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Please fix the bug: 'Script error.' in or related to this line: 'return String(h);' Line Number: 1458
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fix createing account bugs
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Please fix the bug: 'Script error.' in or related to this line: 'return String(h);' Line Number: 1442
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Please fix the bug: 'Script error.' in or related to this line: 'return h + '';' Line Number: 1438
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fix l1431
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Please fix the bug: 'Script error.' in or related to this line: 'return h + '';' Line Number: 1431
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Please fix the bug: 'Script error.' in or related to this line: 'return h + '';' Line Number: 1430
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more down
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make "Have account? Login" button more down
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Make the keyboard more visible, have space between the keys and make the buttons smaller
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Add an account setup system and account names can only be used in one account. The password will consist of at least 6 digits and these accounts will be recorded.
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fix roulette bet numbers
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make min bet 50 and max 5000
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make "Blackjack" and "Roulette" sign fit with the red are in button
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when people make 21 without hit card and win he will get %50 more
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fix l1926
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Please fix the bug: 'Timeout.tick error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.quests[key] = {' Line Number: 1926
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Please fix the bug: 'Timeout.tick error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.quests = save;' Line Number: 1920
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Please fix the bug: 'Timeout.tick error: storage.set is not a function' in or related to this line: 'storage.set('quests', save);' Line Number: 1920 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Script error.' in or related to this line: 'storage.quests = save;' Line Number: 1920
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add a time counter for daily quests (to the right down
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make 5 quests for a day adn it change all day
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remove sweet bonanza quests
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make a differint area for Quests
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add quest's with prize reward's
/**** * 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.currentSeat = 0; // Track which seat is currently active self.deck = []; self.playerHand = []; self.dealerHand = []; self.playerCards = []; self.dealerCards = []; self.state = 'bet'; // 'bet', 'player', 'dealer', 'result', 'betBehind' self.resultText = null; self.buttons = []; self.bet = betAmount; self.betBehind = 0; // Amount bet behind self.betBehindWin = 0; // Track bet behind win for this round // 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; self.betBehindWin = 0; self.perfectPairWin = false; // Track perfect pair win for this round if (playerBalance < self.bet) { self.showResult('Not enough balance!', true); return; } playerBalance -= self.bet; updateBalance(); // Deal // Deal cards with animation self.playerHand.push(self.drawCard()); self.dealerHand.push(self.drawCard()); self.playerHand.push(self.drawCard()); self.dealerHand.push(self.drawCard()); self.clearCards(); // --- Perfect Pair Side Bet Logic --- // If first two player cards are same rank and same suit, pay 25:1 self.perfectPairWin = false; self.perfectPairPayout = 0; if (self.playerHand.length === 2 && self.playerHand[0].rank === self.playerHand[1].rank && self.playerHand[0].suit === self.playerHand[1].suit) { self.perfectPairWin = true; self.perfectPairPayout = self.bet * 25; playerBalance += self.perfectPairPayout; updateBalance(); // Show a quick popup for perfect pair win var pairText = new Text2('Perfect Pair! +$' + self.perfectPairPayout, { size: 80, fill: 0xFFE066 }); pairText.anchor.set(0.5, 0.5); pairText.x = 2048 / 2; pairText.y = 1550; self.addChild(pairText); tween(pairText, { y: pairText.y - 120, alpha: 0 }, { duration: 1200, onFinish: function onFinish() { pairText.destroy(); } }); } // Card distribution animation var px = 2048 / 2 - 200; var py = 1700; var dx = 2048 / 2 - 200; var dy = 900; var dealDelay = 200; var dealDuration = 350; var dealStartX = 2048 / 2; var dealStartY = 1200; self.playerCards = []; self.dealerCards = []; // Helper to animate a card to its position function animateCard(card, toX, toY, delay, isPlayer) { card.x = dealStartX; card.y = dealStartY; card.visible = true; self.addChild(card); tween(card, { x: toX, y: toY }, { duration: dealDuration, easing: tween.cubicOut, delay: delay }); if (isPlayer) { self.playerCards.push(card); } else { self.dealerCards.push(card); } } // Create and animate cards in order: player1, dealer1, player2, dealer2 var playerCard1 = new Card(); playerCard1.setCard(self.playerHand[0].rank, self.playerHand[0].suit, true); playerCard1.visible = false; var dealerCard1 = new Card(); dealerCard1.setCard(self.dealerHand[0].rank, self.dealerHand[0].suit, true); dealerCard1.visible = false; var playerCard2 = new Card(); playerCard2.setCard(self.playerHand[1].rank, self.playerHand[1].suit, true); playerCard2.visible = false; var dealerCard2 = new Card(); dealerCard2.setCard(self.dealerHand[1].rank, self.dealerHand[1].suit, false); dealerCard2.visible = false; LK.setTimeout(function () { animateCard(playerCard1, px, py, 0, true); playerCard1.visible = true; LK.setTimeout(function () { animateCard(dealerCard1, dx, dy, 0, false); dealerCard1.visible = true; LK.setTimeout(function () { animateCard(playerCard2, px + 120, py, 0, true); playerCard2.visible = true; LK.setTimeout(function () { animateCard(dealerCard2, dx + 120, dy, 0, false); dealerCard2.visible = true; // After all cards are dealt, show buttons LK.setTimeout(function () { self.showButtons(['Hit', 'Stand']); }, dealDuration); }, dealDelay); }, dealDelay); }, dealDelay); }, 0); }; // 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 = []; // If in player state, add Double if allowed (first move, enough balance, only 2 cards) var showDouble = false; if (self.state === 'player' && self.playerHand.length === 2 && playerBalance >= self.bet) { showDouble = true; if (labels.indexOf('Double') === -1) labels.push('Double'); } // Add Bet Behind button if in 'bet' state and player has enough balance if (self.state === 'bet' && playerBalance >= betAmount) { labels.push('Bet Behind'); } 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(); if (this.action === 'Bet Behind') { // Place bet behind if (playerBalance >= betAmount) { self.betBehind += betAmount; playerBalance -= betAmount; updateBalance(); // Show quick popup for bet behind placed var bbText = new Text2('Bet Behind: $' + self.betBehind, { size: 70, fill: 0x66ffcc }); bbText.anchor.set(0.5, 0.5); bbText.x = 2048 / 2; bbText.y = 2000; self.addChild(bbText); tween(bbText, { y: bbText.y - 80, alpha: 0 }, { duration: 900, onFinish: function onFinish() { bbText.destroy(); } }); } } else { 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(); } else if (action === 'Double') { // Double the bet, draw one card, then stand if (playerBalance >= self.bet && self.playerHand.length === 2) { playerBalance -= self.bet; self.bet *= 2; updateBalance(); 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 { 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.'; // Dealer busts if (dealerVal > 21) { playerBalance += self.bet * 2; // Bet behind wins if player hand not bust if (self.betBehind > 0 && playerVal <= 21) { self.betBehindWin = self.betBehind * 2; playerBalance += self.betBehindWin; } updateBalance(); return 'Dealer busts! You win!' + (self.betBehindWin > 0 ? '\nBet Behind Win: $' + self.betBehindWin : ''); } // Player wins if (playerVal > dealerVal) { playerBalance += self.bet * 2; // Bet behind wins if player hand not bust if (self.betBehind > 0 && playerVal <= 21) { self.betBehindWin = self.betBehind * 2; playerBalance += self.betBehindWin; } updateBalance(); return 'You win!' + (self.betBehindWin > 0 ? '\nBet Behind Win: $' + self.betBehindWin : ''); } // Player loses if (playerVal < dealerVal) { // Bet behind lost return 'You lose.' + (self.betBehind > 0 ? '\nBet Behind Lost: $' + self.betBehind : ''); } // Push playerBalance += self.bet; if (self.betBehind > 0) { playerBalance += self.betBehind; // Return bet behind on push self.betBehindWin = self.betBehind; } updateBalance(); return 'Push!' + (self.betBehind > 0 ? '\nBet Behind Push: $' + self.betBehind : ''); }; // Show result and next round self.showResult = function (txt, noNext) { self.resultText && self.resultText.destroy(); // If perfect pair win, append to result text if (self.perfectPairWin && txt && txt.indexOf('Perfect Pair!') === -1) { txt = 'Perfect Pair! +$' + self.perfectPairPayout + '\n' + txt; } // --- Quest: Play 3 Blackjack rounds --- if (typeof questEvent === "function") questEvent('blackjack_round'); // --- Quest: Win 2 Blackjack rounds --- if (typeof questEvent === "function" && txt && txt.indexOf('win') !== -1 && txt.toLowerCase().indexOf('you win') !== -1) questEvent('blackjack_win'); // --- Quest: Double Down in Blackjack --- if (typeof questEvent === "function" && self.lastAction === 'Double') questEvent('blackjack_double'); // --- Quest: Get Perfect Pair in Blackjack --- if (typeof questEvent === "function" && self.perfectPairWin) questEvent('blackjack_perfect_pair'); 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; self.perfectPairWin = false; self.perfectPairPayout = 0; self.betBehind = 0; self.betBehindWin = 0; 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 }); self.btnBg = btnBg; // <-- Fix: assign btnBg as a property for external access 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; }); // --- Roulette Game Logic --- var RouletteGame = Container.expand(function () { var self = Container.call(this); // State self.state = 'bet'; // 'bet', 'spin', 'result' self.betType = null; // 'red', 'black', 'even', 'odd', 'number' self.betValue = null; // For number bet self.resultText = null; self.buttons = []; self.rouletteWheel = null; self.ball = null; self.spinBtn = null; self.backBtn = null; self.betOptions = []; self.selectedBetBtn = null; // Table background var table = self.attachAsset('bjTable', { width: 1200, height: 900, color: 0x2e8b57, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1200 }); // Draw roulette wheel (simple circle with numbers) var wheelRadius = 320; var wheelCenterX = 2048 / 2; var wheelCenterY = 1200; var numbers = []; for (var i = 0; i < 37; i++) numbers.push(i); // Red/Black numbers (European roulette) var reds = [1, 3, 5, 7, 9, 12, 14, 16, 18, 19, 21, 23, 25, 27, 30, 32, 34, 36]; var blacks = [2, 4, 6, 8, 10, 11, 13, 15, 17, 20, 22, 24, 26, 28, 29, 31, 33, 35]; // Draw wheel self.rouletteWheel = new Container(); self.rouletteWheel.x = wheelCenterX; self.rouletteWheel.y = wheelCenterY; self.addChild(self.rouletteWheel); // Draw wheel numbers for (var i = 0; i < 37; i++) { var angle = i / 37 * Math.PI * 2 - Math.PI / 2; var num = numbers[i]; // European roulette: 0 is green, reds as defined, rest are black var color = 0x222222; // default black if (num === 0) { color = 0x1abc2c; // vivid green for 0 } else if (reds.indexOf(num) !== -1) { color = 0xff0000; // red } var slot = self.rouletteWheel.attachAsset('cardBg', { width: 60, height: 60, color: color, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: Math.cos(angle) * wheelRadius, y: Math.sin(angle) * wheelRadius }); var txt = new Text2(num + '', { size: 32, fill: "#fff" }); txt.anchor.set(0.5, 0.5); slot.addChild(txt); } // Ball self.ball = self.rouletteWheel.attachAsset('centerCircle', { width: 30, height: 30, color: 0xffffff, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5, x: Math.cos(-Math.PI / 2) * (wheelRadius - 40), y: Math.sin(-Math.PI / 2) * (wheelRadius - 40) }); // Bet options // Allow number bets (0-36) and split bets (adjacent numbers) in a compact grid below the wheel var betGridCols = 10; var betGridRows = 4; // 37 numbers, so 4 rows (last row has 7) var betBtnW = 120; var betBtnH = 120; var betGridStartX = 2048 / 2 - betGridCols * betBtnW / 2 + betBtnW / 2; var betGridStartY = 1550; self.betOptions = []; self.splitBetOptions = []; // Store split bet buttons // Helper to get grid position for a number function getGridPos(num) { return { col: num % betGridCols, row: Math.floor(num / betGridCols) }; } // Create number bet buttons for (var i = 0; i < 37; i++) { var btn = new GameButton(); btn.setText(i + ''); var col = i % betGridCols; var row = Math.floor(i / betGridCols); btn.x = betGridStartX + col * betBtnW; btn.y = betGridStartY + row * betBtnH; btn.betType = 'number'; btn.betValue = i; btn.down = function (numBtn) { return function () { this.flash(); // Unhighlight all bet buttons for (var j = 0; j < self.betOptions.length; j++) { if (self.betOptions[j].btnBg) self.betOptions[j].btnBg.color = 0x333366; } for (var j = 0; j < self.splitBetOptions.length; j++) { if (self.splitBetOptions[j].btnBg) self.splitBetOptions[j].btnBg.color = 0x333366; } // Set bet type and value self.betType = 'number'; self.betValue = numBtn.betValue; self.selectedBetBtn = this; self.showResult('Number bet: ' + self.betValue + ' ($' + Math.max(betAmount, 50) + ')', true); // Highlight selected bet button if (this.btnBg) this.btnBg.color = 0x6666cc; // Show spin button when a bet is selected if (self.state === 'bet') { self.spinBtn.visible = true; } }; }(btn); self.addChild(btn); self.betOptions.push(btn); } // --- Add Red/Black bet buttons --- var colorBetY = betGridStartY + betGridRows * betBtnH + 10; var redBtn = new GameButton(); redBtn.setText('Red'); redBtn.x = 2048 / 2 - 120; redBtn.y = colorBetY; redBtn.betType = 'red'; redBtn.down = function () { this.flash(); // Unhighlight all bet buttons for (var j = 0; j < self.betOptions.length; j++) { if (self.betOptions[j].btnBg) self.betOptions[j].btnBg.color = 0x333366; } for (var j = 0; j < self.splitBetOptions.length; j++) { if (self.splitBetOptions[j].btnBg) self.splitBetOptions[j].btnBg.color = 0x333366; } if (self.blackBtn && self.blackBtn.btnBg) self.blackBtn.btnBg.color = 0x333366; if (self.redBtn && self.redBtn.btnBg) self.redBtn.btnBg.color = 0x333366; self.betType = 'red'; self.betValue = null; self.selectedBetBtn = this; self.showResult('Red bet ($' + Math.max(betAmount, 50) + ')', true); if (this.btnBg) this.btnBg.color = 0xff0000; if (self.state === 'bet') { self.spinBtn.visible = true; } }; self.addChild(redBtn); self.betOptions.push(redBtn); self.redBtn = redBtn; var blackBtn = new GameButton(); blackBtn.setText('Black'); blackBtn.x = 2048 / 2 + 120; blackBtn.y = colorBetY; blackBtn.betType = 'black'; blackBtn.down = function () { this.flash(); // Unhighlight all bet buttons for (var j = 0; j < self.betOptions.length; j++) { if (self.betOptions[j].btnBg) self.betOptions[j].btnBg.color = 0x333366; } for (var j = 0; j < self.splitBetOptions.length; j++) { if (self.splitBetOptions[j].btnBg) self.splitBetOptions[j].btnBg.color = 0x333366; } if (self.redBtn && self.redBtn.btnBg) self.redBtn.btnBg.color = 0x333366; if (self.blackBtn && self.blackBtn.btnBg) self.blackBtn.btnBg.color = 0x333366; self.betType = 'black'; self.betValue = null; self.selectedBetBtn = this; self.showResult('Black bet ($' + Math.max(betAmount, 50) + ')', true); if (this.btnBg) this.btnBg.color = 0x222222; if (self.state === 'bet') { self.spinBtn.visible = true; } }; self.addChild(blackBtn); self.betOptions.push(blackBtn); self.blackBtn = blackBtn; // Create split bet buttons (between adjacent numbers: right and below) for (var i = 0; i < 37; i++) { var pos = getGridPos(i); // Split right (horizontal) if (pos.col < betGridCols - 1 && i + 1 < 37) { var splitBtn = new GameButton(); splitBtn.setText(i + '|' + (i + 1)); splitBtn.x = betGridStartX + pos.col * betBtnW + betBtnW / 2; splitBtn.y = betGridStartY + pos.row * betBtnH; splitBtn.width = 60; splitBtn.height = 60; splitBtn.betType = 'split'; splitBtn.betValue = [i, i + 1]; splitBtn.down = function (splitBtn) { return function () { this.flash(); // Unhighlight all bet buttons for (var j = 0; j < self.betOptions.length; j++) { if (self.betOptions[j].btnBg) self.betOptions[j].btnBg.color = 0x333366; } for (var j = 0; j < self.splitBetOptions.length; j++) { if (self.splitBetOptions[j].btnBg) self.splitBetOptions[j].btnBg.color = 0x333366; } self.betType = 'split'; self.betValue = splitBtn.betValue; self.selectedBetBtn = this; self.showResult('Split bet: ' + splitBtn.betValue[0] + ' & ' + splitBtn.betValue[1] + ' ($' + Math.max(betAmount, 50) + ')', true); if (this.btnBg) this.btnBg.color = 0x6666cc; if (self.state === 'bet') { self.spinBtn.visible = true; } }; }(splitBtn); self.addChild(splitBtn); self.splitBetOptions.push(splitBtn); } // Split below (vertical) if (pos.row < betGridRows - 1 && i + betGridCols < 37) { var splitBtn2 = new GameButton(); splitBtn2.setText(i + '\\' + (i + betGridCols)); splitBtn2.x = betGridStartX + pos.col * betBtnW; splitBtn2.y = betGridStartY + pos.row * betBtnH + betBtnH / 2; splitBtn2.width = 60; splitBtn2.height = 60; splitBtn2.betType = 'split'; splitBtn2.betValue = [i, i + betGridCols]; splitBtn2.down = function (splitBtn2) { return function () { this.flash(); // Unhighlight all bet buttons for (var j = 0; j < self.betOptions.length; j++) { if (self.betOptions[j].btnBg) self.betOptions[j].btnBg.color = 0x333366; } for (var j = 0; j < self.splitBetOptions.length; j++) { if (self.splitBetOptions[j].btnBg) self.splitBetOptions[j].btnBg.color = 0x333366; } self.betType = 'split'; self.betValue = splitBtn2.betValue; self.selectedBetBtn = this; self.showResult('Split bet: ' + splitBtn2.betValue[0] + ' & ' + splitBtn2.betValue[1] + ' ($' + Math.max(betAmount, 50) + ')', true); if (this.btnBg) this.btnBg.color = 0x6666cc; if (self.state === 'bet') { self.spinBtn.visible = true; } }; }(splitBtn2); self.addChild(splitBtn2); self.splitBetOptions.push(splitBtn2); } } // Spin button // Calculate betY for button positioning var betY = betGridStartY + betGridRows * betBtnH + 40; self.spinBtn = new GameButton(); self.spinBtn.setText('Spin'); self.spinBtn.x = 2048 / 2; self.spinBtn.y = betY + 200; self.spinBtn.visible = false; // Only show after bet selected self.spinBtn.down = function () { this.flash(); self.handleSpin(); }; self.addChild(self.spinBtn); // Back button self.backBtn = new GameButton(); self.backBtn.setText('Back'); self.backBtn.x = 2048 / 2; self.backBtn.y = betY + 350; self.backBtn.down = function () { self.destroy(); roulette = null; showModeSelect(); }; self.addChild(self.backBtn); // Show result text 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 = 1550; self.addChild(self.resultText); if (!noNext) { // Show "New Round" button var nextBtn = new GameButton(); nextBtn.setText('New Round'); nextBtn.x = 2048 / 2; nextBtn.y = betY + 500; nextBtn.down = function () { this.flash(); self.reset(); }; self.addChild(nextBtn); self.buttons.push(nextBtn); } }; // Handle spin self.handleSpin = function () { // Only allow spin if a bet is selected if (!self.betType || self.betType === 'number' && (typeof self.betValue !== "number" || self.betValue < 0 || self.betValue > 36)) { self.showResult('Select a bet first!', true); return; } if (betAmount < 50) { self.showResult('Minimum bet is $50!', true); return; } if (self.state !== 'bet') { self.showResult('You can only place one bet per round!', true); return; } self.state = 'spin'; if (playerBalance < betAmount) { self.showResult('Not enough balance!', true); return; } playerBalance -= betAmount; updateBalance(); self.state = 'spin'; self.spinBtn.visible = false; for (var i = 0; i < self.betOptions.length; i++) self.betOptions[i].visible = false; self.resultText && self.resultText.destroy(); // Animate ball spin var winningNumber = Math.floor(Math.random() * 37); var totalSpins = 3 + Math.floor(Math.random() * 2); var frames = 60 * totalSpins; var startAngle = -Math.PI / 2; var endAngle = winningNumber / 37 * Math.PI * 2 - Math.PI / 2; var currentFrame = 0; function animateBall() { var t = currentFrame / frames; var angle = startAngle + (endAngle - startAngle) * t + Math.PI * 2 * (1 - t) * totalSpins; self.ball.x = Math.cos(angle) * (wheelRadius - 40); self.ball.y = Math.sin(angle) * (wheelRadius - 40); currentFrame++; if (currentFrame <= frames) { LK.setTimeout(animateBall, 1000 / 60); } else { self.showSpinResult(winningNumber); // After result, allow new bet self.betType = null; self.betValue = null; if (self.selectedBetBtn && self.selectedBetBtn.btnBg) { self.selectedBetBtn.btnBg.color = 0x333366; } self.selectedBetBtn = null; // Show bet options for next round, but keep spin button hidden until bet is selected self.spinBtn.visible = false; for (var i = 0; i < self.betOptions.length; i++) self.betOptions[i].visible = true; } } animateBall(); }; // Show spin result and payout self.showSpinResult = function (winningNumber) { var win = false; var payout = 0; var msg = ''; if (self.betType === 'red' && reds.indexOf(winningNumber) !== -1) { win = true; payout = betAmount * 2; msg = 'Red wins!'; } else if (self.betType === 'black' && blacks.indexOf(winningNumber) !== -1) { win = true; payout = betAmount * 2; msg = 'Black wins!'; } else if (self.betType === 'even' && winningNumber !== 0 && winningNumber % 2 === 0) { win = true; payout = betAmount * 2; msg = 'Even wins!'; } else if (self.betType === 'odd' && winningNumber % 2 === 1) { win = true; payout = betAmount * 2; msg = 'Odd wins!'; } else if (self.betType === 'number' && self.betValue === winningNumber) { win = true; payout = betAmount * 36; msg = 'Number ' + winningNumber + ' wins!'; } else if (self.betType === 'split' && self.betValue && self.betValue.indexOf(winningNumber) !== -1) { win = true; payout = betAmount * 18; // Standard split bet payout is 17:1, so bet*18 msg = 'Split bet wins! Number ' + winningNumber + '!'; } else { msg = 'Number ' + winningNumber + '. You lose.'; } if (win) { playerBalance += payout; updateBalance(); msg += ' You win $' + payout + '!'; // --- Quest: Win $500 in Roulette --- if (typeof questEvent === "function") questEvent('roulette_win', payout); // --- Quest: Place 5 Roulette bets --- if (typeof questEvent === "function") questEvent('roulette_bet'); // --- Quest: Win on a number bet in Roulette --- if (typeof questEvent === "function" && self.betType === 'number' && self.betValue === winningNumber) questEvent('roulette_number_win'); // --- Quest: Win on Red/Black in Roulette --- if (typeof questEvent === "function" && (self.betType === 'red' || self.betType === 'black')) questEvent('roulette_red_black_win'); } else { // Even if lose, count bet for "Place 5 Roulette bets" if (typeof questEvent === "function") questEvent('roulette_bet'); } self.state = 'result'; self.showResult(msg); }; // Reset for new round self.reset = function () { self.betType = null; self.betValue = null; self.state = 'bet'; self.resultText && self.resultText.destroy(); for (var i = 0; i < self.buttons.length; i++) self.buttons[i].destroy(); self.buttons = []; self.spinBtn.visible = false; for (var i = 0; i < self.betOptions.length; i++) { self.betOptions[i].visible = true; if (self.betOptions[i].btnBg) self.betOptions[i].btnBg.color = 0x333366; } for (var i = 0; i < (self.splitBetOptions ? self.splitBetOptions.length : 0); i++) { self.splitBetOptions[i].visible = true; if (self.splitBetOptions[i].btnBg) self.splitBetOptions[i].btnBg.color = 0x333366; } self.selectedBetBtn = null; }; // Destroy self.destroy = function () { self.resultText && self.resultText.destroy(); for (var i = 0; i < self.betOptions.length; i++) self.betOptions[i].destroy(); self.betOptions = []; if (self.splitBetOptions) { for (var i = 0; i < self.splitBetOptions.length; i++) self.splitBetOptions[i].destroy(); self.splitBetOptions = []; } self.spinBtn && self.spinBtn.destroy(); self.backBtn && self.backBtn.destroy(); for (var i = 0; i < self.buttons.length; i++) self.buttons[i].destroy(); self.buttons = []; self.rouletteWheel && self.rouletteWheel.destroy(); self.state = 'bet'; if (self.parent) self.parent.removeChild(self); }; 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; } // --- Quest: Spin Sweet Bonanza 5 times --- if (typeof questEvent === "function") questEvent('sweet_spin'); 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 ****/ // --- Top Left Back Button --- // --- Global State --- var topLeftBackBtn = null; function showTopLeftBackBtn(onBack) { // Remove if already present if (topLeftBackBtn && topLeftBackBtn.parent) { topLeftBackBtn.parent.removeChild(topLeftBackBtn); topLeftBackBtn.destroy(); topLeftBackBtn = null; } topLeftBackBtn = new GameButton(); topLeftBackBtn.setText('Back'); // Place at (100,220) to avoid the reserved 100x100px area and move a little further down topLeftBackBtn.x = 100 + 80; // 80px right of reserved area topLeftBackBtn.y = 100 + 160; // 160px below reserved area (moved a little further down) topLeftBackBtn.btnBg.width = 180; topLeftBackBtn.btnBg.height = 80; topLeftBackBtn.down = function () { this.flash(); if (typeof onBack === "function") onBack(); }; game.addChild(topLeftBackBtn); } function hideTopLeftBackBtn() { if (topLeftBackBtn && topLeftBackBtn.parent) { topLeftBackBtn.parent.removeChild(topLeftBackBtn); topLeftBackBtn.destroy(); topLeftBackBtn = null; } } /**** * 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: 'roulette', name: 'Roulette' }]; var currentMode = null; // 'blackjack', etc. var playerBalance = storage.balance || 1000; var betAmount = 100; var minBet = 50; var maxBet = 1000; // --- Single Seat State --- var blackjack = null; // 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() { hideTopLeftBackBtn(); // Clear play area if (playArea) { playArea.destroy(); playArea = null; } if (blackjack) { blackjack.destroy(); blackjack = null; } // Destroy blackjack instance if present if (blackjack && blackjack.destroy) { 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 --- // Password UI state var roulettePasswordPrompt = null; var roulettePasswordInput = null; var roulettePasswordError = null; function showRoulettePasswordPrompt() { showTopLeftBackBtn(function () { if (roulettePasswordPrompt) { roulettePasswordPrompt.destroy(); roulettePasswordPrompt = null; } showModeSelect(); }); // Remove any previous prompt if (roulettePasswordPrompt) { roulettePasswordPrompt.destroy(); roulettePasswordPrompt = null; } roulettePasswordPrompt = new Container(); game.addChild(roulettePasswordPrompt); // Background overlay var overlay = roulettePasswordPrompt.attachAsset('cardBg', { width: 900, height: 500, color: 0x222244, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1200 }); // Title var promptTitle = new Text2('Enter Roulette Password', { size: 80, fill: "#fff" }); promptTitle.anchor.set(0.5, 0.5); promptTitle.x = 2048 / 2; promptTitle.y = 1050; roulettePasswordPrompt.addChild(promptTitle); // Password input (show as ****) var passwordValue = ''; roulettePasswordInput = new Text2('Password: ', { size: 60, fill: "#fff" }); roulettePasswordInput.anchor.set(0.5, 0.5); roulettePasswordInput.x = 2048 / 2; roulettePasswordInput.y = 1200; roulettePasswordPrompt.addChild(roulettePasswordInput); // Error text roulettePasswordError = new Text2('', { size: 48, fill: 0xFF4444 }); roulettePasswordError.anchor.set(0.5, 0.5); roulettePasswordError.x = 2048 / 2; roulettePasswordError.y = 1270; roulettePasswordPrompt.addChild(roulettePasswordError); // Number pad var padStartX = 2048 / 2 - 180; var padStartY = 1320; var padBtns = []; function updateInputDisplay() { var stars = ''; for (var i = 0; i < passwordValue.length; i++) stars += '*'; roulettePasswordInput.setText('Password: ' + stars); if (roulettePasswordError) roulettePasswordError.setText(''); } function clearInput() { passwordValue = ''; updateInputDisplay(); } function trySubmit() { if (passwordValue === '1334') { // Success if (roulettePasswordPrompt) { roulettePasswordPrompt.destroy(); roulettePasswordPrompt = null; } startRoulette(); } else { // Error if (roulettePasswordError) roulettePasswordError.setText('Incorrect password!'); clearInput(); } } // Password keypad layout: numbers in phone order var keypadLabels = [['1', '2', '3'], ['4', '5', '6'], ['7', '8', '9'], ['C', '0', 'OK']]; for (var row = 0; row < 4; row++) { for (var col = 0; col < 3; col++) { var label = keypadLabels[row][col]; var btn = new GameButton(); btn.setText(label); // Make sure the button text is visible and large enough btn.setText(label); btn.x = padStartX + col * 120; btn.y = padStartY + row * 100; // Make the button background lighter for better contrast if (!isNaN(parseInt(label))) { if (label === '0') { btn.btnBg.color = 0xeeeeee; btn.setText(label); } else { btn.btnBg.color = 0xffffff; btn.setText(label); } } else if (label === 'C') { btn.btnBg.color = 0xffcccc; } else if (label === 'OK') { btn.btnBg.color = 0xccffcc; } btn.down = function (lbl) { return function () { this.flash(); if (lbl === 'C') { clearInput(); } else if (lbl === 'OK') { trySubmit(); } else if (lbl.length === 1 && passwordValue.length < 8) { passwordValue += lbl; updateInputDisplay(); } }; }(label); roulettePasswordPrompt.addChild(btn); padBtns.push(btn); } } updateInputDisplay(); } 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 === 'roulette') { showRoulettePasswordPrompt(); } else { showComingSoon(modeId); } } // --- Coming Soon Placeholder --- function showComingSoon(modeId) { showTopLeftBackBtn(function () { if (playArea) playArea.destroy(); playArea = null; showModeSelect(); }); 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() { showTopLeftBackBtn(function () { if (playArea) playArea.destroy(); playArea = null; if (blackjack) { blackjack.destroy(); blackjack = null; } showModeSelect(); }); if (playArea) playArea.destroy(); playArea = new Container(); game.addChild(playArea); // Destroy old blackjack if any if (blackjack && blackjack.destroy) { blackjack.destroy(); blackjack = null; } blackjack = new BlackjackGame(); playArea.addChild(blackjack); } // (removed selectBlackjackSeat, not needed for single seat) // --- Start Sweet Bonanza --- function startSweetBonanza() { if (playArea) playArea.destroy(); playArea = new Container(); game.addChild(playArea); if (typeof sweetBonanza !== "undefined" && sweetBonanza && sweetBonanza.destroy) { sweetBonanza.destroy(); } sweetBonanza = new SweetBonanzaGame(); playArea.addChild(sweetBonanza); } // --- Start Roulette --- function startRoulette() { showTopLeftBackBtn(function () { if (playArea) playArea.destroy(); playArea = null; if (roulette) { roulette.destroy(); roulette = null; } showModeSelect(); }); if (playArea) playArea.destroy(); playArea = new Container(); game.addChild(playArea); if (typeof roulette !== "undefined" && roulette && roulette.destroy) { roulette.destroy(); } roulette = new RouletteGame(); playArea.addChild(roulette); } // --- Update Balance --- function updateBalance() { balanceText.setText('Balance: $' + playerBalance); storage.balance = playerBalance; } // --- Auto Reward System --- // Give +2000 every 10 minutes (600,000 ms) var AUTO_REWARD_AMOUNT = 2000; var AUTO_REWARD_INTERVAL = 600000; // 10 minutes in ms var lastRewardTime = storage.lastRewardTime || Date.now(); // --- Auto Reward Counter UI --- var autoRewardCounterText = new Text2('', { size: 40, fill: 0x66FFCC }); autoRewardCounterText.anchor.set(0.5, 0); // Place original counter in the center top (for legacy/compat) autoRewardCounterText.x = 2048 / 2; autoRewardCounterText.y = 160; LK.gui.top.addChild(autoRewardCounterText); // Add countdown timer to the top left var autoRewardCounterTextLeft = new Text2('', { size: 40, fill: 0x66FFCC }); autoRewardCounterTextLeft.anchor.set(0, 0); // left aligned, top autoRewardCounterTextLeft.x = 120; // 20px right of reserved area (100px reserved) autoRewardCounterTextLeft.y = 20; // 20px from top LK.gui.topLeft.addChild(autoRewardCounterTextLeft); // --- Quest System --- // Daily quest pool (at least 8, so 5 can be picked randomly each day) var QUEST_POOL = [{ id: 'bj_3rounds', desc: 'Play 3 Blackjack rounds', goal: 3, reward: 500 }, { id: 'roulette_win500', desc: 'Win $500 in Roulette', goal: 500, reward: 1000 }, { id: 'bj_blackjack_win2', desc: 'Win 2 Blackjack rounds', goal: 2, reward: 600 }, { id: 'roulette_bet5', desc: 'Place 5 Roulette bets', goal: 5, reward: 400 }, { id: 'bj_perfect_pair', desc: 'Get 1 Perfect Pair in Blackjack', goal: 1, reward: 1200 }, { id: 'roulette_number_win', desc: 'Win on a number bet in Roulette', goal: 1, reward: 900 }, { id: 'bj_double_down', desc: 'Double Down 2 times in Blackjack', goal: 2, reward: 700 }, { id: 'roulette_red_black', desc: 'Win 3 times on Red or Black in Roulette', goal: 3, reward: 500 }]; // Helper to get a deterministic "random" set of 5 quests per day function getDailyQuestIds() { var now = new Date(); var daySeed = now.getFullYear() * 10000 + (now.getMonth() + 1) * 100 + now.getDate(); var ids = []; var used = []; for (var i = 0; i < QUEST_POOL.length; i++) used[i] = false; var count = 0; var poolLen = QUEST_POOL.length; var seed = daySeed; while (ids.length < 5 && count < 20) { // Simple LCG for deterministic shuffle seed = (seed * 9301 + 49297) % 233280; var idx = Math.floor(seed / 233280 * poolLen); if (!used[idx]) { ids.push(QUEST_POOL[idx].id); used[idx] = true; } count++; } return ids; } // Build today's QUESTS array var QUESTS = []; var dailyIds = getDailyQuestIds(); for (var i = 0; i < dailyIds.length; i++) { for (var j = 0; j < QUEST_POOL.length; j++) { if (QUEST_POOL[j].id === dailyIds[i]) { // Clone quest object and add progress/complete QUESTS.push({ id: QUEST_POOL[j].id, desc: QUEST_POOL[j].desc, goal: QUEST_POOL[j].goal, reward: QUEST_POOL[j].reward, progress: 0, complete: false }); break; } } } // Load quest progress from storage if available and if for today if (storage.quests && storage.questsDay === new Date().toDateString()) { for (var i = 0; i < QUESTS.length; i++) { var q = QUESTS[i]; // Load from flat keys, e.g. quests.key_progress and quests.key_complete var progressKey = q.id + '_progress'; var completeKey = q.id + '_complete'; if (typeof storage.quests[progressKey] !== "undefined") { q.progress = storage.quests[progressKey]; } if (typeof storage.quests[completeKey] !== "undefined") { q.complete = storage.quests[completeKey]; } } } else { // New day, reset quest progress and save today's date // Initialize storage.quests as a flat object with only 1-level deep properties storage.quests = {}; storage.questsDay = new Date().toDateString(); } function saveQuests() { var save = {}; for (var i = 0; i < QUESTS.length; i++) { var q = QUESTS[i]; if (!storage.quests) storage.quests = {}; // Store as flat keys, e.g. quests.key_progress and quests.key_complete storage.quests[q.id + '_progress'] = q.progress; storage.quests[q.id + '_complete'] = q.complete; } storage.questsDay = new Date().toDateString(); } // Quest UI (bottom left, separate area) var questTextNodes = []; function updateQuestUI() { // Remove old for (var i = 0; i < questTextNodes.length; i++) { if (questTextNodes[i].parent) questTextNodes[i].parent.removeChild(questTextNodes[i]); questTextNodes[i].destroy(); } questTextNodes = []; // Place quests in bottom left, avoid left 100px reserved area var y = 40; // Padding from bottom for (var i = 0; i < QUESTS.length; i++) { var q = QUESTS[i]; var txt = new Text2((q.complete ? '✅ ' : '') + q.desc + ' [' + q.progress + '/' + q.goal + ']' + (q.complete ? ' (Claimed)' : ' Prize: $' + q.reward), { size: 32, fill: q.complete ? "#aaffaa" : "#fff" }); txt.anchor.set(0, 1); // left aligned, bottom txt.x = 120; // 20px right of reserved area txt.y = -y; // negative y for bottom alignment in LK.gui.bottomLeft LK.gui.bottomLeft.addChild(txt); questTextNodes.push(txt); y += 38; } } updateQuestUI(); // --- Daily Quest Timer UI (bottom right) --- var questTimerText = new Text2('', { size: 38, fill: 0xFFD700 }); questTimerText.anchor.set(1, 1); // right aligned, bottom questTimerText.x = -40; // 40px from right edge in LK.gui.bottomRight questTimerText.y = -40; // 40px from bottom LK.gui.bottomRight.addChild(questTimerText); function updateQuestTimer() { // Calculate time left until midnight var now = new Date(); var tomorrow = new Date(now.getFullYear(), now.getMonth(), now.getDate() + 1, 0, 0, 0, 0); var msLeft = tomorrow - now; if (msLeft < 0) msLeft = 0; var sec = Math.floor(msLeft / 1000) % 60; var min = Math.floor(msLeft / 60000) % 60; var hr = Math.floor(msLeft / 3600000); var timeStr = (hr < 10 ? '0' : '') + hr + ':' + (min < 10 ? '0' : '') + min + ':' + (sec < 10 ? '0' : '') + sec; questTimerText.setText('Daily quests reset in: ' + timeStr); } LK.setInterval(updateQuestTimer, 1000); updateQuestTimer(); // Quest logic: call these when player does actions function questEvent(event, value) { var updated = false; for (var i = 0; i < QUESTS.length; i++) { var q = QUESTS[i]; if (q.complete) continue; // Blackjack round played if (event === 'blackjack_round' && q.id === 'bj_3rounds') { q.progress++; if (q.progress >= q.goal) { q.progress = q.goal; q.complete = true; playerBalance += q.reward; updateBalance(); showQuestRewardPopup(q.reward, q.desc); } updated = true; } // Win 2 Blackjack rounds if (event === 'blackjack_win' && q.id === 'bj_blackjack_win2') { q.progress++; if (q.progress >= q.goal) { q.progress = q.goal; q.complete = true; playerBalance += q.reward; updateBalance(); showQuestRewardPopup(q.reward, q.desc); } updated = true; } // Double Down in Blackjack if (event === 'blackjack_double' && q.id === 'bj_double_down') { q.progress++; if (q.progress >= q.goal) { q.progress = q.goal; q.complete = true; playerBalance += q.reward; updateBalance(); showQuestRewardPopup(q.reward, q.desc); } updated = true; } // Get Perfect Pair in Blackjack if (event === 'blackjack_perfect_pair' && q.id === 'bj_perfect_pair') { q.progress++; if (q.progress >= q.goal) { q.progress = q.goal; q.complete = true; playerBalance += q.reward; updateBalance(); showQuestRewardPopup(q.reward, q.desc); } updated = true; } // Roulette win $500 if (event === 'roulette_win' && q.id === 'roulette_win500') { q.progress += value; if (q.progress >= q.goal) { q.progress = q.goal; q.complete = true; playerBalance += q.reward; updateBalance(); showQuestRewardPopup(q.reward, q.desc); } updated = true; } // Place 5 Roulette bets if (event === 'roulette_bet' && q.id === 'roulette_bet5') { q.progress++; if (q.progress >= q.goal) { q.progress = q.goal; q.complete = true; playerBalance += q.reward; updateBalance(); showQuestRewardPopup(q.reward, q.desc); } updated = true; } // Win on a number bet in Roulette if (event === 'roulette_number_win' && q.id === 'roulette_number_win') { q.progress++; if (q.progress >= q.goal) { q.progress = q.goal; q.complete = true; playerBalance += q.reward; updateBalance(); showQuestRewardPopup(q.reward, q.desc); } updated = true; } // Win on Red/Black in Roulette if (event === 'roulette_red_black_win' && q.id === 'roulette_red_black') { q.progress++; if (q.progress >= q.goal) { q.progress = q.goal; q.complete = true; playerBalance += q.reward; updateBalance(); showQuestRewardPopup(q.reward, q.desc); } updated = true; } } if (updated) { saveQuests(); updateQuestUI(); } } function showQuestRewardPopup(amount, desc) { var popup = new Text2('Quest Complete!\n' + desc + '\n+$' + amount, { size: 70, fill: 0xFFD700 }); popup.anchor.set(0.5, 0.5); popup.x = 2048 / 2; popup.y = 600; game.addChild(popup); tween(popup, { y: popup.y - 80, alpha: 0 }, { duration: 1400, onFinish: function onFinish() { popup.destroy(); } }); } // Update auto reward counter as before function updateAutoRewardCounter() { var now = Date.now(); var msLeft = AUTO_REWARD_INTERVAL - (now - lastRewardTime) % AUTO_REWARD_INTERVAL; if (msLeft < 0) msLeft = 0; var sec = Math.floor(msLeft / 1000) % 60; var min = Math.floor(msLeft / 60000); var timeStr = (min < 10 ? '0' : '') + min + ':' + (sec < 10 ? '0' : '') + sec; autoRewardCounterText.setText('Next Reward: +' + AUTO_REWARD_AMOUNT + ' in ' + timeStr); autoRewardCounterTextLeft.setText('Next reward: ' + timeStr); } function checkAutoReward() { var now = Date.now(); // If more than interval has passed, give reward (handle multiple missed intervals) var intervals = Math.floor((now - lastRewardTime) / AUTO_REWARD_INTERVAL); if (intervals > 0) { var totalReward = intervals * AUTO_REWARD_AMOUNT; playerBalance += totalReward; updateBalance(); lastRewardTime += intervals * AUTO_REWARD_INTERVAL; storage.lastRewardTime = lastRewardTime; // Optionally show a quick popup for reward var rewardText = new Text2('Auto Reward: +$' + totalReward, { size: 70, fill: 0x66ffcc }); rewardText.anchor.set(0.5, 0.5); rewardText.x = 2048 / 2; rewardText.y = 400; game.addChild(rewardText); tween(rewardText, { y: rewardText.y - 80, alpha: 0 }, { duration: 1200, onFinish: function onFinish() { rewardText.destroy(); } }); } updateAutoRewardCounter(); } // Check auto reward every 10 seconds, and update counter every second LK.setInterval(checkAutoReward, 10000); LK.setInterval(updateAutoRewardCounter, 1000); updateAutoRewardCounter(); // Check for new day and reset quests if needed function checkQuestDay() { var today = new Date().toDateString(); if (storage.questsDay !== today) { // Force reload of page to reset quests (or you can re-run quest init logic here) location.reload(); } } LK.setInterval(checkQuestDay, 60000); // check every minute // --- 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
@@ -1779,19 +1779,13 @@
}
function saveQuests() {
var save = {};
for (var i = 0; i < QUESTS.length; i++) {
- save[QUESTS[i].id] = {
- progress: QUESTS[i].progress,
- complete: QUESTS[i].complete
- };
- }
- // Store each quest property individually to avoid nested objects in storage.quests
- for (var key in save) {
+ var q = QUESTS[i];
if (!storage.quests) storage.quests = {};
// Store as flat keys, e.g. quests.key_progress and quests.key_complete
- storage.quests[key + '_progress'] = save[key].progress;
- storage.quests[key + '_complete'] = save[key].complete;
+ storage.quests[q.id + '_progress'] = q.progress;
+ storage.quests[q.id + '_complete'] = q.complete;
}
storage.questsDay = new Date().toDateString();
}
// Quest UI (bottom left, separate area)
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