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Improve clue logic so all factors are available
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Move wins and losses tally up 750 in correct and incorrect screens
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Have a win loss tally on the correct and incorrect screen to keep tabs on how many times the player is correct or incorrect ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Fix this please
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Fix this please
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Make clues more adjusted to lead to the solution
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Make clues more intricate and inclusive of all factors
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Ensure all clues are visible without a strike through them when game is restarted
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When starting a new puzzle ensure all clues are not struck out
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Use play again asset for play again button
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After correctly solving the puzzle add play again button to correct scene
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Remove first and second scene and go straight from title scene to puzzle game
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Make clues more adjusted to lead to the solution
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Add another column of clues so they can all be seen on screen
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Don't show repeated clues
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Change <> symbols to mean directly next to
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Make sure all clues are visible and not off screen
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Add a third and fourth column of clues
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Add more clues to the puzzle to make it possible to solve
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Fix randomised clue generator and remove all hard coded clues
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var item1Asset = LK.getAsset(clue.item1, {' Line Number: 1610
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var item1Asset = LK.getAsset(clue.item1, {' Line Number: 1034
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✅ Add global puzzle generation system with randomized solutions and clues
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Replace hardcoded puzzle solution with randomized generation system
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Show story in front of second scene
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // 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; }); // 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); } } // Generate randomized solution and clues var generator = new PuzzleGenerator(); self.targetSolution = generator.generateSolution(); self.generatedClues = generator.generateClues(self.targetSolution); // Example: puzzle state self.isSolved = false; // Method to check if puzzle is solved according to target solution self.checkSolved = function () { // Use the generated target solution var targetSolution = self.targetSolution || {}; // 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; }); // PuzzleGenerator class for creating randomized puzzle solutions and clues var PuzzleGenerator = Container.expand(function () { var self = Container.call(this); // Available items for each category (row) self.categories = { 0: ['Drum', 'Harp', 'Saxophone', 'Flute', 'Gutair'], // Instruments 1: ['Pizza', 'Chips', 'Icecream', 'Donut', 'Spaghetti'], // Food 2: ['Basketball', 'Dolls', 'Lego', 'Videogame', 'Plushtoy'], // Toys 3: ['Fish', 'Turtle', 'Frog', 'Cat', 'Dog'], // Animals 4: ['KJ', 'Khalida', 'Sapphire', 'Harmony', 'PJ'] // People }; // Generate a random valid solution self.generateSolution = function () { var solution = {}; // For each row, randomly assign the 5 items to the 5 positions for (var row = 0; row < 5; row++) { var items = self.categories[row].slice(); // Copy array // Shuffle items using Fisher-Yates algorithm for (var i = items.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = items[i]; items[i] = items[j]; items[j] = temp; } // Assign shuffled items to positions for (var col = 0; col < 5; col++) { var dotIndex = row * 5 + col; solution[dotIndex] = items[col]; } } return solution; }; // Generate clues based on the solution self.generateClues = function (solution) { var clues = []; var usedClues = {}; // Track used clues to prevent duplicates // Validate solution exists and has required data if (!solution || _typeof2(solution) !== 'object') { return clues; } // Helper function to validate clue items function isValidItem(item) { return item && typeof item === 'string' && item !== 'Blank'; } // Helper function to create unique clue key function createClueKey(clue) { if (clue.type === 'equals') { var items = [clue.item1, clue.item2].sort(); return clue.type + ':' + items[0] + '=' + items[1]; } else if (clue.type === 'order') { return clue.type + ':' + clue.item1 + clue.operator + clue.item2; } else if (clue.type === 'position') { return clue.type + ':' + clue.item1 + '=' + clue.position; } return ''; } // Strategy: Generate more targeted clues that create logical chains // 1. Start with position clues for anchor points (corners and center) var anchorPositions = [0, 2, 4]; // columns 1, 3, 5 (left, center, right) for (var i = 0; i < anchorPositions.length && clues.length < 6; i++) { var col = anchorPositions[i]; var row = Math.floor(Math.random() * 5); var item = solution[row * 5 + col]; if (isValidItem(item)) { var clueCandidate = { type: 'position', item1: item, position: col + 1 }; var clueKey = createClueKey(clueCandidate); if (!usedClues[clueKey]) { clues.push(clueCandidate); usedClues[clueKey] = true; } } } // 2. Generate strategic equality clues - prioritize columns with position clues var equalityAttempts = 0; while (clues.length < 12 && equalityAttempts < 40) { // Prefer columns that already have position clues var col = Math.random() < 0.7 ? anchorPositions[Math.floor(Math.random() * anchorPositions.length)] : Math.floor(Math.random() * 5); var row1 = Math.floor(Math.random() * 5); var row2; do { row2 = Math.floor(Math.random() * 5); } while (row2 === row1); var item1 = solution[row1 * 5 + col]; var item2 = solution[row2 * 5 + col]; if (isValidItem(item1) && isValidItem(item2) && item1 !== item2) { var clueCandidate = { type: 'equals', item1: item1, item2: item2 }; var clueKey = createClueKey(clueCandidate); if (!usedClues[clueKey]) { clues.push(clueCandidate); usedClues[clueKey] = true; } } equalityAttempts++; } // 3. Generate ordering clues that connect to existing anchors var orderAttempts = 0; while (clues.length < 20 && orderAttempts < 60) { var row = Math.floor(Math.random() * 5); var col1 = Math.floor(Math.random() * 4); var col2 = col1 + 1; var item1 = solution[row * 5 + col1]; var item2 = solution[row * 5 + col2]; var operator = '<'; // Prioritize ordering clues that involve items with existing position/equality clues var hasExistingClue = false; for (var c = 0; c < clues.length; c++) { if (clues[c].item1 === item1 || clues[c].item1 === item2 || clues[c].item2 === item1 || clues[c].item2 === item2) { hasExistingClue = true; break; } } if (isValidItem(item1) && isValidItem(item2) && item1 !== item2) { var clueCandidate = { type: 'order', item1: item1, item2: item2, operator: operator }; var clueKey = createClueKey(clueCandidate); if (!usedClues[clueKey]) { // Give higher priority to clues that connect to existing information if (hasExistingClue || Math.random() < 0.4) { clues.push(clueCandidate); usedClues[clueKey] = true; } } } orderAttempts++; } // 4. Fill remaining slots with additional strategic clues var fillAttempts = 0; while (clues.length < 25 && fillAttempts < 30) { var clueType = Math.random(); if (clueType < 0.4) { // Additional position clues for remaining columns var col = Math.floor(Math.random() * 5); var row = Math.floor(Math.random() * 5); var item = solution[row * 5 + col]; if (isValidItem(item)) { var clueCandidate = { type: 'position', item1: item, position: col + 1 }; var clueKey = createClueKey(clueCandidate); if (!usedClues[clueKey]) { clues.push(clueCandidate); usedClues[clueKey] = true; } } } else { // Additional equality clues var col = Math.floor(Math.random() * 5); var row1 = Math.floor(Math.random() * 5); var row2; do { row2 = Math.floor(Math.random() * 5); } while (row2 === row1); var item1 = solution[row1 * 5 + col]; var item2 = solution[row2 * 5 + col]; if (isValidItem(item1) && isValidItem(item2) && item1 !== item2) { var clueCandidate = { type: 'equals', item1: item1, item2: item2 }; var clueKey = createClueKey(clueCandidate); if (!usedClues[clueKey]) { clues.push(clueCandidate); usedClues[clueKey] = true; } } } fillAttempts++; } return clues; }; return self; }); // StoryScene class for displaying story content var StoryScene = Container.expand(function () { var self = Container.call(this); // Add background var bg = self.attachAsset('Street', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 20.48, scaleY: 27.32, alpha: 0.95 }); // Add story content container var storyContent = new Container(); self.addChild(storyContent); // --- SCENE DATA --- var scenes = [{ // First scene imageId: 'First', text: "Once upon a time, in a magical puzzle world,\nthere lived characters who needed your help\nto solve their mysteries..." }, { // Second scene imageId: 'Second', text: "Each puzzle you solve brings harmony to their world.\nAre you ready to begin your adventure?" }]; var currentScene = 0; // Add story title var storyTitle = new Text2("STORY", { size: 120, fill: 0xFFFFFF, align: 'center', font: "'Times New Roman','Times New Roman Bold','GillSans-Bold',Impact,'Arial Black',Tahoma" }); storyTitle.anchor.set(0.5, 0.5); storyTitle.x = 2048 / 2; storyTitle.y = 300; storyContent.addChild(storyTitle); // Add story image (centered, fills screen) var storyImage = storyContent.attachAsset(scenes[0].imageId, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 1.0, scaleY: 1.0 }); // Add story text var storyText = new Text2(scenes[0].text, { size: 80, fill: 0xFFFFFF, align: 'center', font: "'Times New Roman','Times New Roman Bold','GillSans-Bold',Impact,'Arial Black',Tahoma" }); storyText.anchor.set(0.5, 0.5); storyText.x = 2048 / 2; storyText.y = 2732 - 600; storyContent.addChild(storyText); // Add continue button var continueText = new Text2("TAP TO CONTINUE", { size: 100, fill: 0xFFFF00, align: 'center', font: "'Times New Roman','Times New Roman Bold','GillSans-Bold',Impact,'Arial Black',Tahoma" }); continueText.anchor.set(0.5, 0.5); continueText.x = 2048 / 2; continueText.y = 2732 - 400; storyContent.addChild(continueText); // Pulse the continue text var _pulseContinueText = function pulseContinueText() { tween(continueText, { alpha: 0.3 }, { duration: 800, easing: tween.sineInOut, onFinish: function onFinish() { tween(continueText, { alpha: 1 }, { duration: 800, easing: tween.sineInOut, onFinish: _pulseContinueText }); } }); }; _pulseContinueText(); // Helper to update scene visuals with smooth fade transition function showScene(idx) { if (idx < 0 || idx >= scenes.length) return; // Fade out current image and text, then swap and fade in var fadeOutDuration = 350; var fadeInDuration = 350; // Helper to fade in new image and text function fadeInNewScene() { // Swap image if (storyImage && storyImage.parent) { storyImage.parent.removeChild(storyImage); } var newImg = storyContent.attachAsset(scenes[idx].imageId, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 1.0, scaleY: 1.0 }); newImg.alpha = 0; storyImage = newImg; // Update text storyText.setText(scenes[idx].text); storyText.alpha = 0; // Fade in new image and text tween(newImg, { alpha: 1 }, { duration: fadeInDuration, easing: tween.cubicOut }); tween(storyText, { alpha: 1 }, { duration: fadeInDuration, easing: tween.cubicOut }); } // Fade out current image and text, then call fadeInNewScene if (storyImage && storyText) { tween(storyImage, { alpha: 0 }, { duration: fadeOutDuration, easing: tween.cubicIn, onFinish: fadeInNewScene }); tween(storyText, { alpha: 0 }, { duration: fadeOutDuration, easing: tween.cubicIn }); } else { // If no image/text, just show new scene fadeInNewScene(); } } // Handle tap/click to continue self.down = function (x, y, obj) { if (currentScene < scenes.length - 1) { // Go to next scene currentScene++; showScene(currentScene); } else { // Fade out story scene tween(self, { alpha: 0 }, { duration: 500, easing: tween.cubicOut, onFinish: function onFinish() { if (self.parent) { self.parent.removeChild(self); // Start the main game startMainGame(); } } }); } }; return self; }); // TitleScreen class for the game's title screen var TitleScreen = Container.expand(function () { var self = Container.call(this); // Add background var bg = self.attachAsset('Street', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 20.48, scaleY: 27.32, alpha: 0.95 }); // Add title image to fill the whole screen var titleImg = self.attachAsset('Title', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 1.0, scaleY: 1.0 }); // Add animated swirl image, centered, IN FRONT of title var swirlImg = self.attachAsset('Swirl', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 1.2, scaleY: 1.2, alpha: 0.45 }); self.swirlImg = swirlImg; // Add heading image above the title image and swirl, so it is in front of both // Start tiny in the center, then tween to large in the center var headingImg = self.attachAsset('Heading', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, // Start in the center scaleX: 0.1, scaleY: 0.1 }); // Add loading text that shows while assets are loading var loadingText = new Text2("LOADING...", { size: 80, fill: 0xFFFFFF, align: 'center', font: "'Times New Roman','Times New Roman Bold','GillSans-Bold',Impact,'Arial Black',Tahoma" }); loadingText.anchor.set(0.5, 0.5); loadingText.x = 2048 / 2; loadingText.y = 2732 / 2 + 600; loadingText.alpha = 1; self.addChild(loadingText); // Pulse the loading text while assets load var _pulseLoadingText = function pulseLoadingText() { if (!loadingText || !loadingText.parent) return; tween(loadingText, { alpha: 0.3 }, { duration: 600, easing: tween.sineInOut, onFinish: function onFinish() { if (!loadingText || !loadingText.parent) return; tween(loadingText, { alpha: 1 }, { duration: 600, easing: tween.sineInOut, onFinish: _pulseLoadingText }); } }); }; _pulseLoadingText(); // Animate heading to grow and stay in the center position, but only after fully loaded function startTitleScreenAnimations() { // Fade out loading text first if (loadingText && loadingText.parent) { tween(loadingText, { alpha: 0 }, { duration: 500, easing: tween.cubicOut, onFinish: function onFinish() { if (loadingText && loadingText.parent) { self.removeChild(loadingText); } } }); } tween(headingImg, { x: 2048 / 2, y: 2732 / 2, scaleX: 1.0, scaleY: 1.0 }, { duration: 5000, easing: tween.cubicOut }); // Animate swirl rotation using tween for infinite smooth rotation function startSwirlTween() { if (!self.swirlImg) return; // Always rotate to the next full circle (-2*PI) from current rotation for opposite direction var startRotation = self.swirlImg.rotation || 0; var endRotation = startRotation - Math.PI * 2; tween(self.swirlImg, { rotation: endRotation }, { duration: 8000, easing: tween.linear, onFinish: function onFinish() { // Reset rotation to avoid overflow and keep animation smooth if (self.swirlImg) self.swirlImg.rotation = self.swirlImg.rotation % (Math.PI * 2); startSwirlTween(); } }); } startSwirlTween(); } // Wait 2 seconds to simulate asset loading delay, then start animations LK.setTimeout(function () { if (self && self.parent) { startTitleScreenAnimations(); } }, 2000); // Add "Tap to Start" text with pulsing effect var startText = new Text2("TAP TO START", { size: 120, fill: 0xFFFF00, align: 'center', font: "'Times New Roman','Times New Roman Bold','GillSans-Bold',Impact,'Arial Black',Tahoma" }); startText.anchor.set(0.5, 0.5); startText.x = 2048 / 2; startText.y = 2732 - 300; self.addChild(startText); // Pulse the start text var _pulseStartText = function pulseStartText() { tween(startText, { alpha: 0.3 }, { duration: 800, easing: tween.sineInOut, onFinish: function onFinish() { tween(startText, { alpha: 1 }, { duration: 800, easing: tween.sineInOut, onFinish: _pulseStartText }); } }); }; _pulseStartText(); // Handle tap/click to start game self.down = function (x, y, obj) { // Fade out title screen tween(self, { alpha: 0 }, { duration: 500, easing: tween.cubicOut, onFinish: function onFinish() { if (self.parent) { self.parent.removeChild(self); // Start the main game directly startMainGame(); } } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Global variables that need to be accessible function _typeof2(o) { "@babel/helpers - typeof"; return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof2(o); } function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } var usedInstruments = {}; var puzzle; var greenTick; var numberImages = []; var allClueAssets = []; var infoButton; var instructionsScreen = null; var clueStrikeStates = [false, false]; var usedSpecialInstruments = {}; var usedAnimalImages = {}; var usedFoodImages = {}; var usedToyImages = {}; // Function to start the main game after title screen function startMainGame() { // Reset global variables usedInstruments = {}; usedSpecialInstruments = {}; usedAnimalImages = {}; usedFoodImages = {}; usedToyImages = {}; numberImages = []; allClueAssets = []; clueStrikeStates = [false, false]; // Add Puzzle to the game when it starts puzzle = new Puzzle(); game.addChild(puzzle); // Add 1 2 3 4 5 number image assets to the top of the screen var numberLabelY = 60; // 60px from top var numberSpacing = 2048 / 6; // 5 numbers, 6 spaces // Track number image assets for later removal var numberImages = []; for (var i = 1; i <= 5; i++) { var numImg = LK.getAsset(i + "", { anchorX: 0.5, anchorY: 0, x: i * numberSpacing, y: numberLabelY, scaleX: 0.7, scaleY: 0.7 }); game.addChild(numImg); numberImages.push(numImg); } // --- CLUE STRIKETHROUGH LOGIC --- // Track strikethrough state for clues (first two clues only for now) var clueStrikeStates = [false, false]; // Helper to apply or remove strikethrough effect (alpha fade) for a group of clue assets function setClueStrikethrough(clueGroup, isStruck) { var alpha = isStruck ? 0.35 : 1.0; for (var i = 0; i < clueGroup.length; i++) { if (clueGroup[i]) clueGroup[i].alpha = alpha; } } // Helper to toggle strikethrough and remember state // Optionally accepts a clueIndex to persist state for first two clues function makeClueStrikeToggle(clueGroup, clueIndex) { var struck = false; // If restoring, use persisted state if (typeof clueIndex === "number" && clueStrikeStates[clueIndex] !== undefined) { struck = clueStrikeStates[clueIndex]; setClueStrikethrough(clueGroup, struck); } for (var i = 0; i < clueGroup.length; i++) { // Attach to all, but only one will handle the toggle clueGroup[i].down = function () { struck = !struck; setClueStrikethrough(clueGroup, struck); if (typeof clueIndex === "number") { clueStrikeStates[clueIndex] = struck; } }; } } // Generate dynamic clues based on the puzzle solution var clueAssets = []; var clueY = 2732 - 40 - 500 + 30; var clueX = 30; var clueSpacing = 120; var clueIndex = 0; // Create visual clues from generated clue data for (var i = 0; i < puzzle.generatedClues.length && i < 25; i++) { var clue = puzzle.generatedClues[i]; // Skip clue if it has invalid properties if (!clue || !clue.item1) { continue; } var clueAssetGroup = []; // Calculate position (5 columns of 5 clues each) // Adjust column spacing to fit within screen width (2048px) var columnSpacing = (2048 - clueX * 2) / 5; // Distribute 5 columns evenly across available width var columnX = clueX + Math.floor(clueIndex / 5) * columnSpacing; var currentY = clueY + clueIndex % 5 * clueSpacing; // Create first item with proper scaling for special items var item1Scale = 0.45; var item1ExtraY = 0; if (clue.item1 === 'Harmony') { item1Scale = 0.55; item1ExtraY = -10; } else if (clue.item1 === 'Khalida') { item1ExtraY = -10; } else if (clue.item1 === 'KJ') { item1ExtraY = 5; } var item1Asset = LK.getAsset(clue.item1, { anchorX: 0.0, anchorY: 1.0, x: columnX, y: currentY + item1ExtraY, scaleX: item1Scale, scaleY: item1Scale }); game.addChild(item1Asset); clueAssetGroup.push(item1Asset); // Create operator text var operatorText; if (clue.type === 'equals') { operatorText = "="; } else if (clue.type === 'order') { operatorText = clue.operator; } else if (clue.type === 'position') { operatorText = "="; } var opText = new Text2(operatorText, { size: 120, fill: 0xFFFFFF }); opText.anchor.set(0.5, 1.0); opText.x = columnX + 200 * 0.45 + 30; opText.y = currentY; game.addChild(opText); clueAssetGroup.push(opText); // Create second item var secondItem; var item2Scale = 0.45; var item2ExtraY = 0; if (clue.type === 'position') { secondItem = clue.position.toString(); } else { secondItem = clue.item2; // Apply special scaling for second item too if (secondItem && secondItem === 'Harmony') { item2Scale = 0.55; item2ExtraY = -10; } else if (secondItem && secondItem === 'Khalida') { item2ExtraY = -10; } else if (secondItem && secondItem === 'KJ') { item2ExtraY = 5; } } // Only create second item if it exists if (secondItem) { var item2Asset = LK.getAsset(secondItem, { anchorX: 0.0, anchorY: 1.0, x: columnX + 200 * 0.45 + 60, y: currentY + item2ExtraY, scaleX: item2Scale, scaleY: item2Scale }); game.addChild(item2Asset); clueAssetGroup.push(item2Asset); } // Add strikethrough functionality makeClueStrikeToggle(clueAssetGroup, i < 2 ? i : undefined); // Store for later cleanup clueAssets = clueAssets.concat(clueAssetGroup); clueIndex++; } // Store clue assets globally for cleanup allClueAssets = clueAssets; // Add green tick to bottom right corner var greenTick = LK.getAsset('Greentick', { anchorX: 1.0, anchorY: 1.0, x: 2048 - 0, //{7i} // moved right by 50px y: 2732 - 50 - 600 - 35, // moved up by 15px (previously 10, now 15) 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: 0, y: 2732 - 50 - 600 - 30, 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); // Add "How to Play" asset to the top of the instructions page var howToPlayAsset = LK.getAsset('Howtoplaybutton', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: 80, scaleX: 1.0, scaleY: 1.0 }); instructionsScreen.addChild(howToPlayAsset); // Add visual clue examples to help players understand the clue system // Example 1: Equality clue (Sapphire = Chips) var exampleSapphire = LK.getAsset('Sapphire', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 200, y: 800, scaleX: 0.6, scaleY: 0.6 }); instructionsScreen.addChild(exampleSapphire); var exampleEquals = new Text2("=", { size: 80, fill: 0xFFFFFF }); exampleEquals.anchor.set(0.5, 0.5); exampleEquals.x = 2048 / 2; exampleEquals.y = 800; instructionsScreen.addChild(exampleEquals); var exampleChips = LK.getAsset('Chips', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 200, y: 800, scaleX: 0.6, scaleY: 0.6 }); instructionsScreen.addChild(exampleChips); // Example 2: Less than clue (Donut < Chips) var exampleDonut = LK.getAsset('Donut', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 200, y: 950, scaleX: 0.6, scaleY: 0.6 }); instructionsScreen.addChild(exampleDonut); var exampleLessThan = new Text2("<", { size: 80, fill: 0xFFFFFF }); exampleLessThan.anchor.set(0.5, 0.5); exampleLessThan.x = 2048 / 2; exampleLessThan.y = 950; instructionsScreen.addChild(exampleLessThan); var exampleChips2 = LK.getAsset('Chips', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 200, y: 950, scaleX: 0.6, scaleY: 0.6 }); instructionsScreen.addChild(exampleChips2); // Example 3: Greater than clue (Guitar > Cat) var exampleGuitar = LK.getAsset('Gutair', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 200, y: 1100, scaleX: 0.6, scaleY: 0.6 }); instructionsScreen.addChild(exampleGuitar); var exampleGreaterThan = new Text2(">", { size: 80, fill: 0xFFFFFF }); exampleGreaterThan.anchor.set(0.5, 0.5); exampleGreaterThan.x = 2048 / 2; exampleGreaterThan.y = 1100; instructionsScreen.addChild(exampleGreaterThan); var exampleCat = LK.getAsset('Cat', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 200, y: 1100, scaleX: 0.6, scaleY: 0.6 }); instructionsScreen.addChild(exampleCat); // Add step-by-step text instructions positioned below the visual examples var instructionsText = new Text2("HOW TO PLAY THIS PUZZLE GAME\n\n" + "1. TAP ANY QUESTION MARK to cycle through available pictures\n" + "2. USE THE CLUES (examples shown above):\n" + " • = means 'equals' or 'matches'\n" + " • < means 'comes before' (left to right)\n" + " • > means 'comes after' (left to right)\n\n" + "3. STRIKE THROUGH CLUES by tapping them\n" + "4. CHECK YOUR ANSWER by tapping the green tick\n\n" + "Tap anywhere to close this guide.", { size: 60, 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 + 100 + 300; 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 with strikethrough for solved items (picture clues only) function updateCluesWithStrikethrough() { // This function now only handles picture clue strikethrough effects // The picture clues are already implemented with makeClueStrikeToggle // No additional text-based clue processing needed } // 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 = []; 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) { // 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, 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 = puzzle.targetSolution || {}; 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); } // Generate new dynamic clues for the new puzzle var clueAssets = []; var clueY = 2732 - 40 - 500 + 30; var clueX = 30; var clueSpacing = 120; var clueIndex = 0; // Create visual clues from generated clue data for (var i = 0; i < puzzle.generatedClues.length && i < 25; i++) { var clue = puzzle.generatedClues[i]; // Skip clue if it has invalid properties if (!clue || !clue.item1) { continue; } var clueAssetGroup = []; // Calculate position (5 columns of 5 clues each) // Adjust column spacing to fit within screen width (2048px) var columnSpacing = (2048 - clueX * 2) / 5; // Distribute 5 columns evenly across available width var columnX = clueX + Math.floor(clueIndex / 5) * columnSpacing; var currentY = clueY + clueIndex % 5 * clueSpacing; // Create first item with proper scaling for special items var item1Scale = 0.45; var item1ExtraY = 0; if (clue.item1 === 'Harmony') { item1Scale = 0.55; item1ExtraY = -10; } else if (clue.item1 === 'Khalida') { item1ExtraY = -10; } else if (clue.item1 === 'KJ') { item1ExtraY = 5; } var item1Asset = LK.getAsset(clue.item1, { anchorX: 0.0, anchorY: 1.0, x: columnX, y: currentY + item1ExtraY, scaleX: item1Scale, scaleY: item1Scale }); game.addChild(item1Asset); clueAssetGroup.push(item1Asset); // Create operator text var operatorText; if (clue.type === 'equals') { operatorText = "="; } else if (clue.type === 'order') { operatorText = clue.operator; } else if (clue.type === 'position') { operatorText = "="; } var opText = new Text2(operatorText, { size: 120, fill: 0xFFFFFF }); opText.anchor.set(0.5, 1.0); opText.x = columnX + 200 * 0.45 + 30; opText.y = currentY; game.addChild(opText); clueAssetGroup.push(opText); // Create second item var secondItem; var item2Scale = 0.45; var item2ExtraY = 0; if (clue.type === 'position') { secondItem = clue.position.toString(); } else { secondItem = clue.item2; // Apply special scaling for second item too if (secondItem && secondItem === 'Harmony') { item2Scale = 0.55; item2ExtraY = -10; } else if (secondItem && secondItem === 'Khalida') { item2ExtraY = -10; } else if (secondItem && secondItem === 'KJ') { item2ExtraY = 5; } } // Only create second item if it exists if (secondItem) { var item2Asset = LK.getAsset(secondItem, { anchorX: 0.0, anchorY: 1.0, x: columnX + 200 * 0.45 + 60, y: currentY + item2ExtraY, scaleX: item2Scale, scaleY: item2Scale }); game.addChild(item2Asset); clueAssetGroup.push(item2Asset); } // Add strikethrough functionality makeClueStrikeToggle(clueAssetGroup, i < 2 ? i : undefined); // Store for later cleanup clueAssets = clueAssets.concat(clueAssetGroup); clueIndex++; } // Update global reference allClueAssets = clueAssets; // 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); } } }; // Update global references that might be needed window.puzzle = puzzle; window.greenTick = greenTick; window.numberImages = numberImages; window.allClueAssets = allClueAssets; window.infoButton = infoButton; } // Initialize the game with title screen var titleScreen = new TitleScreen(); game.addChild(titleScreen);
===================================================================
--- original.js
+++ change.js
@@ -940,11 +940,10 @@
easing: tween.cubicOut,
onFinish: function onFinish() {
if (self.parent) {
self.parent.removeChild(self);
- // Show the first story scene after title
- var storyScene = new StoryScene();
- game.addChild(storyScene);
+ // Start the main game directly
+ startMainGame();
}
}
});
};
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