User prompt
still double tap is not changing the GUI, why?
User prompt
double tap feedback on puzzle1 is not being displayed, can you fix that
User prompt
don not show the you held message, just keep the logic
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when double tapping on the note, make sure the text with the hint is displayed
User prompt
create all vo assets
Code edit (1 edits merged)
Please save this source code
User prompt
do not play echoes again after puzzle1. actually we will go to puzzle2 that is still to be cooded
User prompt
update gui in puzzle when object is double tapped
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loading screen is actually the story screen. should not move from it until tap.
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create all the assets for the vo
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when screen is tap, stop playing the current vo
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When text is shown, we will always have a voice over sound that should be played when that text is shown. to start we have the headphones one working and need to make the echoes on play va_menu_title
User prompt
play vo_menu_title on echoes screen
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setGuiText("Echoes\nTap to Start", 'vo_menu_title') should make vo_menu_title, play that sound
User prompt
setGuiText("Echoes\nTap to Start", 'vo_menu_title') should make vo_menu_title, play that sound
Code edit (1 edits merged)
Please save this source code
User prompt
when a text is displayed, play the sound associated with that text
User prompt
make sure the vo sound is played when the text is displayed
User prompt
create a asset for each voice over
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every time a text is displayed, it should have its own voice over reading it.
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when double tap the note, show the instructions on the note
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puzzle text should be smaller and appear in the bottom of the screen like subtitles
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only play it once not in loop
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play screen headphones voice in headphone screen
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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'guiText.setText(txt);' Line Number: 479
/**** * 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.voiceOverAnnounceId = null; self.voiceOverInteractId = 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, voiceOverAnnounceId, voiceOverInteractId) { self.label = label; self.description = description; self.interactText = interactText; self.onInteract = onInteract; self.voiceOverAnnounceId = voiceOverAnnounceId; self.voiceOverInteractId = voiceOverInteractId; }; // Announce what this is self.announce = function () { setGuiText(self.label + "\n" + self.description + "\n(Double tap to interact)", self.voiceOverAnnounceId); // Optionally, play a sound or narration for the element }; // Interact with the element self.interact = function () { setGuiText(self.interactText, self.voiceOverInteractId); 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...", 'vo_note_read'); }, 'vo_note_label', 'vo_note_contents'); // Override down method to display note text on 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) { // Double tap - display the note text directly setGuiText("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.'", 'vo_note_contents'); noteRead = true; self.lastTapTime = 0; // Reset to prevent triple taps } else { // Single tap - announce self.announce(); self.lastTapTime = now; } }; 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!", 'vo_door_unlocked'); goToState(STATE_PUZZLE1_SUCCESS); } else { setGuiText("The door is locked.\nYou need a key to open it.", 'vo_door_locked'); } }, 'vo_door_label', 'vo_door_locked'); 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.", 'vo_chest_locked'); }, 'vo_chest_label', 'vo_chest_locked'); // 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.", 'vo_chest_opened'); 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.", 'vo_hold_feedback'); } } 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 ****/ // Narration assets // Voice-over assets for all text displays // Voice-over sounds for narration // --- 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 STATE_PUZZLE2 = 5; var currentState = STATE_HEADPHONES; var headphonesIcon = null; // Store reference to headphones icon // Used to prevent double-tap triggers var inputLocked = false; // Used to track narration/music var currentNarration = null; // Used to track current voice-over sound var currentVoiceOver = 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: 50, fill: 0xFFFFFF, wordWrap: true, wordWrapWidth: 1800, // Allow text wrapping align: 'center' // Center align the text lines within the text object }); guiText.anchor.set(0.5, 1.0); LK.gui.bottom.addChild(guiText); guiText.y = -50; // Offset from bottom edge // --- 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, voiceOverId) { guiText.setText(txt); // Add a subtle scale animation when text updates guiText.scaleX = 1.1; guiText.scaleY = 1.1; tween(guiText, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut }); // Stop current voice-over if playing if (currentVoiceOver) { currentVoiceOver.stop(); currentVoiceOver = null; } // Play voice-over if provided if (voiceOverId) { currentVoiceOver = LK.getSound(voiceOverId); currentVoiceOver.play(); } } function lockInput(ms) { inputLocked = true; LK.setTimeout(function () { inputLocked = false; }, ms || 600); } // --- State Transitions --- function goToState(state) { stopNarration(); // Remove headphones icon if it exists if (headphonesIcon) { headphonesIcon.destroy(); headphonesIcon = null; } currentState = state; if (state === STATE_HEADPHONES) { setGuiText("Use Headphones for a better experience.\n\n\n(Tap to continue)"); // Added two extra newlines // Voice-over is already handled by playNarration playNarration('screen_headphones_voice', { loop: false }); // Add headphones icon headphonesIcon = LK.getAsset('headphonesIcon', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 4 // Position logo in the top quarter of the screen }); game.addChild(headphonesIcon); } else if (state === STATE_MENU) { setGuiText("Echoes\nTap to Start", 'vo_menu_title'); // This ensures the menu title voice-over is played // No narration for menu, or could add a short one if desired } else if (state === STATE_INTRO) { setGuiText("Loading story...\n\n(Tap to continue)", 'vo_loading_story'); playNarration('narr_intro'); // Wait for tap to continue instead of auto-advancing } else if (state === STATE_PUZZLE1) { setGuiText("You are in a dark dungeon.\nExplore by tapping the screen.\nDouble tap objects to interact.", 'vo_dungeon_intro'); playNarration('narr_puzzle1'); // Only create elements if they don't exist yet if (typeof puzzle1Elements === "undefined" || puzzle1Elements.length === 0) { puzzle1Step = 0; 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", 'vo_success_continue'); playNarration('narr_puzzle1_success'); } else if (state === STATE_PUZZLE2) { setGuiText("Puzzle 2 - Coming Soon\n\nThis puzzle is still being developed.", 'vo_puzzle2_placeholder'); // No narration for placeholder state } 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; } // Stop current voice-over when screen is tapped if (currentVoiceOver) { currentVoiceOver.stop(); currentVoiceOver = null; } showTapFeedback(x, y); if (currentState === STATE_HEADPHONES) { goToState(STATE_MENU); } else if (currentState === STATE_MENU) { goToState(STATE_INTRO); } else if (currentState === STATE_INTRO) { // Tap to continue from intro to puzzle 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.", 'vo_nothing_here'); } } else if (currentState === STATE_PUZZLE1_SUCCESS) { // Continue to puzzle 2 goToState(STATE_PUZZLE2); } }; // 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
@@ -213,8 +213,9 @@
var STATE_MENU = 1;
var STATE_INTRO = 2;
var STATE_PUZZLE1 = 3;
var STATE_PUZZLE1_SUCCESS = 4;
+var STATE_PUZZLE2 = 5;
var currentState = STATE_HEADPHONES;
var headphonesIcon = null; // Store reference to headphones icon
// Used to prevent double-tap triggers
var inputLocked = false;
@@ -386,8 +387,11 @@
}
}
setGuiText("Success!\nTap to continue", 'vo_success_continue');
playNarration('narr_puzzle1_success');
+ } else if (state === STATE_PUZZLE2) {
+ setGuiText("Puzzle 2 - Coming Soon\n\nThis puzzle is still being developed.", 'vo_puzzle2_placeholder');
+ // No narration for placeholder state
}
lockInput(800);
}
// --- Puzzle 1 Logic ---
@@ -453,10 +457,10 @@
if (!tapped) {
setGuiText("You feel nothing of interest here.\nTry tapping elsewhere.", 'vo_nothing_here');
}
} else if (currentState === STATE_PUZZLE1_SUCCESS) {
- // For MVP, loop back to menu
- goToState(STATE_MENU);
+ // Continue to puzzle 2
+ goToState(STATE_PUZZLE2);
}
};
// Prevent drag/hold from causing issues
game.move = function (x, y, obj) {};
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