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3 iksirlik olacak 1 hasar 8 canı olan Infinity Minion ekle
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Ölmüş kartlar desteye tekrar eklensin
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Luciferin 2 hasarı var ama 3 canlı kartı öldürdü nasıl
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Michael demiurgos pasif ekle her tür takım arkadaşlarına 1 can yeniler
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Neden oyun başlangıcı hep aynı deste geliyor hep karışık gelsin ama her karttan bir tane olsun
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Golemin canı 12 olsun hasarı 2 olsun manası 6 olsun
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Lightning boltun pasifinde hiç bir şey yazmıyor
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Lightning Bolt pasifi her tur lane de hasarı 1 artar
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Lightning Bolt her tur hasarını 1 arttırır ve lightning Bolt hasarını 1 den 2 ye çıkar
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Lucifer in canı 5 olsun gölge drake canı 4 olsun
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Shadow drake 3 mana olsun
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Yeni 4 iksirlik kart oluştur Michael demiurgos
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Yeni 4 manalık kart oluştur
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Air wisp neden 1 hasarı olmasına rağmen 2 canlı rakibe tek atıyor neden
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Laneler sıra sıra vursun önce lane 1 deki kartlar savaşsın sonra lane 2 deki sonra lane 3 teki
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Bütün kartların canı ve sağlığını optimize et hata çıkmasın diye
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Yanlış hesaplıyorsun lightning Bolt hasarı 1 canı 4 olmasına rağmen 2 hasar vuran karta öldü neden
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Lightning Bolt rakibine vuruş yaptığında lane 1 ve lane 2 deki kartlar 1 hasar yesin
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Lightning Bolt sadece lane 2 girebilir
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Ligtning Bolt özelliği çalışmadı 1 hasar vermedi yandaki koridordaki rakibe
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Ligtning Bolt kendi lanesindeki rakibe hasar verirse yandaki lanedeki kartlar hasar yer
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Lightning Bolt pasifi: yandaki koridordaki rakiplere de hasar şeker 1 hara verir yandaki koridordaki rakiplere
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Elektrik Bolt hasarı 1 canı 4 olsun
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Rakibin kartlarını tam lane girecek şekilde ayarla
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Rakipteki alanda rakibin kartlarını görelim
/**** * 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", passive: null // Passive ability type }; // Ensure cardData has valid numeric values if (typeof self.cardData.attack !== 'number' || isNaN(self.cardData.attack)) { self.cardData.attack = 2; } if (typeof self.cardData.health !== 'number' || isNaN(self.cardData.health)) { self.cardData.health = 2; } if (typeof self.cardData.cost !== 'number' || isNaN(self.cardData.cost)) { self.cardData.cost = 1; } self.maxHealth = self.cardData.health; self.currentHealth = self.cardData.health; self.isPlayable = false; self.isOnBattlefield = false; self.hasAttacked = false; // Create card graphics based on card type var cardAssetName = 'cardBack'; // default var symbolAssetName = null; // Determine assets based on card name switch (self.cardData.name) { case "Fire Imp": cardAssetName = 'fireImpBg'; symbolAssetName = 'fireImpSymbol'; break; case "Water Spirit": cardAssetName = 'waterSpiritBg'; symbolAssetName = 'waterSpiritSymbol'; break; case "Earth Golem": cardAssetName = 'earthGolemBg'; symbolAssetName = 'earthGolemSymbol'; break; case "Air Wisp": cardAssetName = 'airWispBg'; symbolAssetName = 'airWispSymbol'; break; case "Lightning Bolt": cardAssetName = 'lightningBoltBg'; symbolAssetName = 'lightningBoltSymbol'; break; case "Lucifer": cardAssetName = 'walterSpiritBg'; symbolAssetName = 'walterSpiritSymbol'; break; } var cardBg = self.attachAsset(cardAssetName, { anchorX: 0.5, anchorY: 0.5 }); // Add symbol if available if (symbolAssetName) { var cardSymbol = self.attachAsset(symbolAssetName, { anchorX: 0.5, anchorY: 0.5 }); cardSymbol.x = 0; cardSymbol.y = -20; // Position symbol in upper middle area } // 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); // Store reference to attack text for potential updates self.attackText = 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); // Store reference to health text self.healthText = healthText; self.updateHealthDisplay = function () { // Ensure we display a valid number, not NaN var displayHealth = isNaN(self.currentHealth) ? 0 : Math.max(0, self.currentHealth); // Ensure currentHealth is always a valid number if (isNaN(self.currentHealth)) { self.currentHealth = 0; } if (isNaN(self.maxHealth)) { self.maxHealth = self.cardData.health || 1; } // Update health text display if (self.healthText) { self.healthText.setText(displayHealth.toString()); } else if (healthText) { healthText.setText(displayHealth.toString()); } // Update attack text if it exists and attack value changed if (self.attackText && self.cardData.attack !== undefined) { self.attackText.setText(self.cardData.attack.toString()); } // Debug log for Lightning Bolt if (self.cardData.name === "Lightning Bolt") { console.log("Lightning Bolt health - current:", self.currentHealth, "max:", self.maxHealth, "display:", displayHealth); } if (self.currentHealth <= 0) { cardBg.alpha = 0.5; } }; self.takeDamage = function (damage, attacker) { // Check for passive abilities that might reduce damage var damageReduction = self.triggerPassive("take_damage", { damage: damage }); var finalDamage = Math.max(0, damage - damageReduction); self.currentHealth -= finalDamage; // Ensure currentHealth is always a valid number if (isNaN(self.currentHealth) || self.currentHealth < 0) { self.currentHealth = 0; } self.updateHealthDisplay(); // If card dies, remove it immediately if (self.currentHealth <= 0) { // Check if card is on battlefield before trying to find player var ownerPlayer = null; if (self.isOnBattlefield) { // Safely check which player owns this card for (var i = 0; i < humanPlayer.battlefield.length; i++) { if (humanPlayer.battlefield[i] === self) { ownerPlayer = humanPlayer; break; } } if (!ownerPlayer) { for (var i = 0; i < aiPlayer.battlefield.length; i++) { if (aiPlayer.battlefield[i] === self) { ownerPlayer = aiPlayer; break; } } } } // Trigger death passive before removing if (ownerPlayer) { self.triggerPassive("death", { player: ownerPlayer }); } // Remove from battlefield arrays var humanIndex = humanPlayer.battlefield.indexOf(self); if (humanIndex >= 0) { humanPlayer.battlefield.splice(humanIndex, 1); } var aiIndex = aiPlayer.battlefield.indexOf(self); if (aiIndex >= 0) { aiPlayer.battlefield.splice(aiIndex, 1); } // Clear lane assignment self.laneIndex = undefined; self.isOnBattlefield = false; // Death animation and removal from game animateCardDeath(self); LK.setTimeout(function () { if (game.children.includes(self)) { game.removeChild(self); } // Update battlefield layout after card removal arrangeBattlefield(); }, 600); // Match the death animation duration } // Trigger attacker's life steal passive if damage was dealt if (attacker && finalDamage > 0 && attacker.cardData.passive === "life_steal") { // Heal attacker for 2 HP attacker.currentHealth = Math.min(attacker.maxHealth, attacker.currentHealth + 2); attacker.updateHealthDisplay(); // Life steal animation - green glow tween(attacker, { tint: 0x00ff00 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(attacker, { tint: 0xFFFFFF }, { duration: 300, easing: tween.easeIn }); } }); // Healing number popup var healText = new Text2("+2", { size: 36, fill: 0x00ff00 }); healText.anchor.set(0.5, 0.5); healText.x = attacker.x + (Math.random() - 0.5) * 60; healText.y = attacker.y - 50; healText.alpha = 1.0; game.addChild(healText); // Animate heal number floating up and fading tween(healText, { y: healText.y - 80, alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(healText); } }); } // Enhanced damage animation // Screen shake for significant damage if (damage >= 3) { LK.effects.flashScreen(0xff4444, 200); } // Damage number popup animation var damageText = new Text2("-" + damage.toString(), { size: 40, fill: 0xff0000 }); damageText.anchor.set(0.5, 0.5); damageText.x = self.x + (Math.random() - 0.5) * 60; damageText.y = self.y - 50; damageText.alpha = 1.0; game.addChild(damageText); // Animate damage number floating up and fading tween(damageText, { y: damageText.y - 80, alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(damageText); } }); // Card damage animation - recoil and flash tween(self, { x: self.x + (Math.random() - 0.5) * 30, y: self.y + (Math.random() - 0.5) * 20, scaleX: 0.9, scaleY: 0.9, tint: 0xff4444 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { x: self.x, y: self.y, scaleX: 1.0, scaleY: 1.0, tint: 0xFFFFFF }, { duration: 300, easing: tween.easeOut }); } }); // 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 }); } }); // Check for passive damage boost var damageBoost = self.triggerPassive("attack", { attacker: self, target: target }); var totalDamage = self.cardData.attack + (damageBoost || 0); // Deal damage when collision happens target.takeDamage(totalDamage, self); // 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; } }; // Passive ability system self.triggerPassive = function (trigger, context) { if (!self.cardData.passive || self.currentHealth <= 0) return; switch (self.cardData.passive) { case "heal_on_turn_start": if (trigger === "turn_start") { self.currentHealth = Math.min(self.maxHealth, self.currentHealth + 1); self.updateHealthDisplay(); // Heal animation tween(self, { tint: 0x00ff00 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { tint: 0xFFFFFF }, { duration: 300, easing: tween.easeIn }); } }); } break; case "damage_boost": if (trigger === "attack" && context && context.attacker === self) { return 1; // Add 1 extra damage } break; case "shield": if (trigger === "take_damage" && context) { if (self.shieldActive !== false) { self.shieldActive = false; // Shield break animation tween(self, { tint: 0x0099ff }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeIn }); } }); return 0; // Negate damage } } break; case "summon_ally": if (trigger === "death" && context && context.player) { // Summon a 1/1 creature in available lane var player = context.player; if (player.battlefield.length < 3) { var availableLanes = [0, 1, 2]; for (var i = 0; i < player.battlefield.length; i++) { var occupiedLane = player.battlefield[i].laneIndex; if (occupiedLane !== undefined) { var laneIdx = availableLanes.indexOf(occupiedLane); if (laneIdx >= 0) availableLanes.splice(laneIdx, 1); } } if (availableLanes.length > 0) { var newCard = new Card({ name: "Spirit Token", cost: 0, attack: 1, health: 1, description: "A spirit summoned from death" }); newCard.laneIndex = availableLanes[0]; newCard.isOnBattlefield = true; player.battlefield.push(newCard); game.addChild(newCard); } } } break; case "regenerate": if (trigger === "end_turn") { if (self.currentHealth < self.maxHealth && self.currentHealth > 0) { self.currentHealth = Math.min(self.maxHealth, self.currentHealth + 1); self.updateHealthDisplay(); // Regenerate animation tween(self, { tint: 0x00ff88 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { tint: 0xFFFFFF }, { duration: 400, easing: tween.easeIn }); } }); } } break; case "life_steal": if (trigger === "deal_damage" && context && context.damage && context.target) { // Heal self for 2 HP when dealing damage self.currentHealth = Math.min(self.maxHealth, self.currentHealth + 2); self.updateHealthDisplay(); // Life steal animation - green glow tween(self, { tint: 0x00ff00 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { tint: 0xFFFFFF }, { duration: 300, easing: tween.easeIn }); } }); // Healing number popup var healText = new Text2("+2", { size: 36, fill: 0x00ff00 }); healText.anchor.set(0.5, 0.5); healText.x = self.x + (Math.random() - 0.5) * 60; healText.y = self.y - 50; healText.alpha = 1.0; game.addChild(healText); // Animate heal number floating up and fading tween(healText, { y: healText.y - 80, alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(healText); } }); } break; case "explosion": if (trigger === "death" && context && self.laneIndex !== undefined) { // Find opposing card in same lane var opposingPlayer = context.player === humanPlayer ? aiPlayer : humanPlayer; for (var i = 0; i < opposingPlayer.battlefield.length; i++) { var opposingCard = opposingPlayer.battlefield[i]; if (opposingCard.laneIndex === self.laneIndex && opposingCard.currentHealth > 0) { // Deal 2 explosion damage to opposing card opposingCard.takeDamage(2, self); // Explosion animation tween(opposingCard, { tint: 0xff8800 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(opposingCard, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeIn }); } }); // Explosion effect on self LK.effects.flashScreen(0xff8800, 300); break; } } } break; } return 0; }; self.hasPassive = function () { return self.cardData.passive !== null && self.cardData.passive !== undefined; }; // Method to validate and fix card stats self.validateStats = function () { // Ensure all stats are valid numbers if (typeof self.cardData.attack !== 'number' || isNaN(self.cardData.attack)) { self.cardData.attack = 1; } if (typeof self.cardData.health !== 'number' || isNaN(self.cardData.health)) { self.cardData.health = 1; } if (typeof self.cardData.cost !== 'number' || isNaN(self.cardData.cost)) { self.cardData.cost = 1; } if (typeof self.currentHealth !== 'number' || isNaN(self.currentHealth)) { self.currentHealth = self.cardData.health; } if (typeof self.maxHealth !== 'number' || isNaN(self.maxHealth)) { self.maxHealth = self.cardData.health; } // Ensure current health doesn't exceed max health if (self.currentHealth > self.maxHealth) { self.currentHealth = self.maxHealth; } // Update display after validation self.updateHealthDisplay(); }; return self; }); var Player = Container.expand(function (isHuman) { var self = Container.call(this); self.isHuman = isHuman || false; self.health = 30; self.maxMana = 10; self.currentMana = 3; self.hand = []; self.battlefield = []; self.deck = []; // Initialize deck with basic cards var cardTypes = [{ name: "Fire Imp", cost: 1, attack: 2, health: 2, description: "A small fire creature" }, { name: "Water Spirit", cost: 2, attack: 2, health: 3, description: "A defensive water creature" }, { name: "Earth Golem", cost: 4, attack: 1, health: 7, description: "A powerful earth creature", passive: "explosion" }, { name: "Air Wisp", cost: 1, attack: 1, health: 2, description: "A quick air creature" }, { name: "Lightning Bolt", cost: 3, attack: 1, health: 4, description: "A shocking creature" }, { name: "Lucifer", cost: 4, attack: 2, health: 4, description: "A mystical water spirit with high endurance", passive: "life_steal" }]; // Add exactly one of each card type to the deck for (var i = 0; i < cardTypes.length; i++) { var newCard = new Card(cardTypes[i]); newCard.validateStats(); // Ensure stats are correct self.deck.push(newCard); } 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; // Tower damage animation animateTowerDamage(!self.isHuman); // Damage number popup for tower var damageText = new Text2("-" + damage.toString(), { size: 60, fill: 0xff0000 }); damageText.anchor.set(0.5, 0.5); damageText.x = 1024 + (Math.random() - 0.5) * 100; damageText.y = self.isHuman ? 1700 : 400; damageText.alpha = 1.0; game.addChild(damageText); // Animate damage number tween(damageText, { y: damageText.y - 120, alpha: 0, scaleX: 2.0, scaleY: 2.0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(damageText); } }); }; self.startTurn = function () { self.currentMana = Math.min(self.maxMana, self.currentMana + 2); if (self.maxMana < 10) self.maxMana++; // Reset battlefield cards and trigger turn start passives for (var i = 0; i < self.battlefield.length; i++) { self.battlefield[i].resetForNewTurn(); self.battlefield[i].triggerPassive("turn_start", { player: self }); } // Draw a card self.drawCard(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Game state variables // Fire Imp card assets // Water Spirit card assets // Earth Golem card assets // Air Wisp card assets // Lightning Bolt card assets // Walter Spirit card assets // Generic card back var currentPlayer = 0; // 0 = human, 1 = AI var gamePhase = "playing"; // "playing", "gameOver" var selectedCard = null; var draggedCard = null; var turnCounter = 0; // Track total turns taken var combatPhase = false; // Track if we're in combat phase // 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: 0, alpha: 0.3 })); var battlefieldBg = game.addChild(LK.getAsset('battlefield', { anchorX: 0, anchorY: 0, x: 0, y: 400, alpha: 0.8 })); 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: 985, alpha: 0.8 })); // Lane background (lighter) var lane = game.addChild(LK.getAsset('lane', { anchorX: 0.5, anchorY: 0.5, x: lanePositions[i], y: 985, alpha: 0.7 })); 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 = 1255; 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 = 150; 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 aiManaText = new Text2("Enemy Mana: 3/3", { size: 36, fill: 0x9B59B6 }); aiManaText.anchor.set(0, 0.5); aiManaText.x = 50; aiManaText.y = 100; game.addChild(aiManaText); 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); aiManaText.setText("Enemy Mana: " + aiPlayer.currentMana + "/" + aiPlayer.maxMana); if (combatPhase) { turnText.setText("Combat Phase"); turnText.fill = "#e67e22"; } else 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 - maintain lane assignments var playerCards = humanPlayer.battlefield; for (var i = 0; i < playerCards.length; i++) { var card = playerCards[i]; if (!game.children.includes(card)) { game.addChild(card); } // Use the card's assigned lane position instead of array index if (card.laneIndex !== undefined) { card.x = lanePositions[card.laneIndex]; card.y = 1120; } } // AI battlefield - maintain lane assignments var aiCards = aiPlayer.battlefield; for (var i = 0; i < aiCards.length; i++) { var card = aiCards[i]; if (!game.children.includes(card)) { game.addChild(card); } // Use the card's assigned lane position instead of array index if (card.laneIndex !== undefined) { card.x = lanePositions[card.laneIndex]; card.y = 650; } } } function resolveCombat() { // Process lanes sequentially - lane 1, then lane 2, then lane 3 processLaneCombat(0, function () { // Lane 1 complete, process lane 2 processLaneCombat(1, function () { // Lane 2 complete, process lane 3 processLaneCombat(2, function () { // All lanes complete, update battlefield LK.setTimeout(function () { arrangeBattlefield(); updateUI(); }, 500); }); }); }); } function processLaneCombat(laneIndex, onComplete) { var humanCard = null; var aiCard = null; // Find cards in this lane for (var i = 0; i < humanPlayer.battlefield.length; i++) { if (humanPlayer.battlefield[i].laneIndex === laneIndex && humanPlayer.battlefield[i].currentHealth > 0) { humanCard = humanPlayer.battlefield[i]; break; } } for (var i = 0; i < aiPlayer.battlefield.length; i++) { if (aiPlayer.battlefield[i].laneIndex === laneIndex && aiPlayer.battlefield[i].currentHealth > 0) { aiCard = aiPlayer.battlefield[i]; break; } } // Determine combat outcome for this lane if (humanCard && humanCard.currentHealth > 0 && aiCard && aiCard.currentHealth > 0) { // Cards fight each other - animate card-to-card combat var humanDamage = humanCard.cardData.attack; var aiDamage = aiCard.cardData.attack; animateCardVsCard(humanCard, aiCard, humanDamage, aiDamage, 0); // Wait for combat animation to complete before continuing LK.setTimeout(onComplete, 1200); } else if (humanCard && humanCard.currentHealth > 0 && !aiCard) { // Human card attacks AI tower - use card's actual attack value animateCardToTower(humanCard, "ai", 0, 0); // Wait for tower attack animation to complete before continuing LK.setTimeout(onComplete, 1000); } else if (aiCard && aiCard.currentHealth > 0 && !humanCard) { // AI card attacks human tower - use card's actual attack value animateCardToTower(aiCard, "human", 0, 0); // Wait for tower attack animation to complete before continuing LK.setTimeout(onComplete, 1000); } else { // No combat in this lane, proceed immediately LK.setTimeout(onComplete, 100); } } function animateCardVsCard(card1, card2, damage1, damage2, delay) { LK.setTimeout(function () { // Store original positions var originalX1 = card1.x; var originalY1 = card1.y; var originalX2 = card2.x; var originalY2 = card2.y; // Calculate midpoint for collision var midX = (card1.x + card2.x) / 2; var midY = (card1.y + card2.y) / 2; // Phase 1: Both cards move toward each other tween(card1, { x: midX, y: midY - 20, scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); tween(card2, { x: midX, y: midY + 20, scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Phase 2: Collision effect - shake and flash LK.getSound('attack').play(); // Shake both cards tween(card1, { x: midX + 15, rotation: 0.1 }, { duration: 60, easing: tween.easeInOut, onFinish: function onFinish() { tween(card1, { x: midX - 15, rotation: -0.1 }, { duration: 60, easing: tween.easeInOut, onFinish: function onFinish() { tween(card1, { x: midX, rotation: 0 }, { duration: 60, easing: tween.easeInOut }); } }); } }); tween(card2, { x: midX - 15, rotation: -0.1 }, { duration: 60, easing: tween.easeInOut, onFinish: function onFinish() { tween(card2, { x: midX + 15, rotation: 0.1 }, { duration: 60, easing: tween.easeInOut, onFinish: function onFinish() { tween(card2, { x: midX, rotation: 0 }, { duration: 60, easing: tween.easeInOut }); } }); } }); // Flash white for collision tween(card1, { tint: 0xFFFFFF }, { duration: 150, easing: tween.easeInOut, onFinish: function onFinish() { tween(card1, { tint: 0xFFFFFF }, { duration: 150, easing: tween.easeInOut }); } }); tween(card2, { tint: 0xFFFFFF }, { duration: 150, easing: tween.easeInOut, onFinish: function onFinish() { tween(card2, { tint: 0xFFFFFF }, { duration: 150, easing: tween.easeInOut }); } }); // Apply damage after collision LK.setTimeout(function () { card1.takeDamage(damage2, card2); card2.takeDamage(damage1, card1); }, 180); // Phase 3: Return to original positions LK.setTimeout(function () { tween(card1, { x: originalX1, y: originalY1, scaleX: 1.0, scaleY: 1.0 }, { duration: 400, easing: tween.easeIn }); tween(card2, { x: originalX2, y: originalY2, scaleX: 1.0, scaleY: 1.0 }, { duration: 400, easing: tween.easeIn }); }, 300); } }); }, delay); } function animateCardToTower(card, target, damage, delay) { LK.setTimeout(function () { // Store original position var originalX = card.x; var originalY = card.y; // Determine tower position var towerX = 1024; // Center of screen var towerY = target === "ai" ? 100 : 1800; // AI or human area var targetX = towerX + (Math.random() - 0.5) * 200; // Add some randomness var targetY = towerY + (Math.random() - 0.5) * 100; // Phase 1: Card charges toward tower tween(card, { x: targetX, y: targetY, scaleX: 1.2, scaleY: 1.2, rotation: Math.PI * 0.1 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { // Phase 2: Impact effect LK.getSound('attack').play(); // Use card's actual attack value instead of passed damage parameter var actualDamage = card.cardData.attack; // Flash the tower area if (target === "ai") { LK.effects.flashObject(opponentAreaBg, 0xff0000, 400); LK.effects.flashScreen(0xff0000, 200); aiPlayer.takeDamage(actualDamage); } else { LK.effects.flashObject(playerAreaBg, 0xff0000, 400); LK.effects.flashScreen(0xff0000, 200); humanPlayer.takeDamage(actualDamage); } // Shake the card on impact tween(card, { x: targetX + 20, rotation: Math.PI * 0.15 }, { duration: 80, easing: tween.easeInOut, onFinish: function onFinish() { tween(card, { x: targetX - 20, rotation: Math.PI * 0.05 }, { duration: 80, easing: tween.easeInOut, onFinish: function onFinish() { tween(card, { x: targetX, rotation: Math.PI * 0.1 }, { duration: 80, easing: tween.easeInOut }); } }); } }); // Phase 3: Return to original position LK.setTimeout(function () { tween(card, { x: originalX, y: originalY, scaleX: 1.0, scaleY: 1.0, rotation: 0 }, { duration: 500, easing: tween.easeIn }); }, 300); } }); }, delay); } function animateCardDeath(card) { // Death animation - fade out while spinning and shrinking tween(card, { alpha: 0, scaleX: 0.2, scaleY: 0.2, rotation: Math.PI * 2, y: card.y - 100 }, { duration: 600, easing: tween.easeIn }); } function animateTowerDamage(isAI) { // Tower damage animation - screen shake and flash var targetArea = isAI ? opponentAreaBg : playerAreaBg; var healthText = isAI ? opponentHealthText : playerHealthText; // Flash the area red LK.effects.flashObject(targetArea, 0xff0000, 500); // Screen shake effect LK.effects.flashScreen(0xff0000, 300); // Animate health text tween(healthText, { scaleX: 1.3, scaleY: 1.3, tint: 0xff0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(healthText, { scaleX: 1.0, scaleY: 1.0, tint: 0xFFFFFF }, { duration: 300, easing: tween.easeIn }); } }); } 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() { // Trigger end turn passives for current player var currentPlayerObj = players[currentPlayer]; for (var i = 0; i < currentPlayerObj.battlefield.length; i++) { currentPlayerObj.battlefield[i].triggerPassive("end_turn", { player: currentPlayerObj }); } // Switch to next player turnCounter++; currentPlayer = 1 - currentPlayer; // Check if both players have completed their turns (every 2 turns) if (turnCounter % 2 === 0) { // Combat happens only after both players finish their turns combatPhase = true; turnText.setText("Combat Phase"); turnText.fill = "#e67e22"; // Resolve combat after both players complete their turns LK.setTimeout(function () { resolveCombat(); combatPhase = false; // Continue with next player's turn after combat players[currentPlayer].startTurn(); if (currentPlayer === 1) { // AI turn LK.setTimeout(function () { performAITurn(); }, 1000); } if (!checkGameOver()) { updateUI(); arrangeHand(); arrangeBattlefield(); } }, 1000); } else { // Just switch player without combat players[currentPlayer].startTurn(); if (currentPlayer === 1) { // AI turn LK.setTimeout(function () { performAITurn(); }, 1000); } if (!checkGameOver()) { 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)) { // Filter out lanes where Lucifer would face another Lucifer var validLanes = availableLanes.slice(); // Copy array if (randomCard.cardData.name === "Lucifer") { validLanes = availableLanes.filter(function (lane) { // Check if human has Lucifer in this lane for (var k = 0; k < humanPlayer.battlefield.length; k++) { if (humanPlayer.battlefield[k].laneIndex === lane && humanPlayer.battlefield[k].cardData.name === "Lucifer") { return false; // This lane is blocked for Lucifer } } return true; // Lane is safe for Lucifer }); } // Use valid lanes, fallback to available lanes if no valid lanes for Lucifer var lanesToUse = validLanes.length > 0 ? validLanes : availableLanes; var selectedLane = lanesToUse[Math.floor(Math.random() * lanesToUse.length)]; randomCard.laneIndex = selectedLane; randomCard.targetLane = selectedLane; // Immediately update display after AI plays card updateUI(); arrangeHand(); arrangeBattlefield(); } } // Combat is now handled automatically at end of turn // AI just plays cards, combat resolution happens automatically // End AI turn LK.setTimeout(function () { if (!checkGameOver()) { endTurn(); } }, 1500); } // Card zoom preview variables var zoomPreviewCard = null; var zoomPreviewBg = null; var zoomPreviewTimeout = null; var isShowingZoom = false; // Double-tap tracking variables var lastTappedCard = null; var lastTapTime = 0; var doubleTapThreshold = 500; // milliseconds // Card info display variables var cardInfoDisplay = null; var cardInfoBg = null; var isShowingCardInfo = false; function createZoomPreview(card) { if (isShowingZoom) return; // Create dark background overlay zoomPreviewBg = game.addChild(LK.getAsset('battlefield', { anchorX: 0, anchorY: 0, x: 0, y: 0, alpha: 0.8, tint: 0x000000 })); zoomPreviewBg.width = 2048; zoomPreviewBg.height = 2732; // Create zoomed card preview zoomPreviewCard = new Card(card.cardData); zoomPreviewCard.x = 1024; zoomPreviewCard.y = 1000; zoomPreviewCard.scaleX = 2.5; zoomPreviewCard.scaleY = 2.5; zoomPreviewCard.alpha = 0; game.addChild(zoomPreviewCard); // Add card name text var nameText = new Text2(card.cardData.name, { size: 60, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.x = 1024; nameText.y = 700; nameText.alpha = 0; game.addChild(nameText); zoomPreviewCard.nameDisplay = nameText; // Add passive description if card has passive if (card.hasPassive()) { var passiveText = new Text2("Passive: " + getPassiveDescription(card.cardData.passive), { size: 36, fill: 0xF39C12 }); passiveText.anchor.set(0.5, 0.5); passiveText.x = 1024; passiveText.y = 1400; passiveText.alpha = 0; game.addChild(passiveText); zoomPreviewCard.passiveDisplay = passiveText; } // Add description text var descText = new Text2(card.cardData.description, { size: 32, fill: 0xECF0F1 }); descText.anchor.set(0.5, 0.5); descText.x = 1024; descText.y = card.hasPassive() ? 1500 : 1400; descText.alpha = 0; game.addChild(descText); zoomPreviewCard.descDisplay = descText; // Animate zoom in tween(zoomPreviewBg, { alpha: 0.8 }, { duration: 300, easing: tween.easeOut }); tween(zoomPreviewCard, { alpha: 1.0, scaleX: 2.5, scaleY: 2.5 }, { duration: 400, easing: tween.easeOut }); tween(nameText, { alpha: 1.0 }, { duration: 400, easing: tween.easeOut }); tween(descText, { alpha: 1.0 }, { duration: 400, easing: tween.easeOut }); if (zoomPreviewCard.passiveDisplay) { tween(zoomPreviewCard.passiveDisplay, { alpha: 1.0 }, { duration: 400, easing: tween.easeOut }); } isShowingZoom = true; } function destroyZoomPreview() { if (!isShowingZoom) return; if (zoomPreviewCard) { if (zoomPreviewCard.nameDisplay) { game.removeChild(zoomPreviewCard.nameDisplay); } if (zoomPreviewCard.passiveDisplay) { game.removeChild(zoomPreviewCard.passiveDisplay); } if (zoomPreviewCard.descDisplay) { game.removeChild(zoomPreviewCard.descDisplay); } game.removeChild(zoomPreviewCard); zoomPreviewCard = null; } if (zoomPreviewBg) { game.removeChild(zoomPreviewBg); zoomPreviewBg = null; } isShowingZoom = false; } function getPassiveDescription(passiveType) { switch (passiveType) { case "heal_on_turn_start": return "Heals 1 HP at turn start"; case "damage_boost": return "Deals +1 damage when attacking"; case "shield": return "Blocks first damage taken"; case "summon_ally": return "Summons 1/1 Spirit Token on death"; case "regenerate": return "Heals 1 HP at turn end"; case "life_steal": return "Heals 2 HP when dealing damage"; case "explosion": return "Deals 2 damage to opposing card on death"; default: return "No passive ability"; } } function createCardInfoDisplay(card) { if (isShowingCardInfo) { destroyCardInfoDisplay(); } // Create semi-transparent background at bottom cardInfoBg = game.addChild(LK.getAsset('playerArea', { anchorX: 0, anchorY: 0, x: 0, y: 2200, alpha: 0.8, tint: 0x2c3e50 })); // Create card name text var nameText = new Text2(card.cardData.name, { size: 48, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 0.5); nameText.x = 1024; nameText.y = 2320; game.addChild(nameText); // Create passive text if card has passive var passiveText = null; if (card.hasPassive()) { var passiveDesc = getPassiveDescription(card.cardData.passive); passiveText = new Text2("Pasif: " + passiveDesc, { size: 36, fill: 0xF39C12 }); passiveText.anchor.set(0.5, 0.5); passiveText.x = 1024; passiveText.y = 2380; game.addChild(passiveText); } else { passiveText = new Text2("Pasif: Yok", { size: 36, fill: 0x95A5A6 }); passiveText.anchor.set(0.5, 0.5); passiveText.x = 1024; passiveText.y = 2380; game.addChild(passiveText); } // Store references for cleanup cardInfoDisplay = { background: cardInfoBg, nameText: nameText, passiveText: passiveText }; isShowingCardInfo = true; // Auto-hide after 3 seconds LK.setTimeout(function () { destroyCardInfoDisplay(); }, 3000); } function destroyCardInfoDisplay() { if (!isShowingCardInfo || !cardInfoDisplay) return; if (cardInfoDisplay.background) { game.removeChild(cardInfoDisplay.background); } if (cardInfoDisplay.nameText) { game.removeChild(cardInfoDisplay.nameText); } if (cardInfoDisplay.passiveText) { game.removeChild(cardInfoDisplay.passiveText); } cardInfoDisplay = null; cardInfoBg = null; isShowingCardInfo = false; } // Event handlers game.down = function (x, y, obj) { if (gamePhase !== "playing" || currentPlayer !== 0 || combatPhase) return; // Close zoom preview if showing if (isShowingZoom) { destroyZoomPreview(); return; } // Close card info display if showing if (isShowingCardInfo) { destroyCardInfoDisplay(); } // 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) { // Check for double-tap var currentTime = Date.now(); if (lastTappedCard === card && currentTime - lastTapTime < doubleTapThreshold) { // Double-tap detected - show card info createCardInfoDisplay(card); lastTappedCard = null; lastTapTime = 0; return; } // Record this tap lastTappedCard = card; lastTapTime = currentTime; if (card.isPlayable) { selectedCard = card; draggedCard = card; // Start long press timer for zoom preview if (zoomPreviewTimeout) { LK.clearTimeout(zoomPreviewTimeout); } zoomPreviewTimeout = LK.setTimeout(function () { if (selectedCard === card) { createZoomPreview(card); draggedCard = null; // Cancel drag when showing zoom } }, 800); // 800ms long press } return; } } // Check battlefield cards for zoom preview var allBattlefieldCards = humanPlayer.battlefield.concat(aiPlayer.battlefield); for (var i = 0; i < allBattlefieldCards.length; i++) { var card = allBattlefieldCards[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) { // Check for double-tap on battlefield cards var currentTime = Date.now(); if (lastTappedCard === card && currentTime - lastTapTime < doubleTapThreshold) { // Double-tap detected - show card info createCardInfoDisplay(card); lastTappedCard = null; lastTapTime = 0; return; } // Record this tap lastTappedCard = card; lastTapTime = currentTime; // Start long press timer for battlefield card zoom if (zoomPreviewTimeout) { LK.clearTimeout(zoomPreviewTimeout); } zoomPreviewTimeout = LK.setTimeout(function () { createZoomPreview(card); }, 800); return; } } // Battlefield cards can no longer be manually selected for attacking // Combat is now automatic at end of turn }; game.move = function (x, y, obj) { // Cancel zoom preview if user starts moving if (zoomPreviewTimeout) { LK.clearTimeout(zoomPreviewTimeout); zoomPreviewTimeout = null; } if (draggedCard) { draggedCard.x = x; draggedCard.y = y; } }; game.up = function (x, y, obj) { // Clear zoom preview timeout if (zoomPreviewTimeout) { LK.clearTimeout(zoomPreviewTimeout); zoomPreviewTimeout = null; } if (draggedCard && y < 1350 && y > 700) { // 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; } } // Check if placing Lucifer would face another Lucifer in same lane var luciferBlocked = false; if (draggedCard.cardData.name === "Lucifer") { // Check if AI has Lucifer in the target lane for (var j = 0; j < aiPlayer.battlefield.length; j++) { if (aiPlayer.battlefield[j].laneIndex === targetLane && aiPlayer.battlefield[j].cardData.name === "Lucifer") { luciferBlocked = true; break; } } } if (!laneOccupied && !luciferBlocked && humanPlayer.playCard(draggedCard)) { draggedCard.laneIndex = targetLane; draggedCard.targetLane = targetLane; draggedCard = null; selectedCard = null; updateUI(); arrangeHand(); arrangeBattlefield(); } } } selectedCard = null; if (draggedCard) { arrangeHand(); draggedCard = null; } // Dead cards are now automatically removed in takeDamage function updateUI(); arrangeBattlefield(); checkGameOver(); }; // Mana regeneration timer var manaRegenTimer = 0; var manaRegenInterval = 500; // Regenerate mana every 500ms game.update = function () { if (gamePhase === "playing") { // Handle mana regeneration during active turn if (currentPlayer === 0 && !combatPhase) { // Only for human player during their turn manaRegenTimer += LK.deltaTime; if (manaRegenTimer >= manaRegenInterval) { if (humanPlayer.currentMana < humanPlayer.maxMana) { humanPlayer.currentMana = Math.min(humanPlayer.maxMana, humanPlayer.currentMana + 2); // Mana regeneration visual effect var manaOrbEffect = game.addChild(LK.getAsset('manaOrb', { anchorX: 0.5, anchorY: 0.5, x: 50, y: 2000, alpha: 0.8 })); tween(manaOrbEffect, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { game.removeChild(manaOrbEffect); } }); } manaRegenTimer = 0; } } updateUI(); } }; // Initial setup updateUI(); arrangeHand(); arrangeBattlefield();
===================================================================
--- original.js
+++ change.js
@@ -1020,17 +1020,15 @@
animateCardVsCard(humanCard, aiCard, humanDamage, aiDamage, 0);
// Wait for combat animation to complete before continuing
LK.setTimeout(onComplete, 1200);
} else if (humanCard && humanCard.currentHealth > 0 && !aiCard) {
- // Human card attacks AI tower
- var humanDamage = humanCard.cardData.attack;
- animateCardToTower(humanCard, "ai", humanDamage, 0);
+ // Human card attacks AI tower - use card's actual attack value
+ animateCardToTower(humanCard, "ai", 0, 0);
// Wait for tower attack animation to complete before continuing
LK.setTimeout(onComplete, 1000);
} else if (aiCard && aiCard.currentHealth > 0 && !humanCard) {
- // AI card attacks human tower
- var aiDamage = aiCard.cardData.attack;
- animateCardToTower(aiCard, "human", aiDamage, 0);
+ // AI card attacks human tower - use card's actual attack value
+ animateCardToTower(aiCard, "human", 0, 0);
// Wait for tower attack animation to complete before continuing
LK.setTimeout(onComplete, 1000);
} else {
// No combat in this lane, proceed immediately
@@ -1200,17 +1198,19 @@
easing: tween.easeOut,
onFinish: function onFinish() {
// Phase 2: Impact effect
LK.getSound('attack').play();
+ // Use card's actual attack value instead of passed damage parameter
+ var actualDamage = card.cardData.attack;
// Flash the tower area
if (target === "ai") {
LK.effects.flashObject(opponentAreaBg, 0xff0000, 400);
LK.effects.flashScreen(0xff0000, 200);
- aiPlayer.takeDamage(damage);
+ aiPlayer.takeDamage(actualDamage);
} else {
LK.effects.flashObject(playerAreaBg, 0xff0000, 400);
LK.effects.flashScreen(0xff0000, 200);
- humanPlayer.takeDamage(damage);
+ humanPlayer.takeDamage(actualDamage);
}
// Shake the card on impact
tween(card, {
x: targetX + 20,
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Synergy icon Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Game Rules dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Frost Wolf Man Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Water spirit dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Phoenix woman Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Void Stalker Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows
Crystal guardian Dark souls style 2d pixel art. In-Game asset. 2d. High contrast. No shadows