User prompt
Create a structure of screen where I can define which screen comes after the other. also some screens will have puzzles, and some will have doors to take you to another screen. everything can be configured.
User prompt
play screen_headphones_voice in heapdphones screen. only play it once, or stop it when screen is tapped.
User prompt
heaphonesicon shoul d only appear in the headphones screen
User prompt
destroy headphones icon after first screen
User prompt
heaphones asset should only appear in the fist sreen
User prompt
heaphones logo should only appear on the headphones screen
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var headphonesVoicePlayed = storage.get('headphonesVoicePlayed');' Line Number: 277 โช๐ก Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage is not defined' in or related to this line: 'var headphonesVoicePlayed = storage.get('headphonesVoicePlayed');' Line Number: 276
User prompt
only play it once
User prompt
play screen_headphones_voice on heaphone screen
User prompt
great, now lets move the logo closer to the top and the tap to continue closer to the bottom, but not a lot. just make it symetrica will LOGO - TEXT - TAP
User prompt
nice, now center the text
User prompt
wrap text on headphones screne
User prompt
wrap text in heapphones screen
User prompt
Heaphones screen should read: Use Headphones for a better experience. (Tap to continue)
User prompt
move heapdhones logo 300 pixels up
User prompt
add a headphones logo in the headphoones screen
User prompt
when double tapping in note, display note text
User prompt
puzzle is reseting at some point for no reason this should not appen
User prompt
interactive elelemtns can be in random positions on the puzzle when it starts
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.puzzle1Positions = positions;' Line Number: 309 โช๐ก Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Uncaught TypeError: storage.get is not a function' in or related to this line: 'var positions = storage.get('puzzle1Positions');' Line Number: 275 โช๐ก Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.puzzle1Positions = positions;' Line Number: 309
User prompt
Please fix the bug: 'Uncaught TypeError: storage.get is not a function' in or related to this line: 'var positions = storage.get('puzzle1Positions');' Line Number: 275 โช๐ก Consider importing and using the following plugins: @upit/storage.v1
User prompt
every time the puzzle1 is is loaded the elements can be in a random position make sure they do not change during a same session.
/**** * 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(); var timeSinceLastTap = now - self.lastTapTime; // If within double-tap window if (timeSinceLastTap < 500 && timeSinceLastTap > 50) { // Added minimum time to avoid accidental double taps // This is a double tap self.interact(); self.lastTapTime = 0; // Reset to prevent triple taps } else { // This is a single tap self.announce(); self.lastTapTime = now; } }; 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'Patience is the key to all treasures.\nHold your breath upon the chest,\nCount to five with steady measure,\nAnd the lock shall find its rest.'", function () { noteRead = true; setGuiText("You read the note.\nIt speaks of patience and holding..."); }); 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 player has the key if (typeof hasKey !== "undefined" && hasKey) { setGuiText("You use the key to unlock the door.\nYou have escaped the dungeon!"); goToState(STATE_PUZZLE1_SUCCESS); } else { setGuiText("The door is locked.\nYou need a key to open it."); } }); return self; }); // Chest var Chest = InteractiveElement.expand(function () { var self = InteractiveElement.call(this); self.holdStartTime = 0; self.isHolding = false; self.holdTimer = null; self.holdDuration = 5000; // 5 seconds self.setup("Chest", "An old chest.\nIt looks like it could be opened.", "The chest is locked.\nMaybe there's a clue nearby.", function () { // Double tap no longer opens - just provides feedback setGuiText("The chest is locked.\nMaybe there's a clue nearby."); }); // Override down to handle hold self.down = function (x, y, obj) { var now = Date.now(); var timeSinceLastTap = now - self.lastTapTime; // Check for double tap if (timeSinceLastTap < 500 && timeSinceLastTap > 50) { // Double tap - show interact text self.interact(); self.lastTapTime = 0; } else { // Single tap - announce self.announce(); self.lastTapTime = now; // Start hold detection self.holdStartTime = now; self.isHolding = true; // Clear any existing timer if (self.holdTimer) { LK.clearTimeout(self.holdTimer); } // Set timer for 5 seconds self.holdTimer = LK.setTimeout(function () { if (self.isHolding && !chestOpened) { // Successfully held for 5 seconds chestOpened = true; hasKey = true; setGuiText("The chest clicks open!\nYou found a rusty key inside."); LK.getSound('sfx_success').play(); } }, self.holdDuration); } }; // Override up to cancel hold self.up = function (x, y, obj) { if (self.isHolding && !chestOpened) { var holdTime = Date.now() - self.holdStartTime; if (holdTime < self.holdDuration) { // Released too early var secondsHeld = Math.floor(holdTime / 1000); var secondsNeeded = Math.floor(self.holdDuration / 1000); setGuiText("You held for " + secondsHeld + " seconds.\nTry holding for " + secondsNeeded + " seconds."); } } self.isHolding = false; if (self.holdTimer) { LK.clearTimeout(self.holdTimer); self.holdTimer = null; } }; 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 ****/ // --- State Management --- // No visual assets needed for MVP, but we will use a simple shape for tap feedback. // Audio assets (narration and sfx) are referenced by id, LK will load them automatically. 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; var hasKey = 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; hasKey = false; // Random positions for puzzle 1 elements var positions = []; // Generate random positions ensuring they don't overlap and are within bounds for (var p = 0; p < 3; p++) { var validPosition = false; var attempts = 0; while (!validPosition && attempts < 50) { var newX = 200 + Math.random() * (2048 - 400); // Keep away from edges var newY = 400 + Math.random() * (2732 - 800); // Keep away from edges and top menu // Check if position is far enough from existing positions var tooClose = false; for (var existingPos = 0; existingPos < positions.length; existingPos++) { var dx = newX - positions[existingPos].x; var dy = newY - positions[existingPos].y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 300) { // Minimum distance between elements tooClose = true; break; } } if (!tooClose) { positions.push({ x: newX, y: newY }); validPosition = true; } attempts++; } // Fallback if no valid position found after attempts if (!validPosition) { positions.push({ x: 400 + p * 600, y: 800 + p * 400 }); } } // 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) { // Route up event to elements for hold detection if (currentState === STATE_PUZZLE1) { if (typeof puzzle1Elements !== "undefined") { for (var i = 0; i < puzzle1Elements.length; i++) { var el = puzzle1Elements[i]; if (typeof el.up === "function" && el.isHolding) { el.up(x, y, obj); } } } } }; // --- Game Start --- goToState(STATE_HEADPHONES); // --- No update loop needed for MVP ---
===================================================================
--- original.js
+++ change.js
@@ -1,9 +1,8 @@
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
-var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
@@ -183,11 +182,11 @@
/****
* 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 ---
+// No visual assets needed for MVP, but we will use a simple shape for tap feedback.
+// Audio assets (narration and sfx) are referenced by id, LK will load them automatically.
var STATE_HEADPHONES = 0;
var STATE_MENU = 1;
var STATE_INTRO = 2;
var STATE_PUZZLE1 = 3;
@@ -263,44 +262,45 @@
puzzle1Elements = [];
chestOpened = false;
noteRead = false;
hasKey = false;
- // Get or generate random positions for this session
- var positions = storage.puzzle1Positions;
- if (!positions) {
- // Generate random positions on first load
- positions = [];
- var margin = 200;
- var usedPositions = [];
- // Generate 3 random non-overlapping positions
- for (var i = 0; i < 3; i++) {
- var validPosition = false;
- var attempts = 0;
- var newPos;
- while (!validPosition && attempts < 50) {
- newPos = {
- x: margin + Math.random() * (2048 - 2 * margin),
- y: margin + Math.random() * (2732 - 2 * margin)
- };
- validPosition = true;
- // Check distance from other positions
- for (var j = 0; j < usedPositions.length; j++) {
- var dx = newPos.x - usedPositions[j].x;
- var dy = newPos.y - usedPositions[j].y;
- var dist = Math.sqrt(dx * dx + dy * dy);
- if (dist < 400) {
- // Minimum distance between elements
- validPosition = false;
- break;
- }
+ // Random positions for puzzle 1 elements
+ var positions = [];
+ // Generate random positions ensuring they don't overlap and are within bounds
+ for (var p = 0; p < 3; p++) {
+ var validPosition = false;
+ var attempts = 0;
+ while (!validPosition && attempts < 50) {
+ var newX = 200 + Math.random() * (2048 - 400); // Keep away from edges
+ var newY = 400 + Math.random() * (2732 - 800); // Keep away from edges and top menu
+ // Check if position is far enough from existing positions
+ var tooClose = false;
+ for (var existingPos = 0; existingPos < positions.length; existingPos++) {
+ var dx = newX - positions[existingPos].x;
+ var dy = newY - positions[existingPos].y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < 300) {
+ // Minimum distance between elements
+ tooClose = true;
+ break;
}
- attempts++;
}
- positions.push(newPos);
- usedPositions.push(newPos);
+ if (!tooClose) {
+ positions.push({
+ x: newX,
+ y: newY
+ });
+ validPosition = true;
+ }
+ attempts++;
}
- // Store positions for this session
- storage.puzzle1Positions = positions;
+ // Fallback if no valid position found after attempts
+ if (!validPosition) {
+ positions.push({
+ x: 400 + p * 600,
+ y: 800 + p * 400
+ });
+ }
}
// Door
var door = new Door();
door.x = positions[0].x;
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