User prompt
add a user message that pops up on the screen when the user hits the "hit" button that says "You have decided to hit!"
User prompt
the hit and stand buttons don't seem to do anything or work. what is the problem?
Code edit (2 edits merged)
Please save this source code
User prompt
I still don't see the hit and stand buttons, make them visible and selectable by the user
User prompt
I need user selectable buttons shown on the visible screen so the player can select the hit or stand actions
Code edit (1 edits merged)
Please save this source code
User prompt
we need to show each card the player has as separate object on the visible screen
User prompt
put a text box called "player's hand" to the right of the player's cards.
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'playerHandValueText.setText(playerHand.getValue());' Line Number: 64
User prompt
Need to show the value of the card the player has on the visible game screen
Initial prompt
Blackjack Test
/**** * Classes ****/ // Card class representing an individual card var Card = Container.expand(function (suit, value) { var self = Container.call(this); self.suit = suit; self.value = value; self.faceUp = false; // Attach card asset var cardAsset = self.attachAsset('card', { anchorX: 0.5, anchorY: 0.5 }); // Flip the card (toggle visibility effect) self.flip = function () { self.faceUp = !self.faceUp; cardAsset.alpha = self.faceUp ? 1 : 0.5; }; }); // Deck class to manage a full 52-card deck var Deck = Container.expand(function () { var self = Container.call(this); self.cards = []; var suits = ['hearts', 'diamonds', 'clubs', 'spades']; var values = [2, 3, 4, 5, 6, 7, 8, 9, 10, 'J', 'Q', 'K', 'A']; suits.forEach(function (suit) { values.forEach(function (value) { self.cards.push(new Card(suit, value)); }); }); // Shuffle using Fisher-Yates algorithm self.shuffle = function () { for (var i = self.cards.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = self.cards[i]; self.cards[i] = self.cards[j]; self.cards[j] = temp; } }; // Draw a card from the deck self.draw = function () { return self.cards.pop(); }; }); // Hand class for managing a player’s or dealer’s hand var Hand = Container.expand(function (label) { var self = Container.call(this); self.cards = []; self.label = label || ''; // Create a display text for the hand's total value self.valueText = new Text2('0', { size: 60, fill: 0xFFFFFF }); self.valueText.anchor.set(0.5, 0); LK.gui.top.addChild(self.valueText); // Update hand value display near the hand's position self.updateValueDisplay = function (x, y) { self.valueText.setText(self.getValue().toString()); self.valueText.x = x; self.valueText.y = y - 100; }; // Add a card to the hand at a specified position self.addCard = function (card, posX, posY) { card.x = posX; card.y = posY; self.cards.push(card); self.addChild(card); self.updateValueDisplay(posX, posY); }; // Compute the hand's total value, handling Aces correctly self.getValue = function () { var total = 0; var aces = 0; self.cards.forEach(function (card) { if (typeof card.value === 'number') { total += card.value; } else if (card.value === 'A') { aces++; total += 11; } else { total += 10; } }); while (total > 21 && aces > 0) { total -= 10; aces--; } return total; }; }); /**** * Initialize Game ****/ // Create the game instance with a black background var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Position player and dealer hands var deck = new Deck(); deck.shuffle(); var playerHand = new Hand("Player"); var dealerHand = new Hand("Dealer"); playerHand.x = 800; playerHand.y = 400; dealerHand.x = 800; dealerHand.y = 100; // Deal initial cards playerHand.addCard(deck.draw(), playerHand.x, playerHand.y); playerHand.addCard(deck.draw(), playerHand.x + 120, playerHand.y); dealerHand.addCard(deck.draw(), dealerHand.x, dealerHand.y); dealerHand.addCard(deck.draw(), dealerHand.x + 120, dealerHand.y); // Keep dealer's second card face down initially dealerHand.cards[1].flip(); game.addChild(playerHand); game.addChild(dealerHand); // Game state flags var playerTurn = true; var gameOver = false; /**** * Game Logic ****/ // Handle player's decision: 'hit' or 'stand' function playerDecision(action) { if (gameOver) { return; } if (action === 'hit') { var newX = playerHand.x + playerHand.cards.length * 120; playerHand.addCard(deck.draw(), newX, playerHand.y); if (playerHand.getValue() > 21) { gameOver = true; LK.showGameOver(); } } else if (action === 'stand') { playerTurn = false; dealerPlay(); } } // Dealer plays automatically once the player stands function dealerPlay() { // Reveal dealer's face-down card dealerHand.cards[1].flip(); // Dealer draws until reaching at least 17 while (dealerHand.getValue() < 17) { var newX = dealerHand.x + dealerHand.cards.length * 120; dealerHand.addCard(deck.draw(), newX, dealerHand.y); } // Determine outcome var playerTotal = playerHand.getValue(); var dealerTotal = dealerHand.getValue(); if (dealerTotal > 21 || playerTotal > dealerTotal) { LK.showYouWin(); } else if (playerTotal < dealerTotal) { LK.showGameOver(); } else { LK.showPush(); // Handle tie/push situation } } // Input handling: simple hit/stand decision based on click position game.down = function (x, y, obj) { if (!playerTurn) { return; } // If the click is on the left half of the screen, interpret as "hit" if (x < game.width / 2) { playerDecision('hit'); } else { playerDecision('stand'); } }; // Game update loop (can be used for additional logic if needed) game.update = function () { // Additional per-frame game updates can be placed here };
===================================================================
--- original.js
+++ change.js
@@ -1,161 +1,140 @@
/****
* Classes
****/
-//<Assets used in the game will automatically appear here>
-//<Write imports for supported plugins here>
-// Card class to represent each card in the deck
+// Card class representing an individual card
var Card = Container.expand(function (suit, value) {
var self = Container.call(this);
self.suit = suit;
self.value = value;
- self.isFaceDown = false;
+ self.faceUp = false;
// Attach card asset
- var cardGraphics = self.attachAsset('card', {
+ var cardAsset = self.attachAsset('card', {
anchorX: 0.5,
anchorY: 0.5
});
- // Method to flip the card
+ // Flip the card (toggle visibility effect)
self.flip = function () {
- self.isFaceDown = !self.isFaceDown;
- cardGraphics.alpha = self.isFaceDown ? 0.5 : 1;
+ self.faceUp = !self.faceUp;
+ cardAsset.alpha = self.faceUp ? 1 : 0.5;
};
});
-// Deck class to manage the deck of cards
+// Deck class to manage a full 52-card deck
var Deck = Container.expand(function () {
var self = Container.call(this);
self.cards = [];
- // Initialize deck with standard 52 cards
var suits = ['hearts', 'diamonds', 'clubs', 'spades'];
var values = [2, 3, 4, 5, 6, 7, 8, 9, 10, 'J', 'Q', 'K', 'A'];
suits.forEach(function (suit) {
values.forEach(function (value) {
self.cards.push(new Card(suit, value));
});
});
- // Shuffle the deck
+ // Shuffle using Fisher-Yates algorithm
self.shuffle = function () {
for (var i = self.cards.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
- var _ref = [self.cards[j], self.cards[i]];
- self.cards[i] = _ref[0];
- self.cards[j] = _ref[1];
+ var temp = self.cards[i];
+ self.cards[i] = self.cards[j];
+ self.cards[j] = temp;
}
};
// Draw a card from the deck
self.draw = function () {
return self.cards.pop();
};
});
-// Hand class to manage a player's or dealer's hand
-var Hand = Container.expand(function () {
+// Hand class for managing a player’s or dealer’s hand
+var Hand = Container.expand(function (label) {
var self = Container.call(this);
self.cards = [];
- // Add a card to the hand
- self.addCard = function (card, x, y) {
- var playerCard = new PlayerCard(card.suit, card.value, x, y);
- self.cards.push(playerCard);
- self.addChild(playerCard);
- // Update the player's hand value display
- if (self === playerHand) {
- playerHandValueText.setText(playerHand.getValue());
- }
+ self.label = label || '';
+ // Create a display text for the hand's total value
+ self.valueText = new Text2('0', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ self.valueText.anchor.set(0.5, 0);
+ LK.gui.top.addChild(self.valueText);
+ // Update hand value display near the hand's position
+ self.updateValueDisplay = function (x, y) {
+ self.valueText.setText(self.getValue().toString());
+ self.valueText.x = x;
+ self.valueText.y = y - 100;
};
- // Calculate the total value of the hand
+ // Add a card to the hand at a specified position
+ self.addCard = function (card, posX, posY) {
+ card.x = posX;
+ card.y = posY;
+ self.cards.push(card);
+ self.addChild(card);
+ self.updateValueDisplay(posX, posY);
+ };
+ // Compute the hand's total value, handling Aces correctly
self.getValue = function () {
var total = 0;
var aces = 0;
self.cards.forEach(function (card) {
if (typeof card.value === 'number') {
total += card.value;
} else if (card.value === 'A') {
- aces += 1;
+ aces++;
total += 11;
} else {
total += 10;
}
});
while (total > 21 && aces > 0) {
total -= 10;
- aces -= 1;
+ aces--;
}
return total;
};
});
-// PlayerCard class to represent each card in the player's hand
-var PlayerCard = Container.expand(function (suit, value, x, y) {
- var self = Container.call(this);
- self.suit = suit;
- self.value = value;
- self.isFaceDown = false;
- // Attach card asset
- var cardGraphics = self.attachAsset('card', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- // Position the card
- self.x = x;
- self.y = y;
- // Method to flip the card
- self.flip = function () {
- self.isFaceDown = !self.isFaceDown;
- cardGraphics.alpha = self.isFaceDown ? 0.5 : 1;
- };
-});
/****
* Initialize Game
****/
+// Create the game instance with a black background
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000
});
/****
* Game Code
****/
-// Create a Text2 object to display the player's hand value
-var playerHandValueText = new Text2('0', {
- size: 150,
- fill: 0xFFFFFF
-});
-playerHandValueText.anchor.set(0.5, 0);
-LK.gui.top.addChild(playerHandValueText);
-// Create a Text2 object to display the label "Player's Hand"
-var playerHandLabel = new Text2("Player's Hand", {
- size: 150,
- fill: 0xFFFFFF
-});
-playerHandLabel.anchor.set(0.5, 0);
-playerHandLabel.x = playerHandValueText.x + playerHandValueText.width + 50; // Position to the right of the player's hand value
-LK.gui.top.addChild(playerHandLabel);
-// Initialize deck and hands
+// Position player and dealer hands
var deck = new Deck();
deck.shuffle();
-var playerHand = new Hand();
-var dealerHand = new Hand();
-// Position hands on the screen
-playerHand.x = 1024;
-playerHand.y = 2000;
-dealerHand.x = 1024;
-dealerHand.y = 500;
-// Add initial cards to player and dealer
-playerHand.addCard(deck.draw(), 1024, 2000);
-playerHand.addCard(deck.draw(), 1124, 2000);
-dealerHand.addCard(deck.draw(), 1024, 500);
-dealerHand.addCard(deck.draw(), 1124, 500);
-// Add hands to the game
+var playerHand = new Hand("Player");
+var dealerHand = new Hand("Dealer");
+playerHand.x = 800;
+playerHand.y = 400;
+dealerHand.x = 800;
+dealerHand.y = 100;
+// Deal initial cards
+playerHand.addCard(deck.draw(), playerHand.x, playerHand.y);
+playerHand.addCard(deck.draw(), playerHand.x + 120, playerHand.y);
+dealerHand.addCard(deck.draw(), dealerHand.x, dealerHand.y);
+dealerHand.addCard(deck.draw(), dealerHand.x + 120, dealerHand.y);
+// Keep dealer's second card face down initially
+dealerHand.cards[1].flip();
game.addChild(playerHand);
game.addChild(dealerHand);
-// Game state variables
+// Game state flags
var playerTurn = true;
var gameOver = false;
-// Function to handle player's decision
+/****
+* Game Logic
+****/
+// Handle player's decision: 'hit' or 'stand'
function playerDecision(action) {
if (gameOver) {
return;
}
if (action === 'hit') {
- playerHand.addCard(deck.draw());
+ var newX = playerHand.x + playerHand.cards.length * 120;
+ playerHand.addCard(deck.draw(), newX, playerHand.y);
if (playerHand.getValue() > 21) {
gameOver = true;
LK.showGameOver();
}
@@ -163,37 +142,40 @@
playerTurn = false;
dealerPlay();
}
}
-// Function for dealer's play
+// Dealer plays automatically once the player stands
function dealerPlay() {
+ // Reveal dealer's face-down card
+ dealerHand.cards[1].flip();
+ // Dealer draws until reaching at least 17
while (dealerHand.getValue() < 17) {
- dealerHand.addCard(deck.draw());
+ var newX = dealerHand.x + dealerHand.cards.length * 120;
+ dealerHand.addCard(deck.draw(), newX, dealerHand.y);
}
- if (dealerHand.getValue() > 21 || playerHand.getValue() > dealerHand.getValue()) {
+ // Determine outcome
+ var playerTotal = playerHand.getValue();
+ var dealerTotal = dealerHand.getValue();
+ if (dealerTotal > 21 || playerTotal > dealerTotal) {
LK.showYouWin();
- } else if (playerHand.getValue() < dealerHand.getValue()) {
+ } else if (playerTotal < dealerTotal) {
LK.showGameOver();
} else {
- // It's a push
- LK.showGameOver();
+ LK.showPush(); // Handle tie/push situation
}
}
-// Event listeners for player actions
+// Input handling: simple hit/stand decision based on click position
game.down = function (x, y, obj) {
- if (playerTurn) {
- // Example: Check if the player clicked on a "Hit" or "Stand" button
- // This is a placeholder for actual button detection logic
- if (x < 1024) {
- playerDecision('hit');
- } else {
- playerDecision('stand');
- }
+ if (!playerTurn) {
+ return;
}
+ // If the click is on the left half of the screen, interpret as "hit"
+ if (x < game.width / 2) {
+ playerDecision('hit');
+ } else {
+ playerDecision('stand');
+ }
};
-// Update function to handle game logic
+// Game update loop (can be used for additional logic if needed)
game.update = function () {
- // Game logic updates
- if (!playerTurn && !gameOver) {
- dealerPlay();
- }
+ // Additional per-frame game updates can be placed here
};
\ No newline at end of file