User prompt
change "+2000" sign with "Next reward:"
User prompt
change it with left up
User prompt
add countdown timer to the right up
User prompt
add counter for the auto reward
User prompt
add auto reward system and players get +2000 every 10 minutes
User prompt
a little bit again
User prompt
make back button a little bit down
User prompt
add back button to the left up
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'color')' in or related to this line: 'btn.btnBg.color = 0xffffff;' Line Number: 1556
User prompt
fix password keyboard make numbers visible
User prompt
fix the password keyboard
User prompt
add password for enter roulette and make the password is 1334
User prompt
close sweet bonanza
User prompt
add red adn black bet too
User prompt
add a spin button
User prompt
split all bet number in roulette
User prompt
fix roulette bet system
User prompt
add bet behind
User prompt
add perfect pair system and payment system
User prompt
add perfect pair system
User prompt
remove multiple seat
User prompt
fix bj card area's
User prompt
players can seat multiple and show all seat's in one screen
User prompt
make all seat in one table and one croupier
User prompt
add multiplie sit'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;
}
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 + '!';
}
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;
}
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 ---
// --- Top Left Back Button ---
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: $' + playerBalance);
storage.balance = playerBalance;
}
// --- Auto Reward System ---
// Give +2000 every 10 minutes (600,000 ms)
var AUTO_REWARD_AMOUNT = 2000;
var AUTO_REWARD_INTERVAL = 600000; // 10 minutes in ms
var lastRewardTime = storage.lastRewardTime || Date.now();
// --- Auto Reward Counter UI ---
var autoRewardCounterText = new Text2('', {
size: 40,
fill: 0x66FFCC
});
autoRewardCounterText.anchor.set(0.5, 0);
// Place original counter in the center top (for legacy/compat)
autoRewardCounterText.x = 2048 / 2;
autoRewardCounterText.y = 160;
LK.gui.top.addChild(autoRewardCounterText);
// Add countdown timer to the top left
var autoRewardCounterTextLeft = new Text2('', {
size: 40,
fill: 0x66FFCC
});
autoRewardCounterTextLeft.anchor.set(0, 0); // left aligned, top
autoRewardCounterTextLeft.x = 120; // 20px right of reserved area (100px reserved)
autoRewardCounterTextLeft.y = 20; // 20px from top
LK.gui.topLeft.addChild(autoRewardCounterTextLeft);
function updateAutoRewardCounter() {
var now = Date.now();
var msLeft = AUTO_REWARD_INTERVAL - (now - lastRewardTime) % AUTO_REWARD_INTERVAL;
if (msLeft < 0) msLeft = 0;
var sec = Math.floor(msLeft / 1000) % 60;
var min = Math.floor(msLeft / 60000);
var timeStr = (min < 10 ? '0' : '') + min + ':' + (sec < 10 ? '0' : '') + sec;
autoRewardCounterText.setText('Next Reward: +' + AUTO_REWARD_AMOUNT + ' in ' + timeStr);
autoRewardCounterTextLeft.setText('Next reward: ' + timeStr);
}
function checkAutoReward() {
var now = Date.now();
// If more than interval has passed, give reward (handle multiple missed intervals)
var intervals = Math.floor((now - lastRewardTime) / AUTO_REWARD_INTERVAL);
if (intervals > 0) {
var totalReward = intervals * AUTO_REWARD_AMOUNT;
playerBalance += totalReward;
updateBalance();
lastRewardTime += intervals * AUTO_REWARD_INTERVAL;
storage.lastRewardTime = lastRewardTime;
// Optionally show a quick popup for reward
var rewardText = new Text2('Auto Reward: +$' + 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();
// --- 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
@@ -1659,9 +1659,9 @@
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('+' + 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)
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