User prompt
when I double click on an item to interact with it, the narration does not play. or maybe it is stopped on the second tap. can we add an exception not to stop a sound if it hasbeen open with a double tap
User prompt
create assets for all the VO from puzzle 1 and 2.
User prompt
create vo assets for all phrases
User prompt
Please add more phrases to show when player taps and nothing is there. they should appear randomly: "Just cold stone beneath your fingers." "Nothing unusual here." "Rough wall. Nothing of interest." "Only silence greets you." "You reach out... and find nothing new." "Your hand brushes empty air." "It’s quiet here. Too quiet." "Nothing but shadows." "This spot feels empty." "Just part of the dungeon wall." "You feel around, but there’s nothing here." "Only old stone. Try elsewhere."
User prompt
instead of having a separate message for the door opening on the second puzzle, lets just add some text after opening the second chest that says something that you heard some rocks moving.
User prompt
the open door message should still allow the player to read the success message of opening the second chest.
User prompt
show message that the stone door makes noise and may be open once the second chest is open and the text is not longer displayed.
User prompt
lets not hide door in puzzle 2, shoudl always be visible but unlocked when both chests are open
User prompt
when both chests are open do not show the both chest are open you are a sonne shifting before the player taps again
User prompt
in puzzle 2, when both chest are open, first show the result of opening the chest, and then that you hear a stone sound
User prompt
in puzzle 2 one of the chest will contain the Vial of Clarity and the other will be a trap that messes with the senses of the player (adding some distoring sound). If the player has first opened the vial of clarity, then it wont be affected by the trap, if the trap was open first, then the vial will heal him and stop the distorting sound. below the text for each case: Chest with Vial Inspection Text: "A wooden chest. It smells faintly of herbs." Interaction Result: Player receives a Vial of Clarity, which can protect them from sensory distortion. Audio cue: soft chime, calm atmosphere. Narration: "You open the chest... a soft chime rings out. Inside, a small vial, warm to the touch. You feel a little more focused." Chest with Trap): Inspection Text: "Another chest, this one colder to the touch." Interaction Result depends on player state: If Chest A was not opened first: Player experiences a trap: distorted audio, spatial disorientation, or reversed controls. Audio cue: rushing wind, sharp whisper. Narration: "You open the chest... a rush of wind escapes. A sharp whisper pierces your ears. Everything feels... twisted." If Chest A was opened first: Vial neutralizes the trap. Audio cue: wind muffled, steady hum. Narration: "You open the chest... a rush of wind escapes, but the vial in your hand pulses gently, shielding your senses."
User prompt
stone door should be hidden untill both chests are open
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'InteractiveElement.prototype.setup.call(self, "Chest " + (id + 1), "A wooden chest with intricate carvings.", "", function () {' Line Number: 152
User prompt
Puzzle 2 will have 2 chests in the room. positioned also randomly. when player opens both chests, a stone door will become available. to leave the room player has to double touch the stone door
Code edit (3 edits merged)
Please save this source code
User prompt
state puzzle1 success should be self.interactText = "The key turns with a satisfying click. The path ahead opens."; setGuiText("The key turns with a satisfying click. The path ahead opens.", 'vo_door_unlocked');
User prompt
remove the chest part since I am not using it anymore
User prompt
Why is it that when I double tap on top of the item asset it does not change the GUI to double tap, but I have to tap a little out of the asset for the text to change?
User prompt
center headphones icon in the screen
Code edit (1 edits merged)
Please save this source code
User prompt
make sure the tap and double tap area of an item is the same
User prompt
I after double tapping the door while holding the key, I did not see the The key turns with a satisfying click. The path ahead opens.
User prompt
make first level even easier just a key and a door. player will have to double click to pick up the key and then double click to open the door only when holding the key. Here are the text for tap and double tap for door and key: Key Touch: "Something lies on the floor. Cold, small... metal." Double Tap: "You pick up a rusty key. It hums faintly in your hand." Door: Touch: "A heavy wooden door. It doesn't budge." Double Tap: If the player has the key: "The key turns with a satisfying click. The path ahead opens." If they don’t have the key yet: "The door is locked tight. You'll need something to open it."
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
/**** * 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; }); // Stone Door for Puzzle 2 var StoneDoor = InteractiveElement.expand(function () { var self = InteractiveElement.call(this); self.setup("Stone Door", "A massive stone door blocks your path.", "", function () { if (bothChestsOpened) { setGuiText("The stone door grinds open. You've solved the puzzle!", 'vo_stone_door_open'); LK.getSound('sfx_success').play(); goToState(STATE_PUZZLE2_SUCCESS); } else { setGuiText("The door won't budge. Perhaps something else needs to be done first.", 'vo_stone_door_locked'); } }, 'vo_stone_door_label', 'vo_stone_door_locked'); 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 with hint directly var noteText = "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.'\n\n(Hint: Hold on the chest for 5 seconds)"; setGuiText(noteText, 'vo_note_contents'); noteRead = true; self.lastTapTime = 0; // Reset to prevent triple taps } else { // Single tap - announce self.announce(); self.lastTapTime = now; } }; return self; }); // --- No update loop needed for MVP --- // Key var Key = InteractiveElement.expand(function () { var self = InteractiveElement.call(this); self.setup("Key", "Something lies on the floor. Cold, small... metal.", "You pick up a rusty key. It hums faintly in your hand.", function () { hasKey = true; setGuiText("You pick up a rusty key. It hums faintly in your hand.", 'vo_key_pickup'); self.visible = false; // Hide key after pickup }, 'vo_key_label', 'vo_key_pickup'); return self; }); // Door var Door = InteractiveElement.expand(function () { var self = InteractiveElement.call(this); self.setup("Door", "A heavy wooden door. It doesn't budge.", "", function () { // Door can only be opened if player has the key if (typeof hasKey !== "undefined" && hasKey) { self.interactText = "The key turns with a satisfying click. The path ahead opens."; setGuiText("The key turns with a satisfying click. The path ahead opens.", 'vo_door_unlocked'); goToState(STATE_PUZZLE1_SUCCESS); } else { self.interactText = "The door is locked tight. You'll need something to open it."; setGuiText("The door is locked tight. You'll need something to open it.", 'vo_door_locked'); } }, 'vo_door_label', 'vo_door_locked'); return self; }); // Chest for Puzzle 2 var Chest = InteractiveElement.expand(function () { var self = InteractiveElement.call(this); self.isOpened = false; self.chestId = 0; self.isVialChest = false; // Will be set during setup self.isTrapChest = false; // Will be set during setup self.setup = function (id, isVial, isTrap) { self.chestId = id; self.isVialChest = !!isVial; self.isTrapChest = !!isTrap; // Inspection text var inspectText = "A wooden chest with intricate carvings."; if (self.isVialChest) { inspectText = "A wooden chest. It smells faintly of herbs."; } else if (self.isTrapChest) { inspectText = "Another chest, this one colder to the touch."; } // Interact logic InteractiveElement.call(self).setup("Chest " + (id + 1), inspectText, "", function () { if (!self.isOpened) { self.isOpened = true; // Vial Chest if (self.isVialChest) { hasVialOfClarity = true; // If trap was already triggered, heal and stop distortion if (trapActive) { trapActive = false; setGuiText("You open the chest… a soft chime rings out. Inside, a small vial, warm to the touch. You feel a little more focused. The distortion fades.", 'vo_vial_heals_trap'); // Play soft chime, then steady hum (simulate with sfx_success for now) LK.getSound('sfx_success').play(); } else { setGuiText("You open the chest… a soft chime rings out. Inside, a small vial, warm to the touch. You feel a little more focused.", 'vo_vial_found'); LK.getSound('sfx_success').play(); } } // Trap Chest else if (self.isTrapChest) { // If player already has vial, neutralize trap if (hasVialOfClarity) { setGuiText("You open the chest… a rush of wind escapes, but the vial in your hand pulses gently, shielding your senses.", 'vo_trap_neutralized'); // Play wind muffled/steady hum (simulate with sfx_tap for now) LK.getSound('sfx_tap').play(); } else { trapActive = true; setGuiText("You open the chest… a rush of wind escapes. A sharp whisper pierces your ears. Everything feels… twisted.", 'vo_trap_triggered'); // Play rushing wind/sharp whisper (simulate with sfx_tap for now) LK.getSound('sfx_tap').play(); // TODO: Add actual distortion effect if available } } // Fallback (should not happen) else { setGuiText("The chest creaks open. You find nothing inside, but sense progress.", 'vo_chest_opened'); LK.getSound('sfx_success').play(); } checkPuzzle2Progress(); } else { setGuiText("The chest is already open.", 'vo_chest_empty'); } }, // Announce/inspect voice-over self.isVialChest ? 'vo_vial_inspect' : self.isTrapChest ? 'vo_trap_inspect' : 'vo_chest_label', // Interact voice-over self.isVialChest ? 'vo_vial_found' : self.isTrapChest ? 'vo_trap_triggered' : 'vo_chest_opened'); }; return self; }); // Chest // 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 --- // Voice-over sounds for narration // Voice-over assets for all text displays // Narration assets // Voice-over sounds for puzzle elements // Voice-over sounds for game states and feedback // Narration music tracks 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 STATE_PUZZLE2_SUCCESS = 6; 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; // --- Puzzle 2 element state --- var puzzle2Elements = []; var bothChestsOpened = false; // --- Puzzle 2: Vial/Trap state --- var hasVialOfClarity = false; var trapActive = 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); } // Check if both chests are opened in puzzle 2 function checkPuzzle2Progress() { var openedCount = 0; for (var i = 0; i < puzzle2Elements.length; i++) { if (puzzle2Elements[i] instanceof Chest && puzzle2Elements[i].isOpened) { openedCount++; } } if (openedCount >= 2) { bothChestsOpened = true; setGuiText("Both chests are open. The stone door seems to respond...", 'vo_both_chests_opened'); // Make the stone door visible for (var j = 0; j < puzzle2Elements.length; j++) { if (puzzle2Elements[j] instanceof StoneDoor) { puzzle2Elements[j].visible = true; break; } } } } // --- 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(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 / 2 // Center icon on screen }); game.addChild(headphonesIcon); } else if (state === STATE_MENU) { setGuiText("Title screen...\n\n(Tap 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("Darkness surrounds you.\nTap to feel your way forward.\nDouble tap when something stirs... it may be more than stone.", '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 < 2; 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 }); } } // Key var key = new Key(); key.x = positions[0].x; key.y = positions[0].y; game.addChild(key); puzzle1Elements.push(key); // Door var door = new Door(); door.x = positions[1].x; door.y = positions[1].y; game.addChild(door); puzzle1Elements.push(door); } } 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("Well done! The door opens to reveal another chamber.\n\n(Tap to continue)", 'vo_puzzle1_complete'); } else if (state === STATE_PUZZLE2) { setGuiText("A new chamber. You sense chests and a heavy stone door.\nExplore carefully.", 'vo_puzzle2_intro'); // Clear previous puzzle elements if (puzzle2Elements.length > 0) { for (var i = 0; i < puzzle2Elements.length; i++) { puzzle2Elements[i].destroy(); } } puzzle2Elements = []; bothChestsOpened = false; hasVialOfClarity = false; trapActive = false; // Generate random positions for 2 chests and 1 door var positions = []; for (var p = 0; p < 3; p++) { var validPosition = false; var attempts = 0; while (!validPosition && attempts < 50) { var newX = 300 + Math.random() * (2048 - 600); var newY = 500 + Math.random() * (2732 - 1000); 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 < 400) { tooClose = true; break; } } if (!tooClose) { positions.push({ x: newX, y: newY }); validPosition = true; } attempts++; } if (!validPosition) { positions.push({ x: 400 + p * 500, y: 900 + p * 300 }); } } // Randomly assign which chest is Vial and which is Trap var vialChestIndex = Math.floor(Math.random() * 2); var trapChestIndex = 1 - vialChestIndex; // Create chests for (var c = 0; c < 2; c++) { var chest = new Chest(); var isVial = c === vialChestIndex; var isTrap = c === trapChestIndex; chest.setup(c, isVial, isTrap); chest.x = positions[c].x; chest.y = positions[c].y; game.addChild(chest); puzzle2Elements.push(chest); } // Create stone door (hidden initially) var stoneDoor = new StoneDoor(); stoneDoor.x = positions[2].x; stoneDoor.y = positions[2].y; stoneDoor.visible = false; // Hide until both chests are opened game.addChild(stoneDoor); puzzle2Elements.push(stoneDoor); } else if (state === STATE_PUZZLE2_SUCCESS) { // Clean up puzzle 2 elements if (puzzle2Elements.length > 0) { for (var i = 0; i < puzzle2Elements.length; i++) { puzzle2Elements[i].destroy(); } puzzle2Elements = []; } setGuiText("Congratulations! You've completed both puzzles.\n\nThank you for playing!", 'vo_game_complete'); // Could transition to credits or restart } 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); } else if (currentState === STATE_PUZZLE2) { // Route tap to nearest element var tapped = false; for (var i = 0; i < puzzle2Elements.length; i++) { var el = puzzle2Elements[i]; var dx = x - el.x; var dy = y - el.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 180) { if (typeof el.down === "function") { el.down(x, y, obj); tapped = true; break; } } } if (!tapped) { setGuiText("You feel nothing of interest here.\nTry exploring elsewhere.", 'vo_nothing_here'); } } else if (currentState === STATE_PUZZLE2_SUCCESS) { // Game complete - could restart or show credits goToState(STATE_HEADPHONES); } }; // 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);
===================================================================
--- original.js
+++ change.js
@@ -134,21 +134,68 @@
var Chest = InteractiveElement.expand(function () {
var self = InteractiveElement.call(this);
self.isOpened = false;
self.chestId = 0;
- self.setup = function (id) {
+ self.isVialChest = false; // Will be set during setup
+ self.isTrapChest = false; // Will be set during setup
+ self.setup = function (id, isVial, isTrap) {
self.chestId = id;
- // Call the parent's setup method using the inherited method
- InteractiveElement.call(self).setup("Chest " + (id + 1), "A wooden chest with intricate carvings.", "", function () {
+ self.isVialChest = !!isVial;
+ self.isTrapChest = !!isTrap;
+ // Inspection text
+ var inspectText = "A wooden chest with intricate carvings.";
+ if (self.isVialChest) {
+ inspectText = "A wooden chest. It smells faintly of herbs.";
+ } else if (self.isTrapChest) {
+ inspectText = "Another chest, this one colder to the touch.";
+ }
+ // Interact logic
+ InteractiveElement.call(self).setup("Chest " + (id + 1), inspectText, "", function () {
if (!self.isOpened) {
self.isOpened = true;
- setGuiText("The chest creaks open. You find nothing inside, but sense progress.", 'vo_chest_opened');
- LK.getSound('sfx_success').play();
+ // Vial Chest
+ if (self.isVialChest) {
+ hasVialOfClarity = true;
+ // If trap was already triggered, heal and stop distortion
+ if (trapActive) {
+ trapActive = false;
+ setGuiText("You open the chest… a soft chime rings out. Inside, a small vial, warm to the touch. You feel a little more focused. The distortion fades.", 'vo_vial_heals_trap');
+ // Play soft chime, then steady hum (simulate with sfx_success for now)
+ LK.getSound('sfx_success').play();
+ } else {
+ setGuiText("You open the chest… a soft chime rings out. Inside, a small vial, warm to the touch. You feel a little more focused.", 'vo_vial_found');
+ LK.getSound('sfx_success').play();
+ }
+ }
+ // Trap Chest
+ else if (self.isTrapChest) {
+ // If player already has vial, neutralize trap
+ if (hasVialOfClarity) {
+ setGuiText("You open the chest… a rush of wind escapes, but the vial in your hand pulses gently, shielding your senses.", 'vo_trap_neutralized');
+ // Play wind muffled/steady hum (simulate with sfx_tap for now)
+ LK.getSound('sfx_tap').play();
+ } else {
+ trapActive = true;
+ setGuiText("You open the chest… a rush of wind escapes. A sharp whisper pierces your ears. Everything feels… twisted.", 'vo_trap_triggered');
+ // Play rushing wind/sharp whisper (simulate with sfx_tap for now)
+ LK.getSound('sfx_tap').play();
+ // TODO: Add actual distortion effect if available
+ }
+ }
+ // Fallback (should not happen)
+ else {
+ setGuiText("The chest creaks open. You find nothing inside, but sense progress.", 'vo_chest_opened');
+ LK.getSound('sfx_success').play();
+ }
checkPuzzle2Progress();
} else {
setGuiText("The chest is already open.", 'vo_chest_empty');
}
- }, 'vo_chest_label', 'vo_chest_opened');
+ },
+ // Announce/inspect voice-over
+ self.isVialChest ? 'vo_vial_inspect' : self.isTrapChest ? 'vo_trap_inspect' : 'vo_chest_label',
+ // Interact voice-over
+ self.isVialChest ? 'vo_vial_found' : self.isTrapChest ? 'vo_trap_triggered' : 'vo_chest_opened');
};
return self;
});
// Chest
@@ -190,17 +237,17 @@
/****
* Game Code
****/
-// Narration music tracks
-// Voice-over sounds for game states and feedback
-// Voice-over sounds for puzzle elements
-// 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.
+// No visual assets needed for MVP, but we will use a simple shape for tap feedback.
+// --- State Management ---
+// Voice-over sounds for narration
+// Voice-over assets for all text displays
+// Narration assets
+// Voice-over sounds for puzzle elements
+// Voice-over sounds for game states and feedback
+// Narration music tracks
var STATE_HEADPHONES = 0;
var STATE_MENU = 1;
var STATE_INTRO = 2;
var STATE_PUZZLE1 = 3;
@@ -224,8 +271,11 @@
var hasKey = false;
// --- Puzzle 2 element state ---
var puzzle2Elements = [];
var bothChestsOpened = false;
+// --- Puzzle 2: Vial/Trap state ---
+var hasVialOfClarity = false;
+var trapActive = false;
// --- GUI Text for minimal visual feedback (for sighted users) ---
var guiText = new Text2('', {
size: 50,
fill: 0xFFFFFF,
@@ -405,8 +455,10 @@
}
}
puzzle2Elements = [];
bothChestsOpened = false;
+ hasVialOfClarity = false;
+ trapActive = false;
// Generate random positions for 2 chests and 1 door
var positions = [];
for (var p = 0; p < 3; p++) {
var validPosition = false;
@@ -439,12 +491,17 @@
y: 900 + p * 300
});
}
}
+ // Randomly assign which chest is Vial and which is Trap
+ var vialChestIndex = Math.floor(Math.random() * 2);
+ var trapChestIndex = 1 - vialChestIndex;
// Create chests
for (var c = 0; c < 2; c++) {
var chest = new Chest();
- chest.setup(c);
+ var isVial = c === vialChestIndex;
+ var isTrap = c === trapChestIndex;
+ chest.setup(c, isVial, isTrap);
chest.x = positions[c].x;
chest.y = positions[c].y;
game.addChild(chest);
puzzle2Elements.push(chest);
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