User prompt
There are 3 cards in the game. The number of cards increases with each level. In the final, there are 9 cards. If I choose the right one, I win.
User prompt
undo action
User prompt
I accidentally deleted it, make it final
User prompt
move the cards to the right of the screen
User prompt
Please fix the bug: 'actualSpacing is not defined' in or related to this line: 'card.x = startX + col * actualSpacing;' Line Number: 127
User prompt
center cards on screen
User prompt
Separate the cards from each other so they don't stick together
User prompt
open the cards
User prompt
increase card sizes
User prompt
The cards should be a little closer to the side, 3 rows up, 6 rows up
User prompt
be chosen with a stick in the game
User prompt
have a background in the game
User prompt
let there be music in the game
User prompt
The correct card is worth 1000 points.
User prompt
May the cars increase in every section
User prompt
At the beginning of the game, show me the card and deal 3 cards on the ground. Shuffle them slowly. If I find the correct card, I win. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
pacman
Code edit (1 edits merged)
Please save this source code
User prompt
Beauty Contest Judge
Initial prompt
Miss Mister World '96 tarzı oyun yapacaksın resimlerini benim seçeceğim yükleyeceğim
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Card = Container.expand(function (isWinning) {
var self = Container.call(this);
self.isWinning = isWinning || false;
self.isRevealed = false;
self.originalX = 0;
self.originalY = 0;
// Create card graphics
var cardGraphics = self.attachAsset(isWinning ? 'winningCard' : 'card', {
anchorX: 0.5,
anchorY: 0.5
});
var cardBack = self.attachAsset('cardBack', {
anchorX: 0.5,
anchorY: 0.5
});
// Initially show card face up
cardBack.visible = false;
self.showBack = function () {
cardBack.visible = true;
cardGraphics.visible = false;
self.isRevealed = false;
};
self.showFace = function () {
cardBack.visible = false;
cardGraphics.visible = true;
self.isRevealed = true;
};
self.down = function (x, y, obj) {
if (gameState === 'playing' && !self.isRevealed) {
self.showFace();
checkWin();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var gameState = 'showing'; // 'showing', 'shuffling', 'playing', 'finished'
var cards = [];
var winningCardIndex = 1; // Middle card is the winning card
var shuffleCount = 0;
var maxShuffles = 10;
// Create three cards
for (var i = 0; i < 3; i++) {
var card = new Card(i === winningCardIndex);
card.x = 400 + i * 300;
card.y = 1200;
card.originalX = card.x;
card.originalY = card.y;
cards.push(card);
game.addChild(card);
}
// Create instruction text
var instructionText = new Text2('Find the golden card!', {
size: 80,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0.5);
instructionText.x = 1024;
instructionText.y = 400;
game.addChild(instructionText);
// Create result text
var resultText = new Text2('', {
size: 100,
fill: 0xFFFFFF
});
resultText.anchor.set(0.5, 0.5);
resultText.x = 1024;
resultText.y = 600;
game.addChild(resultText);
// Show cards for 3 seconds, then start shuffling
LK.setTimeout(function () {
// Hide card faces
for (var i = 0; i < cards.length; i++) {
cards[i].showBack();
}
instructionText.setText('Watch the cards shuffle...');
gameState = 'shuffling';
startShuffling();
}, 3000);
function startShuffling() {
if (shuffleCount >= maxShuffles) {
gameState = 'playing';
instructionText.setText('Find the golden card!');
return;
}
shuffleCount++;
// Pick two random cards to swap
var card1Index = Math.floor(Math.random() * 3);
var card2Index = Math.floor(Math.random() * 3);
// Make sure we're swapping different cards
while (card1Index === card2Index) {
card2Index = Math.floor(Math.random() * 3);
}
var card1 = cards[card1Index];
var card2 = cards[card2Index];
// Store target positions
var card1TargetX = card2.x;
var card1TargetY = card2.y;
var card2TargetX = card1.x;
var card2TargetY = card1.y;
// Animate the swap
tween(card1, {
x: card1TargetX,
y: card1TargetY
}, {
duration: 800,
easing: tween.easeInOut
});
tween(card2, {
x: card2TargetX,
y: card2TargetY
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Update original positions
card1.originalX = card1.x;
card1.originalY = card1.y;
card2.originalX = card2.x;
card2.originalY = card2.y;
// Continue shuffling after a short delay
LK.setTimeout(startShuffling, 500);
}
});
}
function checkWin() {
// Find which card was clicked
var clickedCard = null;
for (var i = 0; i < cards.length; i++) {
if (cards[i].isRevealed) {
clickedCard = cards[i];
break;
}
}
if (clickedCard && clickedCard.isWinning) {
// Player won
resultText.setText('YOU WIN!');
resultText.tint = 0x00FF00;
LK.getSound('win').play();
// Flash the winning card
tween(clickedCard, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(clickedCard, {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeOut
});
}
});
} else {
// Player lost - reveal all cards
for (var i = 0; i < cards.length; i++) {
cards[i].showFace();
}
resultText.setText('YOU LOSE!');
resultText.tint = 0xFF0000;
LK.getSound('lose').play();
}
gameState = 'finished';
// Reset game after 3 seconds
LK.setTimeout(function () {
resetGame();
}, 3000);
}
function resetGame() {
gameState = 'showing';
shuffleCount = 0;
// Reset all cards
for (var i = 0; i < cards.length; i++) {
cards[i].showFace();
cards[i].x = cards[i].originalX;
cards[i].y = cards[i].originalY;
cards[i].scaleX = 1;
cards[i].scaleY = 1;
}
// Randomly assign new winning card
winningCardIndex = Math.floor(Math.random() * 3);
// Update card types
for (var i = 0; i < cards.length; i++) {
cards[i].isWinning = i === winningCardIndex;
cards[i].removeChild(cards[i].children[0]);
var newGraphics = cards[i].attachAsset(cards[i].isWinning ? 'winningCard' : 'card', {
anchorX: 0.5,
anchorY: 0.5
});
}
instructionText.setText('Find the golden card!');
resultText.setText('');
// Show cards for 3 seconds, then start shuffling
LK.setTimeout(function () {
for (var i = 0; i < cards.length; i++) {
cards[i].showBack();
}
instructionText.setText('Watch the cards shuffle...');
gameState = 'shuffling';
startShuffling();
}, 3000);
} ===================================================================
--- original.js
+++ change.js
@@ -1,168 +1,44 @@
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
-var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
-var Ghost = Container.expand(function (startX, startY, color) {
+var Card = Container.expand(function (isWinning) {
var self = Container.call(this);
- var ghostSprite = self.attachAsset('ghost', {
+ self.isWinning = isWinning || false;
+ self.isRevealed = false;
+ self.originalX = 0;
+ self.originalY = 0;
+ // Create card graphics
+ var cardGraphics = self.attachAsset(isWinning ? 'winningCard' : 'card', {
anchorX: 0.5,
anchorY: 0.5
});
- ghostSprite.tint = color;
- self.gridX = startX;
- self.gridY = startY;
- self.targetX = startX;
- self.targetY = startY;
- self.direction = 0;
- self.speed = 1.5;
- self.moving = false;
- self.vulnerable = false;
- self.update = function () {
- if (powerMode) {
- self.vulnerable = true;
- ghostSprite.tint = 0x0000FF;
- } else {
- self.vulnerable = false;
- ghostSprite.tint = color;
- }
- if (!self.moving) {
- var possibleDirections = [];
- // Check all 4 directions
- if (maze[self.gridY][self.gridX + 1] !== 1) possibleDirections.push(0); // right
- if (maze[self.gridY + 1] && maze[self.gridY + 1][self.gridX] !== 1) possibleDirections.push(1); // down
- if (maze[self.gridY][self.gridX - 1] !== 1) possibleDirections.push(2); // left
- if (maze[self.gridY - 1] && maze[self.gridY - 1][self.gridX] !== 1) possibleDirections.push(3); // up
- if (possibleDirections.length > 0) {
- self.direction = possibleDirections[Math.floor(Math.random() * possibleDirections.length)];
- if (self.direction === 0) self.targetX = self.gridX + 1;else if (self.direction === 1) self.targetY = self.gridY + 1;else if (self.direction === 2) self.targetX = self.gridX - 1;else if (self.direction === 3) self.targetY = self.gridY - 1;
- self.moving = true;
- }
- }
- if (self.moving) {
- var targetPixelX = self.targetX * 40 + 20;
- var targetPixelY = self.targetY * 40 + 20;
- var dx = targetPixelX - self.x;
- var dy = targetPixelY - self.y;
- if (Math.abs(dx) < self.speed && Math.abs(dy) < self.speed) {
- self.x = targetPixelX;
- self.y = targetPixelY;
- self.gridX = self.targetX;
- self.gridY = self.targetY;
- self.moving = false;
- } else {
- if (dx > 0) self.x += Math.min(self.speed, dx);else if (dx < 0) self.x += Math.max(-self.speed, dx);
- if (dy > 0) self.y += Math.min(self.speed, dy);else if (dy < 0) self.y += Math.max(-self.speed, dy);
- }
- }
- // Check collision with Pacman
- if (self.gridX === pacman.gridX && self.gridY === pacman.gridY) {
- if (self.vulnerable) {
- // Ghost eaten
- LK.setScore(LK.getScore() + 200);
- self.gridX = 10;
- self.gridY = 10;
- self.x = self.gridX * 40 + 20;
- self.y = self.gridY * 40 + 20;
- self.targetX = self.gridX;
- self.targetY = self.gridY;
- self.moving = false;
- } else {
- // Pacman dies
- LK.getSound('death').play();
- LK.effects.flashScreen(0xFF0000, 1000);
- LK.showGameOver();
- }
- }
- };
- return self;
-});
-var Pacman = Container.expand(function () {
- var self = Container.call(this);
- var pacmanSprite = self.attachAsset('pacman', {
+ var cardBack = self.attachAsset('cardBack', {
anchorX: 0.5,
anchorY: 0.5
});
- self.direction = 0; // 0=right, 1=down, 2=left, 3=up
- self.nextDirection = 0;
- self.speed = 2;
- self.gridX = 1;
- self.gridY = 1;
- self.targetX = 1;
- self.targetY = 1;
- self.moving = false;
- self.setDirection = function (dir) {
- self.nextDirection = dir;
+ // Initially show card face up
+ cardBack.visible = false;
+ self.showBack = function () {
+ cardBack.visible = true;
+ cardGraphics.visible = false;
+ self.isRevealed = false;
};
- self.update = function () {
- if (!self.moving) {
- // Check if we can change direction
- var canMove = false;
- var newTargetX = self.gridX;
- var newTargetY = self.gridY;
- if (self.nextDirection === 0) {
- // right
- newTargetX = self.gridX + 1;
- canMove = maze[self.gridY][newTargetX] !== 1;
- } else if (self.nextDirection === 1) {
- // down
- newTargetY = self.gridY + 1;
- canMove = maze[newTargetY] && maze[newTargetY][self.gridX] !== 1;
- } else if (self.nextDirection === 2) {
- // left
- newTargetX = self.gridX - 1;
- canMove = maze[self.gridY][newTargetX] !== 1;
- } else if (self.nextDirection === 3) {
- // up
- newTargetY = self.gridY - 1;
- canMove = maze[newTargetY] && maze[newTargetY][self.gridX] !== 1;
- }
- if (canMove) {
- self.direction = self.nextDirection;
- self.targetX = newTargetX;
- self.targetY = newTargetY;
- self.moving = true;
- }
+ self.showFace = function () {
+ cardBack.visible = false;
+ cardGraphics.visible = true;
+ self.isRevealed = true;
+ };
+ self.down = function (x, y, obj) {
+ if (gameState === 'playing' && !self.isRevealed) {
+ self.showFace();
+ checkWin();
}
- if (self.moving) {
- var targetPixelX = self.targetX * 40 + 20;
- var targetPixelY = self.targetY * 40 + 20;
- var dx = targetPixelX - self.x;
- var dy = targetPixelY - self.y;
- if (Math.abs(dx) < self.speed && Math.abs(dy) < self.speed) {
- self.x = targetPixelX;
- self.y = targetPixelY;
- self.gridX = self.targetX;
- self.gridY = self.targetY;
- self.moving = false;
- // Check for dots
- if (maze[self.gridY][self.gridX] === 2) {
- maze[self.gridY][self.gridX] = 0;
- LK.setScore(LK.getScore() + 10);
- LK.getSound('chomp').play();
- dotsRemaining--;
- if (dotsRemaining <= 0) {
- LK.showYouWin();
- }
- }
- // Check for power pellets
- if (maze[self.gridY][self.gridX] === 3) {
- maze[self.gridY][self.gridX] = 0;
- LK.setScore(LK.getScore() + 50);
- LK.getSound('powerup').play();
- powerMode = true;
- powerTimer = 300; // 5 seconds at 60fps
- }
- } else {
- if (dx > 0) self.x += Math.min(self.speed, dx);else if (dx < 0) self.x += Math.max(-self.speed, dx);
- if (dy > 0) self.y += Math.min(self.speed, dy);else if (dy < 0) self.y += Math.max(-self.speed, dy);
- }
- }
};
return self;
});
@@ -175,117 +51,173 @@
/****
* Game Code
****/
-// Pacman maze layout (1 = wall, 0 = empty, 2 = dot, 3 = power pellet)
-var maze = [[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1], [1, 3, 1, 1, 1, 2, 1, 1, 1, 2, 1, 2, 1, 1, 1, 2, 1, 1, 1, 3, 1], [1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1], [1, 2, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 2, 1], [1, 2, 2, 2, 2, 2, 1, 2, 2, 2, 1, 2, 2, 2, 1, 2, 2, 2, 2, 2, 1], [1, 1, 1, 1, 1, 2, 1, 1, 1, 0, 1, 0, 1, 1, 1, 2, 1, 1, 1, 1, 1], [0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0], [1, 1, 1, 1, 1, 2, 1, 0, 1, 1, 0, 1, 1, 0, 1, 2, 1, 1, 1, 1, 1], [0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0], [1, 1, 1, 1, 1, 2, 1, 0, 1, 1, 1, 1, 1, 0, 1, 2, 1, 1, 1, 1, 1], [0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0], [1, 1, 1, 1, 1, 2, 1, 1, 1, 0, 1, 0, 1, 1, 1, 2, 1, 1, 1, 1, 1], [1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1], [1, 2, 1, 1, 1, 2, 1, 1, 1, 2, 1, 2, 1, 1, 1, 2, 1, 1, 1, 2, 1], [1, 3, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 3, 1], [1, 1, 1, 2, 1, 2, 1, 2, 1, 1, 1, 1, 1, 2, 1, 2, 1, 2, 1, 1, 1], [1, 2, 2, 2, 2, 2, 1, 2, 2, 2, 1, 2, 2, 2, 1, 2, 2, 2, 2, 2, 1], [1, 2, 1, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 2, 1], [1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]];
-var walls = [];
-var dots = [];
-var powerPellets = [];
-var ghosts = [];
-var pacman;
-var dotsRemaining = 0;
-var powerMode = false;
-var powerTimer = 0;
-// Create maze visual elements
-for (var y = 0; y < maze.length; y++) {
- for (var x = 0; x < maze[y].length; x++) {
- if (maze[y][x] === 1) {
- // Wall
- var wall = game.addChild(LK.getAsset('wall', {
- anchorX: 0.5,
- anchorY: 0.5
- }));
- wall.x = x * 40 + 20;
- wall.y = y * 40 + 20;
- walls.push(wall);
- } else if (maze[y][x] === 2) {
- // Dot
- var dot = game.addChild(LK.getAsset('dot', {
- anchorX: 0.5,
- anchorY: 0.5
- }));
- dot.x = x * 40 + 20;
- dot.y = y * 40 + 20;
- dots.push(dot);
- dotsRemaining++;
- } else if (maze[y][x] === 3) {
- // Power pellet
- var pellet = game.addChild(LK.getAsset('powerPellet', {
- anchorX: 0.5,
- anchorY: 0.5
- }));
- pellet.x = x * 40 + 20;
- pellet.y = y * 40 + 20;
- powerPellets.push(pellet);
- }
- }
+var gameState = 'showing'; // 'showing', 'shuffling', 'playing', 'finished'
+var cards = [];
+var winningCardIndex = 1; // Middle card is the winning card
+var shuffleCount = 0;
+var maxShuffles = 10;
+// Create three cards
+for (var i = 0; i < 3; i++) {
+ var card = new Card(i === winningCardIndex);
+ card.x = 400 + i * 300;
+ card.y = 1200;
+ card.originalX = card.x;
+ card.originalY = card.y;
+ cards.push(card);
+ game.addChild(card);
}
-// Create Pacman
-pacman = game.addChild(new Pacman());
-pacman.x = 40 + 20;
-pacman.y = 40 + 20;
-// Create ghosts
-var ghostColors = [0xFF0000, 0xFFB6C1, 0x00FFFF, 0xFFB347];
-for (var i = 0; i < 4; i++) {
- var ghost = game.addChild(new Ghost(9 + i, 9, ghostColors[i]));
- ghost.x = (9 + i) * 40 + 20;
- ghost.y = 9 * 40 + 20;
- ghosts.push(ghost);
-}
-// Score display
-var scoreDisplay = new Text2('Score: 0', {
- size: 32,
+// Create instruction text
+var instructionText = new Text2('Find the golden card!', {
+ size: 80,
fill: 0xFFFFFF
});
-scoreDisplay.anchor.set(0.5, 0);
-LK.gui.top.addChild(scoreDisplay);
-// Touch controls
-var touchStartX = 0;
-var touchStartY = 0;
-game.down = function (x, y, obj) {
- touchStartX = x;
- touchStartY = y;
-};
-game.up = function (x, y, obj) {
- var deltaX = x - touchStartX;
- var deltaY = y - touchStartY;
- if (Math.abs(deltaX) > Math.abs(deltaY)) {
- // Horizontal swipe
- if (deltaX > 30) {
- pacman.setDirection(0); // Right
- } else if (deltaX < -30) {
- pacman.setDirection(2); // Left
+instructionText.anchor.set(0.5, 0.5);
+instructionText.x = 1024;
+instructionText.y = 400;
+game.addChild(instructionText);
+// Create result text
+var resultText = new Text2('', {
+ size: 100,
+ fill: 0xFFFFFF
+});
+resultText.anchor.set(0.5, 0.5);
+resultText.x = 1024;
+resultText.y = 600;
+game.addChild(resultText);
+// Show cards for 3 seconds, then start shuffling
+LK.setTimeout(function () {
+ // Hide card faces
+ for (var i = 0; i < cards.length; i++) {
+ cards[i].showBack();
+ }
+ instructionText.setText('Watch the cards shuffle...');
+ gameState = 'shuffling';
+ startShuffling();
+}, 3000);
+function startShuffling() {
+ if (shuffleCount >= maxShuffles) {
+ gameState = 'playing';
+ instructionText.setText('Find the golden card!');
+ return;
+ }
+ shuffleCount++;
+ // Pick two random cards to swap
+ var card1Index = Math.floor(Math.random() * 3);
+ var card2Index = Math.floor(Math.random() * 3);
+ // Make sure we're swapping different cards
+ while (card1Index === card2Index) {
+ card2Index = Math.floor(Math.random() * 3);
+ }
+ var card1 = cards[card1Index];
+ var card2 = cards[card2Index];
+ // Store target positions
+ var card1TargetX = card2.x;
+ var card1TargetY = card2.y;
+ var card2TargetX = card1.x;
+ var card2TargetY = card1.y;
+ // Animate the swap
+ tween(card1, {
+ x: card1TargetX,
+ y: card1TargetY
+ }, {
+ duration: 800,
+ easing: tween.easeInOut
+ });
+ tween(card2, {
+ x: card2TargetX,
+ y: card2TargetY
+ }, {
+ duration: 800,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ // Update original positions
+ card1.originalX = card1.x;
+ card1.originalY = card1.y;
+ card2.originalX = card2.x;
+ card2.originalY = card2.y;
+ // Continue shuffling after a short delay
+ LK.setTimeout(startShuffling, 500);
}
- } else {
- // Vertical swipe
- if (deltaY > 30) {
- pacman.setDirection(1); // Down
- } else if (deltaY < -30) {
- pacman.setDirection(3); // Up
+ });
+}
+function checkWin() {
+ // Find which card was clicked
+ var clickedCard = null;
+ for (var i = 0; i < cards.length; i++) {
+ if (cards[i].isRevealed) {
+ clickedCard = cards[i];
+ break;
}
}
-};
-game.update = function () {
- scoreDisplay.setText('Score: ' + LK.getScore());
- // Update power mode timer
- if (powerMode) {
- powerTimer--;
- if (powerTimer <= 0) {
- powerMode = false;
- }
- }
- // Update dots visibility
- for (var y = 0; y < maze.length; y++) {
- for (var x = 0; x < maze[y].length; x++) {
- if (maze[y][x] === 0) {
- // Find and hide corresponding dot
- for (var i = 0; i < dots.length; i++) {
- if (dots[i].x === x * 40 + 20 && dots[i].y === y * 40 + 20) {
- dots[i].visible = false;
- break;
- }
- }
+ if (clickedCard && clickedCard.isWinning) {
+ // Player won
+ resultText.setText('YOU WIN!');
+ resultText.tint = 0x00FF00;
+ LK.getSound('win').play();
+ // Flash the winning card
+ tween(clickedCard, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 300,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(clickedCard, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
}
+ });
+ } else {
+ // Player lost - reveal all cards
+ for (var i = 0; i < cards.length; i++) {
+ cards[i].showFace();
}
+ resultText.setText('YOU LOSE!');
+ resultText.tint = 0xFF0000;
+ LK.getSound('lose').play();
}
-};
\ No newline at end of file
+ gameState = 'finished';
+ // Reset game after 3 seconds
+ LK.setTimeout(function () {
+ resetGame();
+ }, 3000);
+}
+function resetGame() {
+ gameState = 'showing';
+ shuffleCount = 0;
+ // Reset all cards
+ for (var i = 0; i < cards.length; i++) {
+ cards[i].showFace();
+ cards[i].x = cards[i].originalX;
+ cards[i].y = cards[i].originalY;
+ cards[i].scaleX = 1;
+ cards[i].scaleY = 1;
+ }
+ // Randomly assign new winning card
+ winningCardIndex = Math.floor(Math.random() * 3);
+ // Update card types
+ for (var i = 0; i < cards.length; i++) {
+ cards[i].isWinning = i === winningCardIndex;
+ cards[i].removeChild(cards[i].children[0]);
+ var newGraphics = cards[i].attachAsset(cards[i].isWinning ? 'winningCard' : 'card', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ instructionText.setText('Find the golden card!');
+ resultText.setText('');
+ // Show cards for 3 seconds, then start shuffling
+ LK.setTimeout(function () {
+ for (var i = 0; i < cards.length; i++) {
+ cards[i].showBack();
+ }
+ instructionText.setText('Watch the cards shuffle...');
+ gameState = 'shuffling';
+ startShuffling();
+ }, 3000);
+}
\ No newline at end of file