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remove the pause button in the left corner of the screen
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There are two stop buttons, solve this problem
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When the stop button is pressed, the background will be darkened and there will be two buttons on the screen: "Continue" and "Exit the game"
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Each card should be aligned with the card slots symmetrically.
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I want the deck screen to come to the front when it opens.
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If the sacrifice card issue is valid for us, let it be valid for our opponents as well.
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Put a drop of blood instead of blood
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create separate assets for each card
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add more card types and the health area on the cards can move a little more to the right, as can the attack area
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Regarding your game code in s.txt, your observation that all cards disappeared when you replaced card.destroy() with card.visible = false or card.alpha = 0 likely stems from these objects still existing within the parent hierarchy. Making cards merely invisible means they are not removed from the scene, and thus their interactions might persist. In this case, it would be more appropriate to use the removeChild() method to genuinely remove cards from the game scene rather than just making them visually hidden. Here are my suggestions and points to consider: Card Management and removeChild(): When removing a card from the hand or a slot, instead of just making it invisible, you should fully remove it from the game scene using game.removeChild(card). This is especially important when cards are moved between slots or played from the hand. For example, after removing the card from the array with playerHand.splice(idx, 1);, you should add code like selectedCard.parent.removeChild(selectedCard); to also remove the card from the screen. Selection and Highlighting Logic: Your current code features two distinct card selection mechanisms: selectedCardForSacrifice and selectedCard. Ensure that these two mechanisms do not conflict with each other and provide clear feedback to the user. The clearSacrificeSelection() and clearCardSelection() functions should not only clear the selected card's state and visuals but also ensure that any associated highlights (e.g., sacrificeHighlight) are removed from the scene. Resource Management (Memory Management): The use of card.destroy() releases all resources associated with the card. If you completely remove the destroy() method and only make cards invisible, you might cause unused cards to remain in memory, leading to performance issues over time. If you do not plan to reuse cards within the game loop, it's important to properly clean up unused cards with destroy() to prevent memory leaks, for example, when a card is destroyed from the board or discarded from the hand. Drag-and-Drop User Experience: Your code uses a click-based card selection and placement system with the game.down event handler. In a card game, a drag-and-drop mechanism could significantly enhance the user experience. You might explore the events provided by the LK library for such interactions (e.g., dragStart, dragEnd). This offers a more intuitive way to move cards from hand to board or to drag cards on the board to sacrifice them for another slot. Game State Management: Ensure that variables like canPlay and turn correctly control the overall flow of the game. You can add additional checks to prevent the user from performing unintended actions in specific situations (e.g., opponent's turn or insufficient resources). Visual Feedback: Visual feedback (flashing, color changes, particle effects) for actions like card selection, sacrificing, attacking, and taking damage provides the user with information about the game's state. In addition to the existing flash effects, you might consider adding richer animations when cards are placed in a slot or perform an action. Game Balancing: Card attributes like attack, health, cost, and type are critical for game balance. You should conduct tests to ensure there is a balance between the player's deck and the opponent's deck. The opponent AI's card-playing logic, in particular, will affect the game's difficulty.
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In your game code, a potential issue has been observed where the card.destroy() method, used when cards are drawn from the deck and played from the hand, completely removes the card object. This can sometimes lead to cards being prematurely destroyed. As a suggestion, especially when cards are moved between slots or temporarily removed, using methods like card.visible = false or card.alpha = 0 could be more efficient for performance, allowing cards to remain in the scene for later reuse and reducing unnecessary object creation and destruction. Additionally, positioning the sacrificeHighlight object with game.addChildAt(sacrificeHighlight, 0) could visually enhance the selected state of a card, thereby improving the user experience. Finally, it is considered good practice to clearly define constant values such as MAX_HAND and BOARD_COLS at the beginning of the code. This makes them easily updatable should there be a need to change hand or board sizes in future game stages.
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gene olmuyor şu kurban etme mantığını çöz
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There are attack health and sacrifice amounts next to the cards, you must have forgotten to add that element
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solve this problem
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What about the card sacrifice event? When the card we click on takes the required number of sacrifices from the stage, it will replace the last sacrificed card on the stage.
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do as i say
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the amount of blood does not increase when I put the squirrel on stage
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The amount of blood increases when the squirrel is placed where we put the cards and the squirrel does not disappear.
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No matter which code it is in, if it is related to this, remove that section in that code: Automatically sacrifice squirrels Remove
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I'm telling you to remove everything related to this Automatically sacrifice squirrels Remove
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Automatically sacrifice squirrels Remove any code related to this by changing it to Remove automatic sacrifice of squirrels
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Look, I'm telling you, when I select the squirrel and put it on the stage, it shouldn't be a victim automatically, maybe I need it, why are you doing this? Fix this problem.
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I told you to automatically sacrifice the squirrels and increase my blood amount. The squirrels will stay in the card slot until I choose a card and sacrifice them.
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You must have forgotten the last thing I told you, when the round ends or the card on stage dies, I don't want to get a blood count and the squirrels won't be the automatic victims.
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There should be no sacrifice when the card is not selected and when we sacrifice the card in the card slot while the card is selected, it should disappear and the card in our hand should replace it, of course if it wants more than one sacrifice, let's test where we will put the card after it meets that sacrifice amount and fix possible bugs
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Card class: represents a single card (creature or resource) var Card = Container.expand(function () { var self = Container.call(this); // Card properties (to be set on creation) self.cardData = null; // {name, attack, health, cost, type, id} self.isPlayerCard = true; // true if belongs to player, false if opponent // Card visual var cardBox = self.attachAsset('cardBox', { width: 260, height: 360, color: 0x222222, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); // Card name var nameTxt = new Text2('', { size: 48, fill: "#fff" }); nameTxt.anchor.set(0.5, 0); nameTxt.x = 0; nameTxt.y = -150; self.addChild(nameTxt); // Attack/Health with symbols var statsTxt = new Text2('', { size: 48, fill: 0xFFEC70 }); statsTxt.anchor.set(0.5, 0.5); statsTxt.x = -50; statsTxt.y = 120; self.addChild(statsTxt); // Cost var costTxt = new Text2('', { size: 40, fill: 0xB8B031 }); costTxt.anchor.set(0.5, 0.5); costTxt.x = 90; costTxt.y = 120; self.addChild(costTxt); // Set card data and visuals self.setCard = function (cardData, isPlayerCard) { self.cardData = cardData; self.isPlayerCard = isPlayerCard; nameTxt.setText(cardData.name); statsTxt.setText("⚔" + cardData.attack + " ♥" + cardData.health); costTxt.setText(cardData.cost); // Tint for opponent cards cardBox.tint = isPlayerCard ? 0x222222 : 0x2a1a2a; }; // Update stats display self.updateStats = function () { if (self.cardData) { statsTxt.setText("⚔" + self.cardData.attack + " ♥" + self.cardData.health); } }; // Flash effect for damage self.flash = function (color) { LK.effects.flashObject(self, color, 300); }; // Selection properties self.isSelected = false; return self; }); // Slot class: represents a board slot (for creatures) var Slot = Container.expand(function () { var self = Container.call(this); self.isPlayerSlot = true; self.slotIndex = 0; self.occupied = false; self.card = null; var slotBox = self.attachAsset('slotBox', { width: 270, height: 380, color: 0x444444, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); // Highlight for valid drop self.setHighlight = function (on) { slotBox.tint = on ? 0x83de44 : 0x444444; }; // Place card in slot self.placeCard = function (card) { self.card = card; self.occupied = true; card.x = self.x; card.y = self.y; card.isSelected = false; card.alpha = 1.0; game.addChild(card); }; // Remove card from slot self.removeCard = function () { self.card = null; self.occupied = false; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x18181a }); /**** * Game Code ****/ // --- Game Constants --- var BOARD_COLS = 4; var PLAYER_Y = 1950; var OPPONENT_Y = 1150; var HAND_Y = 2450; var SLOT_SPACING = 340; var HAND_SPACING = 320; var MAX_HAND = 5; var MAX_HEALTH = 10; // --- Card Pool --- var CARD_POOL = [{ id: 1, name: "Stoat", attack: 1, health: 2, cost: 1, type: "creature" }, { id: 2, name: "Wolf", attack: 3, health: 2, cost: 2, type: "creature" }, { id: 3, name: "Bullfrog", attack: 1, health: 3, cost: 1, type: "creature" }, { id: 4, name: "Adder", attack: 1, health: 1, cost: 2, type: "creature" }, { id: 5, name: "Squirrel", attack: 0, health: 1, cost: 0, type: "resource" }]; // --- Game State --- var playerDeck = []; var opponentDeck = []; var playerHand = []; var opponentHand = []; var playerSlots = []; var opponentSlots = []; var playerHealth = MAX_HEALTH; var opponentHealth = MAX_HEALTH; var turn = "player"; // "player" or "opponent" // Card selection variables var selectedCard = null; var canPlay = true; var turnTxt, healthTxt, oppHealthTxt, messageTxt; // --- UI Setup --- // Card list removed // Life display in top center var lifeTxt = new Text2("♥ " + playerHealth + " | ♥ " + opponentHealth, { size: 80, fill: 0xFF6B6B }); lifeTxt.anchor.set(0.5, 0); lifeTxt.y = 20; LK.gui.top.addChild(lifeTxt); // Health display (keeping original for backward compatibility) healthTxt = new Text2("You: " + playerHealth, { size: 80, fill: "#fff" }); healthTxt.anchor.set(0, 0.5); healthTxt.visible = false; // Hide original health display LK.gui.top.addChild(healthTxt); oppHealthTxt = new Text2("Opponent: " + opponentHealth, { size: 80, fill: "#fff" }); oppHealthTxt.anchor.set(1, 0.5); oppHealthTxt.visible = false; // Hide original health display LK.gui.topRight.addChild(oppHealthTxt); // Turn display turnTxt = new Text2("Your Turn", { size: 70, fill: 0xFFEC70 }); turnTxt.anchor.set(0.5, 0.5); turnTxt.y = 200; // Move lower LK.gui.top.addChild(turnTxt); // Blood system removed - using pure sacrifice // Upper message display removed // Lower message display removed // --- End Turn Button --- // Remove any previous button if present if (typeof endTurnBtn !== "undefined" && endTurnBtn.parent) { endTurnBtn.parent.removeChild(endTurnBtn); } endTurnBtn = LK.getAsset('centerCircle', { width: 150, height: 150, color: 0xff0000, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5, x: 1900, y: 1366 }); game.addChild(endTurnBtn); // End turn button logic endTurnBtn.interactive = true; endTurnBtn.buttonMode = true; endTurnBtn.visible = turn === "player"; endTurnBtn.down = function (x, y, obj) { if (turn === "player" && canPlay) { canPlay = false; endTurnBtn.visible = false; // Message displays removed LK.setTimeout(startOpponentTurn, 400); } }; // --- Board Setup --- // Player slots for (var i = 0; i < BOARD_COLS; i++) { var slot = new Slot(); slot.isPlayerSlot = true; slot.slotIndex = i; slot.x = 400 + i * SLOT_SPACING; slot.y = PLAYER_Y; playerSlots.push(slot); game.addChild(slot); } // Opponent slots for (var i = 0; i < BOARD_COLS; i++) { var slot = new Slot(); slot.isPlayerSlot = false; slot.slotIndex = i; slot.x = 400 + i * SLOT_SPACING; slot.y = OPPONENT_Y; opponentSlots.push(slot); game.addChild(slot); } // --- Deck/Hand Setup --- function shuffleDeck(deck) { for (var i = deck.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = deck[i]; deck[i] = deck[j]; deck[j] = temp; } } function createDeck() { // Player: 2 Stoat, 2 Wolf, 2 Bullfrog, 1 Adder, 3 Squirrel var deck = []; for (var i = 0; i < 2; i++) deck.push(CARD_POOL[0]); for (var i = 0; i < 2; i++) deck.push(CARD_POOL[1]); for (var i = 0; i < 2; i++) deck.push(CARD_POOL[2]); deck.push(CARD_POOL[3]); for (var i = 0; i < 3; i++) deck.push(CARD_POOL[4]); shuffleDeck(deck); return deck.slice(); } function createOpponentDeck() { // Opponent: 2 Wolf, 2 Bullfrog, 2 Adder, 2 Squirrel var deck = []; for (var i = 0; i < 2; i++) deck.push(CARD_POOL[1]); for (var i = 0; i < 2; i++) deck.push(CARD_POOL[2]); for (var i = 0; i < 2; i++) deck.push(CARD_POOL[3]); for (var i = 0; i < 2; i++) deck.push(CARD_POOL[4]); shuffleDeck(deck); return deck.slice(); } // --- Hand Display --- function updateHandDisplay() { // Remove all player hand cards from game for (var i = 0; i < playerHand.length; i++) { if (playerHand[i].parent) playerHand[i].parent.removeChild(playerHand[i]); } // Layout hand for (var i = 0; i < playerHand.length; i++) { var card = playerHand[i]; card.x = 400 + i * HAND_SPACING; card.y = HAND_Y; card.isPlayerCard = true; game.addChild(card); } } function updateOpponentHandDisplay() { // Remove all opponent hand cards from game for (var i = 0; i < opponentHand.length; i++) { if (opponentHand[i].parent) opponentHand[i].parent.removeChild(opponentHand[i]); } // Layout hand (hidden) for (var i = 0; i < opponentHand.length; i++) { var card = opponentHand[i]; card.x = 400 + i * HAND_SPACING; card.y = OPPONENT_Y - 400; card.isPlayerCard = false; game.addChild(card); } } // --- Draw Card --- function drawCard(deck, hand, isPlayer) { if (deck.length === 0 || hand.length >= MAX_HAND) return; var cardData = deck.shift(); var card = new Card(); card.setCard(cardData, isPlayer); hand.push(card); } // --- Start Game --- function startGame() { playerDeck = createDeck(); opponentDeck = createOpponentDeck(); playerHand = []; opponentHand = []; playerHealth = MAX_HEALTH; opponentHealth = MAX_HEALTH; turn = "player"; canPlay = true; // Message displays removed // Remove all cards from slots for (var i = 0; i < BOARD_COLS; i++) { if (playerSlots[i].card) { playerSlots[i].card.destroy(); playerSlots[i].removeCard(); } if (opponentSlots[i].card) { opponentSlots[i].card.destroy(); opponentSlots[i].removeCard(); } } // Draw initial hands for (var i = 0; i < 4; i++) drawCard(playerDeck, playerHand, true); for (var i = 0; i < 4; i++) drawCard(opponentDeck, opponentHand, false); updateHandDisplay(); updateOpponentHandDisplay(); updateUI(); } function updateUI() { healthTxt.setText("You: " + playerHealth); oppHealthTxt.setText("Opponent: " + opponentHealth); if (typeof lifeTxt !== "undefined") { lifeTxt.setText("♥ " + playerHealth + " | ♥ " + opponentHealth); } turnTxt.setText(turn === "player" ? "Your Turn" : "Opponent Turn"); } // --- Turn Logic --- function startPlayerTurn() { turn = "player"; canPlay = true; drawCard(playerDeck, playerHand, true); updateHandDisplay(); updateUI(); // Message displays removed if (typeof endTurnBtn !== "undefined") { endTurnBtn.visible = true; } } function startOpponentTurn() { turn = "opponent"; canPlay = false; updateUI(); // Message displays removed if (typeof endTurnBtn !== "undefined") { endTurnBtn.visible = false; } LK.setTimeout(opponentPlay, 900); } // --- Play Card --- function canPlayCard(card, slot) { if (!card || !slot) return false; if (!slot.isPlayerSlot) return false; if (slot.occupied) return false; if (card.cardData.type === "resource") return true; // For creatures, check cost if (card.cardData.type === "creature") { // Cost 0 creatures can always be played if (card.cardData.cost === 0) return true; // For creatures with cost > 0, check if we have enough creatures to sacrifice var creaturesOnBoard = 0; for (var i = 0; i < playerSlots.length; i++) { if (playerSlots[i].card && playerSlots[i].card.cardData.type === "creature" && playerSlots[i] !== slot) { creaturesOnBoard++; } } // Check if we have enough creatures to sacrifice to cover the cost if (creaturesOnBoard >= card.cardData.cost) return true; } return false; } function playCard(card, slot) { if (!canPlayCard(card, slot)) return false; // Remove from hand var idx = playerHand.indexOf(card); if (idx !== -1) playerHand.splice(idx, 1); // Place in slot slot.placeCard(card); // Pay cost through sacrifice if (card.cardData.type === "creature" && card.cardData.cost > 0) { // Sacrifice creatures to pay the cost var costRemaining = card.cardData.cost; for (var i = 0; i < playerSlots.length && costRemaining > 0; i++) { if (playerSlots[i].card && playerSlots[i].card.cardData.type === "creature" && playerSlots[i] !== slot) { var sacrificeCard = playerSlots[i].card; sacrificeCard.flash(0xd83318); LK.setTimeout(function (slotToRemove, cardToDestroy) { return function () { slotToRemove.removeCard(); cardToDestroy.destroy(); }; }(playerSlots[i], sacrificeCard), 300); costRemaining--; } } } // Squirrel: resource, stays in slot (no special blood effect) if (card.cardData.type === "resource") { card.flash(0xb8b031); // Squirrel remains in slot - no removal or destruction } updateHandDisplay(); updateUI(); return true; } // --- Card Sacrifice Selection --- var selectedCardForSacrifice = null; var sacrificeHighlight = null; // Helper to clear sacrifice selection function clearSacrificeSelection() { if (selectedCardForSacrifice) { // Remove highlight if any if (sacrificeHighlight && sacrificeHighlight.parent) { sacrificeHighlight.parent.removeChild(sacrificeHighlight); } sacrificeHighlight = null; selectedCardForSacrifice = null; // Clear all slot highlights for (var i = 0; i < playerSlots.length; i++) { playerSlots[i].setHighlight(false); } } } // Helper to highlight a card for sacrifice function highlightCardForSacrifice(card) { if (sacrificeHighlight && sacrificeHighlight.parent) { sacrificeHighlight.parent.removeChild(sacrificeHighlight); } sacrificeHighlight = LK.getAsset('centerCircle', { width: 280, height: 380, color: 0x00ff00, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: card.x, y: card.y }); sacrificeHighlight.alpha = 0.3; // Place highlight below the card if (card.parent) { card.parent.addChildAt(sacrificeHighlight, 0); } // Highlight all slots to show where the card can be moved (both empty and occupied for replacement) for (var i = 0; i < playerSlots.length; i++) { playerSlots[i].setHighlight(true); } } // Helper function to clear card selection function clearCardSelection() { if (selectedCard) { selectedCard.isSelected = false; // Remove any visual selection indicator selectedCard.alpha = 1.0; selectedCard = null; // Clear slot highlights for (var i = 0; i < playerSlots.length; i++) { playerSlots[i].setHighlight(false); } } } // Helper function to select a card function selectCard(card) { clearCardSelection(); selectedCard = card; card.isSelected = true; // Visual feedback for selected card card.alpha = 0.7; // Highlight available slots for (var i = 0; i < playerSlots.length; i++) { if (!playerSlots[i].occupied) { playerSlots[i].setHighlight(true); } } } // Click-based card selection and placement game.down = function (x, y, obj) { // If we have a card already selected, check if clicking on a slot to place it if (selectedCard) { // Check if clicked on a slot for (var i = 0; i < playerSlots.length; i++) { var slot = playerSlots[i]; var slotWidth = 270; var slotHeight = 380; var isInside = x >= slot.x - slotWidth / 2 && x <= slot.x + slotWidth / 2 && y >= slot.y - slotHeight / 2 && y <= slot.y + slotHeight / 2; if (!slot.occupied && isInside) { // Check if we can play this card (including blood cost check) if (canPlayCard(selectedCard, slot)) { // Play the selected card playCard(selectedCard, slot); clearCardSelection(); return; } else { // Flash red to indicate insufficient resources LK.effects.flashObject(selectedCard, 0xff0000, 500); clearCardSelection(); return; } } } // If clicked elsewhere, clear selection clearCardSelection(); return; } // Check for sacrifice selection first (high-cost cards that need sacrifice) if (selectedCardForSacrifice) { // Check if clicked on a slot for (var i = 0; i < playerSlots.length; i++) { var slot = playerSlots[i]; var slotWidth = 270; var slotHeight = 380; var isInside = x >= slot.x - slotWidth / 2 && x <= slot.x + slotWidth / 2 && y >= slot.y - slotHeight / 2 && y <= slot.y + slotHeight / 2; if (isInside) { // Check if we can sacrifice creatures for this card var card = selectedCardForSacrifice; var totalCostRequired = card.cardData.cost; // If slot is occupied, calculate replacement cost if (slot.occupied && slot.card.cardData.type === "creature") { var existingCard = slot.card; // Higher cost cards require more sacrifice, lower cost cards reduce requirement var costDifference = totalCostRequired - existingCard.cardData.cost; totalCostRequired = Math.max(0, costDifference); } // Count available creatures for sacrifice (excluding source slot and target slot) var availableCreatures = []; for (var j = 0; j < playerSlots.length; j++) { if (playerSlots[j].card && playerSlots[j].card.cardData.type === "creature" && playerSlots[j].card !== card && playerSlots[j] !== slot) { availableCreatures.push(playerSlots[j]); } } // Check if we have enough creatures to sacrifice if (availableCreatures.length >= totalCostRequired) { // Remove from hand if in hand var idx = playerHand.indexOf(card); if (idx !== -1) playerHand.splice(idx, 1); // Remove existing card from target slot if occupied (this counts as part of the sacrifice) if (slot.occupied && slot.card.cardData.type === "creature") { var replacedCard = slot.card; replacedCard.flash(0xd83318); LK.setTimeout(function (cardToDestroy) { return function () { cardToDestroy.destroy(); }; }(replacedCard), 300); slot.removeCard(); } // Remove from old slot if it was on board var wasOnBoard = false; for (var j = 0; j < playerSlots.length; j++) { if (playerSlots[j].card === card) { playerSlots[j].removeCard(); wasOnBoard = true; break; } } // Track the last sacrificed slot for card placement var lastSacrificedSlot = null; // Sacrifice creatures to pay the cost for (var k = 0; k < availableCreatures.length && k < totalCostRequired; k++) { var sacrificeSlot = availableCreatures[k]; var sacrificeCard = sacrificeSlot.card; lastSacrificedSlot = sacrificeSlot; // Remember the last slot we sacrificed from sacrificeCard.flash(0xd83318); LK.setTimeout(function (slotToRemove, cardToDestroy) { return function () { slotToRemove.removeCard(); cardToDestroy.destroy(); }; }(sacrificeSlot, sacrificeCard), 300); } // Place the card in the last sacrificed slot instead of the target slot var targetSlot = lastSacrificedSlot || slot; targetSlot.placeCard(card); clearSacrificeSelection(); updateHandDisplay(); updateUI(); return; } else { // Not enough resources - flash red LK.effects.flashObject(card, 0xff0000, 500); clearSacrificeSelection(); return; } } } // If not clicked on a slot, clear selection clearSacrificeSelection(); return; } // Check if a card in hand is clicked for selection for (var i = 0; i < playerHand.length; i++) { var card = playerHand[i]; var cardWidth = 260; var cardHeight = 360; var isInside = x >= card.x - cardWidth / 2 && x <= card.x + cardWidth / 2 && y >= card.y - cardHeight / 2 && y <= card.y + cardHeight / 2; if (isInside && turn === "player" && canPlay) { // Check if this card requires sacrifice (creatures with cost > 0) if (card.cardData.type === "creature" && card.cardData.cost > 0) { // This card requires sacrifice - use sacrifice system selectedCardForSacrifice = card; highlightCardForSacrifice(card); return; } else { // Regular card selection (for resources and cost 0 creatures) selectCard(card); return; } } } // Check if a card on the board is clicked for selection (only if turn is player and can play) if (turn === "player" && canPlay) { for (var i = 0; i < playerSlots.length; i++) { if (playerSlots[i].card && playerSlots[i].card.cardData.type === "creature") { var card = playerSlots[i].card; var cardWidth = 260; var cardHeight = 360; var isInside = x >= card.x - cardWidth / 2 && x <= card.x + cardWidth / 2 && y >= card.y - cardHeight / 2 && y <= card.y + cardHeight / 2; if (isInside) { // Only select for sacrifice if it's a high-cost creature that can be moved // or if we need to sacrifice it for another card selectedCardForSacrifice = card; highlightCardForSacrifice(card); return; } } } } }; // No up handler needed for click-based system // --- Combat Phase --- function combatPhase() { // Player creatures attack for (var i = 0; i < BOARD_COLS; i++) { var pSlot = playerSlots[i]; if (pSlot.card && pSlot.card.cardData.type === "creature") { var oppSlot = opponentSlots[i]; if (oppSlot.card && oppSlot.card.cardData.type === "creature") { // Attack opposing creature oppSlot.card.cardData.health -= pSlot.card.cardData.attack; pSlot.card.flash(0xffec70); oppSlot.card.flash(0xd83318); oppSlot.card.updateStats(); if (oppSlot.card.cardData.health <= 0) { LK.setTimeout(function (slot, card) { return function () { slot.removeCard(); card.destroy(); }; }(oppSlot, oppSlot.card), 300); } } else { // Attack opponent directly opponentHealth -= pSlot.card.cardData.attack; if (opponentHealth < 0) opponentHealth = 0; } } } // Opponent creatures attack for (var i = 0; i < BOARD_COLS; i++) { var oSlot = opponentSlots[i]; if (oSlot.card && oSlot.card.cardData.type === "creature") { var pSlot = playerSlots[i]; if (pSlot.card && pSlot.card.cardData.type === "creature") { // Attack opposing creature pSlot.card.cardData.health -= oSlot.card.cardData.attack; oSlot.card.flash(0xffec70); pSlot.card.flash(0xd83318); pSlot.card.updateStats(); if (pSlot.card.cardData.health <= 0) { LK.setTimeout(function (slot, card) { return function () { slot.removeCard(); card.destroy(); }; }(pSlot, pSlot.card), 300); } } else { // Attack player directly playerHealth -= oSlot.card.cardData.attack; if (playerHealth < 0) playerHealth = 0; } } } updateUI(); // Check win/lose if (playerHealth <= 0) { LK.effects.flashScreen(0xd83318, 1000); LK.showGameOver(); return; } if (opponentHealth <= 0) { LK.effects.flashScreen(0x83de44, 1000); LK.showYouWin(); return; } // Next turn if (turn === "player") { LK.setTimeout(startOpponentTurn, 900); } else { LK.setTimeout(startPlayerTurn, 900); } } // --- Opponent AI --- function opponentPlay() { // Play first playable creature to empty slot var played = false; for (var i = 0; i < opponentHand.length; i++) { var card = opponentHand[i]; if (card.cardData.type === "creature") { for (var j = 0; j < BOARD_COLS; j++) { var slot = opponentSlots[j]; if (!slot.occupied) { // Play card opponentHand.splice(i, 1); slot.placeCard(card); played = true; break; } } if (played) break; } } // Draw a card drawCard(opponentDeck, opponentHand, false); updateOpponentHandDisplay(); LK.setTimeout(combatPhase, 900); } // --- Game Update --- game.update = function () { // No per-frame logic needed for MVP }; // --- Deck Button --- var deckBtn = LK.getAsset('cardBox', { width: 120, height: 160, color: 0x4a4a4a, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: 150, y: HAND_Y - 200 }); game.addChild(deckBtn); // Deck button label var deckBtnTxt = new Text2("DECK", { size: 36, fill: "#fff" }); deckBtnTxt.anchor.set(0.5, 0.5); deckBtnTxt.x = 150; deckBtnTxt.y = HAND_Y - 200; game.addChild(deckBtnTxt); // --- Deck View Screen --- var deckViewScreen = new Container(); var deckViewBg = LK.getAsset('cardBox', { width: 1400, height: 1800, color: 0x2a2a2a, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); deckViewScreen.addChild(deckViewBg); var deckViewTitle = new Text2("DECK CONTENTS", { size: 80, fill: "#fff", fontWeight: "bold" }); deckViewTitle.anchor.set(0.5, 0.5); deckViewTitle.x = 1024; deckViewTitle.y = 600; deckViewScreen.addChild(deckViewTitle); // Card count displays var deckCountTexts = []; for (var i = 0; i < CARD_POOL.length; i++) { var countTxt = new Text2("", { size: 60, fill: "#fff" }); countTxt.anchor.set(0.5, 0.5); countTxt.x = 1024; countTxt.y = 800 + i * 120; deckViewScreen.addChild(countTxt); deckCountTexts.push(countTxt); } deckViewScreen.visible = false; // Function to update deck view function updateDeckView() { // Count cards in deck by ID var cardCounts = {}; for (var i = 0; i < CARD_POOL.length; i++) { cardCounts[CARD_POOL[i].id] = 0; } for (var i = 0; i < playerDeck.length; i++) { var cardId = playerDeck[i].id; if (cardCounts[cardId] !== undefined) { cardCounts[cardId]++; } } // Update text displays for (var i = 0; i < CARD_POOL.length; i++) { var card = CARD_POOL[i]; var count = cardCounts[card.id] || 0; deckCountTexts[i].setText(card.name + ": " + count + " remaining"); } } // Deck button touch handlers deckBtn.interactive = true; deckBtn.buttonMode = true; deckBtn.down = function (x, y, obj) { updateDeckView(); deckViewScreen.visible = true; }; deckBtn.up = function (x, y, obj) { deckViewScreen.visible = false; }; // Also add touch handlers to the text for better usability deckBtnTxt.interactive = true; deckBtnTxt.buttonMode = true; deckBtnTxt.down = function (x, y, obj) { updateDeckView(); deckViewScreen.visible = true; }; deckBtnTxt.up = function (x, y, obj) { deckViewScreen.visible = false; }; // --- Start the game --- startGame(); // Add deck view screen last to ensure it renders on top game.addChild(deckViewScreen); ;
===================================================================
--- original.js
+++ change.js
@@ -395,11 +395,13 @@
if (!card || !slot) return false;
if (!slot.isPlayerSlot) return false;
if (slot.occupied) return false;
if (card.cardData.type === "resource") return true;
- // For creatures, check if we have enough creatures to sacrifice
+ // For creatures, check cost
if (card.cardData.type === "creature") {
- // Count available creatures for sacrifice (excluding the target slot)
+ // Cost 0 creatures can always be played
+ if (card.cardData.cost === 0) return true;
+ // For creatures with cost > 0, check if we have enough creatures to sacrifice
var creaturesOnBoard = 0;
for (var i = 0; i < playerSlots.length; i++) {
if (playerSlots[i].card && playerSlots[i].card.cardData.type === "creature" && playerSlots[i] !== slot) {
creaturesOnBoard++;
@@ -417,9 +419,9 @@
if (idx !== -1) playerHand.splice(idx, 1);
// Place in slot
slot.placeCard(card);
// Pay cost through sacrifice
- if (card.cardData.type === "creature") {
+ if (card.cardData.type === "creature" && card.cardData.cost > 0) {
// Sacrifice creatures to pay the cost
var costRemaining = card.cardData.cost;
for (var i = 0; i < playerSlots.length && costRemaining > 0; i++) {
if (playerSlots[i].card && playerSlots[i].card.cardData.type === "creature" && playerSlots[i] !== slot) {
@@ -634,16 +636,16 @@
var cardWidth = 260;
var cardHeight = 360;
var isInside = x >= card.x - cardWidth / 2 && x <= card.x + cardWidth / 2 && y >= card.y - cardHeight / 2 && y <= card.y + cardHeight / 2;
if (isInside && turn === "player" && canPlay) {
- // Check if this card requires sacrifice (any creature with cost > 0)
+ // Check if this card requires sacrifice (creatures with cost > 0)
if (card.cardData.type === "creature" && card.cardData.cost > 0) {
// This card requires sacrifice - use sacrifice system
selectedCardForSacrifice = card;
highlightCardForSacrifice(card);
return;
} else {
- // Regular card selection (for resources like squirrels)
+ // Regular card selection (for resources and cost 0 creatures)
selectCard(card);
return;
}
}