User prompt
Kartlar ölünce yok olsun lane de durmasın
User prompt
Darth golem ve Lucifer kartı 4 mana olsun
User prompt
Rakibin luciferida can çalma özelliği olsun
User prompt
Ama can çalma çalışmadı Lucifer rakibe hasar verince kendine 2 can gelsin
User prompt
Lucifera pasif ekle rakibe hasar verince 2 can çalar
User prompt
Her tür kartlar savaşmasın sadece iki oyuncuda türünü bitirdiğinde combat phasede savaşsınlar
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Laneler bulanık görünüyor
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Savaş alanı bulanık görünüyor
User prompt
Kartlar yine savaşmıyor kartlar her tur savaşsın durmasinlar bir turdan sonra her tur karşısındaki rakiple savaşsın
User prompt
Kartlara basılı tutunca ekrana yakınlaştır isimlerini ve pasiflerini göster ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Walter spiritin ismini Lucifer olarak değiştir
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Her katta pasif ekle ama ben söyleyecem pasifleri tamam mı
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Bir lanedeki karakter ölürse o lanedeki karakterin yerine geçmesin
User prompt
Kartların kuleye vurma, birbirleriyle savaşma, hasar alma, kulenin hasar alması gibi şeylere animasyon yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ama kartlar doğru şekilde savaşmıyor
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Kartların assetini oluştur her kart için farklı görsel oluşturmak istiyorum
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Rakibin manasını göster
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Oyun gecikmeli oluyor rakibin attığı kartı direktmen göster bug gibi gözüküyor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Her tür savaşmasınlar iki tarafında sırası bitince kartlar için savaşma türü olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'x' in null' in or related to this line: 'tween(humanCard, {' Line Number: 579 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuncular kartları savaştırmasın kartlar otomatik tür bitince savaşsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'cardData')' in or related to this line: 'aiPlayer.takeDamage(selectedCard.cardData.attack);' Line Number: 728
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Fix error
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Laneler savaş alanınının ortasına gelsin
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Ekranın ortasında demiştim
/**** * 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) { // Check if both cards are in the same lane if (self.laneIndex !== undefined && target.laneIndex !== undefined && self.laneIndex !== target.laneIndex) { return; // Cannot attack cards in different lanes } // 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: 1000, 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 = [600, 1024, 1448]; // Left, Center, Right lanes - centered 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: 1366, alpha: 0.4 })); // Lane background (lighter) var lane = game.addChild(LK.getAsset('lane', { anchorX: 0.5, anchorY: 0.5, x: lanePositions[i], y: 1366, 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 = 1636; 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 = [600, 1024, 1448]; // Left, Center, Right lanes - centered // 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 = 1516; 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 = 1216; 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: 2000 }, { 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 player creature in the same lane only var defenders = humanPlayer.battlefield.filter(function (card) { return card.currentHealth > 0 && card.laneIndex === attacker.laneIndex; }); if (defenders.length > 0) { var target = defenders[Math.floor(Math.random() * defenders.length)]; attacker.attack(target); } else { // If no defender in same lane, attack player directly var originalX = attacker.x; var originalY = attacker.y; tween(attacker, { x: 1024, y: 2000 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { humanPlayer.takeDamage(attacker.cardData.attack); tween(attacker, { x: originalX, y: originalY }, { duration: 400, easing: tween.easeIn }); } }); attacker.hasAttacked = true; } } } // 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 < 1716 && y > 1116) { // Determine which lane the card was dropped in var targetLane = -1; if (x >= 380 && x < 812) targetLane = 0; // Left lane else if (x >= 812 && x < 1236) targetLane = 1; // Center lane else if (x >= 1236 && x < 1668) 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 < 1216) { // 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: 1000 }, { 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 in the same lane only for (var i = 0; i < aiPlayer.battlefield.length; i++) { var target = aiPlayer.battlefield[i]; // Only allow attacking cards in the same lane if (target.laneIndex === selectedCard.laneIndex) { 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();
/****
* 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) {
// Check if both cards are in the same lane
if (self.laneIndex !== undefined && target.laneIndex !== undefined && self.laneIndex !== target.laneIndex) {
return; // Cannot attack cards in different lanes
}
// 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: 1000,
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 = [600, 1024, 1448]; // Left, Center, Right lanes - centered
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: 1366,
alpha: 0.4
}));
// Lane background (lighter)
var lane = game.addChild(LK.getAsset('lane', {
anchorX: 0.5,
anchorY: 0.5,
x: lanePositions[i],
y: 1366,
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 = 1636;
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 = [600, 1024, 1448]; // Left, Center, Right lanes - centered
// 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 = 1516;
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 = 1216;
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: 2000
}, {
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 player creature in the same lane only
var defenders = humanPlayer.battlefield.filter(function (card) {
return card.currentHealth > 0 && card.laneIndex === attacker.laneIndex;
});
if (defenders.length > 0) {
var target = defenders[Math.floor(Math.random() * defenders.length)];
attacker.attack(target);
} else {
// If no defender in same lane, attack player directly
var originalX = attacker.x;
var originalY = attacker.y;
tween(attacker, {
x: 1024,
y: 2000
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
humanPlayer.takeDamage(attacker.cardData.attack);
tween(attacker, {
x: originalX,
y: originalY
}, {
duration: 400,
easing: tween.easeIn
});
}
});
attacker.hasAttacked = true;
}
}
}
// 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 < 1716 && y > 1116) {
// Determine which lane the card was dropped in
var targetLane = -1;
if (x >= 380 && x < 812) targetLane = 0; // Left lane
else if (x >= 812 && x < 1236) targetLane = 1; // Center lane
else if (x >= 1236 && x < 1668) 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 < 1216) {
// 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: 1000
}, {
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 in the same lane only
for (var i = 0; i < aiPlayer.battlefield.length; i++) {
var target = aiPlayer.battlefield[i];
// Only allow attacking cards in the same lane
if (target.laneIndex === selectedCard.laneIndex) {
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();
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