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);
LK.gui.center.addChild(messageTxt);
// 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 - 220;
standBtn.x = 2048 / 2 + 220;
standBtn.y = 2732 - 220;
newGameBtn.x = 2048 / 2;
newGameBtn.y = 2732 / 2 + 400;
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
@@ -65,11 +65,15 @@
faceDownBg.visible = false;
cardText.setText(self.rank + self.suit);
// Red color for hearts/diamonds, black for spades/clubs
if (self.suit === '♥' || self.suit === '♦') {
- cardText.style.fill = "#d22";
+ cardText.setStyle({
+ fill: "#d22"
+ });
} else {
- cardText.style.fill = "#222";
+ cardText.setStyle({
+ fill: "#222"
+ });
}
} else {
cardBg.visible = false;
cardText.visible = false;