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ai can discard cards that newly draw ı want to discard new drawed cards
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remove text in the paranthesis from buttons
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make buttons curved and large a little
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ı want to see which cards ai discrads
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ı want to see which cards ai discrads and also draw clearly alsa give more space to card so ı can read symbol and letter ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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incoming card for ai from deck is moving so fast that ı couldnt see so repair it like ı can see clearly which card ai is taking ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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I want to see ai hand and create animation for drawing card from table for both of player and ai ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Cannot read properties of null (reading 'setText')' in or related to this line: 'infoTxt.setText('Choose difficulty');' Line Number: 606
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remove white texts from top of the game and I want see draws of ai
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ı want to create seperate buttons for game mode section
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draw all cards seperatly create all 52 asset and use as cards in game
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I want to see ai take card from middle slowly with animation ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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ı want to see the cards that ai playing also cards need some space between them and draw real play cards
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'txt.style.fill = "#222";' Line Number: 64
Code edit (1 edits merged)
Please save this source code
User prompt
Suit Collector: Card Duel
Initial prompt
A player and computer play matching card game using one deck of cards. Two levels must be established. The easy level requires to obtain 3 cards of same suit at a player hand in order to win the game. The hardest level requires 6 cards of same suit at a player hand. 3 cards or 6 cards are initially given to the players randomly. Later in order they open a new card and selects a card to throw out. Please obviously define your strategies and intellegince for computer, so that it can win the game mostly. If no one finishes game at the end of the cards, the points (Jack, Queen and King evaluated as 10 points) at hand evaluated and the player who has minimum total wins the game.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // CardSprite: visual representation of a card var CardSprite = Container.expand(function () { var self = Container.call(this); // Card data self.card = null; // Card background var bg = self.attachAsset('cardBg', { width: 260, height: 380, color: 0xffffff, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); // Card suit and rank text var txt = new Text2('', { size: 90, fill: 0x222222 }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = 0; self.addChild(txt); // Set card data and update display self.setCard = function (card) { self.card = card; if (!card) { txt.setText(''); bg.tint = 0xcccccc; return; } var rankStr = ''; if (card.rank === 1) rankStr = 'A';else if (card.rank === 11) rankStr = 'J';else if (card.rank === 12) rankStr = 'Q';else if (card.rank === 13) rankStr = 'K';else rankStr = '' + card.rank; var suitStr = card.suit; txt.setText(rankStr + suitStr); // Color by suit if (card.suit === '♥' || card.suit === '♦') { txt.setStyle({ fill: "#d22" }); } else { txt.setStyle({ fill: "#222" }); } bg.tint = 0xffffff; }; self.setCard(null); return self; }); // Discard pile visual var DiscardSprite = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('discardBg', { width: 260, height: 380, color: 0xeeeeee, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); var txt = new Text2('Discard', { size: 60, fill: 0x888888 }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = 0; self.addChild(txt); self.setCard = function (card) { if (!card) { txt.setText('Discard'); bg.tint = 0xeeeeee; return; } var rankStr = ''; if (card.rank === 1) rankStr = 'A';else if (card.rank === 11) rankStr = 'J';else if (card.rank === 12) rankStr = 'Q';else if (card.rank === 13) rankStr = 'K';else rankStr = '' + card.rank; var suitStr = card.suit; txt.setText(rankStr + suitStr); if (card.suit === '♥' || card.suit === '♦') { txt.setStyle({ fill: "#d22" }); } else { txt.setStyle({ fill: "#222" }); } bg.tint = 0xffffff; }; self.setCard(null); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0a2a3a }); /**** * Game Code ****/ // Ranks: 1-13 (A,2,...,10,J,Q,K) // Suits: S=Spades, H=Hearts, D=Diamonds, C=Clubs // Example asset id format: 'card_<suit>_<rank>' // Card face assets (52 cards, 4 suits x 13 ranks) // --- Game constants --- // Card class: represents a single card (not a display object, just data) function Card(suit, rank) { this.suit = suit; // '♠', '♥', '♦', '♣' this.rank = rank; // 1-13 (1=Ace, 11=J, 12=Q, 13=K) } var SUITS = ['♠', '♥', '♦', '♣']; var RANKS = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13]; var HAND_SIZE_EASY = 3; var HAND_SIZE_HARD = 6; // --- Game state --- var handSize = HAND_SIZE_EASY; // Default to easy var playerHand = []; var aiHand = []; var deck = []; var discardPile = []; var currentDraw = null; // Card drawn this turn var isPlayerTurn = true; var gameOver = false; var playerSuitGoal = null; // suit player is collecting var aiSuitGoal = null; // suit AI is collecting var modeTxt = null; var infoTxt = null; var playerCardSprites = []; var aiCardSprites = []; var drawSprite = null; var discardSprite = null; var easyBtn = null; var hardBtn = null; var turnAnim = null; // --- Asset initialization (shapes) --- // --- GUI elements --- modeTxt = new Text2('Suit Collector: Card Duel', { size: 90, fill: "#fff" }); modeTxt.anchor.set(0.5, 0); LK.gui.top.addChild(modeTxt); infoTxt = new Text2('Choose difficulty', { size: 70, fill: "#fff" }); infoTxt.anchor.set(0.5, 0); LK.gui.top.addChild(infoTxt); // --- Difficulty buttons --- easyBtn = new Text2('Easy (3 cards)', { size: 70, fill: 0x44E044 }); easyBtn.anchor.set(0.5, 0.5); easyBtn.x = 2048 / 2 - 200; easyBtn.y = 2732 / 2; game.addChild(easyBtn); hardBtn = new Text2('Hard (6 cards)', { size: 70, fill: 0xE04444 }); hardBtn.anchor.set(0.5, 0.5); hardBtn.x = 2048 / 2 + 200; hardBtn.y = 2732 / 2; game.addChild(hardBtn); // --- Helper functions --- function shuffleDeck(deckArr) { for (var i = deckArr.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var t = deckArr[i]; deckArr[i] = deckArr[j]; deckArr[j] = t; } } function makeDeck() { var d = []; for (var s = 0; s < SUITS.length; s++) { for (var r = 0; r < RANKS.length; r++) { d.push(new Card(SUITS[s], RANKS[r])); } } shuffleDeck(d); return d; } function handHasSuit(hand, suit) { for (var i = 0; i < hand.length; i++) { if (hand[i].suit !== suit) return false; } return true; } function handSuitCounts(hand) { var counts = {}; for (var i = 0; i < hand.length; i++) { var s = hand[i].suit; counts[s] = (counts[s] || 0) + 1; } return counts; } function handValue(hand) { var v = 0; for (var i = 0; i < hand.length; i++) { var r = hand[i].rank; if (r > 10) v += 10;else v += r; } return v; } function checkWin() { // Player win by suit var playerCounts = handSuitCounts(playerHand); for (var s in playerCounts) { if (playerCounts[s] === handSize) { LK.effects.flashScreen(0x44e044, 800); LK.showYouWin(); gameOver = true; return true; } } // AI win by suit var aiCounts = handSuitCounts(aiHand); for (var s in aiCounts) { if (aiCounts[s] === handSize) { LK.effects.flashScreen(0xe04444, 800); LK.showGameOver(); gameOver = true; return true; } } // Deck out: compare hand values if (deck.length === 0 && !currentDraw) { var pv = handValue(playerHand); var av = handValue(aiHand); if (pv < av) { LK.effects.flashScreen(0x44e044, 800); LK.showYouWin(); } else if (av < pv) { LK.effects.flashScreen(0xe04444, 800); LK.showGameOver(); } else { LK.effects.flashScreen(0x888888, 800); LK.showGameOver(); } gameOver = true; return true; } return false; } function updateInfoText() { if (gameOver) return; if (deck.length === 0 && !currentDraw) { infoTxt.setText("Deck empty! Lowest hand value wins."); return; } if (isPlayerTurn) { infoTxt.setText("Your turn: Tap a card to discard."); } else { infoTxt.setText("AI is thinking..."); } } function updateHandsDisplay() { // Player hand for (var i = 0; i < playerCardSprites.length; i++) { var cs = playerCardSprites[i]; if (playerHand[i]) { cs.setCard(playerHand[i]); cs.visible = true; } else { cs.setCard(null); cs.visible = false; } } // AI hand (show as face down) for (var i = 0; i < aiCardSprites.length; i++) { var cs = aiCardSprites[i]; if (aiHand[i]) { cs.setCard({ suit: '?', rank: '?' }); cs.visible = true; } else { cs.setCard(null); cs.visible = false; } } } function updateDrawDisplay() { if (currentDraw) { drawSprite.setCard(currentDraw); drawSprite.visible = true; } else { drawSprite.setCard(null); drawSprite.visible = false; } } function updateDiscardDisplay() { if (discardPile.length > 0) { discardSprite.setCard(discardPile[discardPile.length - 1]); } else { discardSprite.setCard(null); } } function startGame(selectedHandSize) { handSize = selectedHandSize; gameOver = false; playerHand = []; aiHand = []; deck = makeDeck(); discardPile = []; currentDraw = null; isPlayerTurn = true; playerSuitGoal = null; aiSuitGoal = null; // Remove menu buttons easyBtn.visible = false; hardBtn.visible = false; // Deal hands for (var i = 0; i < handSize; i++) { playerHand.push(deck.pop()); aiHand.push(deck.pop()); } // Draw first card currentDraw = deck.pop(); updateHandsDisplay(); updateDrawDisplay(); updateDiscardDisplay(); updateInfoText(); } // --- Layout setup --- // Player hand sprites playerCardSprites = []; var handY = 2732 - 500; var handX0 = 2048 / 2 - handSize * 150; for (var i = 0; i < 6; i++) { var cs = new CardSprite(); cs.x = 2048 / 2 - 390 + i * 160; cs.y = handY; cs.visible = false; cs.cardIndex = i; playerCardSprites.push(cs); game.addChild(cs); } // AI hand sprites aiCardSprites = []; var aiY = 500; for (var i = 0; i < 6; i++) { var cs = new CardSprite(); cs.x = 2048 / 2 - 390 + i * 160; cs.y = aiY; cs.visible = false; aiCardSprites.push(cs); game.addChild(cs); } // Draw pile sprite drawSprite = new CardSprite(); drawSprite.x = 2048 / 2 - 200; drawSprite.y = 2732 / 2; drawSprite.visible = false; game.addChild(drawSprite); // Discard pile sprite discardSprite = new DiscardSprite(); discardSprite.x = 2048 / 2 + 200; discardSprite.y = 2732 / 2; game.addChild(discardSprite); // --- Event handlers --- // Difficulty selection easyBtn.down = function (x, y, obj) { startGame(HAND_SIZE_EASY); }; hardBtn.down = function (x, y, obj) { startGame(HAND_SIZE_HARD); }; // Player discards by tapping a card for (var i = 0; i < playerCardSprites.length; i++) { (function (idx) { playerCardSprites[idx].down = function (x, y, obj) { if (!isPlayerTurn || gameOver) return; if (!currentDraw) return; if (idx >= playerHand.length) return; // Discard selected card, add drawn card to hand var discarded = playerHand[idx]; playerHand[idx] = currentDraw; discardPile.push(discarded); currentDraw = null; updateHandsDisplay(); updateDrawDisplay(); updateDiscardDisplay(); isPlayerTurn = false; updateInfoText(); checkWin(); if (!gameOver) { LK.setTimeout(aiTurn, 700); } }; })(i); } // --- AI logic --- function aiTurn() { if (gameOver) return; if (!currentDraw) { // Draw a card if needed if (deck.length > 0) { currentDraw = deck.pop(); updateDrawDisplay(); } else { // Deck empty, skip draw currentDraw = null; } } // AI chooses which card to discard var suitCounts = handSuitCounts(aiHand.concat([currentDraw])); var bestSuit = null; var maxCount = 0; for (var s in suitCounts) { if (suitCounts[s] > maxCount) { maxCount = suitCounts[s]; bestSuit = s; } } aiSuitGoal = bestSuit; // Find a card NOT of bestSuit, or if all are, discard highest value var discardIdx = -1; for (var i = 0; i < aiHand.length; i++) { if (aiHand[i].suit !== bestSuit) { discardIdx = i; break; } } if (discardIdx === -1) { // All cards are of bestSuit, discard highest value var maxVal = -1; for (var i = 0; i < aiHand.length; i++) { var v = aiHand[i].rank > 10 ? 10 : aiHand[i].rank; if (v > maxVal) { maxVal = v; discardIdx = i; } } } // Compare with drawn card: if drawn card is not bestSuit, maybe discard it instead if (currentDraw && currentDraw.suit !== bestSuit) { // Discard drawn card discardPile.push(currentDraw); currentDraw = null; } else { // Discard from hand, add drawn card to hand if (currentDraw) { var discarded = aiHand[discardIdx]; aiHand[discardIdx] = currentDraw; discardPile.push(discarded); currentDraw = null; } else { // No draw, just discard highest value var maxVal = -1, idx = 0; for (var i = 0; i < aiHand.length; i++) { var v = aiHand[i].rank > 10 ? 10 : aiHand[i].rank; if (v > maxVal) { maxVal = v; idx = i; } } discardPile.push(aiHand[idx]); aiHand.splice(idx, 1); } } updateHandsDisplay(); updateDrawDisplay(); updateDiscardDisplay(); isPlayerTurn = true; updateInfoText(); checkWin(); // Draw for player if deck not empty if (!gameOver && deck.length > 0) { currentDraw = deck.pop(); updateDrawDisplay(); } } // --- Main update loop --- game.update = function () { // No per-frame logic needed }; // --- On game start, show menu --- function showMenu() { easyBtn.visible = true; hardBtn.visible = true; infoTxt.setText('Choose difficulty'); for (var i = 0; i < playerCardSprites.length; i++) { playerCardSprites[i].visible = false; aiCardSprites[i].visible = false; } drawSprite.visible = false; discardSprite.visible = false; } showMenu();
===================================================================
--- original.js
+++ change.js
@@ -109,10 +109,14 @@
/****
* Game Code
****/
-// Card class: represents a single card (not a display object, just data)
+// Ranks: 1-13 (A,2,...,10,J,Q,K)
+// Suits: S=Spades, H=Hearts, D=Diamonds, C=Clubs
+// Example asset id format: 'card_<suit>_<rank>'
+// Card face assets (52 cards, 4 suits x 13 ranks)
// --- Game constants ---
+// Card class: represents a single card (not a display object, just data)
function Card(suit, rank) {
this.suit = suit; // '♠', '♥', '♦', '♣'
this.rank = rank; // 1-13 (1=Ace, 11=J, 12=Q, 13=K)
}
@@ -264,29 +268,28 @@
infoTxt.setText("AI is thinking...");
}
}
function updateHandsDisplay() {
- // Player hand (space out cards)
+ // Player hand
for (var i = 0; i < playerCardSprites.length; i++) {
var cs = playerCardSprites[i];
if (playerHand[i]) {
cs.setCard(playerHand[i]);
cs.visible = true;
- // Space out cards for player hand
- cs.x = 2048 / 2 - 390 + i * 160;
} else {
cs.setCard(null);
cs.visible = false;
}
}
- // AI hand (show as real cards, spaced out)
+ // AI hand (show as face down)
for (var i = 0; i < aiCardSprites.length; i++) {
var cs = aiCardSprites[i];
if (aiHand[i]) {
- cs.setCard(aiHand[i]);
+ cs.setCard({
+ suit: '?',
+ rank: '?'
+ });
cs.visible = true;
- // Space out cards for AI hand
- cs.x = 2048 / 2 - 390 + i * 160;
} else {
cs.setCard(null);
cs.visible = false;
}
@@ -337,8 +340,9 @@
// --- Layout setup ---
// Player hand sprites
playerCardSprites = [];
var handY = 2732 - 500;
+var handX0 = 2048 / 2 - handSize * 150;
for (var i = 0; i < 6; i++) {
var cs = new CardSprite();
cs.x = 2048 / 2 - 390 + i * 160;
cs.y = handY;
@@ -451,55 +455,12 @@
currentDraw = null;
} else {
// Discard from hand, add drawn card to hand
if (currentDraw) {
- // Animate the draw card moving to the AI hand
- var aiTargetSprite = aiCardSprites[discardIdx];
- // Place the drawSprite visually over the draw pile (already is)
- // Animate to AI hand position
- var startX = drawSprite.x,
- startY = drawSprite.y;
- var endX = aiTargetSprite.x,
- endY = aiTargetSprite.y;
- // Temporarily show the card in drawSprite
- drawSprite.visible = true;
- drawSprite.setCard(currentDraw);
- // Hide the AI hand slot until animation completes
- aiTargetSprite.visible = false;
- // Animate
- tween(drawSprite, {
- x: endX,
- y: endY
- }, {
- duration: 500,
- easing: tween.cubicOut,
- onFinish: function onFinish() {
- // After animation, update hand and visuals
- var discarded = aiHand[discardIdx];
- aiHand[discardIdx] = currentDraw;
- discardPile.push(discarded);
- currentDraw = null;
- // Reset drawSprite position and hide
- drawSprite.x = startX;
- drawSprite.y = startY;
- drawSprite.visible = false;
- // Show AI hand slot again
- aiTargetSprite.visible = true;
- updateHandsDisplay();
- updateDrawDisplay();
- updateDiscardDisplay();
- isPlayerTurn = true;
- updateInfoText();
- checkWin();
- // Draw for player if deck not empty
- if (!gameOver && deck.length > 0) {
- currentDraw = deck.pop();
- updateDrawDisplay();
- }
- }
- });
- // Return early so rest of logic is run after animation
- return;
+ var discarded = aiHand[discardIdx];
+ aiHand[discardIdx] = currentDraw;
+ discardPile.push(discarded);
+ currentDraw = null;
} else {
// No draw, just discard highest value
var maxVal = -1,
idx = 0;