User prompt
Add another clue text that says Sapphire likes fries and put avatar image of sapphire next to text place this clue next to the third clue
User prompt
Add another clue text that says Sapphire likes fries and put avatar image of chips next to text place this clue next to the second clue
User prompt
Add another clue text that says Khalida plays with Dolls and put avatar image of dolls next to text place this clue next to the first clue
User prompt
Add another clue text that says The one who plays drums likes Spaghetti and put avatar image of drum next to text place this clue next to the first clue
User prompt
Add the spaghetti clue to the right of the first clue
User prompt
Move the drum avatar clue right 600
User prompt
Move drum avatar clue right 600
User prompt
Move the drum avatar clue up 500
User prompt
Add another clue text that says The one who plays drums likes Spaghetti and put avatar image of drum next to text
User prompt
When retry puzzle is clicked return clues and avatars to screen
User prompt
Remove clues once green tick is pressed
User prompt
Move green tick up 100
User prompt
Move green tick button up 500
User prompt
Add another clue text that says Icecream is next to pizza and put avatar image of Icecream next to text
User prompt
Move info button up 100
User prompt
Move info button up 500
User prompt
Add another clue text that says PJ likes pizza and put avatar image of PJ next to text
User prompt
Move info button down 10
User prompt
Make text smaller
User prompt
Add another clue text that says Lego is in the middle and put avatar image of Lego next to text
User prompt
Add another clue text that says KJ is on the left and out avatar image of KJ next to text
User prompt
Add clue text that says Pizza is on the right and put avatar image of pizza next to text
User prompt
Make clues clickable and when it's clicked put a red line through it
User prompt
Make clues text closer to LJ avatar
User prompt
Change clues text font to times new Roman
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * 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(); // Update clues with strikethrough after changing dot if (typeof updateCluesWithStrikethrough === 'function') { updateCluesWithStrikethrough(); } }; // 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 }); // (Story asset removed) // (Clue images and clue text removed) // 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; // Initialize all indices to 0 for consistent reset state dot.instrumentIndex = 0; dot.specialInstrumentIndex = 0; dot.animalIndex = 0; dot.foodIndex = 0; dot.toyIndex = 0; // 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 based on its row and current index var currentImage = 'Blank'; var row = dot.gridY; if (row === 0 && dot.instruments) { // Row 1: Music instruments currentImage = dot.instruments[dot.instrumentIndex]; } else if (row === 1 && dot.foodImages) { // Row 2: Food currentImage = dot.foodImages[dot.foodIndex]; } else if (row === 2 && dot.toyImages) { // Row 3: Toys currentImage = dot.toyImages[dot.toyIndex]; } else if (row === 3 && dot.animalImages) { // Row 4: Animals currentImage = dot.animalImages[dot.animalIndex]; } else if (row === 4 && dot.specialInstruments) { // Row 5: Family currentImage = dot.specialInstruments[dot.specialInstrumentIndex]; } // Check if current image matches expected if (currentImage !== expectedImage) { allCorrect = false; break; } } // Update solved state only - win display handled by green tick if (allCorrect && !self.isSolved) { self.isSolved = true; } 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 clue text "KJ is on the left" and KJ avatar image next to the text at the bottom of the puzzle var clueTextY = 2732 - 180 - 400; // moved up by 400px var clueText = new Text2("KJ is on the left", { size: 90, fill: 0xffffff, align: 'left', font: "'Times New Roman','Times New Roman Bold',Times,serif" }); clueText.anchor.set(0, 0.5); clueText.x = 120 + 200 - 50; // move 50px left clueText.y = clueTextY; // Add KJ avatar image to the left of the text var kjAvatar = LK.getAsset('KJ', { anchorX: 0, anchorY: 0.5, x: 120 - 50, // move 50px left // 120px from left edge y: clueTextY, scaleX: 0.45, scaleY: 0.45 }); game.addChild(kjAvatar); game.addChild(clueText); // 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); // Add info button to bottom left corner var infoButton = LK.getAsset('Info', { anchorX: 0.0, anchorY: 1.0, x: 50, y: 2732 - 50, scaleX: 1.5, scaleY: 1.5 }); game.addChild(infoButton); // Variable to track instructions screen var instructionsScreen = null; // Make info button clickable to show illustrated how-to-play guide infoButton.down = function (x, y, obj) { // If instructions screen is already showing, hide it if (instructionsScreen && instructionsScreen.parent) { instructionsScreen.parent.removeChild(instructionsScreen); instructionsScreen = null; return; } // Create instructions screen container instructionsScreen = new Container(); // Add semi-transparent background var instructionsBg = LK.getAsset('Street', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 20.48, scaleY: 27.32, alpha: 0.92 }); instructionsScreen.addChild(instructionsBg); // Move all images to the top of the instructions overlay var topY = 120 - 300; // Top margin for images, moved up by 300px // Step 1: Show the puzzle board image at the top var boardImg = LK.getAsset('4x5', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: topY, scaleX: 0.7, scaleY: 0.7 }); instructionsScreen.addChild(boardImg); // Calculate the bottom of the board image for next row of images var boardImgBottom = topY + 1000 * 0.7; // 1000 is asset height // Row of sample images just below the board image var rowImgY = boardImgBottom + 40; // 40px padding below board // Step 2: Show a hand icon over a dot to indicate tapping (use 'Greentick' as a hand substitute) var handIcon = LK.getAsset('Greentick', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 350, y: rowImgY + 60, scaleX: 0.7, scaleY: 0.7, alpha: 0.7 }); instructionsScreen.addChild(handIcon); // Step 3: Show a sample instrument image (e.g. Drum) above the dot var drumImg = LK.getAsset('Drum', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 350, y: rowImgY, scaleX: 1.2, scaleY: 1.2 }); instructionsScreen.addChild(drumImg); // Step 4: Show a sample food image (e.g. Pizza) above a dot in row 2 var pizzaImg = LK.getAsset('Pizza', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 100, y: rowImgY, scaleX: 1.2, scaleY: 1.2 }); instructionsScreen.addChild(pizzaImg); // Step 5: Show a sample toy image (e.g. Lego) above a dot in row 3 var legoImg = LK.getAsset('Lego', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 150, y: rowImgY, scaleX: 1.2, scaleY: 1.2 }); instructionsScreen.addChild(legoImg); // Step 6: Show a sample animal image (e.g. Cat) above a dot in row 4 var catImg = LK.getAsset('Cat', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 350, y: rowImgY, scaleX: 1.2, scaleY: 1.2 }); instructionsScreen.addChild(catImg); // Step 7: Show a sample family image (e.g. PJ) to the right of cat in row 5 var pjImg = LK.getAsset('PJ', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 550, y: rowImgY, scaleX: 0.7, scaleY: 0.7 }); instructionsScreen.addChild(pjImg); // Step 8: Show the green tick in the bottom right as the "submit" button var tickIcon = LK.getAsset('Greentick', { anchorX: 1.0, anchorY: 1.0, x: 2048 - 50, y: 2732 - 50, scaleX: 1.2, scaleY: 1.2 }); instructionsScreen.addChild(tickIcon); // Step 9: Add step-by-step text instructions var instructionsText = new Text2("HOW TO PLAY THIS PUZZLE GAME\n" + "Match each dot to the correct picture\n" + "in its row. Each row is a different category.\n\n" + "1. Tap a dot to cycle through the possible items for that row.\n" + " (Each tap changes the picture on that dot)\n\n" + "2. Each row has a different category:\n" + " Row 1: Music\n" + " Row 2: Food\n" + " Row 3: Toys\n" + " Row 4: Animals\n" + " Row 5: Family\n\n" + "3. Use the clues at the bottom of the screen\n" + " to help you match each item to its correct spot.\n\n" + "4. When you think you've solved the puzzle,\n" + " tap the green tick in the bottom right to check your answer!\n\n" + "Tip: Tap the info button any time for help.\n\n" + "Tap anywhere to close this guide.", { size: 70, fill: 0xffffff, align: 'center', font: "'Times New Roman Bold','Times New Roman','GillSans-Bold',Impact,'Arial Black',Tahoma" }); instructionsText.anchor.set(0.5, 0.5); instructionsText.x = 2048 / 2; instructionsText.y = 2732 / 2 + 420; instructionsScreen.addChild(instructionsText); // Make the entire instructions screen clickable to close instructionsScreen.down = function (x, y, obj) { if (instructionsScreen && instructionsScreen.parent) { instructionsScreen.parent.removeChild(instructionsScreen); instructionsScreen = null; } }; // Add instructions screen to game game.addChild(instructionsScreen); }; // Helper to show/hide info button function setInfoButtonVisible(visible) { if (infoButton && infoButton.parent) { infoButton.visible = !!visible; } } // Function to update clues text with strikethrough for solved items function updateCluesWithStrikethrough() { if (!puzzle || !puzzle.dots) return; // Get current state of all dots var dotStates = []; for (var i = 0; i < puzzle.dots.length; i++) { var dot = puzzle.dots[i]; var currentImage = 'Blank'; var row = dot.gridY; if (row === 0 && dot.instruments) { currentImage = dot.instruments[dot.instrumentIndex]; } else if (row === 1 && dot.foodImages) { currentImage = dot.foodImages[dot.foodIndex]; } else if (row === 2 && dot.toyImages) { currentImage = dot.toyImages[dot.toyIndex]; } else if (row === 3 && dot.animalImages) { currentImage = dot.animalImages[dot.animalIndex]; } else if (row === 4 && dot.specialInstruments) { currentImage = dot.specialInstruments[dot.specialInstrumentIndex]; } dotStates.push(currentImage); } // Target solution mapping 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' }; // Check which rows are completely solved var rowSolved = [false, false, false, false, false]; for (var row = 0; row < 5; row++) { var allCorrectInRow = true; for (var col = 0; col < 5; col++) { var dotIndex = row * 5 + col; if (dotStates[dotIndex] !== targetSolution[dotIndex]) { allCorrectInRow = false; break; } } rowSolved[row] = allCorrectInRow; } // Update clues text with strikethrough for solved rows var cluesText = ''; if (puzzle.showingBasicClues) { cluesText = 'CLUES TO SOLVE THE PUZZLE:\n\n'; cluesText += (rowSolved[0] ? '<s>• Row 1 (Music): 1=Drum, 2=Harp, 3=Saxophone, 4=Flute, 5=Guitar</s>' : '• Row 1 (Music): 1=Drum, 2=Harp, 3=Saxophone, 4=Flute, 5=Guitar') + '\n'; cluesText += (rowSolved[1] ? '<s>• Row 2 (Food): 6=Spaghetti, 7=Donut, 8=Chips, 9=Icecream, 10=Pizza</s>' : '• Row 2 (Food): 6=Spaghetti, 7=Donut, 8=Chips, 9=Icecream, 10=Pizza') + '\n'; cluesText += (rowSolved[2] ? '<s>• Row 3 (Toys): 11=Basketball, 12=Dolls, 13=Lego, 14=Videogame, 15=Plushtoy</s>' : '• Row 3 (Toys): 11=Basketball, 12=Dolls, 13=Lego, 14=Videogame, 15=Plushtoy') + '\n'; cluesText += (rowSolved[3] ? '<s>• Row 4 (Animals): 16=Fish, 17=Turtle, 18=Frog, 19=Cat, 20=Dog</s>' : '• Row 4 (Animals): 16=Fish, 17=Turtle, 18=Frog, 19=Cat, 20=Dog') + '\n'; cluesText += (rowSolved[4] ? '<s>• Row 5 (Family): 21=KJ, 22=Khalida, 23=Sapphire, 24=Harmony, 25=PJ</s>' : '• Row 5 (Family): 21=KJ, 22=Khalida, 23=Sapphire, 24=Harmony, 25=PJ') + '\n'; cluesText += '\nClick any dot to cycle through options!\nMatch all items to their correct positions to win!\n\nClick here for more detailed clues!'; } else { cluesText = 'DETAILED CLUES TO SOLVE THE PUZZLE:\n\n'; cluesText += (rowSolved[0] ? '<s>• Row 1 (Music): Look for musical instruments\n 1=Drum (percussion), 2=Harp (strings), 3=Saxophone (brass),\n 4=Flute (woodwind), 5=Guitar (strings)</s>' : '• Row 1 (Music): Look for musical instruments\n 1=Drum (percussion), 2=Harp (strings), 3=Saxophone (brass),\n 4=Flute (woodwind), 5=Guitar (strings)') + '\n'; cluesText += (rowSolved[1] ? '<s>• Row 2 (Food): Delicious treats and meals\n 6=Spaghetti (Italian pasta), 7=Donut (sweet pastry),\n 8=Chips (crispy snack), 9=Icecream (frozen dessert), 10=Pizza (Italian dish)</s>' : '• Row 2 (Food): Delicious treats and meals\n 6=Spaghetti (Italian pasta), 7=Donut (sweet pastry),\n 8=Chips (crispy snack), 9=Icecream (frozen dessert), 10=Pizza (Italian dish)') + '\n'; cluesText += (rowSolved[2] ? '<s>• Row 3 (Toys): Fun playthings for children\n 11=Basketball (sports ball), 12=Dolls (figurines),\n 13=Lego (building blocks), 14=Videogame (electronic entertainment), 15=Plushtoy (soft toy)</s>' : '• Row 3 (Toys): Fun playthings for children\n 11=Basketball (sports ball), 12=Dolls (figurines),\n 13=Lego (building blocks), 14=Videogame (electronic entertainment), 15=Plushtoy (soft toy)') + '\n'; cluesText += (rowSolved[3] ? '<s>• Row 4 (Animals): Living creatures\n 16=Fish (aquatic animal), 17=Turtle (reptile with shell),\n 18=Frog (amphibian), 19=Cat (feline pet), 20=Dog (canine companion)</s>' : '• Row 4 (Animals): Living creatures\n 16=Fish (aquatic animal), 17=Turtle (reptile with shell),\n 18=Frog (amphibian), 19=Cat (feline pet), 20=Dog (canine companion)') + '\n'; cluesText += (rowSolved[4] ? '<s>• Row 5 (Family): Members of the household\n 21=KJ (family member), 22=Khalida (family member),\n 23=Sapphire (family member), 24=Harmony (family member), 25=PJ (family member)</s>' : '• Row 5 (Family): Members of the household\n 21=KJ (family member), 22=Khalida (family member),\n 23=Sapphire (family member), 24=Harmony (family member), 25=PJ (family member)') + '\n'; cluesText += '\nClick here again for basic clues!'; } // Find and update the clues text in puzzle for (var i = 0; i < puzzle.children.length; i++) { var child = puzzle.children[i]; if (child && child.setText && typeof child.setText === 'function') { child.setText(cluesText); break; } } } // 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(); // If solved, show endpuzzletwo scene 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); // Hide info button when showing endpuzzletwo setInfoButtonVisible(false); // 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); // No winning image displayed - just show the correct word // Show the correct word asset at the bottom of the screen 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); // Hide info button when showing endgame1 setInfoButtonVisible(false); // 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'; var row = dot.gridY; // Get current image based on row and index if (row === 0 && dot.instruments) { actual = dot.instruments[dot.instrumentIndex]; } else if (row === 1 && dot.foodImages) { actual = dot.foodImages[dot.foodIndex]; } else if (row === 2 && dot.toyImages) { actual = dot.toyImages[dot.toyIndex]; } else if (row === 3 && dot.animalImages) { actual = dot.animalImages[dot.animalIndex]; } else if (row === 4 && dot.specialInstruments) { actual = dot.specialInstruments[dot.specialInstrumentIndex]; } 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); // Re-add info button after story asset if (infoButton && infoButton.parent) { infoButton.parent.removeChild(infoButton); } // Find the story asset in the puzzle and add infoButton after it var storyAssetIdx = -1; for (var i = 0; i < puzzle.children.length; i++) { var child = puzzle.children[i]; if (child && child.assetId === 'Story') { storyAssetIdx = i; break; } } if (storyAssetIdx !== -1) { // Insert infoButton after story asset if (puzzle.children.length > storyAssetIdx + 1) { puzzle.addChildAt(infoButton, storyAssetIdx + 1); } else { puzzle.addChild(infoButton); } } else { // Fallback: add to puzzle if not found puzzle.addChild(infoButton); } // Show info button again after retry setInfoButtonVisible(true); }; } }, 3000); } } }; ;
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* 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();
// Update clues with strikethrough after changing dot
if (typeof updateCluesWithStrikethrough === 'function') {
updateCluesWithStrikethrough();
}
};
// 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
});
// (Story asset removed)
// (Clue images and clue text removed)
// 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;
// Initialize all indices to 0 for consistent reset state
dot.instrumentIndex = 0;
dot.specialInstrumentIndex = 0;
dot.animalIndex = 0;
dot.foodIndex = 0;
dot.toyIndex = 0;
// 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 based on its row and current index
var currentImage = 'Blank';
var row = dot.gridY;
if (row === 0 && dot.instruments) {
// Row 1: Music instruments
currentImage = dot.instruments[dot.instrumentIndex];
} else if (row === 1 && dot.foodImages) {
// Row 2: Food
currentImage = dot.foodImages[dot.foodIndex];
} else if (row === 2 && dot.toyImages) {
// Row 3: Toys
currentImage = dot.toyImages[dot.toyIndex];
} else if (row === 3 && dot.animalImages) {
// Row 4: Animals
currentImage = dot.animalImages[dot.animalIndex];
} else if (row === 4 && dot.specialInstruments) {
// Row 5: Family
currentImage = dot.specialInstruments[dot.specialInstrumentIndex];
}
// Check if current image matches expected
if (currentImage !== expectedImage) {
allCorrect = false;
break;
}
}
// Update solved state only - win display handled by green tick
if (allCorrect && !self.isSolved) {
self.isSolved = true;
} 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 clue text "KJ is on the left" and KJ avatar image next to the text at the bottom of the puzzle
var clueTextY = 2732 - 180 - 400; // moved up by 400px
var clueText = new Text2("KJ is on the left", {
size: 90,
fill: 0xffffff,
align: 'left',
font: "'Times New Roman','Times New Roman Bold',Times,serif"
});
clueText.anchor.set(0, 0.5);
clueText.x = 120 + 200 - 50; // move 50px left
clueText.y = clueTextY;
// Add KJ avatar image to the left of the text
var kjAvatar = LK.getAsset('KJ', {
anchorX: 0,
anchorY: 0.5,
x: 120 - 50,
// move 50px left
// 120px from left edge
y: clueTextY,
scaleX: 0.45,
scaleY: 0.45
});
game.addChild(kjAvatar);
game.addChild(clueText);
// 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);
// Add info button to bottom left corner
var infoButton = LK.getAsset('Info', {
anchorX: 0.0,
anchorY: 1.0,
x: 50,
y: 2732 - 50,
scaleX: 1.5,
scaleY: 1.5
});
game.addChild(infoButton);
// Variable to track instructions screen
var instructionsScreen = null;
// Make info button clickable to show illustrated how-to-play guide
infoButton.down = function (x, y, obj) {
// If instructions screen is already showing, hide it
if (instructionsScreen && instructionsScreen.parent) {
instructionsScreen.parent.removeChild(instructionsScreen);
instructionsScreen = null;
return;
}
// Create instructions screen container
instructionsScreen = new Container();
// Add semi-transparent background
var instructionsBg = LK.getAsset('Street', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 20.48,
scaleY: 27.32,
alpha: 0.92
});
instructionsScreen.addChild(instructionsBg);
// Move all images to the top of the instructions overlay
var topY = 120 - 300; // Top margin for images, moved up by 300px
// Step 1: Show the puzzle board image at the top
var boardImg = LK.getAsset('4x5', {
anchorX: 0.5,
anchorY: 0,
x: 2048 / 2,
y: topY,
scaleX: 0.7,
scaleY: 0.7
});
instructionsScreen.addChild(boardImg);
// Calculate the bottom of the board image for next row of images
var boardImgBottom = topY + 1000 * 0.7; // 1000 is asset height
// Row of sample images just below the board image
var rowImgY = boardImgBottom + 40; // 40px padding below board
// Step 2: Show a hand icon over a dot to indicate tapping (use 'Greentick' as a hand substitute)
var handIcon = LK.getAsset('Greentick', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 350,
y: rowImgY + 60,
scaleX: 0.7,
scaleY: 0.7,
alpha: 0.7
});
instructionsScreen.addChild(handIcon);
// Step 3: Show a sample instrument image (e.g. Drum) above the dot
var drumImg = LK.getAsset('Drum', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 350,
y: rowImgY,
scaleX: 1.2,
scaleY: 1.2
});
instructionsScreen.addChild(drumImg);
// Step 4: Show a sample food image (e.g. Pizza) above a dot in row 2
var pizzaImg = LK.getAsset('Pizza', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 100,
y: rowImgY,
scaleX: 1.2,
scaleY: 1.2
});
instructionsScreen.addChild(pizzaImg);
// Step 5: Show a sample toy image (e.g. Lego) above a dot in row 3
var legoImg = LK.getAsset('Lego', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + 150,
y: rowImgY,
scaleX: 1.2,
scaleY: 1.2
});
instructionsScreen.addChild(legoImg);
// Step 6: Show a sample animal image (e.g. Cat) above a dot in row 4
var catImg = LK.getAsset('Cat', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + 350,
y: rowImgY,
scaleX: 1.2,
scaleY: 1.2
});
instructionsScreen.addChild(catImg);
// Step 7: Show a sample family image (e.g. PJ) to the right of cat in row 5
var pjImg = LK.getAsset('PJ', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + 550,
y: rowImgY,
scaleX: 0.7,
scaleY: 0.7
});
instructionsScreen.addChild(pjImg);
// Step 8: Show the green tick in the bottom right as the "submit" button
var tickIcon = LK.getAsset('Greentick', {
anchorX: 1.0,
anchorY: 1.0,
x: 2048 - 50,
y: 2732 - 50,
scaleX: 1.2,
scaleY: 1.2
});
instructionsScreen.addChild(tickIcon);
// Step 9: Add step-by-step text instructions
var instructionsText = new Text2("HOW TO PLAY THIS PUZZLE GAME\n" + "Match each dot to the correct picture\n" + "in its row. Each row is a different category.\n\n" + "1. Tap a dot to cycle through the possible items for that row.\n" + " (Each tap changes the picture on that dot)\n\n" + "2. Each row has a different category:\n" + " Row 1: Music\n" + " Row 2: Food\n" + " Row 3: Toys\n" + " Row 4: Animals\n" + " Row 5: Family\n\n" + "3. Use the clues at the bottom of the screen\n" + " to help you match each item to its correct spot.\n\n" + "4. When you think you've solved the puzzle,\n" + " tap the green tick in the bottom right to check your answer!\n\n" + "Tip: Tap the info button any time for help.\n\n" + "Tap anywhere to close this guide.", {
size: 70,
fill: 0xffffff,
align: 'center',
font: "'Times New Roman Bold','Times New Roman','GillSans-Bold',Impact,'Arial Black',Tahoma"
});
instructionsText.anchor.set(0.5, 0.5);
instructionsText.x = 2048 / 2;
instructionsText.y = 2732 / 2 + 420;
instructionsScreen.addChild(instructionsText);
// Make the entire instructions screen clickable to close
instructionsScreen.down = function (x, y, obj) {
if (instructionsScreen && instructionsScreen.parent) {
instructionsScreen.parent.removeChild(instructionsScreen);
instructionsScreen = null;
}
};
// Add instructions screen to game
game.addChild(instructionsScreen);
};
// Helper to show/hide info button
function setInfoButtonVisible(visible) {
if (infoButton && infoButton.parent) {
infoButton.visible = !!visible;
}
}
// Function to update clues text with strikethrough for solved items
function updateCluesWithStrikethrough() {
if (!puzzle || !puzzle.dots) return;
// Get current state of all dots
var dotStates = [];
for (var i = 0; i < puzzle.dots.length; i++) {
var dot = puzzle.dots[i];
var currentImage = 'Blank';
var row = dot.gridY;
if (row === 0 && dot.instruments) {
currentImage = dot.instruments[dot.instrumentIndex];
} else if (row === 1 && dot.foodImages) {
currentImage = dot.foodImages[dot.foodIndex];
} else if (row === 2 && dot.toyImages) {
currentImage = dot.toyImages[dot.toyIndex];
} else if (row === 3 && dot.animalImages) {
currentImage = dot.animalImages[dot.animalIndex];
} else if (row === 4 && dot.specialInstruments) {
currentImage = dot.specialInstruments[dot.specialInstrumentIndex];
}
dotStates.push(currentImage);
}
// Target solution mapping
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'
};
// Check which rows are completely solved
var rowSolved = [false, false, false, false, false];
for (var row = 0; row < 5; row++) {
var allCorrectInRow = true;
for (var col = 0; col < 5; col++) {
var dotIndex = row * 5 + col;
if (dotStates[dotIndex] !== targetSolution[dotIndex]) {
allCorrectInRow = false;
break;
}
}
rowSolved[row] = allCorrectInRow;
}
// Update clues text with strikethrough for solved rows
var cluesText = '';
if (puzzle.showingBasicClues) {
cluesText = 'CLUES TO SOLVE THE PUZZLE:\n\n';
cluesText += (rowSolved[0] ? '<s>• Row 1 (Music): 1=Drum, 2=Harp, 3=Saxophone, 4=Flute, 5=Guitar</s>' : '• Row 1 (Music): 1=Drum, 2=Harp, 3=Saxophone, 4=Flute, 5=Guitar') + '\n';
cluesText += (rowSolved[1] ? '<s>• Row 2 (Food): 6=Spaghetti, 7=Donut, 8=Chips, 9=Icecream, 10=Pizza</s>' : '• Row 2 (Food): 6=Spaghetti, 7=Donut, 8=Chips, 9=Icecream, 10=Pizza') + '\n';
cluesText += (rowSolved[2] ? '<s>• Row 3 (Toys): 11=Basketball, 12=Dolls, 13=Lego, 14=Videogame, 15=Plushtoy</s>' : '• Row 3 (Toys): 11=Basketball, 12=Dolls, 13=Lego, 14=Videogame, 15=Plushtoy') + '\n';
cluesText += (rowSolved[3] ? '<s>• Row 4 (Animals): 16=Fish, 17=Turtle, 18=Frog, 19=Cat, 20=Dog</s>' : '• Row 4 (Animals): 16=Fish, 17=Turtle, 18=Frog, 19=Cat, 20=Dog') + '\n';
cluesText += (rowSolved[4] ? '<s>• Row 5 (Family): 21=KJ, 22=Khalida, 23=Sapphire, 24=Harmony, 25=PJ</s>' : '• Row 5 (Family): 21=KJ, 22=Khalida, 23=Sapphire, 24=Harmony, 25=PJ') + '\n';
cluesText += '\nClick any dot to cycle through options!\nMatch all items to their correct positions to win!\n\nClick here for more detailed clues!';
} else {
cluesText = 'DETAILED CLUES TO SOLVE THE PUZZLE:\n\n';
cluesText += (rowSolved[0] ? '<s>• Row 1 (Music): Look for musical instruments\n 1=Drum (percussion), 2=Harp (strings), 3=Saxophone (brass),\n 4=Flute (woodwind), 5=Guitar (strings)</s>' : '• Row 1 (Music): Look for musical instruments\n 1=Drum (percussion), 2=Harp (strings), 3=Saxophone (brass),\n 4=Flute (woodwind), 5=Guitar (strings)') + '\n';
cluesText += (rowSolved[1] ? '<s>• Row 2 (Food): Delicious treats and meals\n 6=Spaghetti (Italian pasta), 7=Donut (sweet pastry),\n 8=Chips (crispy snack), 9=Icecream (frozen dessert), 10=Pizza (Italian dish)</s>' : '• Row 2 (Food): Delicious treats and meals\n 6=Spaghetti (Italian pasta), 7=Donut (sweet pastry),\n 8=Chips (crispy snack), 9=Icecream (frozen dessert), 10=Pizza (Italian dish)') + '\n';
cluesText += (rowSolved[2] ? '<s>• Row 3 (Toys): Fun playthings for children\n 11=Basketball (sports ball), 12=Dolls (figurines),\n 13=Lego (building blocks), 14=Videogame (electronic entertainment), 15=Plushtoy (soft toy)</s>' : '• Row 3 (Toys): Fun playthings for children\n 11=Basketball (sports ball), 12=Dolls (figurines),\n 13=Lego (building blocks), 14=Videogame (electronic entertainment), 15=Plushtoy (soft toy)') + '\n';
cluesText += (rowSolved[3] ? '<s>• Row 4 (Animals): Living creatures\n 16=Fish (aquatic animal), 17=Turtle (reptile with shell),\n 18=Frog (amphibian), 19=Cat (feline pet), 20=Dog (canine companion)</s>' : '• Row 4 (Animals): Living creatures\n 16=Fish (aquatic animal), 17=Turtle (reptile with shell),\n 18=Frog (amphibian), 19=Cat (feline pet), 20=Dog (canine companion)') + '\n';
cluesText += (rowSolved[4] ? '<s>• Row 5 (Family): Members of the household\n 21=KJ (family member), 22=Khalida (family member),\n 23=Sapphire (family member), 24=Harmony (family member), 25=PJ (family member)</s>' : '• Row 5 (Family): Members of the household\n 21=KJ (family member), 22=Khalida (family member),\n 23=Sapphire (family member), 24=Harmony (family member), 25=PJ (family member)') + '\n';
cluesText += '\nClick here again for basic clues!';
}
// Find and update the clues text in puzzle
for (var i = 0; i < puzzle.children.length; i++) {
var child = puzzle.children[i];
if (child && child.setText && typeof child.setText === 'function') {
child.setText(cluesText);
break;
}
}
}
// 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();
// If solved, show endpuzzletwo scene
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);
// Hide info button when showing endpuzzletwo
setInfoButtonVisible(false);
// 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);
// No winning image displayed - just show the correct word
// Show the correct word asset at the bottom of the screen
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);
// Hide info button when showing endgame1
setInfoButtonVisible(false);
// 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';
var row = dot.gridY;
// Get current image based on row and index
if (row === 0 && dot.instruments) {
actual = dot.instruments[dot.instrumentIndex];
} else if (row === 1 && dot.foodImages) {
actual = dot.foodImages[dot.foodIndex];
} else if (row === 2 && dot.toyImages) {
actual = dot.toyImages[dot.toyIndex];
} else if (row === 3 && dot.animalImages) {
actual = dot.animalImages[dot.animalIndex];
} else if (row === 4 && dot.specialInstruments) {
actual = dot.specialInstruments[dot.specialInstrumentIndex];
}
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);
// Re-add info button after story asset
if (infoButton && infoButton.parent) {
infoButton.parent.removeChild(infoButton);
}
// Find the story asset in the puzzle and add infoButton after it
var storyAssetIdx = -1;
for (var i = 0; i < puzzle.children.length; i++) {
var child = puzzle.children[i];
if (child && child.assetId === 'Story') {
storyAssetIdx = i;
break;
}
}
if (storyAssetIdx !== -1) {
// Insert infoButton after story asset
if (puzzle.children.length > storyAssetIdx + 1) {
puzzle.addChildAt(infoButton, storyAssetIdx + 1);
} else {
puzzle.addChild(infoButton);
}
} else {
// Fallback: add to puzzle if not found
puzzle.addChild(infoButton);
}
// Show info button again after retry
setInfoButtonVisible(true);
};
}
}, 3000);
}
}
};
;
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