.resultText = null;
if (self.parent) self.parent.removeChild(self);
};
// Start
self.newDeck();
self.startRound();
return self;
});
// --- Start Blackjack ---
// Card class for Blackjack
var Card = Container.expand(function () {
var self = Container.call(this);
// Card properties
self.rank = null; // 2-10, J, Q, K, A
self.suit = null; // '♠', '♥', '♦', '♣'
self.faceUp = true;
// Card background
var cardBg = self.attachAsset('cardBg', {
width: 180,
height: 260,
color: 0xffffff,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
// Card text
var cardText = new Text2('', {
size: 80,
fill: 0x222222
});
cardText.anchor.set(0.5, 0.5);
self.addChild(cardText);
// Set card value
self.setCard = function (rank, suit, faceUp) {
self.rank = rank;
self.suit = suit;
self.faceUp = faceUp !== false;
if (self.faceUp) {
cardText.setText(rank + suit);
cardText.visible = true;
cardBg.color = suit === '♥' || suit === '♦' ? 0xffeaea : 0xffffff;
} else {
cardText.setText('');
cardText.visible = false;
cardBg.color = 0x8888aa;
}
};
// Flip card
self.flip = function (up) {
self.faceUp = up;
self.setCard(self.rank, self.suit, up);
};
return self;
});
// Simple Button class
var GameButton = Container.expand(function () {
var self = Container.call(this);
var btnBg = self.attachAsset('btnBg', {
width: 420,
height: 120,
color: 0x333366,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
var btnText = new Text2('', {
size: 60,
fill: 0xFFFFFF
});
btnText.anchor.set(0.5, 0.5);
self.addChild(btnText);
self.setText = function (txt) {
btnText.setText(txt);
};
// For touch feedback
self.flash = function () {
tween(btnBg, {
color: 0x6666cc
}, {
duration: 100,
onFinish: function onFinish() {
tween(btnBg, {
color: 0x333366
}, {
duration: 200
});
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2e
});
/****
* Game Code
****/
/****
* Casino Carnival - MVP
* Four-in-one casino game: Blackjack, Sweet Bonanza, Gates of Olympus, Sugar Rush
* MVP: Game selection, basic betting, and one playable mode (Blackjack)
****/
// --- Global State ---
var MODES = [{
id: 'blackjack',
name: 'Blackjack'
}, {
id: 'sweet',
name: 'Sweet Bonanza'
}, {
id: 'olympus',
name: 'Gates of Olympus'
}, {
id: 'sugar',
name: 'Sugar Rush'
}];
var currentMode = null; // 'blackjack', etc.
var playerBalance = storage.balance || 1000;
var betAmount = 100;
var minBet = 50;
var maxBet = 1000;
// UI elements
var modeButtons = [];
var betText = null;
var balanceText = null;
var playArea = null;
var blackjack = null;
// --- GUI: Balance and Bet ---
balanceText = new Text2('Balance: $' + playerBalance, {
size: 60,
fill: "#fff"
});
balanceText.anchor.set(0.5, 0);
LK.gui.top.addChild(balanceText);
betText = new Text2('Bet: $' + betAmount, {
size: 50,
fill: "#fff"
});
betText.anchor.set(0.5, 0);
LK.gui.top.addChild(betText);
// Position GUI elements
balanceText.y = 10;
betText.y = 80;
// --- Game Selection Screen ---
function showModeSelect() {
// Clear play area
if (playArea) {
playArea.destroy();
playArea = null;
}
if (blackjack) {
blackjack.destroy();
blackjack = null;
}
// Remove old mode buttons
for (var i = 0; i < modeButtons.length; i++) {
if (modeButtons[i].parent) modeButtons[i].parent.removeChild(modeButtons[i]);
}
modeButtons = [];
// Title
var title = new Text2('Casino Carnival', {
size: 120,
fill: 0xFFE066
});
title.anchor.set(0.5, 0.5);
title.x = 2048 / 2;
title.y = 350;
game.addChild(title);
// Mode buttons
var startY = 700;
var gapY = 200;
for (var i = 0; i < MODES.length; i++) {
var btn = new GameButton();
btn.setText(MODES[i].name);
btn.x = 2048 / 2;
btn.y = startY + i * gapY;
btn.modeId = MODES[i].id;
btn.down = function (x, y, obj) {
this.flash();
selectMode(this.modeId);
};
game.addChild(btn);
modeButtons.push(btn);
}
// Bet controls
var betMinus = new GameButton();
betMinus.setText('-');
betMinus.x = 2048 / 2 - 250;
betMinus.y = startY + MODES.length * gapY + 60;
betMinus.down = function () {
if (betAmount > minBet) {
betAmount -= 50;
betText.setText('Bet: $' + betAmount);
}
};
game.addChild(betMinus);
var betPlus = new GameButton();
betPlus.setText('+');
betPlus.x = 2048 / 2 + 250;
betPlus.y = startY + MODES.length * gapY + 60;
betPlus.down = function () {
if (betAmount < maxBet) {
betAmount += 50;
betText.setText('Bet: $' + betAmount);
}
};
game.addChild(betPlus);
// Store for later removal
modeButtons.push(title, betMinus, betPlus);
}
// --- Mode Selection Handler ---
function selectMode(modeId) {
currentMode = modeId;
// Remove mode select UI
for (var i = 0; i < modeButtons.length; i++) {
if (modeButtons[i].parent) modeButtons[i].parent.removeChild(modeButtons[i]);
}
modeButtons = [];
// Start selected mode
if (modeId === 'blackjack') {
startBlackjack();
} else {
showComingSoon(modeId);
}
}
// --- Coming Soon Placeholder ---
function showComingSoon(modeId) {
if (playArea) playArea.destroy();
playArea = new Container();
game.addChild(playArea);
var txt = new Text2(MODES.filter(function (m) {
return m.id === modeId;
})[0].name + '\nComing Soon!', {
size: 100,
fill: "#fff"
});
txt.anchor.set(0.5, 0.5);
txt.x = 2048 / 2;
txt.y = 1200;
playArea.addChild(txt);
// Back button
var backBtn = new GameButton();
backBtn.setText('Back');
backBtn.x = 2048 / 2;
backBtn.y = 1800;
backBtn.down = function () {
playArea.destroy();
playArea = null;
showModeSelect();
};
playArea.addChild(backBtn);
}
// --- Start Blackjack ---
function startBlackjack() {
if (playArea) playArea.destroy();
playArea = new Container();
game.addChild(playArea);
blackjack = new BlackjackGame();
playArea.addChild(blackjack);
}
// --- Update Balance ---
function updateBalance() {
balanceText.setText('Balance: $' + playerBalance);
storage.balance = playerBalance;
}
// --- Start Game ---
showModeSelect();
updateBalance();
// --- Touch Handling (for mobile) ---
game.move = function (x, y, obj) {
// No drag in this game
};
game.down = function (x, y, obj) {
// No drag in this game
};
game.up = function (x, y, obj) {
// No drag in this game
};
// --- Game Tick ---
game.update = function () {
// No per-frame logic needed for MVP
}; ===================================================================
--- original.js
+++ change.js
@@ -113,8 +113,9 @@
var c = new Card();
c.setCard(self.playerHand[i].rank, self.playerHand[i].suit, true);
c.x = px + i * 120;
c.y = py;
+ c.visible = false; // Make cashier cards invisible
self.addChild(c);
self.playerCards.push(c);
}
// Dealer
@@ -125,8 +126,9 @@
var faceUp = i === 0 || revealDealer;
c.setCard(self.dealerHand[i].rank, self.dealerHand[i].suit, faceUp);
c.x = dx + i * 120;
c.y = dy;
+ c.visible = false; // Make cashier cards invisible
self.addChild(c);
self.dealerCards.push(c);
}
};
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remove the cards and the other things make left just croupier
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