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myColors-index.js
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/**
Copyright 2014-2015 Amazon.com, Inc. or its affiliates. All Rights Reserved.
Licensed under the Apache License, Version 2.0 (the "License"). You may not use this file except in compliance with the License. A copy of the License is located at
http://aws.amazon.com/apache2.0/
or in the "license" file accompanying this file. This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
*/
'use strict';
/**
* When editing your questions pay attention to your punctuation. Make sure you use question marks or periods.
* Make sure the first answer is the correct one. Set at least 4 answers, any extras will be shuffled in.
*/
var questions = [
{
"What is the color of sky in the morning?": [
"blue"
]
},
{
"Sunset color is?": [
"orange"
]
},
{
"Milk color is?": [
"white"
]
},
{
"What color is the School bus ?": [
"yellow"
]
},
{
"Red and Yellow make what color?": [
"orange"
]
},
{
"Red and Blue make what color?": [
"violet"
]
},
{
"Mix yellow and Blue to make what color?": [
"green"
]
},
{
"Yellow, Red, Blue are called ____ colors?": [
"primary"
]
},
{
"Orange, Violet, Green are the _____ colors?": [
"secondary"
]
},
{
"Ba Ba Black sheep ! What color is mentioned in the song?": [
"black"
]
},
{
"Water color is blue, True or False?": [
"true"
]
},
{
"Rainbow has how many colors ?": [
"seven"
]
},
{
"Which color is in the middle of a rainbow?": [
"green"
]
},
{
"Colors that you can see through are called?": [
"transparent"
]
},
{
"What is the color of pumpkin?": [
"orange"
]
},
{
"What color is inside of water melon?": [
"red"
]
},
{
"Every black cloud has a silver lining, which color is mentioned here?": [
"silver"
]
},
{
"Wedding rings are made from?": [
"gold"
]
},
{
"R is for Red, G is for Green, P is for?": [
"purple"
]
},
{
"Colors R + Y = G, What color is G ?": [
"green"
]
},
{
"Color of the moon is?": [
"white"
]
},
{
"Oranges are Orange, Apples are Red, What is the color of banana?": [
"yellow"
]
},
{
" Gold fish color is?": [
"gold"
]
},
{
"red, orange, yellow, blue, indigo, violet, Which color did i miss from the rainbow?": [
"green"
]
},
{
"red, orange, yellow, blue, green, violet, Which color did i miss from the rainbow?": [
"indigo"
]
},
{
"When the Sun is shining and there is rain as well you may see a?": [
"rainbow"
]
},
{
"Sunlight is known as visible or _____ light?": [
"white"
]
},
{
"mixture of all visible colors is which color?": [
"white"
]
},
{
"What does VIBGYOR means in colors?": [
"rainbow"
]
},
{
"Colors in the sky you see is?": [
"rainbow"
]
},
];
// Route the incoming request based on type (LaunchRequest, IntentRequest,
// etc.) The JSON body of the request is provided in the event parameter.
exports.handler = function (event, context) {
try {
console.log("event.session.application.applicationId=" + event.session.application.applicationId);
/**
* Uncomment this if statement and populate with your skill's application ID to
* prevent someone else from configuring a skill that sends requests to this function.
*/
// if (event.session.application.applicationId !== " skipped") {
// context.fail("Invalid Application ID");
// }
if (event.session.new) {
onSessionStarted({requestId: event.request.requestId}, event.session);
}
if (event.request.type === "LaunchRequest") {
onLaunch(event.request,
event.session,
function callback(sessionAttributes, speechletResponse) {
context.succeed(buildResponse(sessionAttributes, speechletResponse));
});
} else if (event.request.type === "IntentRequest") {
onIntent(event.request,
event.session,
function callback(sessionAttributes, speechletResponse) {
context.succeed(buildResponse(sessionAttributes, speechletResponse));
});
} else if (event.request.type === "SessionEndedRequest") {
onSessionEnded(event.request, event.session);
context.succeed();
}
} catch (e) {
context.fail("Exception: " + e);
}
};
/**
* Called when the session starts.
*/
function onSessionStarted(sessionStartedRequest, session) {
console.log("onSessionStarted requestId=" + sessionStartedRequest.requestId
+ ", sessionId=" + session.sessionId);
// add any session init logic here
}
/**
* Called when the user invokes the skill without specifying what they want.
*/
function onLaunch(launchRequest, session, callback) {
console.log("onLaunch requestId=" + launchRequest.requestId
+ ", sessionId=" + session.sessionId);
getWelcomeResponse(callback);
}
/**
* Called when the user specifies an intent for this skill.
*/
function onIntent(intentRequest, session, callback) {
console.log("onIntent requestId=" + intentRequest.requestId
+ ", sessionId=" + session.sessionId);
var intent = intentRequest.intent,
intentName = intentRequest.intent.name;
// handle yes/no intent after the user has been prompted
if (session.attributes && session.attributes.userPromptedToContinue) {
delete session.attributes.userPromptedToContinue;
if ("AMAZON.NoIntent" === intentName) {
handleFinishSessionRequest(intent, session, callback);
} else if ("AMAZON.YesIntent" === intentName) {
handleRepeatRequest(intent, session, callback);
}
}
// dispatch custom intents to handlers here
if ("AnswerIntent" === intentName) {
handleAnswerRequest(intent, session, callback);
} else if ("AnswerOnlyIntent" === intentName) {
handleAnswerRequest(intent, session, callback);
} else if ("DontKnowIntent" === intentName) {
handleAnswerRequest(intent, session, callback);
} else if ("AMAZON.YesIntent" === intentName) {
handleAnswerRequest(intent, session, callback);
} else if ("AMAZON.NoIntent" === intentName) {
handleAnswerRequest(intent, session, callback);
} else if ("AMAZON.StartOverIntent" === intentName) {
getWelcomeResponse(callback);
} else if ("AMAZON.RepeatIntent" === intentName) {
handleRepeatRequest(intent, session, callback);
} else if ("AMAZON.HelpIntent" === intentName) {
handleGetHelpRequest(intent, session, callback);
} else if ("AMAZON.StopIntent" === intentName) {
handleFinishSessionRequest(intent, session, callback);
} else if ("AMAZON.CancelIntent" === intentName) {
handleFinishSessionRequest(intent, session, callback);
} else {
throw "Invalid intent";
}
}
/**
* Called when the user ends the session.
* Is not called when the skill returns shouldEndSession=true.
*/
function onSessionEnded(sessionEndedRequest, session) {
console.log("onSessionEnded requestId=" + sessionEndedRequest.requestId
+ ", sessionId=" + session.sessionId);
// Add any cleanup logic here
}
// ------- Skill specific business logic -------
var ANSWER_COUNT = 1;
var GAME_LENGTH = 5;
var CARD_TITLE = "Learn Colors"; // Be sure to change this for your skill.
function getWelcomeResponse(callback) {
var sessionAttributes = {},
speechOutput = "Let's learn about colors. I will ask you about " + GAME_LENGTH.toString()
+ " questions, try to get as many right as you can. Just say the name of the color. Let's begin. ",
shouldEndSession = false,
gameQuestions = populateGameQuestions(),
correctAnswerIndex = Math.floor(Math.random() * (ANSWER_COUNT)), // Generate a random index for the correct answer, from 0 to 3
roundAnswers = populateRoundAnswers(gameQuestions, 0, correctAnswerIndex),
currentQuestionIndex = 0,
spokenQuestion = Object.keys(questions[gameQuestions[currentQuestionIndex]]),
repromptText = spokenQuestion,
i, j;
for (i = 0; i < ANSWER_COUNT; i++) {
repromptText += ""
}
speechOutput += repromptText;
sessionAttributes = {
"speechOutput": repromptText,
"repromptText": repromptText,
"currentQuestionIndex": currentQuestionIndex,
"correctAnswerIndex": correctAnswerIndex + 1,
"questions": gameQuestions,
"score": 0,
"correctAnswerText":
questions[gameQuestions[currentQuestionIndex]][Object.keys(questions[gameQuestions[currentQuestionIndex]])[0]][0]
};
callback(sessionAttributes,
buildSpeechletResponse(CARD_TITLE, speechOutput, repromptText, shouldEndSession));
}
function populateGameQuestions() {
var gameQuestions = [];
var indexList = [];
var index = questions.length;
if (GAME_LENGTH > index){
throw "Invalid Game Length.";
}
for (var i = 0; i < questions.length; i++){
indexList.push(i);
}
// Pick GAME_LENGTH random questions from the list to ask the user, make sure there are no repeats.
for (var j = 0; j < GAME_LENGTH; j++){
var rand = Math.floor(Math.random() * index);
index -= 1;
var temp = indexList[index];
indexList[index] = indexList[rand];
indexList[rand] = temp;
gameQuestions.push(indexList[index]);
}
return gameQuestions;
}
function populateRoundAnswers(gameQuestionIndexes, correctAnswerIndex, correctAnswerTargetLocation) {
// Get the answers for a given question, and place the correct answer at the spot marked by the
// correctAnswerTargetLocation variable. Note that you can have as many answers as you want but
// only ANSWER_COUNT will be selected.
var answers = [],
answersCopy = questions[gameQuestionIndexes[correctAnswerIndex]][Object.keys(questions[gameQuestionIndexes[correctAnswerIndex]])[0]],
temp, i;
var index = answersCopy.length;
if (index < ANSWER_COUNT){
throw "Not enough answers for question.";
}
// Shuffle the answers, excluding the first element.
for (var j = 1; j < answersCopy.length; j++){
var rand = Math.floor(Math.random() * (index - 1)) + 1;
index -= 1;
var temp = answersCopy[index];
answersCopy[index] = answersCopy[rand];
answersCopy[rand] = temp;
}
// Swap the correct answer into the target location
for (i = 0; i < ANSWER_COUNT; i++) {
answers[i] = answersCopy[i];
}
temp = answers[0];
answers[0] = answers[correctAnswerTargetLocation];
answers[correctAnswerTargetLocation] = temp;
return answers;
}
function handleAnswerRequest(intent, session, callback) {
// Get the answers for a given question, and place the correct answer at the spot marked by the
// correctAnswerTargetLocation variable. Note that you can have as many answers as you want but
// only ANSWER_COUNT will be selected.
var answers = [],
answersCopy = questions[gameQuestionIndexes[correctAnswerIndex]][Object.keys(questions[gameQuestionIndexes[correctAnswerIndex]])[0]],
temp, i;
var index = answersCopy.length;
if (index < ANSWER_COUNT){
throw "Not enough answers for question.";
}
// Shuffle the answers, excluding the first element.
for (var j = 1; j < answersCopy.length; j++){
var rand = Math.floor(Math.random() * (index - 1)) + 1;
index -= 1;
var temp = answersCopy[index];
answersCopy[index] = answersCopy[rand];
answersCopy[rand] = temp;
}
// Swap the correct answer into the target location
for (i = 0; i < ANSWER_COUNT; i++) {
answers[i] = answersCopy[i];
}
temp = answers[0];
answers[0] = answers[correctAnswerTargetLocation];
answers[correctAnswerTargetLocation] = temp;
return answers;
}
function handleAnswerRequest(intent, session, callback) {
var speechOutput = "";
var sessionAttributes = {};
var gameInProgress = session.attributes && session.attributes.questions;
var answerSlotValid = isAnswerSlotValid(intent);
var userGaveUp = intent.name === "DontKnowIntent";
if (!gameInProgress) {
// If the user responded with an answer but there is no game in progress, ask the user
// if they want to start a new game. Set a flag to track that we've prompted the user.
sessionAttributes.userPromptedToContinue = true;
speechOutput = "There is no game in progress. Do you want to start a new game? ";
callback(sessionAttributes,
buildSpeechletResponse(CARD_TITLE, speechOutput, speechOutput, false));
} else if (!answerSlotValid && !userGaveUp) {
// If the user provided answer isn't a number > 0 and < ANSWER_COUNT,
// return an error message to the user. Remember to guide the user into providing correct values.
var reprompt = session.attributes.speechOutput;
var speechOutput = "Your answer must be a known shape " + reprompt;
callback(session.attributes,
buildSpeechletResponse(CARD_TITLE, speechOutput, reprompt, false));
} else {
var gameQuestions = session.attributes.questions,
correctAnswerIndex = parseInt(session.attributes.correctAnswerIndex),
currentScore = parseInt(session.attributes.score),
currentQuestionIndex = parseInt(session.attributes.currentQuestionIndex),
correctAnswerText = session.attributes.correctAnswerText;
var speechOutputAnalysis = "";
if (answerSlotValid && intent.slots.Answer.value == correctAnswerText) {
currentScore++;
speechOutputAnalysis = "correct. ";
} else {
if (!userGaveUp) {
speechOutputAnalysis = "wrong. "
}
speechOutputAnalysis += "The correct answer is " + correctAnswerText + ". ";
}
// if currentQuestionIndex is 4, we've reached 5 questions (zero-indexed) and can exit the game session
if (currentQuestionIndex == GAME_LENGTH - 1) {
speechOutput = userGaveUp ? "" : "That answer is ";
speechOutput += speechOutputAnalysis + "You got " + currentScore.toString() + " out of "
+ GAME_LENGTH.toString() + " questions correct. Thank you for learning the colors with Alexa!";
callback(session.attributes,
buildSpeechletResponse(CARD_TITLE, speechOutput, "", true));
} else {
currentQuestionIndex += 1;
var spokenQuestion = Object.keys(questions[gameQuestions[currentQuestionIndex]]);
// Generate a random index for the correct answer, from 0 to 3
correctAnswerIndex = Math.floor(Math.random() * (ANSWER_COUNT));
var roundAnswers = populateRoundAnswers(gameQuestions, currentQuestionIndex, correctAnswerIndex),
questionIndexForSpeech = currentQuestionIndex + 1,
repromptText = spokenQuestion ;
for (var i = 0; i < ANSWER_COUNT; i++) {
repromptText += ""
}
speechOutput += userGaveUp ? "" : "That answer is ";
speechOutput += speechOutputAnalysis + "Your score is " + currentScore.toString() + ". " + repromptText;
sessionAttributes = {
"speechOutput": repromptText,
"repromptText": repromptText,
"currentQuestionIndex": currentQuestionIndex,
"correctAnswerIndex": correctAnswerIndex + 1,
"questions": gameQuestions,
"score": currentScore,
"correctAnswerText":
questions[gameQuestions[currentQuestionIndex]][Object.keys(questions[gameQuestions[currentQuestionIndex]])[0]][0]
};
callback(sessionAttributes,
buildSpeechletResponse(CARD_TITLE, speechOutput, repromptText, false));
}
}
}
function handleRepeatRequest(intent, session, callback) {
// Repeat the previous speechOutput and repromptText from the session attributes if available
// else start a new game session
if (!session.attributes || !session.attributes.speechOutput) {
getWelcomeResponse(callback);
} else {
callback(session.attributes,
buildSpeechletResponseWithoutCard(session.attributes.speechOutput, session.attributes.repromptText, false));
}
}
function handleGetHelpRequest(intent, session, callback) {
// Provide a help prompt for the user, explaining how the game is played. Then, continue the game
// if there is one in progress, or provide the option to start another one.
// Set a flag to track that we're in the Help state.
session.attributes.userPromptedToContinue = true;
// Do not edit the help dialogue. This has been created by the Alexa team to demonstrate best practices.
var speechOutput = "I will ask you to provide the name of the color. I will provide the hint, you will need to provide the name. "
+ "For example, What is the color of School Bus, you would say Yellow. To start a new game at any time, say, start new game. "
+ "To repeat the last hint, say, repeat. "
+ "Would you like to keep playing?",
repromptText = "To give an answer, respond with the correct color. "
+ "Would you like to keep playing?";
var shouldEndSession = false;
callback(session.attributes,
buildSpeechletResponseWithoutCard(speechOutput, repromptText, shouldEndSession));
}
function handleFinishSessionRequest(intent, session, callback) {
// End the session with a "Good bye!" if the user wants to quit the game
callback(session.attributes,
buildSpeechletResponseWithoutCard("Good bye! Thanks for playing Learn Colors!", "", true));
}
function isAnswerSlotValid(intent) {
var answerSlotFilled = intent.slots && intent.slots.Answer && intent.slots.Answer.value;
var answerSlotIsInt = answerSlotFilled && !isNaN(parseInt(intent.slots.Answer.value));
return 1;
}
// ------- Helper functions to build responses -------
function buildSpeechletResponse(title, output, repromptText, shouldEndSession) {
return {
outputSpeech: {
type: "PlainText",
text: output
},
card: {
type: "Simple",
title: title,
content: output
},
reprompt: {
outputSpeech: {
type: "PlainText",
text: repromptText
}
},
shouldEndSession: shouldEndSession
};
}
function buildSpeechletResponseWithoutCard(output, repromptText, shouldEndSession) {
return {
outputSpeech: {
type: "PlainText",
text: output
},
reprompt: {
outputSpeech: {
type: "PlainText",
text: repromptText
}
},
shouldEndSession: shouldEndSession
};
}
function buildResponse(sessionAttributes, speechletResponse) {
return {
version: "1.0",
sessionAttributes: sessionAttributes,
response: speechletResponse
};
}