Amazon dynamodb Alexa SDK V2高-低游戏没有像教程中所说的那样工作
我试图遵循alexa sdk v2的高低游戏教程,但即使遵循教程,我也会遇到一个错误 链接到教程: 这是index.js中的代码:Amazon dynamodb Alexa SDK V2高-低游戏没有像教程中所说的那样工作,amazon-dynamodb,alexa,alexa-skills-kit,alexa-skill,Amazon Dynamodb,Alexa,Alexa Skills Kit,Alexa Skill,我试图遵循alexa sdk v2的高低游戏教程,但即使遵循教程,我也会遇到一个错误 链接到教程: 这是index.js中的代码: const Alexa = require('ask-sdk'); const ddbAdapter = require('ask-sdk-dynamodb-persistence-adapter'); // included in ask-sdk // TODO: The items below this comment need your attention.
const Alexa = require('ask-sdk');
const ddbAdapter = require('ask-sdk-dynamodb-persistence-adapter'); // included in ask-sdk
// TODO: The items below this comment need your attention.
const SKILL_NAME = 'High Low Game';
const ddbTableName = 'High-Low-Game';
const FALLBACK_MESSAGE_DURING_GAME = `The ${SKILL_NAME} skill can't help you with that. Try guessing a number between 0 and 100. `;
const FALLBACK_REPROMPT_DURING_GAME = 'Please guess a number between 0 and 100.';
const FALLBACK_MESSAGE_OUTSIDE_GAME = `The ${SKILL_NAME} skill can't help you with that. It will come up with a number between 0 and 100 and you try to guess it by saying a number in that range. Would you like to play?`;
const FALLBACK_REPROMPT_OUTSIDE_GAME = 'Say yes to start the game or no to quit.';
const LaunchRequest = {
canHandle(handlerInput) {
// launch requests as well as any new session, as games are not saved in progress, which makes
// no one shots a reasonable idea except for help, and the welcome message provides some help.
return handlerInput.requestEnvelope.session.new || handlerInput.requestEnvelope.request.type === 'LaunchRequest';
},
async handle(handlerInput) {
const attributesManager = handlerInput.attributesManager;
const responseBuilder = handlerInput.responseBuilder;
const attributes = await attributesManager.getPersistentAttributes() || {};
if (Object.keys(attributes).length === 0) {
attributes.endedSessionCount = 0;
attributes.gamesPlayed = 0;
attributes.gameState = 'ENDED';
}
attributesManager.setSessionAttributes(attributes);
const requestAttributes = handlerInput.attributesManager.getRequestAttributes();
const gamesPlayed = attributes.gamesPlayed.toString()
const speechOutput = requestAttributes.t('LAUNCH_MESSAGE', gamesPlayed);
const reprompt = requestAttributes.t('LAUNCH_REPROMPT');
return responseBuilder
.speak(speechOutput)
.reprompt(reprompt)
.getResponse();
},
};
const ExitHandler = {
canHandle(handlerInput) {
const request = handlerInput.requestEnvelope.request;
return request.type === 'IntentRequest'
&& (request.intent.name === 'AMAZON.CancelIntent'
|| request.intent.name === 'AMAZON.StopIntent');
},
handle(handlerInput) {
const requestAttributes = handlerInput.attributesManager.getRequestAttributes();
return handlerInput.responseBuilder
.speak(requestAttributes.t('EXIT_MESSAGE'))
.getResponse();
},
};
const SessionEndedRequest = {
canHandle(handlerInput) {
return handlerInput.requestEnvelope.request.type === 'SessionEndedRequest';
},
handle(handlerInput) {
console.log(`Session ended with reason: ${handlerInput.requestEnvelope.request.reason}`);
return handlerInput.responseBuilder.getResponse();
},
};
const HelpIntent = {
canHandle(handlerInput) {
const request = handlerInput.requestEnvelope.request;
return request.type === 'IntentRequest' && request.intent.name === 'AMAZON.HelpIntent';
},
handle(handlerInput) {
const speechOutput = 'I am thinking of a number between zero and one hundred, try to guess it and I will tell you' +
' if it is higher or lower.';
const reprompt = 'Try saying a number.';
return handlerInput.responseBuilder
.speak(speechOutput)
.reprompt(reprompt)
.getResponse();
},
};
const YesIntent = {
canHandle(handlerInput) {
// only start a new game if yes is said when not playing a game.
let isCurrentlyPlaying = false;
const request = handlerInput.requestEnvelope.request;
const attributesManager = handlerInput.attributesManager;
const sessionAttributes = attributesManager.getSessionAttributes();
if (sessionAttributes.gameState &&
sessionAttributes.gameState === 'STARTED') {
isCurrentlyPlaying = true;
}
return !isCurrentlyPlaying && request.type === 'IntentRequest' && request.intent.name === 'AMAZON.YesIntent';
},
handle(handlerInput) {
const attributesManager = handlerInput.attributesManager;
const sessionAttributes = attributesManager.getSessionAttributes();
const requestAttributes = handlerInput.attributesManager.getRequestAttributes();
sessionAttributes.gameState = 'STARTED';
sessionAttributes.guessNumber = Math.floor(Math.random() * 101);
return handlerInput.responseBuilder
.speak(requestAttributes.t('YES_MESSAGE'))
.reprompt(requestAttributes.t('HELP_REPROMPT'))
.getResponse();
},
};
const NoIntent = {
canHandle(handlerInput) {
// only treat no as an exit when outside a game
let isCurrentlyPlaying = false;
const request = handlerInput.requestEnvelope.request;
const attributesManager = handlerInput.attributesManager;
const sessionAttributes = attributesManager.getSessionAttributes();
if (sessionAttributes.gameState &&
sessionAttributes.gameState === 'STARTED') {
isCurrentlyPlaying = true;
}
return !isCurrentlyPlaying && request.type === 'IntentRequest' && request.intent.name === 'AMAZON.NoIntent';
},
async handle(handlerInput) {
const attributesManager = handlerInput.attributesManager;
const responseBuilder = handlerInput.responseBuilder;
const sessionAttributes = attributesManager.getSessionAttributes();
const requestAttributes = handlerInput.attributesManager.getRequestAttributes();
sessionAttributes.endedSessionCount += 1;
sessionAttributes.gameState = 'ENDED';
attributesManager.setPersistentAttributes(sessionAttributes);
await attributesManager.savePersistentAttributes();
return handlerInput.responseBuilder
.speak(requestAttributes.t('STOP_MESSAGE'))
.getResponse();
},
};
const UnhandledIntent = {
canHandle() {
return true;
},
handle(handlerInput) {
const requestAttributes = handlerInput.attributesManager.getRequestAttributes();
return handlerInput.responseBuilder
.speak(requestAttributes.t('UNHANDLED_RESPONSE'))
.reprompt(requestAttributes.t('UNHANDLED_RESPONSE'))
.getResponse();
},
};
const NumberGuessIntent = {
canHandle(handlerInput) {
// handle numbers only during a game
let isCurrentlyPlaying = false;
const request = handlerInput.requestEnvelope.request;
const attributesManager = handlerInput.attributesManager;
const sessionAttributes = attributesManager.getSessionAttributes();
if (sessionAttributes.gameState &&
sessionAttributes.gameState === 'STARTED') {
isCurrentlyPlaying = true;
}
return isCurrentlyPlaying && request.type === 'IntentRequest' && request.intent.name === 'NumberGuessIntent';
},
async handle(handlerInput) {
const { requestEnvelope, attributesManager, responseBuilder } = handlerInput;
const guessNum = parseInt(requestEnvelope.request.intent.slots.number.value, 10);
const sessionAttributes = attributesManager.getSessionAttributes();
const targetNum = sessionAttributes.guessNumber;
const requestAttributes = handlerInput.attributesManager.getRequestAttributes();
if (guessNum > targetNum) {
return handlerInput.responseBuilder
.speak(requestAttributes.t('TOO_HIGH_MESSAGE', guessNum.toString()))
.reprompt(requestAttributes.t('TOO_HIGH_REPROMPT'))
.getResponse();
} else if (guessNum < targetNum) {
return handlerInput.responseBuilder
.speak(requestAttributes.t('TOO_LOW_MESSAGE', guessNum.toString()))
.reprompt(requestAttributes.t('TOO_LOW_REPROMPT'))
.getResponse();
} else if (guessNum === targetNum) {
sessionAttributes.gamesPlayed += 1;
sessionAttributes.gameState = 'ENDED';
attributesManager.setPersistentAttributes(sessionAttributes);
await attributesManager.savePersistentAttributes();
return handlerInput.responseBuilder
.speak(requestAttributes.t('GUESS_CORRECT_MESSAGE', guessNum.toString()))
.reprompt(requestAttributes.t('GUESS_CORRECT_REPROMPT'))
.getResponse();
}
return handlerInput.responseBuilder
.speak(requestAttributes.t('FALLBACK_MESSAGE_DURING_GAME'))
.reprompt(requestAttributes.t('FALLBACK_REPROMPT_DURING_GAME'))
.getResponse();
},
};
const ErrorHandler = {
canHandle() {
return true;
},
handle(handlerInput, error) {
console.log(`Error handled: ${error.message}`);
console.log(`Error stack: ${error.stack}`);
const requestAttributes = handlerInput.attributesManager.getRequestAttributes();
return handlerInput.responseBuilder
.speak(requestAttributes.t('ERROR_MESSAGE'))
.reprompt(requestAttributes.t('ERROR_MESSAGE'))
.getResponse();
},
};
const FallbackHandler = {
canHandle(handlerInput) {
// handle fallback intent, yes and no when playing a game
// for yes and no, will only get here if and not caught by the normal intent handler
const request = handlerInput.requestEnvelope.request;
return request.type === 'IntentRequest' &&
(request.intent.name === 'AMAZON.FallbackIntent' ||
request.intent.name === 'AMAZON.YesIntent' ||
request.intent.name === 'AMAZON.NoIntent');
},
handle(handlerInput) {
const attributesManager = handlerInput.attributesManager;
const sessionAttributes = attributesManager.getSessionAttributes();
if (sessionAttributes.gameState &&
sessionAttributes.gameState === 'STARTED') {
// currently playing
return handlerInput.responseBuilder
.speak(requestAttributes.t('FALLBACK_MESSAGE_DURING_GAME'))
.reprompt(requestAttributes.t('FALLBACK_REPROMPT_DURING_GAME'))
.getResponse();
}
// not playing
return handlerInput.responseBuilder
.speak(requestAttributes.t('FALLBACK_MESSAGE_OUTSIDE_GAME'))
.reprompt(requestAttributes.t('FALLBACK_REPROMPT_OUTSIDE_GAME'))
.getResponse();
},
};
const LocalizationInterceptor = {
process(handlerInput) {
const localizationClient = i18n.use(sprintf).init({
lng: handlerInput.requestEnvelope.request.locale,
resources: languageStrings,
});
localizationClient.localize = function localize() {
const args = arguments;
const values = [];
for (let i = 1; i < args.length; i += 1) {
values.push(args[i]);
}
const value = i18n.t(args[0], {
returnObjects: true,
postProcess: 'sprintf',
sprintf: values,
});
if (Array.isArray(value)) {
return value[Math.floor(Math.random() * value.length)];
}
return value;
};
const attributes = handlerInput.attributesManager.getRequestAttributes();
attributes.t = function translate(...args) {
return localizationClient.localize(...args);
};
},
};
function getPersistenceAdapter(tableName) {
// Determines persistence adapter to be used based on environment
// Note: tableName is only used for DynamoDB Persistence Adapter
if (process.env.S3_PERSISTENCE_BUCKET) {
// in Alexa Hosted Environment
// eslint-disable-next-line global-require
const s3Adapter = require('ask-sdk-s3-persistence-adapter');
return new s3Adapter.S3PersistenceAdapter({
bucketName: process.env.S3_PERSISTENCE_BUCKET,
});
}
// Not in Alexa Hosted Environment
return new ddbAdapter.DynamoDbPersistenceAdapter({
tableName: tableName,
createTable: true,
});
}
const skillBuilder = Alexa.SkillBuilders.custom();
exports.handler = skillBuilder
.withPersistenceAdapter(getPersistenceAdapter(ddbTableName))
.addRequestHandlers(
LaunchRequest,
ExitHandler,
SessionEndedRequest,
HelpIntent,
YesIntent,
NoIntent,
NumberGuessIntent,
FallbackHandler,
UnhandledIntent,
)
.addRequestInterceptors(LocalizationInterceptor)
.addErrorHandlers(ErrorHandler)
.lambda();
const i18n = require('i18next');
const sprintf = require('i18next-sprintf-postprocessor');
const languageStrings = {
'en' : require('./languages/en')
}
const-Alexa=require('ask-sdk');
const ddbAdapter=require('ask-sdk-dynamodb-persistence-adapter');//包含在ask sdk中
//TODO:此评论下面的项目需要您的注意。
const SKILL_NAME=‘高低游戏’;
const ddbTableName='高低游戏';
const FALLBACK\u MESSAGE\u DURING\u GAME=`这个${SKILL\u NAME}技能帮不了你。试着猜一个介于0和100之间的数字;
const FALLBACK\u REPROMPT\u在游戏期间='请猜一个介于0和100之间的数字';
const FALLBACK\u MESSAGE\u OUTSIDE\u GAME=`这个${SKILL\u NAME}技能帮不了你。它会给出一个介于0和100之间的数字,你可以通过说出一个在这个范围内的数字来猜测它。你想玩吗?`;
const FALLBACK\u REPROMPT\u OUTSIDE\u GAME='说是开始游戏,说否退出游戏';
常量启动请求={
canHandle(handlerInput){
//启动请求以及任何新会话,因为游戏未在进行中保存,这会导致
//除了帮助之外,没有人提出合理的想法,欢迎信息提供了一些帮助。
return handlerInput.requestEnvelope.session.new | | handlerInput.requestEnvelope.request.type==='LaunchRequest';
},
异步句柄(handlerInput){
常量AttributeManager=handlerInput.AttributeManager;
const responseBuilder=handlerInput.responseBuilder;
const attributes=await attributemanager.getPersistentAttributes()| |{};
if(Object.keys(attributes).length==0){
attributes.endedSessionCount=0;
attributes.gamesPlayed=0;
attributes.gameState='end';
}
attributesManager.setSessionAttributes(属性);
const requestAttributes=handlerInput.AttributeManager.getRequestAttributes();
const gamesPlayed=attributes.gamesPlayed.toString()
const speechOutput=requestAttributes.t('LAUNCH_MESSAGE',gamesPlayed);
const reprompt=requestAttributes.t('LAUNCH_reprompt');
返回响应生成器
.讲话(语音输出)
.reprompt(reprompt)
.getResponse();
},
};
常数ExitHandler={
canHandle(handlerInput){
const request=handlerInput.requestEnvelope.request;
return request.type==='IntentRequest'
&&(request.intent.name===“AMAZON.CancelIntent”
||request.intent.name==“AMAZON.StopIntent”);
},
句柄(handlerInput){
const requestAttributes=handlerInput.AttributeManager.getRequestAttributes();
返回handlerInput.responseBuilder
.speak(requestAttributes.t('EXIT_MESSAGE'))
.getResponse();
},
};
常量SessionEndRequest={
canHandle(handlerInput){
return handlerInput.requestEnvelope.request.type==='SessionedRequest';
},
句柄(handlerInput){
log(`会话以原因结束:${handlerInput.requestEnvelope.request.reason}`);
返回handlerInput.responseBuilder.getResponse();
},
};
常量HelpIntent={
canHandle(handlerInput){
const request=handlerInput.requestEnvelope.request;
return request.type=='IntentRequest'&&request.intent.name=='AMAZON.HelpIntent';
},
句柄(handlerInput){
const speechOutput='我在想一个介于0和100之间的数字,试着猜一下,我会告诉你'+
“如果它更高或更低。”;
const reprompt='试着说出一个数字';
返回handlerInput.responseBuilder
.讲话(语音输出)
.reprompt(reprompt)
.getResponse();
},
};
常数YESINT={
canHandle(handlerInput){
//只有在不玩游戏时说“是”时才开始新游戏。
让我们现在玩=假;
const request=handlerInput.requestEnvelope.request;
常量AttributeManager=handlerInput.AttributeManager;
const sessionAttributes=attributemanager.getSessionAttributes();
if(sessionAttributes.gameState&&
sessionAttributes.gameState==='STARTED'){
isCurrentlyPlaying=true;
}
return!isCurrentlyPlaying&&request.type=='IntentRequest'&&request.intent.name=='AMAZON.yesinent';
},
句柄(handlerInput){
常量AttributeManager=handlerInput.AttributeManager;
const sessionAttributes=attributemanager.getSessionAttributes();
const requestAttributes=handlerInput.AttributeManager.getRequestAttributes();
sessionAttributes.gameState='STARTED';
sessionAttributes.guessNumber=Math.floor(Math.random()*101);
返回handlerInput.responseBuilder
.speak(requestAttributes.t('YES_MESSAGE'))
.reprompt(requestAttributes.t('HELP\u reprompt'))
.getResponse();
},
};
常数NoIntent={
canHandle(handlerInput){
//在比赛之外,只将“否”视为退出
让我们现在玩=假;
const request=handlerInput.requestEnvelope.request;
常量AttributeManager=handlerInput.AttributeManager;
const sessionAttributes=attributemanager.getSessionAttributes();
if(sessionAttributes.gameState&&
sessionAttributes.gameState==='STARTED'){
isCurrentlyPlaying=true;
}
return!isCurrentlyPlaying&&request.type=='IntentRequest'&&request.intent.name==='AMAZON.NoIntent';
},
异步句柄(handlerInput){
常量AttributeManager=handlerInput.AttributeManager;
const responseBuilder=handlerInput.responseBuilder;
const sessionAttributes=attributemanager.getSessionAttributes();
const requestAttributes=handlerInput.AttributeManager.getRequestAttributes();
sessionAttributes.endedSessionCount+=1;
sessionAttributes.gameState='ENDED';
attributesManager.SetPersistentAttribute(会话属性);
等待AttributeManager.savePersistentAttributes();
返回handlerInput.responseBuilder
.speak(requestAttributes.t('STOP_MESSAGE'))
.getResponse();
},
};
康斯特乌哈
"i18next": "^10.5.0",
"i18next-sprintf-postprocessor": "^0.2.2"