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Add instructions to story asset
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Remove text
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Remove clues text
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Give better clues
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Instead of triggering you win please make endpuzzletwo scene appear then wait 3 seconds then swap endpuzzletwo scene with correct scene with the correct word under the correct image ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Can you please look at the code and find why the game isn't working and saying incorrect when I put everything in the right place
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Fix this puzzle
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Rename dot 0 dot 1
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Analyse code to find the error to why correct solution isn't being triggered
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Why is it triggers incorrect scene when it is correct
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Ok well let's double check image asset naming because I need to get to the bottom of this
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I've tried and it isn't working
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Change logic to zero based in the solution
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Why isn't it working when everything is in the right place
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Why isn't it working when I have the correct solution
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As soon as the puzzle is solved activate the correct scene
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When greentick is clicked the game needs to check if it is correct or incorrect before showing the correct or incorrect scenes
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Why isn't it detecting when I solve it correctly
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When retry puzzle Is clicked ensure dots are reset and clickable to try again
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Make endpuzzletwo scene the same size as endpuzzleone scene and make correct scene the same size as incorrect scene make correct word the same size as incorrect word and position correct word the same way that incorrect word is positioned
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When endpuzzletwo scene appears after correct answer is entered wait 3 seconds then swap endpuzzletwo scene with correct scene with the correct word under the correct image
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When endpuzzle2 scene appears after correct answer is entered wait 3 seconds the swap endgame2 scene with correct scene with the correct word under the correct image
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When greentick is clicked and the attempt is correct move to a scene with endpuzzletwo asset
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Please fix the bug: 'Uncaught ReferenceError: incorrectScene is not defined' in or related to this line: 'if (incorrectScene && incorrectScene.parent) {' Line Number: 774
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After showing endpuzzle1, wait 2 seconds instead of 3 seconds then swap to incorrect scene
/**** * Classes ****/ // Character class for main character gameplay elements var Character = Container.expand(function () { var self = Container.call(this); // Example: add a character sprite (replace 'Sprite' with your character asset if needed) var characterSprite = self.attachAsset('Sprite', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Example: character name self.name = "Lyra"; // Example: character state self.isActive = true; // Example: method to set character name self.setName = function (newName) { self.name = newName; }; // Example: method to activate/deactivate character self.setActive = function (active) { self.isActive = !!active; }; // Example: update method for per-frame logic self.update = function () { // Add per-frame logic for the character here }; return self; }); // Dot class for interactive dots in the puzzle var Dot = Container.expand(function () { var self = Container.call(this); // Create a visual representation for the dot var dotGraphics = self.attachAsset('Street', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.8, scaleY: 1.8, alpha: 0 }); // Dot properties self.isActive = false; self.gridX = 0; self.gridY = 0; self.instrumentIndex = 0; self.currentInstrument = null; // Array of instrument image IDs for first row (dots 1-5) self.instruments = ['Blank', 'Saxophone', 'Drum', 'Gutair', 'Harp', 'Flute']; // Array of image IDs for dots 21-25 (bottom row) self.specialInstruments = ['Blank', 'PJ', 'KJ', 'Harmony', 'Khalida', 'Sapphire']; // Method to toggle dot state self.toggle = function () { self.isActive = !self.isActive; }; // Method to cycle through instruments for first row (dots 1-5) self.cycleInstrument = function () { // Remove current instrument if it exists and free it from usedInstruments if (self.currentInstrument) { var currentInstrumentId = self.instruments[self.instrumentIndex]; if (currentInstrumentId !== 'Blank' && usedInstruments[currentInstrumentId] === self) { delete usedInstruments[currentInstrumentId]; } self.removeChild(self.currentInstrument); self.currentInstrument = null; } // Find next available instrument var startIndex = self.instrumentIndex; var found = false; do { self.instrumentIndex = (self.instrumentIndex + 1) % self.instruments.length; var instrumentId = self.instruments[self.instrumentIndex]; // Check if instrument is available (Blank is always available) if (instrumentId === 'Blank' || !usedInstruments[instrumentId]) { found = true; // Mark non-blank instruments as used if (instrumentId !== 'Blank') { usedInstruments[instrumentId] = self; } // Create new instrument image self.currentInstrument = self.attachAsset(instrumentId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0 }); break; } } while (self.instrumentIndex !== startIndex); // If no available instrument found, stay on current (shouldn't happen with 6 instruments for 5 dots) if (!found) { self.instrumentIndex = startIndex; } }; // Method to cycle through special images for dots 21-25 (bottom row) self.cycleSpecialInstrument = function () { // Remove current instrument if it exists if (self.currentInstrument) { // Remove from usedSpecialInstruments if not Blank if (typeof usedSpecialInstruments !== "undefined" && self.specialInstruments && typeof self.specialInstrumentIndex === "number") { var prevId = self.specialInstruments[self.specialInstrumentIndex]; if (prevId !== 'Blank' && usedSpecialInstruments[prevId] === self) { delete usedSpecialInstruments[prevId]; } } self.removeChild(self.currentInstrument); self.currentInstrument = null; } // Find next available special instrument (no duplicates except Blank) if (typeof usedSpecialInstruments === "undefined") { usedSpecialInstruments = {}; } if (typeof self.specialInstrumentIndex !== "number") self.specialInstrumentIndex = 0; self.specialInstrumentIndex = typeof self.specialInstrumentIndex === "number" ? self.specialInstrumentIndex : 0; var startIndex = self.specialInstrumentIndex; var found = false; do { self.specialInstrumentIndex = (self.specialInstrumentIndex + 1) % self.specialInstruments.length; var instrumentId = self.specialInstruments[self.specialInstrumentIndex]; // Only allow Blank or unused if (instrumentId === 'Blank' || !usedSpecialInstruments[instrumentId]) { found = true; // Mark as used if not Blank if (instrumentId !== 'Blank') { usedSpecialInstruments[instrumentId] = self; } // Slightly decrease the size of all special images for dots 21-25 var scaleX = 0.85; var scaleY = 0.85; if (instrumentId === 'Harmony') { scaleX = 1.45; scaleY = 1.45; } // Move Khalida or Harmony image up by 10 pixels, move KJ down by 5 pixels var extraY = 0; if (instrumentId === 'Khalida' || instrumentId === 'Harmony') { extraY = -10; } if (instrumentId === 'KJ') { extraY = 5; } self.currentInstrument = self.attachAsset(instrumentId, { anchorX: 0.5, anchorY: 0.5, scaleX: scaleX, scaleY: scaleY, y: extraY }); break; } } while (self.specialInstrumentIndex !== startIndex); // If no available instrument found, stay on current (shouldn't happen) if (!found) { self.specialInstrumentIndex = startIndex; } }; // Touch/click handler self.down = function (x, y, obj) { // Only cycle instruments for dots 1-5 (first row) if (self.gridY === 0) { self.cycleInstrument(); } // Dots 21-25 (bottom row, gridY === 4, gridX 0-4) else if (self.gridY === 4) { self.cycleSpecialInstrument(); } // Dots 16-20 (row 4, gridY === 3, gridX 0-4) else if (self.gridY === 3) { // Animal images to cycle through if (!self.animalImages) { self.animalImages = ['Blank', 'Cat', 'Dog', 'Fish', 'Frog', 'Turtle']; self.animalIndex = 0; } // Setup usedAnimalImages global tracker if not present if (typeof usedAnimalImages === "undefined") { usedAnimalImages = {}; } // Remove current animal image if exists and update usedAnimalImages if (self.currentInstrument) { if (typeof self.animalIndex === "number") { var prevAnimalId = self.animalImages[self.animalIndex]; if (prevAnimalId !== 'Blank' && usedAnimalImages[prevAnimalId] === self) { delete usedAnimalImages[prevAnimalId]; } } self.removeChild(self.currentInstrument); self.currentInstrument = null; } // Cycle to next available animal image (no duplicates except Blank) var startIndex = typeof self.animalIndex === "number" ? self.animalIndex : 0; var found = false; var tries = 0; do { self.animalIndex = (typeof self.animalIndex === "number" ? self.animalIndex : 0) + 1; if (self.animalIndex >= self.animalImages.length) self.animalIndex = 0; var animalId = self.animalImages[self.animalIndex]; // Only allow Blank or unused if (animalId === 'Blank' || !usedAnimalImages[animalId]) { found = true; // Mark as used if not Blank if (animalId !== 'Blank') { usedAnimalImages[animalId] = self; } self.currentInstrument = self.attachAsset(animalId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0 }); break; } tries++; } while (self.animalIndex !== startIndex && tries < self.animalImages.length + 1); // If no available animal found, stay on current (shouldn't happen) if (!found) { self.animalIndex = startIndex; } } // Dots 6-10 (row 2, gridY === 1, gridX 0-4) else if (self.gridY === 1) { // Food images to cycle through if (!self.foodImages) { self.foodImages = ['Blank', 'Pizza', 'Chips', 'Icecream', 'Donut', 'Spaghetti']; self.foodIndex = 0; } // Setup usedFoodImages global tracker if not present if (typeof usedFoodImages === "undefined") { usedFoodImages = {}; } // Remove current food image if exists and update usedFoodImages if (self.currentInstrument) { if (typeof self.foodIndex === "number") { var prevFoodId = self.foodImages[self.foodIndex]; if (prevFoodId !== 'Blank' && usedFoodImages[prevFoodId] === self) { delete usedFoodImages[prevFoodId]; } } self.removeChild(self.currentInstrument); self.currentInstrument = null; } // Cycle to next available food image (no duplicates except Blank) var startFoodIndex = typeof self.foodIndex === "number" ? self.foodIndex : 0; var foundFood = false; var foodTries = 0; do { self.foodIndex = (typeof self.foodIndex === "number" ? self.foodIndex : 0) + 1; if (self.foodIndex >= self.foodImages.length) self.foodIndex = 0; var foodId = self.foodImages[self.foodIndex]; // Only allow Blank or unused if (foodId === 'Blank' || !usedFoodImages[foodId]) { foundFood = true; // Mark as used if not Blank if (foodId !== 'Blank') { usedFoodImages[foodId] = self; } self.currentInstrument = self.attachAsset(foodId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0 }); break; } foodTries++; } while (self.foodIndex !== startFoodIndex && foodTries < self.foodImages.length + 1); // If no available food found, stay on current (shouldn't happen) if (!foundFood) { self.foodIndex = startFoodIndex; } } else if (self.gridY === 2) { // Toy images to cycle through if (!self.toyImages) { self.toyImages = ['Blank', 'Lego', 'Dolls', 'Basketball', 'Videogame', 'Plushtoy']; self.toyIndex = 0; } // Setup usedToyImages global tracker if not present if (typeof usedToyImages === "undefined") { usedToyImages = {}; } // Remove current toy image if exists and update usedToyImages if (self.currentInstrument) { if (typeof self.toyIndex === "number") { var prevToyId = self.toyImages[self.toyIndex]; if (prevToyId !== 'Blank' && usedToyImages[prevToyId] === self) { delete usedToyImages[prevToyId]; } } self.removeChild(self.currentInstrument); self.currentInstrument = null; } // Cycle to next available toy image (no duplicates except Blank) var startToyIndex = typeof self.toyIndex === "number" ? self.toyIndex : 0; var foundToy = false; var toyTries = 0; do { self.toyIndex = (typeof self.toyIndex === "number" ? self.toyIndex : 0) + 1; if (self.toyIndex >= self.toyImages.length) self.toyIndex = 0; var toyId = self.toyImages[self.toyIndex]; // Only allow Blank or unused if (toyId === 'Blank' || !usedToyImages[toyId]) { foundToy = true; // Mark as used if not Blank if (toyId !== 'Blank') { usedToyImages[toyId] = self; } self.currentInstrument = self.attachAsset(toyId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0 }); break; } toyTries++; } while (self.toyIndex !== startToyIndex && toyTries < self.toyImages.length + 1); // If no available toy found, stay on current (shouldn't happen) if (!foundToy) { self.toyIndex = startToyIndex; } } self.toggle(); }; // Initialize dot as inactive // Initialize with blank instrument self.currentInstrument = self.attachAsset('Blank', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0 }); return self; }); // Location class for managing a location in the game var Location = Container.expand(function () { var self = Container.call(this); // Example: add a background image to the location (replace 'Street' with your location asset if needed) var bg = self.attachAsset('Street', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Example: location name self.name = "Default Location"; // Example: method to set location name self.setName = function (newName) { self.name = newName; }; // Example: update method for per-frame logic self.update = function () { // Add per-frame logic for the location here }; return self; }); // Puzzle class for managing a puzzle element in the game var Puzzle = Container.expand(function () { var self = Container.call(this); // Add a 4x5 asset to the puzzle and scale it to be exactly 2048 wide var targetWidth = 2048; var assetWidth = 1000; var scale = targetWidth / assetWidth; // Center horizontally, align to top var puzzleImage = self.attachAsset('4x5', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: 0, scaleX: scale, scaleY: scale }); // Add story asset at the bottom of the screen var storyAsset = self.attachAsset('Story', { anchorX: 0.5, anchorY: 1, x: 2048 / 2, y: 2732 - 50, // Position at bottom of screen with padding scaleX: 0.0625, // Scale down from 32768 to 2048 width (2048/32768) scaleY: 0.0625 // Maintain aspect ratio }); // Add instructional text on top of story asset with line breaks var storyText = new Text2('To solve the puzzles, you must\nfollow the clues to work out\nwhere everything belongs..\n\n(Click here to see clues)', { size: 72, fill: 0x000000, align: 'center', font: "'Times New Roman Bold','Times New Roman','GillSans-Bold',Impact,'Arial Black',Tahoma" }); storyText.anchor.set(0.5, 0.5); storyText.x = 2048 / 2; storyText.y = 2732 - 50 - storyAsset.height * 0.0625 / 2; self.addChild(storyText); // Create clues text (initially hidden) var cluesText = new Text2('CLUES TO SOLVE THE PUZZLE:\n\n• Row 1 (Music): 1=Drum, 2=Harp, 3=Saxophone, 4=Flute, 5=Guitar\n• Row 2 (Food): 6=Spaghetti, 7=Donut, 8=Chips, 9=Icecream, 10=Pizza\n• Row 3 (Toys): 11=Basketball, 12=Dolls, 13=Lego, 14=Videogame, 15=Plushtoy\n• Row 4 (Animals): 16=Fish, 17=Turtle, 18=Frog, 19=Cat, 20=Dog\n• Row 5 (Family): 21=KJ, 22=Khalida, 23=Sapphire, 24=Harmony, 25=PJ\n\nClick any dot to cycle through options!\nMatch all items to their correct positions to win!', { size: 52, fill: 0x000000, align: 'center', font: "'Times New Roman Bold','Times New Roman','GillSans-Bold',Impact,'Arial Black',Tahoma" }); cluesText.anchor.set(0.5, 0.5); cluesText.x = 2048 / 2; cluesText.y = 2732 - 50 - storyAsset.height * 0.0625 / 2; cluesText.visible = false; self.addChild(cluesText); // Add click handler to instruction text storyText.down = function (x, y, obj) { storyText.visible = false; cluesText.visible = true; }; // Add click handler to clues text to dismiss it cluesText.down = function (x, y, obj) { cluesText.visible = false; storyText.visible = true; }; // Create 25 dots in a 5x5 grid self.dots = []; var gridSize = 5; var dotSpacing = targetWidth / (gridSize + 1); // Distribute dots evenly across the width var gridHeight = puzzleImage.height * scale; var verticalSpacing = gridHeight / (gridSize + 1); for (var row = 0; row < gridSize; row++) { for (var col = 0; col < gridSize; col++) { var dot = new Dot(); dot.gridX = col; dot.gridY = row; // Position dots over the 4x5 asset dot.x = (col + 1) * dotSpacing; dot.y = (row + 1) * verticalSpacing; self.dots.push(dot); self.addChild(dot); } } // Example: puzzle state self.isSolved = false; // Method to check if puzzle is solved according to target solution self.checkSolved = function () { // Target solution mapping: dot index -> expected image var targetSolution = { 0: 'Drum', // Dot 1 (row 1, col 1) 1: 'Harp', // Dot 2 (row 1, col 2) 2: 'Saxophone', // Dot 3 (row 1, col 3) 3: 'Flute', // Dot 4 (row 1, col 4) 4: 'Gutair', // Dot 5 (row 1, col 5) 5: 'Spaghetti', // Dot 6 (row 2, col 1) 6: 'Donut', // Dot 7 (row 2, col 2) 7: 'Chips', // Dot 8 (row 2, col 3) 8: 'Icecream', // Dot 9 (row 2, col 4) 9: 'Pizza', // Dot 10 (row 2, col 5) 10: 'Basketball', // Dot 11 (row 3, col 1) 11: 'Dolls', // Dot 12 (row 3, col 2) 12: 'Lego', // Dot 13 (row 3, col 3) 13: 'Videogame', // Dot 14 (row 3, col 4) 14: 'Plushtoy', // Dot 15 (row 3, col 5) 15: 'Fish', // Dot 16 (row 4, col 1) 16: 'Turtle', // Dot 17 (row 4, col 2) 17: 'Frog', // Dot 18 (row 4, col 3) 18: 'Cat', // Dot 19 (row 4, col 4) 19: 'Dog', // Dot 20 (row 4, col 5) 20: 'KJ', // Dot 21 (row 5, col 1) 21: 'Khalida', // Dot 22 (row 5, col 2) 22: 'Sapphire', // Dot 23 (row 5, col 3) 23: 'Harmony', // Dot 24 (row 5, col 4) 24: 'PJ' // Dot 25 (row 5, col 5) }; // Check if all dots match the target solution var allCorrect = true; for (var i = 0; i < self.dots.length; i++) { var dot = self.dots[i]; var expectedImage = targetSolution[i]; // Get current image of the dot var currentImage = 'Blank'; if (dot.currentInstrument && dot.currentInstrument.texture) { // Extract image ID from texture name or use a mapping var textureName = dot.currentInstrument.texture.textureCacheIds ? dot.currentInstrument.texture.textureCacheIds[0] : ''; // List of all asset ids used in the puzzle var allAssetIds = ['Blank', 'Saxophone', 'Drum', 'Gutair', 'Harp', 'Flute', 'PJ', 'KJ', 'Harmony', 'Khalida', 'Sapphire', 'Cat', 'Dog', 'Fish', 'Frog', 'Turtle', 'Pizza', 'Chips', 'Icecream', 'Donut', 'Spaghetti', 'Lego', 'Dolls', 'Basketball', 'Videogame', 'Plushtoy']; // Find the asset id that matches the textureName (case-insensitive, partial match) var foundId = ''; for (var ai = 0; ai < allAssetIds.length; ai++) { if (textureName && textureName.toLowerCase().indexOf(allAssetIds[ai].toLowerCase()) !== -1) { foundId = allAssetIds[ai]; break; } } currentImage = foundId || textureName || 'Blank'; } // Check if current image matches expected if (currentImage !== expectedImage) { allCorrect = false; break; } } // Update solved state and trigger win condition if (allCorrect && !self.isSolved) { self.isSolved = true; // Show victory message LK.showYouWin(); } else if (!allCorrect && self.isSolved) { self.isSolved = false; } }; // Example: update method for per-frame logic self.update = function () { // Add per-frame puzzle logic here // For example, check for completion self.checkSolved(); }; return self; }); // Scene class for managing a scene in the game var Scene = Container.expand(function () { var self = Container.call(this); // Example: add a background image to the scene // (Replace 'Dream' with the desired asset for your scene) var bg = self.attachAsset('Dream', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Add any additional scene setup here // Scene update method (called every tick if attached to game) self.update = function () { // Add per-frame logic for the scene here }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Track which instruments are currently in use var usedInstruments = {}; // Add Puzzle to the game when it starts var puzzle = new Puzzle(); game.addChild(puzzle); // Add green tick to bottom right corner var greenTick = LK.getAsset('Greentick', { anchorX: 1.0, anchorY: 1.0, x: 2048 - 50, y: 2732 - 50, scaleX: 0.8, scaleY: 0.8 }); game.addChild(greenTick); // Make green tick clickable to enter puzzle attempt greenTick.down = function (x, y, obj) { if (puzzle && typeof puzzle.checkSolved === "function") { // Run the check puzzle.checkSolved(); // Determine if correct or incorrect before showing scenes if (puzzle.isSolved) { // Remove the puzzle and green tick from the game if (puzzle.parent) puzzle.parent.removeChild(puzzle); if (greenTick.parent) greenTick.parent.removeChild(greenTick); // Show endpuzzletwo asset centered on screen var endpuzzletwo = LK.getAsset('Endpuzzletwo', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2.2, scaleY: 2.2 }); game.addChild(endpuzzletwo); // After 3 seconds, swap to correct scene with correct word under the correct image LK.setTimeout(function () { if (endpuzzletwo.parent) endpuzzletwo.parent.removeChild(endpuzzletwo); // Show Correct scene (centered) var correctScene = LK.getAsset('Correct', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2.2, scaleY: 2.2 }); game.addChild(correctScene); // Find the first correct dot and its expected word (should be all correct, but show the first one) var targetSolution = { 0: 'Drum', 1: 'Harp', 2: 'Saxophone', 3: 'Flute', 4: 'Gutair', 5: 'Spaghetti', 6: 'Donut', 7: 'Chips', 8: 'Icecream', 9: 'Pizza', 10: 'Basketball', 11: 'Dolls', 12: 'Lego', 13: 'Videogame', 14: 'Plushtoy', 15: 'Fish', 16: 'Turtle', 17: 'Frog', 18: 'Cat', 19: 'Dog', 20: 'KJ', 21: 'Khalida', 22: 'Sapphire', 23: 'Harmony', 24: 'PJ' }; var firstCorrectIdx = -1; var correctActual = ''; var correctExpected = ''; for (var i = 0; i < puzzle.dots.length; i++) { var dot = puzzle.dots[i]; var expected = targetSolution[i]; var actual = 'Blank'; if (dot.currentInstrument && dot.currentInstrument.texture) { var textureName = dot.currentInstrument.texture.textureCacheIds ? dot.currentInstrument.texture.textureCacheIds[0] : ''; var allAssetIds = ['Blank', 'Saxophone', 'Drum', 'Gutair', 'Harp', 'Flute', 'PJ', 'KJ', 'Harmony', 'Khalida', 'Sapphire', 'Cat', 'Dog', 'Fish', 'Frog', 'Turtle', 'Pizza', 'Chips', 'Icecream', 'Donut', 'Spaghetti', 'Lego', 'Dolls', 'Basketball', 'Videogame', 'Plushtoy']; var foundId = ''; for (var ai = 0; ai < allAssetIds.length; ai++) { if (textureName && textureName.toLowerCase().indexOf(allAssetIds[ai].toLowerCase()) !== -1) { foundId = allAssetIds[ai]; break; } } actual = foundId || textureName || 'Blank'; } if (actual === expected) { firstCorrectIdx = i; correctActual = actual; correctExpected = expected; break; } } // If found, show the correct image and word under it if (firstCorrectIdx !== -1) { var correctImg = null; var imgY = 2732 / 2 + 100; var wordY = imgY; // Only show the image if it's not 'Blank' if (correctActual !== 'Blank') { correctImg = LK.getAsset(correctActual, { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: imgY }); game.addChild(correctImg); wordY = 2732 / 2 + 120 + (correctImg.height || 100); } else { wordY = 2732 / 2 + 120; } // Show the correct word asset at the bottom of the screen, same size and position as incorrect word var correctWord = LK.getAsset('Correctword', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 - 50, scaleX: 2.2, scaleY: 2.2 }); game.addChild(correctWord); } }, 3000); } else { // If not solved, show endgame1 scene if (puzzle.parent) puzzle.parent.removeChild(puzzle); if (greenTick.parent) greenTick.parent.removeChild(greenTick); // Show endgame1 asset centered on screen var endgame1 = LK.getAsset('Endpuzzleone', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2.2, scaleY: 2.2 }); game.addChild(endgame1); // After 3 seconds, swap to incorrect scene with incorrect word under the incorrect image LK.setTimeout(function () { if (endgame1.parent) endgame1.parent.removeChild(endgame1); // Show Incorrect scene (centered) var incorrectScene = LK.getAsset('Incorrect', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2.2, scaleY: 2.2 }); game.addChild(incorrectScene); // Find the first incorrect dot and its expected word var targetSolution = { 0: 'Drum', 1: 'Harp', 2: 'Saxophone', 3: 'Flute', 4: 'Gutair', 5: 'Spaghetti', 6: 'Donut', 7: 'Chips', 8: 'Icecream', 9: 'Pizza', 10: 'Basketball', 11: 'Dolls', 12: 'Lego', 13: 'Videogame', 14: 'Plushtoy', 15: 'Fish', 16: 'Turtle', 17: 'Frog', 18: 'Cat', 19: 'Dog', 20: 'KJ', 21: 'Khalida', 22: 'Sapphire', 23: 'Harmony', 24: 'PJ' }; var firstWrongIdx = -1; var wrongActual = ''; var wrongExpected = ''; for (var i = 0; i < puzzle.dots.length; i++) { var dot = puzzle.dots[i]; var expected = targetSolution[i]; var actual = 'Blank'; if (dot.currentInstrument && dot.currentInstrument.texture) { // Map textureName to asset id by checking against known asset ids var textureName = dot.currentInstrument.texture.textureCacheIds ? dot.currentInstrument.texture.textureCacheIds[0] : ''; // List of all asset ids used in the puzzle var allAssetIds = ['Blank', 'Saxophone', 'Drum', 'Gutair', 'Harp', 'Flute', 'PJ', 'KJ', 'Harmony', 'Khalida', 'Sapphire', 'Cat', 'Dog', 'Fish', 'Frog', 'Turtle', 'Pizza', 'Chips', 'Icecream', 'Donut', 'Spaghetti', 'Lego', 'Dolls', 'Basketball', 'Videogame', 'Plushtoy']; // Find the asset id that matches the textureName (case-insensitive, partial match) var foundId = ''; for (var ai = 0; ai < allAssetIds.length; ai++) { if (textureName && textureName.toLowerCase().indexOf(allAssetIds[ai].toLowerCase()) !== -1) { foundId = allAssetIds[ai]; break; } } actual = foundId || textureName || 'Blank'; } if (actual !== expected) { firstWrongIdx = i; wrongActual = actual; wrongExpected = expected; break; } } // If found, show the incorrect image and word under it if (firstWrongIdx !== -1) { var wrongImg = null; var imgY = 2732 / 2 + 100; var wordY = imgY; // Only show the image if it's not 'Blank' if (wrongActual !== 'Blank') { wrongImg = LK.getAsset(wrongActual, { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: imgY }); game.addChild(wrongImg); wordY = 2732 / 2 + 120 + (wrongImg.height || 100); // 20px below image } else { // If blank, just show the word lower down wordY = 2732 / 2 + 120; } // Show the incorrect word asset at the bottom of the screen var incorrectWord = LK.getAsset('Incorrectword', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 - 50, // 50px padding from bottom scaleX: 2.2, scaleY: 2.2 }); game.addChild(incorrectWord); // Add retry button below the incorrect image/word var retryBtnY = 2732 - 50 - incorrectWord.height * 2.2 - 40; // 40px above incorrect word var retryBtn = LK.getAsset('Retry', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: retryBtnY, scaleX: 1.8, scaleY: 1.8 }); game.addChild(retryBtn); // Retry button handler: remove incorrect scene and restart puzzle retryBtn.down = function (x, y, obj) { // Remove all incorrect scene assets if (incorrectScene && incorrectScene.parent) incorrectScene.parent.removeChild(incorrectScene); if (wrongImg && wrongImg.parent) wrongImg.parent.removeChild(wrongImg); if (incorrectWord && incorrectWord.parent) incorrectWord.parent.removeChild(incorrectWord); if (retryBtn && retryBtn.parent) retryBtn.parent.removeChild(retryBtn); // Reset all used image trackers so dots can be reused usedInstruments = {}; usedSpecialInstruments = {}; usedAnimalImages = {}; usedFoodImages = {}; usedToyImages = {}; // Re-add puzzle and green tick puzzle = new Puzzle(); game.addChild(puzzle); game.addChild(greenTick); }; } }, 3000); } } }; ;
===================================================================
--- original.js
+++ change.js
@@ -580,9 +580,9 @@
greenTick.down = function (x, y, obj) {
if (puzzle && typeof puzzle.checkSolved === "function") {
// Run the check
puzzle.checkSolved();
- // If solved, show endpuzzletwo scene
+ // Determine if correct or incorrect before showing scenes
if (puzzle.isSolved) {
// Remove the puzzle and green tick from the game
if (puzzle.parent) puzzle.parent.removeChild(puzzle);
if (greenTick.parent) greenTick.parent.removeChild(greenTick);
Add more vibrant colours to picture
Make this scene more modern like in the present
A 4x5 grid in professor Layton game style. In-Game asset. 2d. High contrast. No shadows
Remove man
Saxophone in professor Layton game style. In-Game asset. 2d. High contrast. No shadows
Harp in professor Layton game style. In-Game asset. 2d. High contrast. No shadows
Drum in professor Layton game style. In-Game asset. 2d. High contrast. No shadows
Flute in professor Layton game style. In-Game asset. 2d. High contrast. No shadows
Question mark professor Layton game style. In-Game asset. 2d. High contrast. No shadows
12yo blonde girl in professor Layton game style. In-Game asset. 2d. High contrast. No shadows
Cute little10yo girl brown hair in professor Layton game style. In-Game asset. 2d. High contrast. No shadows
Cute little 7yo girl with blonde curly hair. Professor Layton game style In-Game asset. 2d. High contrast. No shadows
15 yo boy with short scruffy blonde hair professor Layton game style. In-Game asset. 2d. High contrast. No shadows
18yo girl with short brown hair professor Layton game style. In-Game asset. 2d. High contrast. No shadows
Cat in professor Layton game style. In-Game asset. 2d. High contrast. No shadows
White dog with brown patch on eyes professor Layton game style. In-Game asset. 2d. High contrast. No shadows
Turtle in professor Layton game style. In-Game asset. 2d. High contrast. No shadows
Frog in professor Layton game style. In-Game asset. 2d. High contrast. No shadows
Goldfish in professor Layton game style. In-Game asset. 2d. High contrast. No shadows
Basketball ball professor Layton game style. In-Game asset. 2d. High contrast. No shadows
Lego bricks professor Layton game style. In-Game asset. 2d. High contrast. No shadows
Video game console professor Layton game style. In-Game asset. 2d. High contrast. No shadows
Teddy bear professor Layton game style. In-Game asset. 2d. High contrast. No shadows
These dolls in professor Layton game art style
Hot chips or fries in professor Layton game style artwork. In-Game asset. 2d. High contrast. No shadows
Bowl of spaghetti in professor Layton game style artwork. In-Game asset. 2d. High contrast. No shadows
Pizza in professor Layton game style artwork. In-Game asset. 2d. High contrast. No shadows
Chocolate donut in professor Layton game style artwork. In-Game asset. 2d. High contrast. No shadows
Ice cream cone in professor Layton game style artwork. In-Game asset. 2d. High contrast. No shadows
Make her crack a small smile
The word "correct" in professor Layton game style. In-Game asset. 2d. High contrast. No shadows
The word " incorrect" in professor Layton game style. In-Game asset. 2d. High contrast. No shadows
Green tick in professor Layton gamestyle. In-Game asset. 2d. High contrast. No shadows
Button with RETRY PUZZLE on it in professor Layton game style artwork In-Game asset. 2d. High contrast. No shadows
Information symbol in professor Layton game style artwork. In-Game asset. 2d. High contrast. No shadows
Number 1 button professor Layton game style artwork. In-Game asset. 2d. High contrast. No shadows
Number 2
Number 3
Number 4
Number 5
Remove clock
Make sure J and Y is not cut off
How to play button in professor Layton game style font. In-Game asset. 2d. High contrast. No shadows
Make robe hang lower so you can't see it's feet
Make it say play new puzzle
A 16:9 title banner