User prompt
Text for each menu shoild only appear in the gui
User prompt
Sorry left align them
User prompt
Add more space between intro hoe to play and credits. Also right align them. Last add a visual mark of the on the tabtvis selected.
User prompt
Make intro how to play and credits larger font
User prompt
In main menu add three options. First Intro. Second How to Play. third.
User prompt
Add menu title to Menu Screen. Put Main Menu on the top
User prompt
No not show eye closed and open if there are no element on the screen
User prompt
Renama tap to continue to double tap to continue
User prompt
Remove use headpjone for a better expeitience that was las added sin that is in the gui too
User prompt
Eyeopen or closed should only affect the element on the screne not the text
User prompt
To go from one screen to another double tap not single tap
User prompt
One tap in the game only reads whats is tapped. Either if it is a object or a text menu. Dounle tap will interact with it.
User prompt
Move headphones text lower in thebscreen
User prompt
Make use headphones text bigger
User prompt
In headphones screen show text below it that read: use headphones for a better experience
User prompt
ccreatea asset for vo_rock_on_tile
User prompt
add vo for text on puzzle 3
User prompt
In puzzle 3, when player is dragging the rock and it touches the floor tile, make a click sound and leave the rock there.
User prompt
please create vo assets for all the puzzle 3 text
User prompt
if rock starts moving in puzzle 3, stop vo of rock label
User prompt
create VO assets for puzzle 3
User prompt
Make sure the success message of a level finishes its vo before the intro of the next level stars
User prompt
In puzzle 3, when rock is touched and dragged, do not say it is a rock.
User prompt
when rock is being dragged, play sfx_rock_drag until it is released.
User prompt
add background glow to the headphones ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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 }); // Apply global visibility state circle.visible = typeof tapCirclesVisible !== 'undefined' ? tapCirclesVisible : false; // Store the tap circle's radius for hit detection (half of width) self.hitRadius = circle.width / 2; // 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\n(Double tap to interact)", self.voiceOverAnnounceId); // Optionally, play a sound or narration for the element }; // Interact with the element self.interact = function () { // If onInteract is defined, it is responsible for calling setGuiText. if (typeof self.onInteract === "function") { self.onInteract(); } else { // Only call setGuiText here if there's no specific onInteract handler // that would call it. This uses the generic interactText and voiceOverInteractId. setGuiText(self.interactText, self.voiceOverInteractId); } }; // Track pending voice-over timeout self.pendingVOTimeout = null; self.justDoubleTapped = false; self.justDoubleTappedTimeout = null; // 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 // Cancel any pending single-tap voice-over if (self.pendingVOTimeout) { LK.clearTimeout(self.pendingVOTimeout); self.pendingVOTimeout = null; } // Stop any current voice-over before playing the double-tap VO if (currentVoiceOver) { currentVoiceOver.stop(); currentVoiceOver = null; } self.interact(); self.lastTapTime = 0; // Reset to prevent triple taps // Cooldown after double tap to prevent immediate single tap on this element if (self.justDoubleTappedTimeout) { LK.clearTimeout(self.justDoubleTappedTimeout); } self.justDoubleTapped = true; self.justDoubleTappedTimeout = LK.setTimeout(function () { self.justDoubleTapped = false; self.justDoubleTappedTimeout = null; }, 700); // 700ms cooldown // Play a subtle sound to indicate interaction LK.getSound('sfx_tap').play(); } else { // This is a single tap // If a double tap just occurred on this element, suppress the immediate single tap action // but record the tap time for a potential new double tap. if (self.justDoubleTapped) { self.lastTapTime = now; // Do not schedule announce, do not clear other timers or VOs, as the double tap just handled interaction. } else { // Standard single tap logic: // Cancel any existing pending voice-over if (self.pendingVOTimeout) { LK.clearTimeout(self.pendingVOTimeout); // {s} self.pendingVOTimeout = null; // Explicitly nullify the handle after clearing an old timeout } // {t} // Stop any current voice-over before scheduling new one if (currentVoiceOver) { currentVoiceOver.stop(); currentVoiceOver = null; } // Delay the announce to check if it's actually a double-tap self.pendingVOTimeout = LK.setTimeout(function () { self.announce(); self.pendingVOTimeout = null; }, 300); // Wait 300ms to see if second tap comes 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) { LK.getSound('sfx_rock_door_rumble').play(); 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; }); // 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; LK.getSound('sfx_key_pickup').play(); 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; }); // Heavy Rock for Puzzle 3 var HeavyRock = InteractiveElement.expand(function () { var self = InteractiveElement.call(this); self.isDragging = false; self.startX = 0; self.startY = 0; self.lastX = 0; // Add lastX property self.lastY = 0; // Add lastY property self.lastDragSoundTime = 0; self.setup("Heavy Rock", "A large, heavy rock. It might be moveable with effort.", "", function () { setGuiText("The rock is heavy but you might be able to drag it. Hold and drag to move it.", 'vo_rock_drag_hint'); }, 'vo_heavy_rock_label', 'vo_rock_drag_hint'); // Override down to start dragging var originalDown = self.down; self.down = function (x, y, obj) { originalDown.call(self, x, y, obj); // Check if this is a hold (not a double tap) var now = Date.now(); var timeSinceLastTap = now - self.lastTapTime; // If not a double tap, start dragging if (timeSinceLastTap > 500 || timeSinceLastTap < 50) { self.isDragging = true; self.startX = self.x; self.startY = self.y; // No drag offset needed; set position directly during drag self.dragOffsetX = 0; self.dragOffsetY = 0; // Stop rock label voice-over when dragging starts if (currentVoiceOver) { currentVoiceOver.stop(); currentVoiceOver = null; } } // Also update lastX and lastY immediately to the current position self.lastX = self.x; self.lastY = self.y; }; // Handle dragging self.handleDrag = function (x, y, obj) { if (self.isDragging) { // Move rock directly to touch position (no offset) self.x = x; self.y = y; // Play drag sound periodically var now = Date.now(); if (now - self.lastDragSoundTime > 500) { LK.getSound('sfx_rock_drag').play(); self.lastDragSoundTime = now; } } ; // Add update method to track position changes self.update = function () { self.lastX = self.x; // Update lastX self.lastY = self.y; // Update lastY }; }; // Stop dragging on up self.up = function (x, y, obj) { if (self.isDragging) { self.isDragging = false; // Check if rock is on the floor tile if (puzzle3FloorTile && self.intersects(puzzle3FloorTile)) { puzzle3FloorTile.pressWithRock(); } else if (puzzle3FloorTile && puzzle3FloorTile.isPressedByRock) { // Rock was moved off the tile puzzle3FloorTile.releaseFromRock(); } } }; return self; }); // Gate for Puzzle 3 var Gate = InteractiveElement.expand(function () { var self = InteractiveElement.call(this); self.isOpen = false; // Override announce to provide different instructions when open var originalAnnounce = self.announce; self.announce = function () { if (self.isOpen) { setGuiText("Gate\nThe gate stands open before you.\n\n(Double tap to pass through)", 'vo_gate_open_announce'); } else { originalAnnounce.call(self); } }; self.setup("Gate", "A heavy iron gate blocks your path.", "", function () { if (self.isOpen) { // When gate is open, double-tap allows passage setGuiText("The gate is open! You step through carefully...", 'vo_gate_passage'); LK.getSound('sfx_success').play(); goToState(STATE_PUZZLE3_SUCCESS); } else { setGuiText("The gate is closed. Something needs to keep it open.", 'vo_gate_closed'); } }, 'vo_gate_label', 'vo_gate_closed'); self.open = function () { if (!self.isOpen) { self.isOpen = true; LK.getSound('sfx_gate_open').play(); setGuiText("The gate slowly grinds open!", 'vo_gate_opening'); } }; self.close = function () { if (self.isOpen) { self.isOpen = false; LK.getSound('sfx_gate_close').play(); setGuiText("The gate slides shut again.", 'vo_gate_closing'); } }; return self; }); // Floor Tile for Puzzle 3 var FloorTile = InteractiveElement.expand(function () { var self = InteractiveElement.call(this); self.isPressed = false; self.isPressedByRock = false; self.linkedGate = null; self.setup("Floor Tile", "A loose stone tile. It seems to move slightly when touched.", "", function () { if (self.isPressedByRock) { setGuiText("The heavy rock keeps the tile pressed down.", 'vo_tile_pressed_by_rock'); } else { setGuiText("When you press the tile, the gate opens... but it closes as soon as you lift your feet. You'll need something heavy to keep it pressed.", 'vo_tile_springs_back'); } }, 'vo_floor_tile_label', 'vo_tile_springs_back'); // Override down to handle holding var originalDown = self.down; self.down = function (x, y, obj) { originalDown.call(self, x, y, obj); // If not already pressed by rock, handle manual press if (!self.isPressedByRock) { self.isPressed = true; if (self.linkedGate) { self.linkedGate.open(); } } }; // Add up handler for release self.up = function (x, y, obj) { // Only handle release if not pressed by rock if (!self.isPressedByRock && self.isPressed) { self.isPressed = false; if (self.linkedGate) { self.linkedGate.close(); } } }; self.pressWithRock = function () { if (!self.isPressedByRock) { self.isPressedByRock = true; self.isPressed = true; if (self.linkedGate) { self.linkedGate.open(); } LK.getSound('sfx_rock_place').play(); setGuiText("The rock settles onto the tile with a satisfying thunk. The gate remains open!", 'vo_rock_on_tile'); } }; self.releaseFromRock = function () { if (self.isPressedByRock) { self.isPressedByRock = false; self.isPressed = false; if (self.linkedGate) { self.linkedGate.close(); } } }; 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'); // Play new door unlock sound LK.getSound('sfx_door_unlock').play(); 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; // Play chest open sound LK.getSound('sfx_chest_open').play(); // Vial Chest if (self.isVialChest) { hasVialOfClarity = true; // Play background music for vial chest open LK.playMusic('vial_chest_open_bgm', { loop: true }); // If trap was already triggered, heal and stop distortion if (trapActive) { trapActive = false; // Stop annoying trap sound if running stopAnnoyingTrapSound(); var vialText = "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."; // If this is the second chest, append the stone shifting message var openedCount = 0; for (var i = 0; i < puzzle2Elements.length; i++) { if (puzzle2Elements[i] instanceof Chest && puzzle2Elements[i].isOpened) { openedCount++; } } if (openedCount === 2) { vialText += "\nYou hear a heavy stone shifting nearby."; } setGuiText(vialText, 'vo_vial_heals_trap'); // Play soft chime, then steady hum (simulate with sfx_success for now) LK.getSound('sfx_success').play(); } else { var vialText = "You open the chest… a soft chime rings out. Inside, a small vial, warm to the touch. You feel a little more focused."; var openedCount = 0; for (var i = 0; i < puzzle2Elements.length; i++) { if (puzzle2Elements[i] instanceof Chest && puzzle2Elements[i].isOpened) { openedCount++; } } if (openedCount === 2) { vialText += "\nYou hear a heavy stone shifting nearby."; } setGuiText(vialText, 'vo_vial_found'); LK.getSound('sfx_success').play(); } } // Trap Chest else if (self.isTrapChest) { // If player already has vial, neutralize trap if (hasVialOfClarity) { var trapText = "You open the chest… a rush of wind escapes, but the vial in your hand pulses gently, shielding your senses."; var openedCount = 0; for (var i = 0; i < puzzle2Elements.length; i++) { if (puzzle2Elements[i] instanceof Chest && puzzle2Elements[i].isOpened) { openedCount++; } } if (openedCount === 2) { trapText += "\nYou hear a heavy stone shifting nearby."; } setGuiText(trapText, 'vo_trap_neutralized'); // Play wind muffled/steady hum (simulate with sfx_tap for now) LK.getSound('sfx_tap').play(); // Stop annoying trap sound if running stopAnnoyingTrapSound(); } else { trapActive = true; var trapText = "You open the chest… a rush of wind escapes. A sharp whisper pierces your ears. Everything feels… twisted."; var openedCount = 0; for (var i = 0; i < puzzle2Elements.length; i++) { if (puzzle2Elements[i] instanceof Chest && puzzle2Elements[i].isOpened) { openedCount++; } } if (openedCount === 2) { trapText += "\nYou hear a heavy stone shifting nearby."; } setGuiText(trapText, 'vo_trap_triggered'); // Play rushing wind/sharp whisper (simulate with sfx_tap for now) LK.getSound('sfx_tap').play(); // Start annoying trap sound startAnnoyingTrapSound(); // TODO: Add actual distortion effect if available } } // Fallback (should not happen) else { var fallbackText = "The chest creaks open. You find nothing inside, but sense progress."; var openedCount = 0; for (var i = 0; i < puzzle2Elements.length; i++) { if (puzzle2Elements[i] instanceof Chest && puzzle2Elements[i].isOpened) { openedCount++; } } if (openedCount === 2) { fallbackText += "\nYou hear a heavy stone shifting nearby."; } setGuiText(fallbackText, '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 ****/ // missing, added // missing, added // missing, added // missing, added // missing, added // missing, added // missing, added // missing, added // missing, added // missing, added // missing, added // missing, added // missing, added // missing, added // missing, added // missing, added // 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. // Voice-over assets for "nothing here" phrases // Puzzle 1 & 2: All unique VO assets 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 STATE_PUZZLE3 = 7; var STATE_PUZZLE3_SUCCESS = 8; 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 // Double-tap tracking at game level var lastTapTime = 0; var lastTapX = 0; var lastTapY = 0; var doubleTapThreshold = 500; // milliseconds var doubleTapDistanceThreshold = 50; // pixels // --- Puzzle 1 element state --- var puzzle1Elements = []; var chestOpened = false; var hasKey = false; // --- Puzzle 2 element state --- var puzzle2Elements = []; var bothChestsOpened = false; // --- Puzzle 2: Vial/Trap state --- var hasVialOfClarity = false; var trapActive = false; // --- Puzzle 3 element state --- var puzzle3Elements = []; var puzzle3Gate = null; var puzzle3FloorTile = null; var puzzle3Rock = null; // --- Annoying sound for trap logic --- var annoyingTrapSound = null; var annoyingTrapSoundInterval = null; var debugLevelLinks = []; // Array to store debug level links var tapCirclesVisible = false; // Global state for tapCircle visibility - starts hidden var tapCircleToggle = null; // Reference to toggle button function startAnnoyingTrapSound() { if (annoyingTrapSoundInterval) return; // Already running // Play the annoying sound as looping music LK.playMusic('sfx_trap_trigger', { loop: true }); } function stopAnnoyingTrapSound() { // Stop the annoying trap music if playing LK.stopMusic(); if (annoyingTrapSoundInterval) { LK.clearInterval(annoyingTrapSoundInterval); annoyingTrapSoundInterval = null; } annoyingTrapSound = null; } // --- GUI Text for minimal visual feedback (for sighted users) --- var guiText = new Text2('', { size: 50, fill: 0xFFFFFF, wordWrap: true, wordWrapWidth: 1600, // Reduced from 1800 to provide more margin 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 // GUI text should always be visible guiText.visible = true; // --- Helper Functions --- function updateTapCircleVisibility() { // Update puzzle 1 elements if (puzzle1Elements) { for (var i = 0; i < puzzle1Elements.length; i++) { var el = puzzle1Elements[i]; if (el && el.children && el.children[0]) { el.children[0].visible = tapCirclesVisible; } } } // Update puzzle 2 elements if (puzzle2Elements) { for (var i = 0; i < puzzle2Elements.length; i++) { var el = puzzle2Elements[i]; if (el && el.children && el.children[0]) { el.children[0].visible = tapCirclesVisible; } } } // Update puzzle 3 elements if (puzzle3Elements) { for (var i = 0; i < puzzle3Elements.length; i++) { var el = puzzle3Elements[i]; if (el && el.children && el.children[0]) { el.children[0].visible = tapCirclesVisible; } } } } 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, but delay if a SFX is currently playing if (voiceOverId) { // Check if a SFX was just played (by convention, SFX are played right before setGuiText) // We'll check if any SFX is currently playing and delay VO until it finishes var sfxIds = ['sfx_door_unlock', 'sfx_success', 'sfx_tap']; var maxSfxDuration = 0; for (var i = 0; i < sfxIds.length; i++) { var sfx = LK.getSound(sfxIds[i]); if (sfx && sfx.isPlaying && typeof sfx.duration === "number") { if (sfx.duration > maxSfxDuration) { maxSfxDuration = sfx.duration; } } } // If any SFX is playing, delay VO by the max duration (or a minimum of 400ms) if (maxSfxDuration > 0) { LK.setTimeout(function () { currentVoiceOver = LK.getSound(voiceOverId); currentVoiceOver.play(); }, Math.max(400, maxSfxDuration * 1000)); } else { 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) { bothChestsOpened = true; // No separate message for the door noise; handled in Chest logic after opening the second chest. } } // --- State Transitions --- function goToState(state) { // Clear existing debug level links first if (debugLevelLinks.length > 0) { for (var i = 0; i < debugLevelLinks.length; i++) { if (debugLevelLinks[i] && typeof debugLevelLinks[i].destroy === 'function') { debugLevelLinks[i].destroy(); } } debugLevelLinks = []; } stopNarration(); // Remove headphones icon if it exists if (headphonesIcon) { // Clean up extra elements (like text below icon) if (headphonesIcon.extraElements) { for (var i = 0; i < headphonesIcon.extraElements.length; i++) { if (headphonesIcon.extraElements[i]) { headphonesIcon.extraElements[i].destroy(); } } } headphonesIcon.destroy(); headphonesIcon = null; } // Remove toggle button if it exists if (tapCircleToggle) { tapCircleToggle.destroy(); tapCircleToggle = null; } currentState = state; if (state === STATE_HEADPHONES) { setGuiText("(Tap to continue)"); // 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 - 200 // Move icon up to make room for text below }); game.addChild(headphonesIcon); // Add text below headphones icon var headphonesText = new Text2("Use headphones for a better experience", { size: 100, fill: 0xFFFFFF, align: 'center', wordWrap: true, wordWrapWidth: 1600 }); headphonesText.anchor.set(0.5, 0.5); headphonesText.x = 2048 / 2; headphonesText.y = 2732 / 2 + 400; // Position further below the icon game.addChild(headphonesText); // Store reference to clean up later if (!headphonesIcon.extraElements) { headphonesIcon.extraElements = []; } headphonesIcon.extraElements.push(headphonesText); // Add debug links for development var levelsForDebug = [{ name: "Menu", state: STATE_MENU }, { name: "Intro", state: STATE_INTRO }, { name: "Puzzle 1", state: STATE_PUZZLE1 }, { name: "P1 Success", state: STATE_PUZZLE1_SUCCESS }, { name: "Puzzle 2", state: STATE_PUZZLE2 }, { name: "P2 Success", state: STATE_PUZZLE2_SUCCESS }, { name: "Puzzle 3", state: STATE_PUZZLE3 }, { name: "P3 Success", state: STATE_PUZZLE3_SUCCESS }]; var startY = 120; // Start below the 100px top-left reserved area var spacingY = 55; for (var i = 0; i < levelsForDebug.length; i++) { var levelData = levelsForDebug[i]; var linkText = new Text2(levelData.name, { size: 38, fill: 0xFFFF00, // Bright yellow for debug align: 'left', wordWrap: true, wordWrapWidth: 300 // Ensure debug links don't overflow }); linkText.anchor.set(0, 0); // Anchor top-left linkText.x = 20; // Small offset from left edge linkText.y = startY + i * spacingY; linkText.interactive = true; linkText.buttonMode = true; // Shows hand cursor on desktop // IIFE to correctly capture levelData.state in the closure (function (targetState) { linkText.down = function () { // Stop any ongoing VO from the headphone screen before jumping if (currentVoiceOver) { currentVoiceOver.stop(); currentVoiceOver = null; } goToState(targetState); }; })(levelData.state); LK.gui.top.addChild(linkText); // Add to gui.top so it's above game content debugLevelLinks.push(linkText); // Store for cleanup } } 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'); // Start dungeon background sounds LK.playMusic('dungeon_background_sounds'); // Only create elements if they don't exist yet if (typeof puzzle1Elements === "undefined" || puzzle1Elements.length === 0) { puzzle1Step = 0; puzzle1Elements = []; chestOpened = 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(); } } } else if (state === STATE_PUZZLE2) { setGuiText("A quiet chamber. Faint scents and the weight of stone surround you.", '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 (always visible) var stoneDoor = new StoneDoor(); stoneDoor.x = positions[2].x; stoneDoor.y = positions[2].y; stoneDoor.visible = true; // Always visible 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 = []; } // Stop annoying trap sound if running stopAnnoyingTrapSound(); // Individual success narration for puzzle2 setGuiText("A deep rumble. The door yields, revealing the unknown beyond.", 'vo_puzzle2_success'); // Transition to puzzle 3 after a delay LK.setTimeout(function () { goToState(STATE_PUZZLE3); }, 3000); } else if (state === STATE_PUZZLE3) { setGuiText("Another chamber. You sense a gate ahead, but something blocks it.", 'vo_puzzle3_intro'); playNarration('vo_puzzle3_intro', { loop: false }); // Don't clear puzzle 3 elements, just remove them from display if needed if (puzzle3Elements.length > 0) { for (var i = 0; i < puzzle3Elements.length; i++) { if (puzzle3Elements[i].parent) { puzzle3Elements[i].parent.removeChild(puzzle3Elements[i]); } } } // Only generate positions if elements don't exist yet if (puzzle3Elements.length === 0) { // Generate positions for puzzle 3 elements 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 }); } } // Create gate puzzle3Gate = new Gate(); puzzle3Gate.x = positions[0].x; puzzle3Gate.y = positions[0].y; game.addChild(puzzle3Gate); puzzle3Elements.push(puzzle3Gate); // Create floor tile puzzle3FloorTile = new FloorTile(); puzzle3FloorTile.x = positions[1].x; puzzle3FloorTile.y = positions[1].y; puzzle3FloorTile.linkedGate = puzzle3Gate; game.addChild(puzzle3FloorTile); puzzle3Elements.push(puzzle3FloorTile); // Create heavy rock puzzle3Rock = new HeavyRock(); puzzle3Rock.x = positions[2].x; puzzle3Rock.y = positions[2].y; // Store initial position to prevent unwanted position changes puzzle3Rock.initialX = positions[2].x; puzzle3Rock.lastX = positions[2].x; // Initialize lastX puzzle3Rock.initialY = positions[2].y; puzzle3Rock.lastY = positions[2].y; // Initialize lastY game.addChild(puzzle3Rock); puzzle3Elements.push(puzzle3Rock); } else { // Re-add existing elements to the game for (var i = 0; i < puzzle3Elements.length; i++) { game.addChild(puzzle3Elements[i]); } } } else if (state === STATE_PUZZLE3_SUCCESS) { var showPuzzle3Congrats = function showPuzzle3Congrats() { if (waitingForPuzzle3Congrats) { waitingForPuzzle3Congrats = false; setGuiText("Congratulations! You've completed all three puzzles.\n\nThank you for playing!", 'vo_game_complete'); } }; // Clean up puzzle 3 elements if (puzzle3Elements.length > 0) { for (var i = 0; i < puzzle3Elements.length; i++) { puzzle3Elements[i].destroy(); } puzzle3Elements = []; } setGuiText("Success! The gate remains open. You've mastered the chamber's mechanics.", 'vo_puzzle3_success'); var waitingForPuzzle3Congrats = true; var voSuccess = LK.getSound('vo_puzzle3_success'); if (voSuccess) { voSuccess.onEnded = function () { showPuzzle3Congrats(); }; } // Also allow player to tap to continue var oldDown = game.down; game.down = function (x, y, obj) { if (currentState === STATE_PUZZLE3_SUCCESS && waitingForPuzzle3Congrats) { showPuzzle3Congrats(); return; } if (typeof oldDown === "function") oldDown(x, y, obj); }; } lockInput(800); // Create toggle button for tapCircle visibility (except on headphones screen) if (state !== STATE_HEADPHONES) { tapCircleToggle = new Container(); var eyeIcon = tapCircleToggle.attachAsset(tapCirclesVisible ? 'eyeOpen' : 'eyeClosed', { anchorX: 0.5, anchorY: 0.5 }); tapCircleToggle.interactive = true; tapCircleToggle.buttonMode = true; tapCircleToggle.down = function () { tapCirclesVisible = !tapCirclesVisible; // Update the eye icon tapCircleToggle.removeChildren(); var newEyeIcon = tapCircleToggle.attachAsset(tapCirclesVisible ? 'eyeOpen' : 'eyeClosed', { anchorX: 0.5, anchorY: 0.5 }); // Update visibility of all tapCircles only updateTapCircleVisibility(); }; LK.gui.top.addChild(tapCircleToggle); tapCircleToggle.y = 100; // Move toggle button 100 pixels down } } // --- 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; } // Check if this is a double-tap at game level var now = Date.now(); var timeSinceLastTap = now - lastTapTime; var tapDistance = Math.sqrt((x - lastTapX) * (x - lastTapX) + (y - lastTapY) * (y - lastTapY)); var isDoubleTap = timeSinceLastTap < doubleTapThreshold && timeSinceLastTap > 50 && tapDistance < doubleTapDistanceThreshold; // First check if tap is on an interactive element var tappedElement = null; var tapOnElement = false; // Check puzzle 1 elements if (currentState === STATE_PUZZLE1 && 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 < el.hitRadius) { tappedElement = el; tapOnElement = true; break; } } } // Check puzzle 2 elements if (currentState === STATE_PUZZLE2 && typeof puzzle2Elements !== "undefined") { 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 < el.hitRadius) { tappedElement = el; tapOnElement = true; break; } } } // If tapping on an element, let the element handle voice-over management // Only stop voice-over if NOT tapping on an element, or if it's a single tap on non-interactive area if (currentVoiceOver && !tapOnElement) { currentVoiceOver.stop(); currentVoiceOver = null; } // Update last tap info lastTapTime = now; lastTapX = x; lastTapY = y; showTapFeedback(x, y); if (currentState === STATE_HEADPHONES) { if (isDoubleTap) { goToState(STATE_MENU); } } else if (currentState === STATE_MENU) { if (isDoubleTap) { goToState(STATE_INTRO); } } else if (currentState === STATE_INTRO) { // Double tap to continue from intro to puzzle if (isDoubleTap) { 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 < el.hitRadius) { // within tapCircle radius if (typeof el.down === "function") { el.down(x, y, obj); tapped = true; break; } } } } if (!tapped) { // Pool of random 'nothing here' phrases and their corresponding voice-over asset ids var nothingHerePhrasesVO = [{ text: "Just cold stone beneath your fingers.", vo: "vo_nothing_cold_stone" }, { text: "Nothing unusual here.", vo: "vo_nothing_unusual" }, { text: "Rough wall. Nothing of interest.", vo: "vo_nothing_rough_wall" }, { text: "Only silence greets you.", vo: "vo_nothing_silence" }, { text: "You reach out… and find nothing new.", vo: "vo_nothing_reach_out" }, { text: "Your hand brushes empty air.", vo: "vo_nothing_brush_air" }, { text: "It’s quiet here. Too quiet.", vo: "vo_nothing_quiet" }, { text: "Nothing but shadows.", vo: "vo_nothing_shadows" }, { text: "This spot feels empty.", vo: "vo_nothing_spot_empty" }, { text: "Just part of the dungeon wall.", vo: "vo_nothing_dungeon_wall" }, { text: "You feel around, but there’s nothing here.", vo: "vo_nothing_feel_around" }, { text: "Only old stone. Try elsewhere.", vo: "vo_nothing_old_stone" }]; // Pick a random phrase and its voice-over var idx = Math.floor(Math.random() * nothingHerePhrasesVO.length); setGuiText(nothingHerePhrasesVO[idx].text, nothingHerePhrasesVO[idx].vo); } } else if (currentState === STATE_PUZZLE1_SUCCESS) { // Double tap to continue to puzzle 2 if (isDoubleTap) { 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 < el.hitRadius) { if (typeof el.down === "function") { el.down(x, y, obj); tapped = true; break; } } } if (!tapped) { // Pool of random 'nothing here' phrases and their corresponding voice-over asset ids var nothingHerePhrasesVO = [{ text: "Just cold stone beneath your fingers.", vo: "vo_nothing_cold_stone" }, { text: "Nothing unusual here.", vo: "vo_nothing_unusual" }, { text: "Rough wall. Nothing of interest.", vo: "vo_nothing_rough_wall" }, { text: "Only silence greets you.", vo: "vo_nothing_silence" }, { text: "You reach out… and find nothing new.", vo: "vo_nothing_reach_out" }, { text: "Your hand brushes empty air.", vo: "vo_nothing_brush_air" }, { text: "It’s quiet here. Too quiet.", vo: "vo_nothing_quiet" }, { text: "Nothing but shadows.", vo: "vo_nothing_shadows" }, { text: "This spot feels empty.", vo: "vo_nothing_spot_empty" }, { text: "Just part of the dungeon wall.", vo: "vo_nothing_dungeon_wall" }, { text: "You feel around, but there’s nothing here.", vo: "vo_nothing_feel_around" }, { text: "Only old stone. Try elsewhere.", vo: "vo_nothing_old_stone" }]; // Pick a random phrase and its voice-over var idx = Math.floor(Math.random() * nothingHerePhrasesVO.length); setGuiText(nothingHerePhrasesVO[idx].text, nothingHerePhrasesVO[idx].vo); } } else if (currentState === STATE_PUZZLE2_SUCCESS) { // Double tap to continue to puzzle 3 if (isDoubleTap) { goToState(STATE_PUZZLE3); } } else if (currentState === STATE_PUZZLE3) { // Route tap to nearest element var tapped = false; for (var i = 0; i < puzzle3Elements.length; i++) { var el = puzzle3Elements[i]; var dx = x - el.x; var dy = y - el.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < el.hitRadius) { if (typeof el.down === "function") { el.down(x, y, obj); tapped = true; break; } } } if (!tapped) { // Random 'nothing here' feedback var nothingHerePhrasesVO = [{ text: "Just cold stone beneath your fingers.", vo: "vo_nothing_cold_stone" }, { text: "Nothing unusual here.", vo: "vo_nothing_unusual" }, { text: "Rough wall. Nothing of interest.", vo: "vo_nothing_rough_wall" }, { text: "Only silence greets you.", vo: "vo_nothing_silence" }, { text: "You reach out… and find nothing new.", vo: "vo_nothing_reach_out" }]; var idx = Math.floor(Math.random() * nothingHerePhrasesVO.length); setGuiText(nothingHerePhrasesVO[idx].text, nothingHerePhrasesVO[idx].vo); } } else if (currentState === STATE_PUZZLE3_SUCCESS) { // Double tap to restart game if (isDoubleTap) { goToState(STATE_HEADPHONES); } } }; // Prevent drag/hold from causing issues game.move = function (x, y, obj) { // Handle rock dragging in puzzle 3 if (currentState === STATE_PUZZLE3 && puzzle3Rock && puzzle3Rock.isDragging) { // Move rock directly to touch position (no offset) puzzle3Rock.x = x; puzzle3Rock.y = y; // Play drag sound periodically var now = Date.now(); if (now - puzzle3Rock.lastDragSoundTime > 500) { LK.getSound('sfx_rock_drag').play(); puzzle3Rock.lastDragSoundTime = now; } } }; 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); } } } } else if (currentState === STATE_PUZZLE3) { // Always stop rock dragging on any finger lift if (puzzle3Rock && puzzle3Rock.isDragging) { puzzle3Rock.isDragging = false; // Check if rock is on the floor tile if (puzzle3FloorTile && puzzle3Rock.intersects(puzzle3FloorTile)) { puzzle3FloorTile.pressWithRock(); } else if (puzzle3FloorTile && puzzle3FloorTile.isPressedByRock) { // Rock was moved off the tile puzzle3FloorTile.releaseFromRock(); } } // Handle release for puzzle 3 elements for (var i = 0; i < puzzle3Elements.length; i++) { var el = puzzle3Elements[i]; if (typeof el.up === "function") { // Check if release is near the element var dx = x - el.x; var dy = y - el.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < el.hitRadius || el.isPressed) { el.up(x, y, obj); } } } // Do not automatically complete puzzle when rock is on tile // Player must double-tap the open gate to proceed } }; // --- Game Start --- goToState(STATE_HEADPHONES);
===================================================================
--- original.js
+++ change.js
@@ -735,9 +735,9 @@
tapCircleToggle = null;
}
currentState = state;
if (state === STATE_HEADPHONES) {
- setGuiText("Use Headphones for a better experience.\n\n(Tap to continue)"); // Added two extra newlines
+ setGuiText("(Tap to continue)");
// Voice-over is already handled by playNarration
playNarration('screen_headphones_voice', {
loop: false
});
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