User prompt
when double tapping on the note, you will get a hint on how to open the chest. in a riddle way it should say that you have to hold on top of the chest for 5 seconds for it to open. something related to patience. So to open the chest you will have to do that. after opening the chest, you should be told you got a key, and once you have the key you can double tap on the door to open it.
User prompt
in the first puzzle, make sure the singe tap just tells you what the thing is, it does not interact with it.
User prompt
wrap text to fix in the screen
User prompt
once in the first puzzle, do not move the items from their oringal position
User prompt
Please fix the bug: 'Uncaught TypeError: self.setup is not a function' in or related to this line: 'self.setup("Door", "A heavy wooden door. It seems to be locked.", "The door is locked. Maybe there's a way to open it.", function () {' Line Number: 32
User prompt
First puzzle player will be in dark dungeon. randomly in the screen position some elements. when te player taps them, it will read what the element is. double tap to interact. First level can have a door, a chest and a note. the note will have the instructions on how to open the chest.
Code edit (1 edits merged)
Please save this source code
User prompt
Echoes: An Interactive Audio Adventure
Initial prompt
I want to create an interactive narrated story for the visually impaired. Game will have many screens and puzzles. It will be important to have a narration on every screen, that will be interrupted when player moves to the next screen. First screen will just display to use headphones for a better experience. Then we will have the main menu. when player taps anywhere they will get the intro screen. after the intro screen they will have the first puzzle.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var InteractiveElement = Container.expand(function () { var self = Container.call(this); self.label = ""; self.description = ""; self.interactText = ""; self.onInteract = null; self.lastTapTime = 0; self.tapCount = 0; // Visual: use tapCircle for all, but color can be changed if needed var circle = self.attachAsset('tapCircle', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); // Set up element self.setup = function (label, description, interactText, onInteract) { self.label = label; self.description = description; self.interactText = interactText; self.onInteract = onInteract; }; // Announce what this is self.announce = function () { setGuiText(self.label + "\n" + self.description + "\n(Double tap to interact)"); // Optionally, play a sound or narration for the element }; // Interact with the element self.interact = function () { setGuiText(self.interactText); if (typeof self.onInteract === "function") { self.onInteract(); } }; // Handle tap/double-tap self.down = function (x, y, obj) { var now = Date.now(); if (now - self.lastTapTime < 500) { self.tapCount++; } else { self.tapCount = 1; } self.lastTapTime = now; if (self.tapCount === 2) { self.tapCount = 0; self.interact(); } else { self.announce(); } }; return self; }); // Note // Interactive element base class var Note = InteractiveElement.expand(function () { var self = InteractiveElement.call(this); // Note self.setup("Note", "A crumpled note lies on the ground.", "The note reads:\n'The key to freedom lies within the chest.\nTo open it, tap the chest twice.'", function () { noteRead = true; setGuiText("You read the note.\nIt hints at how to open the chest."); }); return self; }); // Door var Door = InteractiveElement.expand(function () { var self = InteractiveElement.call(this); self.setup("Door", "A heavy wooden door.\nIt seems to be locked.", "The door is locked.\nMaybe there's a way to open it.", function () { // Door can only be opened if chest is open if (typeof chestOpened !== "undefined" && chestOpened) { setGuiText("You open the door.\nYou have escaped the dungeon!"); goToState(STATE_PUZZLE1_SUCCESS); } else { setGuiText("The door won't budge.\nMaybe something in the room can help."); } }); return self; }); // Chest var Chest = InteractiveElement.expand(function () { var self = InteractiveElement.call(this); self.setup("Chest", "An old chest.\nIt looks like it could be opened.", "You open the chest.\nInside is a small key.", function () { if (typeof noteRead !== "undefined" && noteRead) { chestOpened = true; setGuiText("You open the chest and find a key!\nMaybe it opens the door."); } else { setGuiText("The chest is locked.\nMaybe there's a clue nearby."); } }); return self; }); // Simple visual feedback for taps (for sighted users or those with some vision) var TapFeedback = Container.expand(function () { var self = Container.call(this); var circle = self.attachAsset('tapCircle', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); self.showAt = function (x, y) { self.x = x; self.y = y; self.alpha = 0.5; self.scaleX = 1; self.scaleY = 1; tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Audio assets (narration and sfx) are referenced by id, LK will load them automatically. // No visual assets needed for MVP, but we will use a simple shape for tap feedback. // --- State Management --- var STATE_HEADPHONES = 0; var STATE_MENU = 1; var STATE_INTRO = 2; var STATE_PUZZLE1 = 3; var STATE_PUZZLE1_SUCCESS = 4; var currentState = STATE_HEADPHONES; // Used to prevent double-tap triggers var inputLocked = false; // Used to track narration/music var currentNarration = null; // Used for puzzle state var puzzle1Step = 0; // 0 = waiting for first tap, 1 = waiting for second tap // --- Puzzle 1 element state --- var puzzle1Elements = []; var chestOpened = false; var noteRead = false; // --- GUI Text for minimal visual feedback (for sighted users) --- var guiText = new Text2('', { size: 90, fill: 0xFFFFFF, wordWrap: true, wordWrapWidth: 1800 }); guiText.anchor.set(0.5, 0.5); LK.gui.center.addChild(guiText); // --- Helper Functions --- function playNarration(id, options) { // Stop any current narration/music LK.stopMusic(); currentNarration = id; LK.playMusic(id, options || {}); } function stopNarration() { LK.stopMusic(); currentNarration = null; } function setGuiText(txt) { guiText.setText(txt); } function lockInput(ms) { inputLocked = true; LK.setTimeout(function () { inputLocked = false; }, ms || 600); } // --- State Transitions --- function goToState(state) { stopNarration(); currentState = state; if (state === STATE_HEADPHONES) { setGuiText("Please use headphones\nTap anywhere to continue"); playNarration('narr_headphones'); } else if (state === STATE_MENU) { setGuiText("Echoes\nTap to Start"); // No narration for menu, or could add a short one if desired } else if (state === STATE_INTRO) { setGuiText("Loading story..."); playNarration('narr_intro'); // After narration, auto-advance to puzzle LK.setTimeout(function () { goToState(STATE_PUZZLE1); }, 6000); // Assume intro narration is ~6s, adjust as needed } else if (state === STATE_PUZZLE1) { setGuiText("You are in a dark dungeon.\nExplore by tapping the screen.\nDouble tap objects to interact."); playNarration('narr_puzzle1'); puzzle1Step = 0; // Remove previous elements if any if (typeof puzzle1Elements !== "undefined") { for (var i = 0; i < puzzle1Elements.length; i++) { puzzle1Elements[i].destroy(); } } puzzle1Elements = []; chestOpened = false; noteRead = false; // Fixed positions for puzzle 1 elements (do not randomize) var positions = [{ x: 800, y: 1000 }, // Door { x: 1200, y: 1600 }, // Chest { x: 1600, y: 1200 } // Note ]; // Door var door = new Door(); door.x = positions[0].x; door.y = positions[0].y; game.addChild(door); puzzle1Elements.push(door); // Chest var chest = new Chest(); chest.x = positions[1].x; chest.y = positions[1].y; game.addChild(chest); puzzle1Elements.push(chest); // Note var note = new Note(); note.x = positions[2].x; note.y = positions[2].y; game.addChild(note); puzzle1Elements.push(note); } else if (state === STATE_PUZZLE1_SUCCESS) { // Remove puzzle elements if (typeof puzzle1Elements !== "undefined") { for (var i = 0; i < puzzle1Elements.length; i++) { puzzle1Elements[i].destroy(); } } setGuiText("Success!\nTap to continue"); playNarration('narr_puzzle1_success'); } lockInput(800); } // --- Puzzle 1 Logic --- // For MVP: Simple puzzle, e.g. "Tap twice to continue" function handlePuzzle1Tap() { if (puzzle1Step === 0) { // First tap puzzle1Step = 1; LK.getSound('sfx_tap').play(); // Optionally, play a short instruction or feedback setGuiText("Good! Tap again to solve the puzzle."); lockInput(600); } else if (puzzle1Step === 1) { // Second tap, puzzle solved LK.getSound('sfx_success').play(); goToState(STATE_PUZZLE1_SUCCESS); } } // --- Input Handling --- // Visual tap feedback for sighted users function showTapFeedback(x, y) { var tapFx = new TapFeedback(); tapFx.showAt(x, y); game.addChild(tapFx); } // Main tap handler game.down = function (x, y, obj) { if (inputLocked) return; showTapFeedback(x, y); if (currentState === STATE_HEADPHONES) { goToState(STATE_MENU); } else if (currentState === STATE_MENU) { goToState(STATE_INTRO); } else if (currentState === STATE_INTRO) { // Optionally allow skipping intro narration goToState(STATE_PUZZLE1); } else if (currentState === STATE_PUZZLE1) { // Route tap to nearest element if within range, else generic feedback var tapped = false; if (typeof puzzle1Elements !== "undefined") { for (var i = 0; i < puzzle1Elements.length; i++) { var el = puzzle1Elements[i]; var dx = x - el.x; var dy = y - el.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 180) { // within tapCircle radius if (typeof el.down === "function") { el.down(x, y, obj); tapped = true; break; } } } } if (!tapped) { setGuiText("You feel nothing of interest here.\nTry tapping elsewhere."); } } else if (currentState === STATE_PUZZLE1_SUCCESS) { // For MVP, loop back to menu goToState(STATE_MENU); } }; // Prevent drag/hold from causing issues game.move = function (x, y, obj) {}; game.up = function (x, y, obj) {}; // --- Game Start --- goToState(STATE_HEADPHONES); // --- No update loop needed for MVP ---
===================================================================
--- original.js
+++ change.js
@@ -61,37 +61,37 @@
// Interactive element base class
var Note = InteractiveElement.expand(function () {
var self = InteractiveElement.call(this);
// Note
- self.setup("Note", "A crumpled note lies on the ground.", "The note reads: 'The key to freedom lies within the chest. To open it, tap the chest twice.'", function () {
+ self.setup("Note", "A crumpled note lies on the ground.", "The note reads:\n'The key to freedom lies within the chest.\nTo open it, tap the chest twice.'", function () {
noteRead = true;
- setGuiText("You read the note. It hints at how to open the chest.");
+ setGuiText("You read the note.\nIt hints at how to open the chest.");
});
return self;
});
// Door
var Door = InteractiveElement.expand(function () {
var self = InteractiveElement.call(this);
- self.setup("Door", "A heavy wooden door. It seems to be locked.", "The door is locked. Maybe there's a way to open it.", function () {
+ self.setup("Door", "A heavy wooden door.\nIt seems to be locked.", "The door is locked.\nMaybe there's a way to open it.", function () {
// Door can only be opened if chest is open
if (typeof chestOpened !== "undefined" && chestOpened) {
- setGuiText("You open the door. You have escaped the dungeon!");
+ setGuiText("You open the door.\nYou have escaped the dungeon!");
goToState(STATE_PUZZLE1_SUCCESS);
} else {
- setGuiText("The door won't budge. Maybe something in the room can help.");
+ setGuiText("The door won't budge.\nMaybe something in the room can help.");
}
});
return self;
});
// Chest
var Chest = InteractiveElement.expand(function () {
var self = InteractiveElement.call(this);
- self.setup("Chest", "An old chest. It looks like it could be opened.", "You open the chest. Inside is a small key.", function () {
+ self.setup("Chest", "An old chest.\nIt looks like it could be opened.", "You open the chest.\nInside is a small key.", function () {
if (typeof noteRead !== "undefined" && noteRead) {
chestOpened = true;
- setGuiText("You open the chest and find a key! Maybe it opens the door.");
+ setGuiText("You open the chest and find a key!\nMaybe it opens the door.");
} else {
- setGuiText("The chest is locked. Maybe there's a clue nearby.");
+ setGuiText("The chest is locked.\nMaybe there's a clue nearby.");
}
});
return self;
});
@@ -155,9 +155,11 @@
var noteRead = false;
// --- GUI Text for minimal visual feedback (for sighted users) ---
var guiText = new Text2('', {
size: 90,
- fill: 0xFFFFFF
+ fill: 0xFFFFFF,
+ wordWrap: true,
+ wordWrapWidth: 1800
});
guiText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(guiText);
// --- Helper Functions ---
@@ -197,9 +199,9 @@
LK.setTimeout(function () {
goToState(STATE_PUZZLE1);
}, 6000); // Assume intro narration is ~6s, adjust as needed
} else if (state === STATE_PUZZLE1) {
- setGuiText("You are in a dark dungeon. Explore by tapping the screen. Double tap objects to interact.");
+ setGuiText("You are in a dark dungeon.\nExplore by tapping the screen.\nDouble tap objects to interact.");
playNarration('narr_puzzle1');
puzzle1Step = 0;
// Remove previous elements if any
if (typeof puzzle1Elements !== "undefined") {
@@ -309,9 +311,9 @@
}
}
}
if (!tapped) {
- setGuiText("You feel nothing of interest here. Try tapping elsewhere.");
+ setGuiText("You feel nothing of interest here.\nTry tapping elsewhere.");
}
} else if (currentState === STATE_PUZZLE1_SUCCESS) {
// For MVP, loop back to menu
goToState(STATE_MENU);
screen_headphones_voice
Sound effect
vo_menu_title
Sound effect
vo_loading_story
Sound effect
vo_dungeon_intro
Sound effect
vo_nothing_cold_stone
Sound effect
vo_nothing_unusual
Sound effect
vo_nothing_rough_wall
Sound effect
vo_nothing_silence
Sound effect
vo_nothing_reach_out
Sound effect
vo_nothing_brush_air
Sound effect
vo_nothing_quiet
Sound effect
vo_nothing_shadows
Sound effect
vo_nothing_spot_empty
Sound effect
vo_nothing_dungeon_wall
Sound effect
vo_nothing_feel_around
Sound effect
vo_nothing_old_stone
Sound effect
vo_stone_door_label
Sound effect
vo_key_label
Sound effect
vo_key_pickup
Sound effect
vo_door_label
Sound effect
vo_door_unlocked
Sound effect
vo_puzzle2_intro
Sound effect
vo_vial_inspect
Sound effect
vo_vial_found
Sound effect
vo_vial_heals_trap
Sound effect
vo_trap_inspect
Sound effect
vo_trap_triggered
Sound effect
vo_trap_neutralized
Sound effect
dungeon_background_sounds
Music
vo_door_locked
Sound effect
sfx_trap_trigger
Music
sfx_door_unlock
Sound effect
sfx_key_pickup
Sound effect
sfx_chest_open
Sound effect
vial_chest_open_bgm
Music
vo_puzzle2_success
Sound effect
sfx_rock_door_rumble
Sound effect
vo_puzzle3_intro
Sound effect
vo_heavy_rock_label
Sound effect
vo_rock_drag_hint
Sound effect
vo_rock_door_rumble
Sound effect
sfx_rock_drag
Sound effect
vo_gate_label
Sound effect
vo_floor_tile_label
Sound effect
vo_gate_closed
Sound effect
vo_menu_intro
Sound effect
vo_menu_how_to_play
Sound effect
vo_menu_credits
Sound effect
vo_how_to_play_content
Sound effect
vo_credits_content
Sound effect
vo_menu_title_announce
Sound effect
vo_stone_door_locked
Sound effect
sfx_chime_1
Sound effect
sfx_chime_2
Sound effect
sfx_chime_3
Sound effect
sfx_chime_4
Sound effect
vo_chime_description_1
Sound effect
vo_chime_description_2
Sound effect
vo_chime_description_3
Sound effect
vo_chime_description_4
Sound effect
vo_chime_instruction
Sound effect
vo_puzzle4_intro
Sound effect
vo_tap_chimes_hint
Sound effect
vo_puzzle4_wrong
Sound effect
vo_repeat_sequence
Sound effect
vo_puzzle4_success
Sound effect
vo_tile_double_tap
Sound effect
vo_rock_on_tile
Sound effect
sfx_rock_place
Sound effect
vo_gate_open_announce
Sound effect
vo_puzzle5_wrong
Sound effect
vo_puzzle5_intro
Sound effect
vo_puzzle4_simple_intro
Sound effect
vo_puzzle4_simple_success
Sound effect
vo_tile_springs_back
Sound effect
vo_chime_general_description
Sound effect
vo_puzzle3_success
Sound effect
vo_puzzle5_success
Sound effect
vo_game_complete
Sound effect
vo_hint_icon_message
Sound effect