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Make title screen fill whole screen
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Yes please
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Please fix the bug: 'Uncaught ReferenceError: setInfoButtonVisible is not defined' in or related to this line: 'setInfoButtonVisible(false);' Line Number: 1216
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Please fix the bug: 'Uncaught ReferenceError: setInfoButtonVisible is not defined' in or related to this line: 'setInfoButtonVisible(false);' Line Number: 1209
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Please fix the bug: 'Uncaught ReferenceError: sapphireImg is not defined' in or related to this line: 'allClueAssets = [sapphireImg, friesImg, eqText, sapphireClueImg, ltTextSapphireVideogame, videogameClueImg_sapphire,' Line Number: 727
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Please fix the bug: 'greenTick is not defined' in or related to this line: 'greenTick.down = function (x, y, obj) {' Line Number: 708
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When game starts play puzzle
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Please fix the bug: 'Uncaught ReferenceError: sapphireImg is not defined' in or related to this line: 'allClueAssets = [sapphireImg, friesImg, eqText, sapphireClueImg, ltTextSapphireVideogame, videogameClueImg_sapphire,' Line Number: 727
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Please fix the bug: 'greenTick is not defined' in or related to this line: 'greenTick.down = function (x, y, obj) {' Line Number: 708
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Add the whole puzzle scene into puzzle class
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Please fix the bug: 'ReferenceError: sapphireClueImg is not defined' in or related to this line: 'game.addChild(sapphireClueImg);' Line Number: 765
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Only show clues on puzzle scene
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Please fix the bug: 'infoButton is not defined' in or related to this line: 'infoButton.down = function (x, y, obj) {' Line Number: 1318
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Please fix the bug: 'infoButton is not defined' in or related to this line: 'infoButton.down = function (x, y, obj) {' Line Number: 1318
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Keep all of this only when puzzle scene is shown
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Ensure that info button green tick button and all numbers and all clues are only shown on puzzle scene
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When game starts show title scene
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Add smooth transitions between scenes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Change to 2 seconds
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Change it to 2 seconds
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When retry puzzle is clicked make sure all strike through clues are reset
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When green tick is clicked make sure all videogame clues disappear
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Make sure all clues disappear when green tick is clicked
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Ensure it is not left behind
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When green tick is clicked remove video game clue that remains
/**** * 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 = {}; // When the game starts, play the puzzle scene var puzzle = new Puzzle(); game.addChild(puzzle); // 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; } } } // Create green tick asset and add to game (centered, above puzzle) var greenTick = LK.getAsset('Greentick', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 - 250, scaleX: 1.8, scaleY: 1.8, alpha: 1 }); game.addChild(greenTick); // Make green tick clickable to enter puzzle attempt greenTick.down = function (x, y, obj) { // Remove all clue assets from game when green tick is clicked if (typeof allClueAssets === "undefined") allClueAssets = []; // If not already collected, collect all clue assets for later restoration if (allClueAssets.length === 0) { // Define all clue asset variables if not already defined if (typeof sapphireImg === "undefined") sapphireImg = LK.getAsset('Sapphire', { anchorX: 0.5, anchorY: 0.5 }); if (typeof friesImg === "undefined") friesImg = LK.getAsset('Chips', { anchorX: 0.5, anchorY: 0.5 }); if (typeof eqText === "undefined") eqText = new Text2('=', { size: 80, fill: "#fff" }); if (typeof sapphireClueImg === "undefined") sapphireClueImg = LK.getAsset('Sapphire', { anchorX: 0.5, anchorY: 0.5 }); if (typeof ltTextSapphireVideogame === "undefined") ltTextSapphireVideogame = new Text2('<', { size: 80, fill: "#fff" }); if (typeof videogameClueImg_sapphire === "undefined") videogameClueImg_sapphire = LK.getAsset('Videogame', { anchorX: 0.5, anchorY: 0.5 }); if (typeof guitarImg === "undefined") guitarImg = LK.getAsset('Gutair', { anchorX: 0.5, anchorY: 0.5 }); if (typeof catImg === "undefined") catImg = LK.getAsset('Cat', { anchorX: 0.5, anchorY: 0.5 }); if (typeof gtTextGuitarCat === "undefined") gtTextGuitarCat = new Text2('>', { size: 80, fill: "#fff" }); if (typeof donutImg === "undefined") donutImg = LK.getAsset('Donut', { anchorX: 0.5, anchorY: 0.5 }); if (typeof chipsImg === "undefined") chipsImg = LK.getAsset('Chips', { anchorX: 0.5, anchorY: 0.5 }); if (typeof ltTextDonutChips === "undefined") ltTextDonutChips = new Text2('<', { size: 80, fill: "#fff" }); if (typeof plushtoyImg === "undefined") plushtoyImg = LK.getAsset('Plushtoy', { anchorX: 0.5, anchorY: 0.5 }); if (typeof dogImg === "undefined") dogImg = LK.getAsset('Dog', { anchorX: 0.5, anchorY: 0.5 }); if (typeof eqTextPlushtoyDog === "undefined") eqTextPlushtoyDog = new Text2('=', { size: 80, fill: "#fff" }); if (typeof basketballImg === "undefined") basketballImg = LK.getAsset('Basketball', { anchorX: 0.5, anchorY: 0.5 }); if (typeof donut2Img === "undefined") donut2Img = LK.getAsset('Donut', { anchorX: 0.5, anchorY: 0.5 }); if (typeof ltTextBasketballDonut === "undefined") ltTextBasketballDonut = new Text2('<', { size: 80, fill: "#fff" }); if (typeof pjDogImg === "undefined") pjDogImg = LK.getAsset('PJ', { anchorX: 0.5, anchorY: 0.5 }); if (typeof dog2Img === "undefined") dog2Img = LK.getAsset('Dog', { anchorX: 0.5, anchorY: 0.5 }); if (typeof eqTextPjDog === "undefined") eqTextPjDog = new Text2('=', { size: 80, fill: "#fff" }); if (typeof spaghettiImg === "undefined") spaghettiImg = LK.getAsset('Spaghetti', { anchorX: 0.5, anchorY: 0.5 }); if (typeof turtleImg === "undefined") turtleImg = LK.getAsset('Turtle', { anchorX: 0.5, anchorY: 0.5 }); if (typeof ltTextSpaghettiTurtle === "undefined") ltTextSpaghettiTurtle = new Text2('<', { size: 80, fill: "#fff" }); if (typeof frogImg === "undefined") frogImg = LK.getAsset('Frog', { anchorX: 0.5, anchorY: 0.5 }); if (typeof icecreamImg === "undefined") icecreamImg = LK.getAsset('Icecream', { anchorX: 0.5, anchorY: 0.5 }); if (typeof ltTextFrogIcecream === "undefined") ltTextFrogIcecream = new Text2('<', { size: 80, fill: "#fff" }); if (typeof fishImg === "undefined") fishImg = LK.getAsset('Fish', { anchorX: 0.5, anchorY: 0.5 }); if (typeof spaghetti2Img === "undefined") spaghetti2Img = LK.getAsset('Spaghetti', { anchorX: 0.5, anchorY: 0.5 }); if (typeof eqTextFishSpaghetti === "undefined") eqTextFishSpaghetti = new Text2('=', { size: 80, fill: "#fff" }); if (typeof catClueImg === "undefined") catClueImg = LK.getAsset('Cat', { anchorX: 0.5, anchorY: 0.5 }); if (typeof eqTextCatVideogame === "undefined") eqTextCatVideogame = new Text2('=', { size: 80, fill: "#fff" }); if (typeof videogameClueImg_cat === "undefined") videogameClueImg_cat = LK.getAsset('Videogame', { anchorX: 0.5, anchorY: 0.5 }); if (typeof khalidaClueImg === "undefined") khalidaClueImg = LK.getAsset('Khalida', { anchorX: 0.5, anchorY: 0.5 }); if (typeof kjClueImg === "undefined") kjClueImg = LK.getAsset('KJ', { anchorX: 0.5, anchorY: 0.5 }); if (typeof gtTextKhalidaKJ === "undefined") gtTextKhalidaKJ = new Text2('>', { size: 80, fill: "#fff" }); if (typeof pjImg === "undefined") pjImg = LK.getAsset('PJ', { anchorX: 0.5, anchorY: 0.5 }); if (typeof fiveImg === "undefined") fiveImg = LK.getAsset('5', { anchorX: 0.5, anchorY: 0.5 }); if (typeof eqText2 === "undefined") eqText2 = new Text2('=', { size: 80, fill: "#fff" }); if (typeof kjImg === "undefined") kjImg = LK.getAsset('KJ', { anchorX: 0.5, anchorY: 0.5 }); if (typeof oneImg === "undefined") oneImg = LK.getAsset('1', { anchorX: 0.5, anchorY: 0.5 }); if (typeof eqText3 === "undefined") eqText3 = new Text2('=', { size: 80, fill: "#fff" }); if (typeof saxImg === "undefined") saxImg = LK.getAsset('Saxophone', { anchorX: 0.5, anchorY: 0.5 }); if (typeof threeImg === "undefined") threeImg = LK.getAsset('3', { anchorX: 0.5, anchorY: 0.5 }); if (typeof eqTextSax === "undefined") eqTextSax = new Text2('=', { size: 80, fill: "#fff" }); if (typeof khalidaImg === "undefined") khalidaImg = LK.getAsset('Khalida', { anchorX: 0.5, anchorY: 0.5 }); if (typeof harpImg === "undefined") harpImg = LK.getAsset('Harp', { anchorX: 0.5, anchorY: 0.5 }); if (typeof eqText4 === "undefined") eqText4 = new Text2('=', { size: 80, fill: "#fff" }); if (typeof drumImg === "undefined") drumImg = LK.getAsset('Drum', { anchorX: 0.5, anchorY: 0.5 }); if (typeof dollsImg === "undefined") dollsImg = LK.getAsset('Dolls', { anchorX: 0.5, anchorY: 0.5 }); if (typeof ltText === "undefined") ltText = new Text2('<', { size: 80, fill: "#fff" }); if (typeof harmonyImg === "undefined") harmonyImg = LK.getAsset('Harmony', { anchorX: 0.5, anchorY: 0.5 }); if (typeof pizzaImgClue === "undefined") pizzaImgClue = LK.getAsset('Pizza', { anchorX: 0.5, anchorY: 0.5 }); if (typeof ltTextHarmony === "undefined") ltTextHarmony = new Text2('<', { size: 80, fill: "#fff" }); if (typeof drumHarpImg === "undefined") drumHarpImg = LK.getAsset('Drum', { anchorX: 0.5, anchorY: 0.5 }); if (typeof harpClueImg === "undefined") harpClueImg = LK.getAsset('Harp', { anchorX: 0.5, anchorY: 0.5 }); if (typeof ltTextDrumHarp === "undefined") ltTextDrumHarp = new Text2('<', { size: 80, fill: "#fff" }); if (typeof harmonyAvatarImg === "undefined") harmonyAvatarImg = LK.getAsset('Harmony', { anchorX: 0.5, anchorY: 0.5 }); if (typeof saxophoneAvatarImg === "undefined") saxophoneAvatarImg = LK.getAsset('Saxophone', { anchorX: 0.5, anchorY: 0.5 }); if (typeof gtTextHarmonySax === "undefined") gtTextHarmonySax = new Text2('>', { size: 80, fill: "#fff" }); // Collect all clue asset instances, including both videogame clue images allClueAssets = [sapphireImg, friesImg, eqText, sapphireClueImg, ltTextSapphireVideogame, videogameClueImg_sapphire, // sapphire < videogame guitarImg, catImg, gtTextGuitarCat, donutImg, chipsImg, ltTextDonutChips, plushtoyImg, dogImg, eqTextPlushtoyDog, basketballImg, donut2Img, ltTextBasketballDonut, pjDogImg, dog2Img, eqTextPjDog, spaghettiImg, turtleImg, ltTextSpaghettiTurtle, frogImg, icecreamImg, ltTextFrogIcecream, fishImg, spaghetti2Img, eqTextFishSpaghetti, catClueImg, eqTextCatVideogame, videogameClueImg_cat, // cat = videogame khalidaClueImg, kjClueImg, gtTextKhalidaKJ, pjImg, fiveImg, eqText2, kjImg, oneImg, eqText3, saxImg, threeImg, eqTextSax, khalidaImg, harpImg, eqText4, drumImg, dollsImg, ltText, harmonyImg, pizzaImgClue, ltTextHarmony, drumHarpImg, harpClueImg, ltTextDrumHarp, harmonyAvatarImg, saxophoneAvatarImg, gtTextHarmonySax]; // Remove duplicates and nulls for safety var seen = []; var filtered = []; for (var i = 0; i < allClueAssets.length; i++) { var asset = allClueAssets[i]; if (asset && seen.indexOf(asset) === -1) { seen.push(asset); filtered.push(asset); } } allClueAssets = filtered; } for (var i = 0; i < allClueAssets.length; i++) { if (allClueAssets[i] && allClueAssets[i].parent) { allClueAssets[i].parent.removeChild(allClueAssets[i]); } } // Remove number image assets from game when green tick is clicked if (typeof numberImages !== "undefined" && numberImages.length) { for (var i = 0; i < numberImages.length; i++) { if (numberImages[i] && numberImages[i].parent) numberImages[i].parent.removeChild(numberImages[i]); } } if (puzzle && typeof puzzle.checkSolved === "function") { // Run the check puzzle.checkSolved(); // If solved, show endpuzzletwo scene if (puzzle.isSolved) { // Define setInfoButtonVisible to show/hide the infoButton if it exists var _setInfoButtonVisible = function _setInfoButtonVisible(visible) { if (typeof infoButton !== "undefined" && infoButton) { infoButton.alpha = visible ? 1 : 0; infoButton.interactive = !!visible; infoButton.visible = !!visible; } }; // Hide info button when showing endpuzzletwo // Remove the puzzle and green tick from the game if (puzzle.parent) puzzle.parent.removeChild(puzzle); if (greenTick.parent) greenTick.parent.removeChild(greenTick); _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, alpha: 0 }); game.addChild(endpuzzletwo); // Fade in endpuzzletwo tween(endpuzzletwo, { alpha: 1 }, { duration: 350, easing: tween.cubicOut }); // After 2 seconds, fade out and swap to correct scene with correct word under the correct image LK.setTimeout(function () { tween(endpuzzletwo, { alpha: 0 }, { duration: 350, easing: tween.cubicIn, onFinish: function onFinish() { 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, alpha: 0 }); game.addChild(correctScene); // Fade in correctScene tween(correctScene, { alpha: 1 }, { duration: 350, easing: tween.cubicOut }); // 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, alpha: 0 }); game.addChild(correctWord); tween(correctWord, { alpha: 1 }, { duration: 350, easing: tween.cubicOut }); } }); }, 2000); } 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, alpha: 0 }); game.addChild(endgame1); tween(endgame1, { alpha: 1 }, { duration: 350, easing: tween.cubicOut }); // After 2 seconds, fade out and swap to incorrect scene with incorrect word under the incorrect image LK.setTimeout(function () { tween(endgame1, { alpha: 0 }, { duration: 350, easing: tween.cubicIn, onFinish: function onFinish() { 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, alpha: 0 }); game.addChild(incorrectScene); tween(incorrectScene, { alpha: 1 }, { duration: 350, easing: tween.cubicOut }); // 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, alpha: 0 }); game.addChild(wrongImg); tween(wrongImg, { alpha: 1 }, { duration: 350, easing: tween.cubicOut }); 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, alpha: 0 }); game.addChild(incorrectWord); tween(incorrectWord, { alpha: 1 }, { duration: 350, easing: tween.cubicOut }); // 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, alpha: 0 }); game.addChild(retryBtn); tween(retryBtn, { alpha: 1 }, { duration: 350, easing: tween.cubicOut }); // Retry button handler: remove incorrect scene and restart puzzle retryBtn.down = function (x, y, obj) { // Fade out all incorrect scene assets, then remove and reset var fadeOuts = [incorrectScene, wrongImg, incorrectWord, retryBtn]; var fadeCount = 0; var fadeDone = function fadeDone() { fadeCount++; if (fadeCount === fadeOuts.length) { // 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 number image assets to the top of the screen numberImages = []; for (var i = 1; i <= 5; i++) { var numImg = LK.getAsset(i + "", { anchorX: 0.5, anchorY: 0, x: i * (2048 / 6), y: 60, scaleX: 0.7, scaleY: 0.7 }); game.addChild(numImg); numberImages.push(numImg); } // Restore all clue assets when retry is clicked if (typeof allClueAssets !== "undefined" && allClueAssets.length) { for (var i = 0; i < allClueAssets.length; i++) { if (allClueAssets[i] && !allClueAssets[i].parent) { game.addChild(allClueAssets[i]); } } // Remove all strikethrough from clues when retry is clicked for (var i = 0; i < allClueAssets.length; i++) { if (allClueAssets[i]) allClueAssets[i].alpha = 1.0; } // Reset strikethrough state for all clues for (var i = 0; i < clueStrikeStates.length; i++) { clueStrikeStates[i] = false; } } // 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); } }; for (var i = 0; i < fadeOuts.length; i++) { if (fadeOuts[i]) { tween(fadeOuts[i], { alpha: 0 }, { duration: 250, easing: tween.cubicIn, onFinish: fadeDone }); } else { fadeDone(); } } }; } } }); }, 2000); } } }; ;
===================================================================
--- original.js
+++ change.js
@@ -921,13 +921,20 @@
// Run the check
puzzle.checkSolved();
// If solved, show endpuzzletwo scene
if (puzzle.isSolved) {
+ // Define setInfoButtonVisible to show/hide the infoButton if it exists
+ var _setInfoButtonVisible = function _setInfoButtonVisible(visible) {
+ if (typeof infoButton !== "undefined" && infoButton) {
+ infoButton.alpha = visible ? 1 : 0;
+ infoButton.interactive = !!visible;
+ infoButton.visible = !!visible;
+ }
+ }; // Hide info button when showing endpuzzletwo
// 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);
+ _setInfoButtonVisible(false);
// Show endpuzzletwo asset centered on screen
var endpuzzletwo = LK.getAsset('Endpuzzletwo', {
anchorX: 0.5,
anchorY: 0.5,
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