User prompt
Laneleri ortaya hizala
User prompt
Savaş alanını daha yukarı al
User prompt
Savaş alanını daha yukarı al
User prompt
Her lane deki kartlar sadece kendi lanesindeki rakibine vurabilir başka lanedeki kartlara vuramazlar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
3 lane belli olsun şu anda belli değil lanelerin assetleri olsun
User prompt
3 tane lane olsun her lane bir kart koyulabilsin
User prompt
Kartlar birbirine saldırınca Birbirlerine çarpma animasyonu olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Kartların savaş animasyonu olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyunu arenasını rakibin arenasına hizala
User prompt
Oyun alanını büyüt oyun çok küçük
User prompt
Walter spirit için asset oluştur
Code edit (1 edits merged)
Please save this source code
User prompt
Mystic Card Duel
Initial prompt
Bana bir sıra tabanlı kart oyunu yap
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Card = Container.expand(function (cardData) { var self = Container.call(this); // Card properties self.cardData = cardData || { name: "Basic Card", cost: 1, attack: 2, health: 2, description: "A basic creature card" }; self.maxHealth = self.cardData.health; self.currentHealth = self.cardData.health; self.isPlayable = false; self.isOnBattlefield = false; self.hasAttacked = false; // Create card graphics var cardBg = self.attachAsset('cardFront', { anchorX: 0.5, anchorY: 0.5 }); // Card text elements var nameText = new Text2(self.cardData.name, { size: 24, fill: 0x2C3E50 }); nameText.anchor.set(0.5, 0); nameText.x = 0; nameText.y = -100; self.addChild(nameText); var costText = new Text2(self.cardData.cost.toString(), { size: 32, fill: 0x9B59B6 }); costText.anchor.set(0.5, 0.5); costText.x = -70; costText.y = -100; self.addChild(costText); var attackText = new Text2(self.cardData.attack.toString(), { size: 28, fill: 0xE74C3C }); attackText.anchor.set(0.5, 0.5); attackText.x = -50; attackText.y = 90; self.addChild(attackText); var healthText = new Text2(self.currentHealth.toString(), { size: 28, fill: 0x27AE60 }); healthText.anchor.set(0.5, 0.5); healthText.x = 50; healthText.y = 90; self.addChild(healthText); self.updateHealthDisplay = function () { healthText.setText(self.currentHealth.toString()); if (self.currentHealth <= 0) { cardBg.alpha = 0.5; } }; self.takeDamage = function (damage) { self.currentHealth -= damage; if (self.currentHealth < 0) self.currentHealth = 0; self.updateHealthDisplay(); // Flash red when taking damage LK.effects.flashObject(self, 0xff0000, 500); }; self.canAttack = function () { return self.isOnBattlefield && !self.hasAttacked && self.currentHealth > 0; }; self.attack = function (target) { if (self.canAttack() && target) { // Store original position var originalX = self.x; var originalY = self.y; // Calculate target position (move towards target) var targetX = target.x; var targetY = target.y; // Animate attack: move toward target, then back tween(self, { x: targetX, y: targetY }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Collision animation - both cards shake and flash on impact var collisionDuration = 150; // Shake the attacking card tween(self, { x: targetX + 20 }, { duration: collisionDuration / 3, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { x: targetX - 20 }, { duration: collisionDuration / 3, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { x: targetX }, { duration: collisionDuration / 3, easing: tween.easeInOut }); } }); } }); // Shake the target card tween(target, { x: target.x - 15 }, { duration: collisionDuration / 3, easing: tween.easeInOut, onFinish: function onFinish() { tween(target, { x: target.x + 15 }, { duration: collisionDuration / 3, easing: tween.easeInOut, onFinish: function onFinish() { tween(target, { x: target.x }, { duration: collisionDuration / 3, easing: tween.easeInOut }); } }); } }); // Flash both cards white for collision effect tween(self, { tint: 0xFFFFFF }, { duration: collisionDuration, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { tint: 0xFFFFFF }, { duration: collisionDuration, easing: tween.easeInOut }); } }); tween(target, { tint: 0xFFFFFF }, { duration: collisionDuration, easing: tween.easeInOut, onFinish: function onFinish() { tween(target, { tint: 0xFFFFFF }, { duration: collisionDuration, easing: tween.easeInOut }); } }); // Deal damage when collision happens target.takeDamage(self.cardData.attack); // After collision, animate return to original position LK.setTimeout(function () { tween(self, { x: originalX, y: originalY }, { duration: 300, easing: tween.easeIn }); }, collisionDuration); } }); self.hasAttacked = true; cardBg.alpha = 0.7; LK.getSound('attack').play(); } }; self.resetForNewTurn = function () { self.hasAttacked = false; if (self.currentHealth > 0) { cardBg.alpha = 1.0; } }; return self; }); var Player = Container.expand(function (isHuman) { var self = Container.call(this); self.isHuman = isHuman || false; self.health = 30; self.maxMana = 3; self.currentMana = 3; self.hand = []; self.battlefield = []; self.deck = []; // Initialize deck with basic cards var cardTypes = [{ name: "Fire Imp", cost: 1, attack: 2, health: 1, description: "A small fire creature" }, { name: "Water Spirit", cost: 2, attack: 2, health: 3, description: "A defensive water creature" }, { name: "Earth Golem", cost: 3, attack: 4, health: 3, description: "A powerful earth creature" }, { name: "Air Wisp", cost: 1, attack: 1, health: 2, description: "A quick air creature" }, { name: "Lightning Bolt", cost: 2, attack: 3, health: 1, description: "A shocking creature" }, { name: "Walter Spirit", cost: 2, attack: 2, health: 4, description: "A mystical water spirit with high endurance" }]; for (var i = 0; i < 20; i++) { var randomCard = cardTypes[Math.floor(Math.random() * cardTypes.length)]; self.deck.push(new Card(randomCard)); } self.drawCard = function () { if (self.deck.length > 0 && self.hand.length < 7) { var card = self.deck.pop(); self.hand.push(card); LK.getSound('cardDraw').play(); return card; } return null; }; self.canPlayCard = function (card) { return card && card.cardData.cost <= self.currentMana; }; self.playCard = function (card) { var handIndex = self.hand.indexOf(card); if (handIndex >= 0 && self.canPlayCard(card) && self.battlefield.length < 3) { self.hand.splice(handIndex, 1); self.battlefield.push(card); self.currentMana -= card.cardData.cost; card.isOnBattlefield = true; LK.getSound('cardPlay').play(); return true; } return false; }; self.takeDamage = function (damage) { self.health -= damage; if (self.health < 0) self.health = 0; }; self.startTurn = function () { self.currentMana = Math.min(self.maxMana, self.currentMana + 1); if (self.maxMana < 10) self.maxMana++; // Reset battlefield cards for (var i = 0; i < self.battlefield.length; i++) { self.battlefield[i].resetForNewTurn(); } // Draw a card self.drawCard(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Game state variables var currentPlayer = 0; // 0 = human, 1 = AI var gamePhase = "playing"; // "playing", "gameOver" var selectedCard = null; var draggedCard = null; // Create players var humanPlayer = new Player(true); var aiPlayer = new Player(false); var players = [humanPlayer, aiPlayer]; // Create game areas var opponentAreaBg = game.addChild(LK.getAsset('opponentArea', { anchorX: 0, anchorY: 0, x: 0, y: 200, alpha: 0.3 })); var battlefieldBg = game.addChild(LK.getAsset('battlefield', { anchorX: 0, anchorY: 0, x: 0, y: 900, alpha: 0.3 })); var playerAreaBg = game.addChild(LK.getAsset('playerArea', { anchorX: 0, anchorY: 0, x: 0, y: 1800, alpha: 0.3 })); // Create visible lane graphics var lanePositions = [512, 1024, 1536]; // Left, Center, Right lanes var lanes = []; // Create lanes with borders for visual clarity for (var i = 0; i < 3; i++) { // Lane border (darker background) var laneBorder = game.addChild(LK.getAsset('laneBorder', { anchorX: 0.5, anchorY: 0.5, x: lanePositions[i], y: 1250, alpha: 0.4 })); // Lane background (lighter) var lane = game.addChild(LK.getAsset('lane', { anchorX: 0.5, anchorY: 0.5, x: lanePositions[i], y: 1250, alpha: 0.3 })); lanes.push({ border: laneBorder, background: lane }); // Add lane number text var laneText = new Text2("Lane " + (i + 1), { size: 24, fill: 0xECF0F1 }); laneText.anchor.set(0.5, 0.5); laneText.x = lanePositions[i]; laneText.y = 1520; laneText.alpha = 0.6; game.addChild(laneText); } // UI Elements var playerHealthText = new Text2("Health: 30", { size: 48, fill: 0xECF0F1 }); playerHealthText.anchor.set(0, 0.5); playerHealthText.x = 50; playerHealthText.y = 1950; game.addChild(playerHealthText); var opponentHealthText = new Text2("Enemy: 30", { size: 48, fill: 0xECF0F1 }); opponentHealthText.anchor.set(0, 0.5); opponentHealthText.x = 50; opponentHealthText.y = 350; game.addChild(opponentHealthText); var manaText = new Text2("Mana: 3/3", { size: 36, fill: 0x9B59B6 }); manaText.anchor.set(0, 0.5); manaText.x = 50; manaText.y = 2000; game.addChild(manaText); var turnText = new Text2("Your Turn", { size: 42, fill: 0xF39C12 }); turnText.anchor.set(0.5, 0.5); turnText.x = 1024; turnText.y = 100; game.addChild(turnText); // End turn button var endTurnBtn = game.addChild(LK.getAsset('endTurnButton', { anchorX: 0.5, anchorY: 0.5, x: 1800, y: 1950 })); var endTurnText = new Text2("End Turn", { size: 28, fill: 0x2C3E50 }); endTurnText.anchor.set(0.5, 0.5); endTurnText.x = 1800; endTurnText.y = 1950; game.addChild(endTurnText); // Initialize starting hands for (var i = 0; i < 4; i++) { humanPlayer.drawCard(); aiPlayer.drawCard(); } function updateUI() { playerHealthText.setText("Health: " + humanPlayer.health); opponentHealthText.setText("Enemy: " + aiPlayer.health); manaText.setText("Mana: " + humanPlayer.currentMana + "/" + humanPlayer.maxMana); if (currentPlayer === 0) { turnText.setText("Your Turn"); turnText.fill = "#f39c12"; } else { turnText.setText("Enemy Turn"); turnText.fill = "#e74c3c"; } } function arrangeHand() { var handCards = humanPlayer.hand; var startX = 1024 - handCards.length * 100; for (var i = 0; i < handCards.length; i++) { var card = handCards[i]; if (!game.children.includes(card)) { game.addChild(card); } card.x = startX + i * 200; card.y = 2300; card.isPlayable = humanPlayer.canPlayCard(card); // Visual feedback for playable cards if (card.isPlayable && currentPlayer === 0) { card.alpha = 1.0; } else { card.alpha = 0.6; } } } function arrangeBattlefield() { // Define 3 lane positions var lanePositions = [512, 1024, 1536]; // Left, Center, Right lanes // Player battlefield var playerCards = humanPlayer.battlefield; for (var i = 0; i < playerCards.length && i < 3; i++) { var card = playerCards[i]; if (!game.children.includes(card)) { game.addChild(card); } card.x = lanePositions[i]; card.y = 1400; card.laneIndex = i; } // AI battlefield var aiCards = aiPlayer.battlefield; for (var i = 0; i < aiCards.length && i < 3; i++) { var card = aiCards[i]; if (!game.children.includes(card)) { game.addChild(card); } card.x = lanePositions[i]; card.y = 1100; card.laneIndex = i; } } function checkGameOver() { if (humanPlayer.health <= 0) { gamePhase = "gameOver"; LK.showGameOver(); return true; } else if (aiPlayer.health <= 0) { gamePhase = "gameOver"; LK.showYouWin(); return true; } return false; } function endTurn() { currentPlayer = 1 - currentPlayer; players[currentPlayer].startTurn(); if (currentPlayer === 1) { // AI turn LK.setTimeout(function () { performAITurn(); }, 1000); } updateUI(); arrangeHand(); arrangeBattlefield(); } function performAITurn() { // Simple AI: play random playable card if battlefield has space var playableCards = aiPlayer.hand.filter(function (card) { return aiPlayer.canPlayCard(card); }); if (playableCards.length > 0 && aiPlayer.battlefield.length < 3) { var randomCard = playableCards[Math.floor(Math.random() * playableCards.length)]; // Find available lane for AI var availableLanes = [0, 1, 2]; for (var i = 0; i < aiPlayer.battlefield.length; i++) { var occupiedLane = aiPlayer.battlefield[i].laneIndex; if (occupiedLane !== undefined) { var laneIdx = availableLanes.indexOf(occupiedLane); if (laneIdx >= 0) availableLanes.splice(laneIdx, 1); } } if (availableLanes.length > 0 && aiPlayer.playCard(randomCard)) { randomCard.targetLane = availableLanes[Math.floor(Math.random() * availableLanes.length)]; } } // AI attacks with random creature var attackers = aiPlayer.battlefield.filter(function (card) { return card.canAttack(); }); if (attackers.length > 0) { var attacker = attackers[Math.floor(Math.random() * attackers.length)]; // Target player directly if no defenders if (humanPlayer.battlefield.length === 0) { // Store original position for animation var originalX = attacker.x; var originalY = attacker.y; // Animate attack toward player area tween(attacker, { x: 1024, y: 1600 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { // Deal damage when reaching player area humanPlayer.takeDamage(attacker.cardData.attack); // Animate return to original position tween(attacker, { x: originalX, y: originalY }, { duration: 400, easing: tween.easeIn }); } }); attacker.hasAttacked = true; } else { // Attack random player creature var defenders = humanPlayer.battlefield.filter(function (card) { return card.currentHealth > 0; }); if (defenders.length > 0) { var target = defenders[Math.floor(Math.random() * defenders.length)]; attacker.attack(target); } } } // Remove dead cards for (var i = humanPlayer.battlefield.length - 1; i >= 0; i--) { if (humanPlayer.battlefield[i].currentHealth <= 0) { var deadCard = humanPlayer.battlefield[i]; game.removeChild(deadCard); humanPlayer.battlefield.splice(i, 1); } } // End AI turn LK.setTimeout(function () { if (!checkGameOver()) { endTurn(); } }, 1500); } // Event handlers game.down = function (x, y, obj) { if (gamePhase !== "playing" || currentPlayer !== 0) return; // Check if end turn button was clicked if (x >= 1700 && x <= 1900 && y >= 1910 && y <= 1990) { endTurn(); return; } // Check if a hand card was clicked for (var i = 0; i < humanPlayer.hand.length; i++) { var card = humanPlayer.hand[i]; var cardBounds = { left: card.x - 90, right: card.x + 90, top: card.y - 125, bottom: card.y + 125 }; if (x >= cardBounds.left && x <= cardBounds.right && y >= cardBounds.top && y <= cardBounds.bottom) { if (card.isPlayable) { selectedCard = card; draggedCard = card; } return; } } // Check if battlefield card was clicked for attacking for (var i = 0; i < humanPlayer.battlefield.length; i++) { var card = humanPlayer.battlefield[i]; var cardBounds = { left: card.x - 90, right: card.x + 90, top: card.y - 125, bottom: card.y + 125 }; if (x >= cardBounds.left && x <= cardBounds.right && y >= cardBounds.top && y <= cardBounds.bottom) { if (card.canAttack()) { selectedCard = card; } return; } } }; game.move = function (x, y, obj) { if (draggedCard) { draggedCard.x = x; draggedCard.y = y; } }; game.up = function (x, y, obj) { if (draggedCard && y < 1600 && y > 1000) { // Determine which lane the card was dropped in var targetLane = -1; if (x >= 200 && x < 824) targetLane = 0; // Left lane else if (x >= 824 && x < 1224) targetLane = 1; // Center lane else if (x >= 1224 && x < 1848) targetLane = 2; // Right lane // Check if lane is available and card can be played if (targetLane >= 0 && humanPlayer.battlefield.length < 3) { // Check if target lane is already occupied var laneOccupied = false; for (var i = 0; i < humanPlayer.battlefield.length; i++) { if (humanPlayer.battlefield[i].laneIndex === targetLane) { laneOccupied = true; break; } } if (!laneOccupied && humanPlayer.playCard(draggedCard)) { draggedCard.targetLane = targetLane; draggedCard = null; selectedCard = null; updateUI(); arrangeHand(); arrangeBattlefield(); } } } else if (selectedCard && selectedCard.isOnBattlefield) { // Attack with selected card if (y < 800) { // Attacking opponent area if (aiPlayer.battlefield.length === 0) { // Direct attack on player with animation var originalX = selectedCard.x; var originalY = selectedCard.y; tween(selectedCard, { x: 1024, y: 600 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { // Deal damage when reaching opponent area aiPlayer.takeDamage(selectedCard.cardData.attack); // Animate return to original position tween(selectedCard, { x: originalX, y: originalY }, { duration: 400, easing: tween.easeIn }); } }); selectedCard.hasAttacked = true; selectedCard.children[0].alpha = 0.7; } else { // Attack enemy creature for (var i = 0; i < aiPlayer.battlefield.length; i++) { var target = aiPlayer.battlefield[i]; var targetBounds = { left: target.x - 90, right: target.x + 90, top: target.y - 125, bottom: target.y + 125 }; if (x >= targetBounds.left && x <= targetBounds.right && y >= targetBounds.top && y <= targetBounds.bottom) { selectedCard.attack(target); break; } } } } selectedCard = null; } if (draggedCard) { arrangeHand(); draggedCard = null; } // Remove dead cards for (var i = aiPlayer.battlefield.length - 1; i >= 0; i--) { if (aiPlayer.battlefield[i].currentHealth <= 0) { var deadCard = aiPlayer.battlefield[i]; game.removeChild(deadCard); aiPlayer.battlefield.splice(i, 1); } } updateUI(); arrangeBattlefield(); checkGameOver(); }; game.update = function () { if (gamePhase === "playing") { updateUI(); } }; // Initial setup updateUI(); arrangeHand(); arrangeBattlefield();
===================================================================
--- original.js
+++ change.js
@@ -327,8 +327,44 @@
x: 0,
y: 1800,
alpha: 0.3
}));
+// Create visible lane graphics
+var lanePositions = [512, 1024, 1536]; // Left, Center, Right lanes
+var lanes = [];
+// Create lanes with borders for visual clarity
+for (var i = 0; i < 3; i++) {
+ // Lane border (darker background)
+ var laneBorder = game.addChild(LK.getAsset('laneBorder', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: lanePositions[i],
+ y: 1250,
+ alpha: 0.4
+ }));
+ // Lane background (lighter)
+ var lane = game.addChild(LK.getAsset('lane', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: lanePositions[i],
+ y: 1250,
+ alpha: 0.3
+ }));
+ lanes.push({
+ border: laneBorder,
+ background: lane
+ });
+ // Add lane number text
+ var laneText = new Text2("Lane " + (i + 1), {
+ size: 24,
+ fill: 0xECF0F1
+ });
+ laneText.anchor.set(0.5, 0.5);
+ laneText.x = lanePositions[i];
+ laneText.y = 1520;
+ laneText.alpha = 0.6;
+ game.addChild(laneText);
+}
// UI Elements
var playerHealthText = new Text2("Health: 30", {
size: 48,
fill: 0xECF0F1
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