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Please fix the bug: 'Uncaught ReferenceError: betY is not defined' in or related to this line: 'self.spinBtn.y = betY + 200;' Line Number: 590
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fix roulette number select area
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add double function
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add the card distribution animation ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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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
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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 = true; // Player cards are visible 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 = revealDealer ? true : false; // Show dealer cards only if revealDealer is true 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; }); // 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; }); // --- Sweet Bonanza Game Logic --- var SweetBonanzaGame = Container.expand(function () { var self = Container.call(this); // Slot config var ROWS = 5; var COLS = 6; var SYMBOLS = [{ id: 'red', color: 0xff4b5c, payout: 10 }, { id: 'blue', color: 0x4b7bff, payout: 8 }, { id: 'green', color: 0x4bff7b, payout: 6 }, { id: 'yellow', color: 0xffe066, payout: 4 }, { id: 'purple', color: 0xb266ff, payout: 12 }, { id: 'bomb', color: 0xffffff, payout: 0, isBomb: true }]; var symbolSize = 180; var gridOffsetX = 2048 / 2 - COLS * symbolSize / 2; var gridOffsetY = 900; var grid = []; var symbolNodes = []; var spinBtn = null; var resultText = null; var canSpin = true; // Draw slot background var slotBg = self.attachAsset('bjTable', { width: COLS * symbolSize + 40, height: ROWS * symbolSize + 40, color: 0xf7e6ff, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: gridOffsetY + ROWS * symbolSize / 2 }); // Draw grid function drawGrid() { // Remove old for (var i = 0; i < symbolNodes.length; i++) { for (var j = 0; j < symbolNodes[i].length; j++) { symbolNodes[i][j].destroy(); } } symbolNodes = []; for (var row = 0; row < ROWS; row++) { symbolNodes[row] = []; for (var col = 0; col < COLS; col++) { var sym = grid[row][col]; var node = self.attachAsset('cardBg', { width: symbolSize - 10, height: symbolSize - 10, color: sym.color, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: gridOffsetX + col * symbolSize + symbolSize / 2, y: gridOffsetY + row * symbolSize + symbolSize / 2 }); // Add symbol text var txt = new Text2(sym.isBomb ? '💣' : '', { size: 80, fill: "#222" }); txt.anchor.set(0.5, 0.5); node.addChild(txt); symbolNodes[row][col] = node; } } } // Generate random grid function randomGrid() { grid = []; for (var row = 0; row < ROWS; row++) { grid[row] = []; for (var col = 0; col < COLS; col++) { var sym = SYMBOLS[Math.floor(Math.random() * SYMBOLS.length)]; grid[row][col] = sym; } } } // Find clusters of 8+ matching symbols (Sweet Bonanza style) function findClusters() { var visited = []; for (var i = 0; i < ROWS; i++) visited[i] = []; var clusters = []; function dfs(r, c, id, cluster) { if (r < 0 || r >= ROWS || c < 0 || c >= COLS) return; if (visited[r][c]) return; if (grid[r][c].id !== id) return; visited[r][c] = true; cluster.push({ row: r, col: c }); dfs(r - 1, c, id, cluster); dfs(r + 1, c, id, cluster); dfs(r, c - 1, id, cluster); dfs(r, c + 1, id, cluster); } for (var row = 0; row < ROWS; row++) { for (var col = 0; col < COLS; col++) { if (!visited[row][col] && !grid[row][col].isBomb) { var cluster = []; dfs(row, col, grid[row][col].id, cluster); if (cluster.length >= 8) { clusters.push({ id: grid[row][col].id, cells: cluster, payout: grid[row][col].payout }); } } } } return clusters; } // Remove clusters and drop new symbols function removeClusters(clusters) { for (var i = 0; i < clusters.length; i++) { var cells = clusters[i].cells; for (var j = 0; j < cells.length; j++) { var r = cells[j].row; var c = cells[j].col; grid[r][c] = null; } } // Drop down for (var col = 0; col < COLS; col++) { var empty = []; for (var row = ROWS - 1; row >= 0; row--) { if (grid[row][col] === null) { empty.push(row); } else if (empty.length > 0) { var target = empty.shift(); grid[target][col] = grid[row][col]; grid[row][col] = null; empty.push(row); } } // Fill empty with new for (var k = 0; k < empty.length; k++) { var r = empty[k]; var sym = SYMBOLS[Math.floor(Math.random() * SYMBOLS.length)]; grid[r][col] = sym; } } } // Check for bombs function hasBomb() { for (var row = 0; row < ROWS; row++) { for (var col = 0; col < COLS; col++) { if (grid[row][col].isBomb) return true; } } return false; } // Spin logic function spin() { if (!canSpin) return; if (playerBalance < betAmount) { showResult('Not enough balance!'); return; } canSpin = false; playerBalance -= betAmount; updateBalance(); resultText && resultText.destroy(); resultText = null; randomGrid(); drawGrid(); // Animate spin (simple delay) LK.setTimeout(function () { var clusters = findClusters(); var win = 0; for (var i = 0; i < clusters.length; i++) { win += clusters[i].payout * betAmount; } if (win > 0) { playerBalance += win; updateBalance(); showResult('Win! $' + win); } else if (hasBomb()) { showResult('💣 Bomb! Lose!'); } else { showResult('No win'); } // Remove clusters and drop new if (clusters.length > 0) { removeClusters(clusters); drawGrid(); } canSpin = true; }, 700); } // Show result text function showResult(txt) { resultText && resultText.destroy(); resultText = new Text2(txt, { size: 90, fill: "#fff" }); resultText.anchor.set(0.5, 0.5); resultText.x = 2048 / 2; resultText.y = gridOffsetY + ROWS * symbolSize + 120; self.addChild(resultText); } // Spin button spinBtn = new GameButton(); spinBtn.setText('Spin'); spinBtn.x = 2048 / 2; spinBtn.y = gridOffsetY + ROWS * symbolSize + 250; spinBtn.down = function () { this.flash(); spin(); }; self.addChild(spinBtn); // Back button var backBtn = new GameButton(); backBtn.setText('Back'); backBtn.x = 2048 / 2; backBtn.y = gridOffsetY + ROWS * symbolSize + 400; backBtn.down = function () { self.destroy(); sweetBonanza = null; showModeSelect(); }; self.addChild(backBtn); // Destroy self.destroy = function () { for (var i = 0; i < symbolNodes.length; i++) { for (var j = 0; j < symbolNodes[i].length; j++) { symbolNodes[i][j].destroy(); } } symbolNodes = []; spinBtn && spinBtn.destroy(); backBtn && backBtn.destroy(); resultText && resultText.destroy(); if (self.parent) self.parent.removeChild(self); }; // Init randomGrid(); drawGrid(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // --- Global State --- /**** * 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) ****/ var MODES = [{ id: 'blackjack', name: 'Blackjack' }, { id: 'sweet', name: 'Sweet Bonanza' }]; 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 if (modeId === 'sweet') { startSweetBonanza(); } 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); } // --- Start Sweet Bonanza --- function startSweetBonanza() { if (playArea) playArea.destroy(); playArea = new Container(); game.addChild(playArea); sweetBonanza = new SweetBonanzaGame(); playArea.addChild(sweetBonanza); } // --- 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 // Win/Lose system for all casino modes (except Blackjack, which already has it) // Placeholder for future slot/other games: if (currentMode === 'sweet') { // Example: If playerBalance <= 0, show lose popup if (playerBalance <= 0) { LK.showGameOver(); } // Example: If playerBalance >= 10000, show win popup if (playerBalance >= 10000) { LK.showYouWin(); } } };
===================================================================
--- original.js
+++ change.js
@@ -631,11 +631,8 @@
name: 'Blackjack'
}, {
id: 'sweet',
name: 'Sweet Bonanza'
-}, {
- id: 'olympus',
- name: 'Gates of Olympus'
}];
var currentMode = null; // 'blackjack', etc.
var playerBalance = storage.balance || 1000;
var betAmount = 100;
@@ -812,9 +809,9 @@
game.update = function () {
// No per-frame logic needed for MVP
// Win/Lose system for all casino modes (except Blackjack, which already has it)
// Placeholder for future slot/other games:
- if (currentMode === 'sweet' || currentMode === 'olympus') {
+ if (currentMode === 'sweet') {
// Example: If playerBalance <= 0, show lose popup
if (playerBalance <= 0) {
LK.showGameOver();
}
empty card. In-Game asset. 2d. High contrast. No shadows
Metallic button frame, black snake patterns around, red middle of the button, metal gray frame. In-Game asset. 2d. High contrast. No shadows
instagram logo. In-Game asset. No shadows
more shiney , black areas are like night dark and lines are blood red
remove the cards and the other things make left just croupier
make it a blackjack table and make it fit with the fullscreen. In-Game asset. 2d. High contrast. No shadows