User prompt
Move your handwriting a little bit higher and the buttons a little bit lower and create an asset that I can put as a background.
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'cardText.style.fill = "#d22";' Line Number: 76
Code edit (1 edits merged)
Please save this source code
User prompt
Blackjack Blitz
User prompt
BLACKJACK
User prompt
Please continue polishing my design document.
Initial prompt
@upit/tween@upit/storage copy
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Card class: represents a single card (suit, rank, value, face up/down) var Card = Container.expand(function () { var self = Container.call(this); // Card properties self.suit = null; // '♠', '♥', '♦', '♣' self.rank = null; // 'A', '2', ..., 'K' self.value = 0; // 1-11 self.faceUp = true; // Card background (white for face up, gray for face down) var cardBg = self.attachAsset('cardBg', { width: 220, height: 320, color: 0xffffff, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); // Card text (rank and suit) var cardText = new Text2('', { size: 90, fill: 0x222222 }); cardText.anchor.set(0.5, 0.5); cardText.x = 0; cardText.y = 0; self.addChild(cardText); // Face down overlay var faceDownBg = self.attachAsset('cardBack', { width: 220, height: 320, color: 0x888888, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); faceDownBg.visible = false; self.addChild(faceDownBg); // Set card data self.setCard = function (suit, rank, value, faceUp) { self.suit = suit; self.rank = rank; self.value = value; self.faceUp = faceUp !== false; updateVisual(); }; // Flip card (show/hide face) self.setFaceUp = function (faceUp) { self.faceUp = faceUp; updateVisual(); }; // Update card visuals function updateVisual() { if (self.faceUp) { cardBg.visible = true; cardText.visible = true; faceDownBg.visible = false; cardText.setText(self.rank + self.suit); // Red color for hearts/diamonds, black for spades/clubs if (self.suit === '♥' || self.suit === '♦') { cardText.setStyle({ fill: "#d22" }); } else { cardText.setStyle({ fill: "#222" }); } } else { cardBg.visible = false; cardText.visible = false; faceDownBg.visible = true; } } return self; }); // Hand class: represents a hand of cards (player or dealer) var Hand = Container.expand(function () { var self = Container.call(this); self.cards = []; // Add a card to the hand self.addCard = function (card) { self.cards.push(card); self.addChild(card); layoutCards(); }; // Remove all cards self.clear = function () { for (var i = 0; i < self.cards.length; i++) { self.cards[i].destroy(); } self.cards = []; }; // Layout cards horizontally with overlap function layoutCards() { var n = self.cards.length; var spacing = 120; var startX = -((n - 1) * spacing) / 2; for (var i = 0; i < n; i++) { var card = self.cards[i]; card.x = startX + i * spacing; card.y = 0; } } // Calculate hand value (Blackjack rules: Aces can be 1 or 11) self.getValue = function () { var total = 0; var aces = 0; for (var i = 0; i < self.cards.length; i++) { var v = self.cards[i].value; total += v; if (self.cards[i].rank === 'A') aces++; } // Adjust for aces while (total > 21 && aces > 0) { total -= 10; aces--; } return total; }; // Reveal all cards self.revealAll = function () { for (var i = 0; i < self.cards.length; i++) { self.cards[i].setFaceUp(true); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x006622 }); /**** * Game Code ****/ // Card deck data var suits = ['♠', '♥', '♦', '♣']; var ranks = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K']; var values = { 'A': 11, '2': 2, '3': 3, '4': 4, '5': 5, '6': 6, '7': 7, '8': 8, '9': 9, '10': 10, 'J': 10, 'Q': 10, 'K': 10 }; // Game state var deck = []; var playerHand = null; var dealerHand = null; var playerScore = 0; var winStreak = 0; var gamePhase = 'playerTurn'; // 'playerTurn', 'dealerTurn', 'roundOver' var messageTxt = null; var playerValueTxt = null; var dealerValueTxt = null; var hitBtn = null; var standBtn = null; var newGameBtn = null; // GUI: Score and streak var scoreTxt = new Text2('Score: 0', { size: 90, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var streakTxt = new Text2('Streak: 0', { size: 70, fill: "#fff" }); streakTxt.anchor.set(0.5, 0); LK.gui.top.addChild(streakTxt); streakTxt.y = 110; // Message text (centered) messageTxt = new Text2('', { size: 120, fill: "#fff" }); messageTxt.anchor.set(0.5, 0.5); messageTxt.y = -350; // Move handwriting/message higher LK.gui.center.addChild(messageTxt); // Add background image behind all elements var tableBg = LK.getAsset('tableBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: 2048, height: 2732 }); game.addChild(tableBg); // Player hand playerHand = new Hand(); game.addChild(playerHand); playerHand.x = 2048 / 2; playerHand.y = 2732 - 500; // Dealer hand dealerHand = new Hand(); game.addChild(dealerHand); dealerHand.x = 2048 / 2; dealerHand.y = 500; // Player value text playerValueTxt = new Text2('', { size: 70, fill: "#fff" }); playerValueTxt.anchor.set(0.5, 0); LK.gui.bottom.addChild(playerValueTxt); playerValueTxt.y = -200; // Dealer value text dealerValueTxt = new Text2('', { size: 70, fill: "#fff" }); dealerValueTxt.anchor.set(0.5, 0); LK.gui.top.addChild(dealerValueTxt); dealerValueTxt.y = 220; // Buttons hitBtn = createButton('Hit', 0x229922, function () { if (gamePhase !== 'playerTurn') return; dealCardToHand(playerHand, true); updateHandValues(); if (playerHand.getValue() > 21) { endRound('bust'); } }); standBtn = createButton('Stand', 0x2266cc, function () { if (gamePhase !== 'playerTurn') return; gamePhase = 'dealerTurn'; updateButtons(); dealerTurn(); }); newGameBtn = createButton('New Game', 0x993333, function () { startNewRound(); }); newGameBtn.visible = false; // Button layout hitBtn.x = 2048 / 2 - 220; hitBtn.y = 2732 - 120; // Move lower standBtn.x = 2048 / 2 + 220; standBtn.y = 2732 - 120; // Move lower newGameBtn.x = 2048 / 2; newGameBtn.y = 2732 / 2 + 600; // Move lower game.addChild(hitBtn); game.addChild(standBtn); game.addChild(newGameBtn); // Prevent elements in top left 100x100 scoreTxt.x = 2048 / 2; scoreTxt.y = 20; streakTxt.x = 2048 / 2; streakTxt.y = 110; dealerValueTxt.x = 2048 / 2; dealerValueTxt.y = 220; // Start first round startNewRound(); // --- Functions --- // Create a button (Container with shape and text) function createButton(label, color, onTap) { var btn = new Container(); var bg = btn.attachAsset('btnBg', { width: 320, height: 120, color: color, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); var txt = new Text2(label, { size: 70, fill: "#fff" }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = 0; btn.addChild(txt); // Touch event btn.down = function (x, y, obj) { onTap(); }; // Visual feedback btn.interactive = true; btn.buttonMode = true; btn.alpha = 1; btn.up = function () { btn.alpha = 1; }; btn.move = function () {}; return btn; } // Shuffle deck function shuffleDeck() { var d = []; for (var s = 0; s < suits.length; s++) { for (var r = 0; r < ranks.length; r++) { d.push({ suit: suits[s], rank: ranks[r], value: values[ranks[r]] }); } } // Fisher-Yates shuffle for (var i = d.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var tmp = d[i]; d[i] = d[j]; d[j] = tmp; } return d; } // Deal a card to a hand function dealCardToHand(hand, faceUp) { if (deck.length === 0) deck = shuffleDeck(); var cardData = deck.pop(); var card = new Card(); card.setCard(cardData.suit, cardData.rank, cardData.value, faceUp); hand.addCard(card); return card; } // Start a new round function startNewRound() { gamePhase = 'playerTurn'; messageTxt.setText(''); playerHand.clear(); dealerHand.clear(); deck = shuffleDeck(); // Deal initial cards dealCardToHand(playerHand, true); dealCardToHand(dealerHand, true); dealCardToHand(playerHand, true); var dealerHole = dealCardToHand(dealerHand, false); // Dealer's hole card updateHandValues(); updateButtons(); newGameBtn.visible = false; } // Update hand value displays function updateHandValues() { var pv = playerHand.getValue(); var dv = dealerHand.cards[0].faceUp ? dealerHand.cards[0].value : '?'; playerValueTxt.setText('Your Hand: ' + pv); dealerValueTxt.setText('Dealer: ' + dv + (dealerHand.cards.length > 1 ? ' + ?' : '')); } // Update score and streak displays function updateScoreDisplays() { scoreTxt.setText('Score: ' + playerScore); streakTxt.setText('Streak: ' + winStreak); } // Update button visibility function updateButtons() { if (gamePhase === 'playerTurn') { hitBtn.visible = true; standBtn.visible = true; newGameBtn.visible = false; } else if (gamePhase === 'roundOver') { hitBtn.visible = false; standBtn.visible = false; newGameBtn.visible = true; } else { hitBtn.visible = false; standBtn.visible = false; newGameBtn.visible = false; } } // End round: outcome = 'win', 'lose', 'push', 'bust', 'dealerBust' function endRound(outcome) { gamePhase = 'roundOver'; dealerHand.revealAll(); updateHandValues(); if (outcome === 'win') { messageTxt.setText('You Win!'); playerScore += 1; winStreak += 1; LK.effects.flashObject(playerHand, 0x33ff33, 800); } else if (outcome === 'lose') { messageTxt.setText('You Lose!'); playerScore = Math.max(0, playerScore - 1); winStreak = 0; LK.effects.flashObject(playerHand, 0xff3333, 800); } else if (outcome === 'push') { messageTxt.setText('Push!'); LK.effects.flashObject(playerHand, 0xcccccc, 800); } else if (outcome === 'bust') { messageTxt.setText('Bust!'); playerScore = Math.max(0, playerScore - 1); winStreak = 0; LK.effects.flashObject(playerHand, 0xff3333, 800); } else if (outcome === 'dealerBust') { messageTxt.setText('Dealer Bust! You Win!'); playerScore += 1; winStreak += 1; LK.effects.flashObject(playerHand, 0x33ff33, 800); } updateScoreDisplays(); updateButtons(); } // Dealer's turn logic function dealerTurn() { // Reveal dealer's hole card dealerHand.cards[1].setFaceUp(true); updateHandValues(); // Dealer draws until 17 or more var _dealerDraw = function dealerDraw() { var dv = dealerHand.getValue(); if (dv < 17) { // Draw card after short delay LK.setTimeout(function () { dealCardToHand(dealerHand, true); updateHandValues(); _dealerDraw(); }, 600); } else { // Compare hands var pv = playerHand.getValue(); var dv2 = dealerHand.getValue(); if (dv2 > 21) { endRound('dealerBust'); } else if (dv2 > pv) { endRound('lose'); } else if (dv2 < pv) { endRound('win'); } else { endRound('push'); } } }; _dealerDraw(); } // --- Game update loop (not used for this turn-based game) --- game.update = function () { // No per-frame logic needed };
===================================================================
--- original.js
+++ change.js
@@ -195,9 +195,20 @@
size: 120,
fill: "#fff"
});
messageTxt.anchor.set(0.5, 0.5);
+messageTxt.y = -350; // Move handwriting/message higher
LK.gui.center.addChild(messageTxt);
+// Add background image behind all elements
+var tableBg = LK.getAsset('tableBg', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2,
+ width: 2048,
+ height: 2732
+});
+game.addChild(tableBg);
// Player hand
playerHand = new Hand();
game.addChild(playerHand);
playerHand.x = 2048 / 2;
@@ -243,13 +254,13 @@
});
newGameBtn.visible = false;
// Button layout
hitBtn.x = 2048 / 2 - 220;
-hitBtn.y = 2732 - 220;
+hitBtn.y = 2732 - 120; // Move lower
standBtn.x = 2048 / 2 + 220;
-standBtn.y = 2732 - 220;
+standBtn.y = 2732 - 120; // Move lower
newGameBtn.x = 2048 / 2;
-newGameBtn.y = 2732 / 2 + 400;
+newGameBtn.y = 2732 / 2 + 600; // Move lower
game.addChild(hitBtn);
game.addChild(standBtn);
game.addChild(newGameBtn);
// Prevent elements in top left 100x100