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 (used for deck creation) var Card = Container.expand(function (suit, value) { 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 }); // Method to flip the card self.flip = function () { self.isFaceDown = !self.isFaceDown; cardGraphics.alpha = self.isFaceDown ? 0.5 : 1; }; }); // 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) { var playerCard = new PlayerCard(card.suit, card.value, posX, posY); self.cards.push(playerCard); self.addChild(playerCard); 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; }; }); // PlayerCard class to represent each card in a hand with value display 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 }); // Create a text object to display the card's value self.valueText = new Text2(self.value.toString(), { size: 30, fill: 0xFFFFFF }); // Position the text to the right of the card (offset from center) self.valueText.anchor.set(0, 0.5); self.valueText.x = 60; // (card width/2 = 50 + 10px offset) self.valueText.y = 0; // Only show the text when the card is face up self.valueText.visible = !self.isFaceDown; self.addChild(self.valueText); // 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; self.valueText.visible = !self.isFaceDown; }; }); /**** * 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 } } // Create buttons for player actions 'hit' and 'stand' var hitButton = new Text2('Hit', { size: 80, fill: 0xFFFFFF }); hitButton.anchor.set(0.5, 0.5); hitButton.x = 600; hitButton.y = 2000; hitButton.interactive = true; hitButton.buttonMode = true; hitButton.on('pointerdown', function () { playerDecision('hit'); }); LK.gui.bottom.addChild(hitButton); var standButton = new Text2('Stand', { size: 80, fill: 0xFFFFFF }); standButton.anchor.set(0.5, 0.5); standButton.x = 1400; standButton.y = 2000; standButton.interactive = true; standButton.buttonMode = true; standButton.on('pointerdown', function () { playerDecision('stand'); }); LK.gui.bottom.addChild(standButton); // 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
@@ -1,22 +1,22 @@
/****
* Classes
****/
-// Card class representing an individual card
+// Card class representing an individual card (used for deck creation)
var Card = Container.expand(function (suit, value) {
var self = Container.call(this);
self.suit = suit;
self.value = value;
- self.faceUp = false;
+ self.isFaceDown = false;
// Attach card asset
- var cardAsset = self.attachAsset('card', {
+ var cardGraphics = self.attachAsset('card', {
anchorX: 0.5,
anchorY: 0.5
});
- // Flip the card (toggle visibility effect)
+ // Method to flip the card
self.flip = function () {
- self.faceUp = !self.faceUp;
- cardAsset.alpha = self.faceUp ? 1 : 0.5;
+ self.isFaceDown = !self.isFaceDown;
+ cardGraphics.alpha = self.isFaceDown ? 0.5 : 1;
};
});
// Deck class to manage a full 52-card deck
var Deck = Container.expand(function () {
@@ -62,12 +62,11 @@
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);
+ var playerCard = new PlayerCard(card.suit, card.value, posX, posY);
+ self.cards.push(playerCard);
+ self.addChild(playerCard);
self.updateValueDisplay(posX, posY);
};
// Compute the hand's total value, handling Aces correctly
self.getValue = function () {
@@ -89,8 +88,41 @@
}
return total;
};
});
+// PlayerCard class to represent each card in a hand with value display
+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
+ });
+ // Create a text object to display the card's value
+ self.valueText = new Text2(self.value.toString(), {
+ size: 30,
+ fill: 0xFFFFFF
+ });
+ // Position the text to the right of the card (offset from center)
+ self.valueText.anchor.set(0, 0.5);
+ self.valueText.x = 60; // (card width/2 = 50 + 10px offset)
+ self.valueText.y = 0;
+ // Only show the text when the card is face up
+ self.valueText.visible = !self.isFaceDown;
+ self.addChild(self.valueText);
+ // 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;
+ self.valueText.visible = !self.isFaceDown;
+ };
+});
/****
* Initialize Game
****/
@@ -162,20 +194,35 @@
} 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');
- }
-};
+// Create buttons for player actions 'hit' and 'stand'
+var hitButton = new Text2('Hit', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+hitButton.anchor.set(0.5, 0.5);
+hitButton.x = 600;
+hitButton.y = 2000;
+hitButton.interactive = true;
+hitButton.buttonMode = true;
+hitButton.on('pointerdown', function () {
+ playerDecision('hit');
+});
+LK.gui.bottom.addChild(hitButton);
+var standButton = new Text2('Stand', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+standButton.anchor.set(0.5, 0.5);
+standButton.x = 1400;
+standButton.y = 2000;
+standButton.interactive = true;
+standButton.buttonMode = true;
+standButton.on('pointerdown', function () {
+ playerDecision('stand');
+});
+LK.gui.bottom.addChild(standButton);
// Game update loop (can be used for additional logic if needed)
game.update = function () {
// Additional per-frame game updates can be placed here
};
\ No newline at end of file