2024-12-19 17:57:10 +00:00
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>Office Adventure Game</title>
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<style>
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body {
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margin: 0;
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padding: 0;
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display: flex;
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justify-content: center;
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align-items: center;
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min-height: 100vh;
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background: #333;
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}
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#game-container {
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position: relative;
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}
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#loading {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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color: white;
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font-family: Arial, sans-serif;
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font-size: 24px;
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display: none;
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}
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2024-12-19 18:40:48 +00:00
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#laptop-popup {
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display: none;
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position: fixed;
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2025-02-01 02:19:05 +00:00
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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width: 90%;
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max-width: 1200px;
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height: calc(100% - 160px);
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background: none;
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z-index: 1000;
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pointer-events: none;
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2024-12-19 18:40:48 +00:00
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}
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.laptop-frame {
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background: #1a1a1a;
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border-radius: 15px;
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padding: 20px;
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2025-02-01 02:19:05 +00:00
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width: 100%;
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height: 75%;
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2024-12-19 18:40:48 +00:00
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box-shadow: 0 0 30px rgba(0, 0, 0, 0.5);
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2025-02-01 02:19:05 +00:00
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margin-bottom: 80px;
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pointer-events: auto;
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2024-12-19 18:40:48 +00:00
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}
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.laptop-screen {
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background: #fff;
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height: 100%;
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border-radius: 8px;
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overflow: hidden;
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display: flex;
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flex-direction: column;
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}
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.title-bar {
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background: #333;
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color: white;
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padding: 8px 15px;
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display: flex;
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justify-content: space-between;
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align-items: center;
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}
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.close-btn {
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background: none;
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border: none;
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color: white;
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font-size: 24px;
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cursor: pointer;
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padding: 0 5px;
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}
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.close-btn:hover {
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color: #ff4444;
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}
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.laptop-screen iframe {
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flex: 1;
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width: 100%;
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height: 100%;
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border: none;
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}
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2025-02-01 02:09:13 +00:00
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#cyberchef-container {
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flex: 1;
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width: 100%;
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height: 100%;
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}
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#cyberchef-container iframe {
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width: 100%;
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height: 100%;
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border: none;
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}
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2025-02-01 02:19:05 +00:00
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.popup-overlay {
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display: none;
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position: fixed;
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top: 0;
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left: 0;
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width: 100%;
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height: calc(100% - 80px);
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background: rgba(0, 0, 0, 0.5);
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z-index: 999;
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}
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2024-12-19 17:57:10 +00:00
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</style>
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<script src="https://cdn.jsdelivr.net/npm/phaser@3.60.0/dist/phaser.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/easystarjs@0.4.4/bin/easystar-0.4.4.js"></script>
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</head>
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<body>
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<div id="game-container">
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<div id="loading">Loading...</div>
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</div>
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<script>
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const config = {
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type: Phaser.AUTO,
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width: 1280,
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height: 720,
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parent: 'game-container',
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pixelArt: true,
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physics: {
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default: 'arcade',
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arcade: {
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gravity: { y: 0 },
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debug: true
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}
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},
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scene: {
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preload: preload,
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create: create,
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update: update
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},
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inventory: {
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items: [],
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display: null
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}
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};
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const TILE_SIZE = 48;
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const DOOR_ALIGN_OVERLAP = 48*3;
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const GRID_SIZE = 32;
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const MOVEMENT_SPEED = 150;
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const ARRIVAL_THRESHOLD = 8;
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const PATH_UPDATE_INTERVAL = 500;
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const STUCK_THRESHOLD = 1;
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const STUCK_TIME = 500;
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// Hide rooms initially and on exit
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const hideRoomsInitially = true;
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const hideRoomsOnExit = false;
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const hideNonAdjacentRooms = false;
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// Declare gameScenario as let (not const) so we can assign it later
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let gameScenario = null; // Initialize as null
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let game = new Phaser.Game(config);
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let player;
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let cursors;
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let rooms = {};
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let currentRoom;
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let inventory = {
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items: [],
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container: null
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};
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let objectsGroup;
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let wallsLayer;
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let discoveredRooms = new Set();
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let pathfinder;
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let currentPath = [];
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let isMoving = false;
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let targetPoint = null;
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let lastPathUpdateTime = 0;
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let stuckTimer = 0;
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let lastPosition = null;
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let stuckTime = 0;
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let currentPlayerRoom = null;
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let lastPlayerPosition = { x: 0, y: 0 };
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const ROOM_CHECK_THRESHOLD = 32; // Only check for room changes when player moves this many pixels
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// Add these constants at the top with other constants
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const INTERACTION_CHECK_INTERVAL = 100; // Only check interactions every 100ms
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const INTERACTION_RANGE = 2 * TILE_SIZE;
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const INTERACTION_RANGE_SQ = INTERACTION_RANGE * INTERACTION_RANGE;
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2025-02-18 17:01:17 +00:00
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// Bluetooth constants
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const BLUETOOTH_SCAN_RANGE = TILE_SIZE * 2; // 2 tiles range for Bluetooth scanning
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let lastBluetoothScan = 0; // Track last scan time
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const BLUETOOTH_SCAN_INTERVAL = 500; // Scan every 500ms
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2024-12-19 17:57:10 +00:00
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2025-02-24 23:47:07 +00:00
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const gameState = {
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biometricSamples: [],
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inventory: inventory
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};
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2025-02-25 00:04:26 +00:00
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// Add these constants near the top with other constants
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const SCANNER_LOCKOUT_TIME = 30000; // 30 seconds lockout
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const MAX_FAILED_ATTEMPTS = 3;
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// Add this to track failed attempts
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const scannerState = {
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failedAttempts: {}, // tracks failures by scanner ID
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lockoutTimers: {} // tracks lockout end times
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};
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// Add these constants near the top with other constants
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const SAMPLE_COLLECTION_TIME = 2000; // 2 seconds for collection animation
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const SAMPLE_COLLECTION_COLOR = 0x00ff00; // Green for collection effect
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2025-02-25 00:11:35 +00:00
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// Add these constants for the UI
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const SAMPLE_UI_STYLES = {
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backgroundColor: 'rgba(0, 0, 0, 0.8)',
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padding: '10px',
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color: 'white',
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fontFamily: 'Arial, sans-serif',
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fontSize: '14px',
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border: '1px solid #444',
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borderRadius: '5px',
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position: 'fixed',
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top: '50%',
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left: '50%',
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transform: 'translate(-50%, -50%)',
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zIndex: 1000,
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maxHeight: '80vh',
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overflowY: 'auto',
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display: 'none'
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};
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2025-02-25 00:28:44 +00:00
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// Add these constants for spoofing
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const SPOOFING_TIME = 3000; // 3 seconds to create spoof
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const SPOOF_QUALITY_MULTIPLIER = 0.8; // Spoofed prints are slightly lower quality
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// Add these constants for the dusting minigame
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const DUST_COLORS = {
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NONE: 0x000000,
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LIGHT: 0x444444,
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MEDIUM: 0x888888,
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HEAVY: 0xcccccc,
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REVEALED: 0x00ff00
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};
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2024-12-19 17:57:10 +00:00
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// preloads the assets
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function preload() {
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// Show loading text
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document.getElementById('loading').style.display = 'block';
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// Load tilemap files and regular tilesets first
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this.load.tilemapTiledJSON('room_reception', 'assets/rooms/room_reception.json');
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this.load.tilemapTiledJSON('room_office', 'assets/rooms/room_office.json');
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this.load.tilemapTiledJSON('room_ceo', 'assets/rooms/room_ceo.json');
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this.load.tilemapTiledJSON('room_closet', 'assets/rooms/room_closet.json');
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this.load.tilemapTiledJSON('room_servers', 'assets/rooms/room_servers.json');
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this.load.image('Modern_Office_48x48', 'assets/Modern_Office_48x48.png');
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this.load.image('Room_Builder_48x48', 'assets/Room_Builder_48x48.png');
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this.load.image('19_Hospital_Shadowless_48x48', 'assets/19_Hospital_Shadowless_48x48.png');
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this.load.image('18_Jail_Shadowless_48x48', 'assets/18_Jail_Shadowless_48x48.png');
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this.load.image('1_Generic_Shadowless_48x48', 'assets/1_Generic_Shadowless_48x48.png');
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this.load.image('11_Halloween_Shadowless_48x48', 'assets/11_Halloween_Shadowless_48x48.png');
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this.load.image('5_Classroom_and_library_Shadowless_48x48', 'assets/5_Classroom_and_library_Shadowless_48x48.png');
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// Load object sprites
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this.load.image('pc', 'assets/objects/pc.png');
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this.load.image('key', 'assets/objects/key.png');
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this.load.image('notes', 'assets/objects/notes.png');
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this.load.image('phone', 'assets/objects/phone.png');
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this.load.image('suitcase', 'assets/objects/suitcase.png');
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this.load.image('smartscreen', 'assets/objects/smartscreen.png');
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this.load.image('photo', 'assets/objects/photo.png');
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this.load.image('suitcase', 'assets/objects/suitcase.png');
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this.load.image('safe', 'assets/objects/safe.png');
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this.load.image('book', 'assets/objects/book.png');
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2024-12-19 18:40:48 +00:00
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this.load.image('workstation', 'assets/objects/workstation.png');
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2025-02-18 16:29:37 +00:00
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this.load.image('bluetooth_scanner', 'assets/objects/bluetooth_scanner.png');
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2025-02-18 16:47:27 +00:00
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this.load.image('tablet', 'assets/objects/tablet.png');
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2025-02-19 00:05:22 +00:00
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this.load.image('fingerprint_kit', 'assets/objects/fingerprint_kit.png');
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2025-02-18 16:47:27 +00:00
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2025-02-18 16:19:37 +00:00
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2024-12-19 17:57:10 +00:00
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|
|
|
this.load.json('gameScenarioJSON', 'assets/scenarios/ceo_exfil.json');
|
|
|
|
|
|
gameScenario = this.cache.json.get('gameScenarioJSON');
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2024-12-19 18:40:48 +00:00
|
|
|
|
// creates the workstation
|
|
|
|
|
|
function addCryptoWorkstation() {
|
2025-02-01 02:09:13 +00:00
|
|
|
|
// console.log('CyberChef: Adding crypto workstation...');
|
2024-12-19 18:40:48 +00:00
|
|
|
|
const workstationData = {
|
|
|
|
|
|
type: "workstation",
|
|
|
|
|
|
name: "Crypto Analysis Station",
|
|
|
|
|
|
observations: "A powerful workstation for cryptographic analysis"
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// Create the workstation sprite
|
|
|
|
|
|
const workstationSprite = this.add.sprite(0, 0, 'workstation');
|
|
|
|
|
|
workstationSprite.setVisible(false);
|
|
|
|
|
|
workstationSprite.name = "workstation";
|
|
|
|
|
|
workstationSprite.scenarioData = workstationData;
|
|
|
|
|
|
workstationSprite.setInteractive({ useHandCursor: true });
|
|
|
|
|
|
|
|
|
|
|
|
// Override the default handleObjectInteraction for this specific item
|
2025-02-01 02:23:36 +00:00
|
|
|
|
workstationSprite.openCryptoWorkstation = function() {
|
2025-02-01 02:09:13 +00:00
|
|
|
|
// console.log('CyberChef: Workstation custom interaction triggered');
|
2024-12-19 18:40:48 +00:00
|
|
|
|
// Create popup
|
|
|
|
|
|
let popup = document.getElementById('laptop-popup');
|
|
|
|
|
|
if (!popup) {
|
2025-02-01 02:09:13 +00:00
|
|
|
|
// console.log('CyberChef: Creating new popup...');
|
2024-12-19 18:40:48 +00:00
|
|
|
|
popup = document.createElement('div');
|
|
|
|
|
|
popup.id = 'laptop-popup';
|
|
|
|
|
|
popup.innerHTML = `
|
2025-02-01 02:19:05 +00:00
|
|
|
|
<div class="popup-overlay"></div>
|
2024-12-19 18:40:48 +00:00
|
|
|
|
<div class="laptop-frame">
|
|
|
|
|
|
<div class="laptop-screen">
|
|
|
|
|
|
<div class="title-bar">
|
|
|
|
|
|
<span>CryptoWorkstation</span>
|
|
|
|
|
|
<button class="close-btn">×</button>
|
|
|
|
|
|
</div>
|
2025-02-01 02:09:13 +00:00
|
|
|
|
<div id="cyberchef-container"></div>
|
2024-12-19 18:40:48 +00:00
|
|
|
|
</div>
|
|
|
|
|
|
</div>
|
|
|
|
|
|
`;
|
|
|
|
|
|
document.body.appendChild(popup);
|
|
|
|
|
|
|
2025-02-01 02:09:13 +00:00
|
|
|
|
// Find the CyberChef file
|
|
|
|
|
|
fetch('assets/cyberchef/')
|
|
|
|
|
|
.then(response => response.text())
|
|
|
|
|
|
.then(html => {
|
|
|
|
|
|
// Use regex to find the CyberChef filename
|
|
|
|
|
|
const match = html.match(/CyberChef_v[0-9.]+\.html/);
|
|
|
|
|
|
if (match) {
|
|
|
|
|
|
const cyberchefPath = `assets/cyberchef/${match[0]}`;
|
|
|
|
|
|
// Create and append the iframe with the found path
|
|
|
|
|
|
const iframe = document.createElement('iframe');
|
|
|
|
|
|
iframe.src = cyberchefPath;
|
|
|
|
|
|
iframe.frameBorder = "0";
|
|
|
|
|
|
document.getElementById('cyberchef-container').appendChild(iframe);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
console.error('Could not find CyberChef file');
|
|
|
|
|
|
}
|
|
|
|
|
|
})
|
|
|
|
|
|
.catch(error => {
|
|
|
|
|
|
console.error('Error loading CyberChef:', error);
|
|
|
|
|
|
});
|
|
|
|
|
|
|
2024-12-19 18:40:48 +00:00
|
|
|
|
popup.querySelector('.close-btn').addEventListener('click', () => {
|
|
|
|
|
|
popup.style.display = 'none';
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
popup.style.display = 'flex';
|
|
|
|
|
|
return true;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// Add to inventory directly
|
|
|
|
|
|
addToInventory(workstationSprite);
|
2025-02-01 02:09:13 +00:00
|
|
|
|
// console.log('CyberChef: Workstation added to inventory');
|
2024-12-19 18:40:48 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
2024-12-19 17:57:10 +00:00
|
|
|
|
// creates the game
|
|
|
|
|
|
// hides the loading text
|
|
|
|
|
|
// calculates the world bounds
|
|
|
|
|
|
// sets the physics world bounds
|
|
|
|
|
|
// creates the player
|
|
|
|
|
|
// initializes the rooms
|
|
|
|
|
|
// validates the doors by room overlap
|
|
|
|
|
|
// hides all rooms initially if hideRoomsInitially is true
|
|
|
|
|
|
// reveals only the starting room
|
|
|
|
|
|
// sets up the camera
|
|
|
|
|
|
// sets up the input
|
|
|
|
|
|
// creates the inventory display
|
|
|
|
|
|
// processes all door collisions
|
|
|
|
|
|
// initializes the pathfinder
|
|
|
|
|
|
// initializes the inventory
|
|
|
|
|
|
function create() {
|
|
|
|
|
|
// Hide loading text
|
|
|
|
|
|
document.getElementById('loading').style.display = 'none';
|
|
|
|
|
|
|
|
|
|
|
|
// Ensure gameScenario is loaded before proceeding
|
|
|
|
|
|
if (!gameScenario) {
|
|
|
|
|
|
gameScenario = this.cache.json.get('gameScenarioJSON');
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Now calculate world bounds after scenario is loaded
|
|
|
|
|
|
const worldBounds = calculateWorldBounds();
|
|
|
|
|
|
|
|
|
|
|
|
// Set the physics world bounds
|
|
|
|
|
|
this.physics.world.setBounds(
|
|
|
|
|
|
worldBounds.x,
|
|
|
|
|
|
worldBounds.y,
|
|
|
|
|
|
worldBounds.width,
|
|
|
|
|
|
worldBounds.height
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// Create player first
|
|
|
|
|
|
player = this.add.rectangle(400, 300, 32, 32, 0xff0000);
|
|
|
|
|
|
this.physics.add.existing(player);
|
|
|
|
|
|
player.body.setSize(16, 16);
|
|
|
|
|
|
player.body.setOffset(8, 8);
|
|
|
|
|
|
player.body.setCollideWorldBounds(true);
|
|
|
|
|
|
player.body.setBounce(0);
|
|
|
|
|
|
player.body.setDrag(0);
|
|
|
|
|
|
player.body.setFriction(0);
|
|
|
|
|
|
|
|
|
|
|
|
player.setDepth(1000);
|
|
|
|
|
|
|
|
|
|
|
|
// Initialize room layout after player creation
|
|
|
|
|
|
initializeRooms.call(this);
|
|
|
|
|
|
validateDoorsByRoomOverlap.call(this);
|
|
|
|
|
|
|
|
|
|
|
|
// Hide all rooms initially if hideRoomsInitially is true
|
|
|
|
|
|
if (hideRoomsInitially) {
|
|
|
|
|
|
Object.keys(gameScenario.rooms).forEach(roomId => {
|
|
|
|
|
|
hideRoom.call(this, roomId);
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Explicitly reveal the starting room and ensure its doors are visible
|
|
|
|
|
|
const startingRoom = gameScenario.startRoom;
|
|
|
|
|
|
revealRoom.call(this, startingRoom);
|
|
|
|
|
|
|
|
|
|
|
|
// Force doors visibility for starting room
|
|
|
|
|
|
if (rooms[startingRoom] && rooms[startingRoom].doorsLayer) {
|
|
|
|
|
|
rooms[startingRoom].doorsLayer.setVisible(true);
|
|
|
|
|
|
rooms[startingRoom].doorsLayer.setAlpha(1);
|
|
|
|
|
|
console.log(`Starting room doors layer:`, {
|
|
|
|
|
|
visible: rooms[startingRoom].doorsLayer.visible,
|
|
|
|
|
|
alpha: rooms[startingRoom].doorsLayer.alpha,
|
|
|
|
|
|
depth: rooms[startingRoom].doorsLayer.depth
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Setup camera
|
|
|
|
|
|
this.cameras.main.startFollow(player);
|
|
|
|
|
|
this.cameras.main.setZoom(1);
|
|
|
|
|
|
|
|
|
|
|
|
// Setup input with proper context
|
|
|
|
|
|
this.input.on('pointerdown', (pointer) => {
|
|
|
|
|
|
// Check if click is in inventory area
|
|
|
|
|
|
const inventoryArea = {
|
|
|
|
|
|
y: this.cameras.main.height - 70,
|
|
|
|
|
|
height: 70
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
if (pointer.y > inventoryArea.y) {
|
|
|
|
|
|
// Find clicked inventory item
|
|
|
|
|
|
const clickedItem = inventory.items.find(item => {
|
|
|
|
|
|
if (!item) return false;
|
|
|
|
|
|
const bounds = item.getBounds();
|
|
|
|
|
|
return Phaser.Geom.Rectangle.Contains(
|
|
|
|
|
|
bounds,
|
|
|
|
|
|
pointer.x,
|
|
|
|
|
|
pointer.y
|
|
|
|
|
|
);
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
if (clickedItem) {
|
|
|
|
|
|
console.log('Inventory item clicked:', clickedItem.name);
|
|
|
|
|
|
handleObjectInteraction(clickedItem);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// if not clicking inventory, handle as movement
|
|
|
|
|
|
console.log('Click detected at:', pointer.worldX, pointer.worldY);
|
|
|
|
|
|
movePlayerToPoint.call(this, pointer.worldX, pointer.worldY);
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// creates the inventory display
|
|
|
|
|
|
createInventoryDisplay.call(this);
|
|
|
|
|
|
|
|
|
|
|
|
// Add this new call after all rooms are created
|
|
|
|
|
|
processAllDoorCollisions.call(this);
|
|
|
|
|
|
|
|
|
|
|
|
// Initialize pathfinder
|
|
|
|
|
|
initializePathfinder.call(this);
|
|
|
|
|
|
|
|
|
|
|
|
// Initialize game systems
|
|
|
|
|
|
initializeInventory.call(this);
|
|
|
|
|
|
|
2024-12-19 18:40:48 +00:00
|
|
|
|
// Add the workstation to inventory
|
|
|
|
|
|
addCryptoWorkstation.call(this);
|
|
|
|
|
|
|
2024-12-19 17:57:10 +00:00
|
|
|
|
// Add this line after processAllDoorCollisions()
|
|
|
|
|
|
setupDoorOverlapChecks.call(this);
|
|
|
|
|
|
|
|
|
|
|
|
// introduce the scenario
|
|
|
|
|
|
introduceScenario.call(this);
|
|
|
|
|
|
|
|
|
|
|
|
// Enable physics debug only in development
|
|
|
|
|
|
this.physics.world.debugGraphic.clear();
|
|
|
|
|
|
this.physics.world.drawDebug = false;
|
|
|
|
|
|
|
|
|
|
|
|
// Optimize physics world
|
|
|
|
|
|
this.physics.world.setBounds(
|
|
|
|
|
|
worldBounds.x,
|
|
|
|
|
|
worldBounds.y,
|
|
|
|
|
|
worldBounds.width,
|
|
|
|
|
|
worldBounds.height,
|
|
|
|
|
|
true // Enable bounds collision
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// Optimize physics settings
|
|
|
|
|
|
this.physics.world.setFPS(60);
|
|
|
|
|
|
this.physics.world.step(1/60);
|
2025-02-25 00:11:35 +00:00
|
|
|
|
|
|
|
|
|
|
// Add this to your scene's create function
|
|
|
|
|
|
initializeSamplesUI();
|
2024-12-19 17:57:10 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
function update() {
|
|
|
|
|
|
// updates the player's movement
|
|
|
|
|
|
updatePlayerMovement.call(this);
|
|
|
|
|
|
|
|
|
|
|
|
// checks for object interactions
|
|
|
|
|
|
checkObjectInteractions.call(this);
|
|
|
|
|
|
|
|
|
|
|
|
// checks for room transitions
|
|
|
|
|
|
checkRoomTransitions.call(this);
|
|
|
|
|
|
|
2025-02-18 17:01:17 +00:00
|
|
|
|
// Check for Bluetooth devices
|
|
|
|
|
|
const currentTime = this.time.now;
|
|
|
|
|
|
if (currentTime - lastBluetoothScan >= BLUETOOTH_SCAN_INTERVAL) {
|
|
|
|
|
|
checkBluetoothDevices.call(this);
|
|
|
|
|
|
lastBluetoothScan = currentTime;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2024-12-19 17:57:10 +00:00
|
|
|
|
// adds a circle to the start of the path
|
|
|
|
|
|
if (currentPath && currentPath.length > 0 && isMoving) {
|
|
|
|
|
|
this.add.circle(currentPath[0].x, currentPath[0].y, 5, 0xff0000).setDepth(1000);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// introduces the scenario
|
|
|
|
|
|
function introduceScenario() {
|
|
|
|
|
|
console.log(gameScenario.scenario_brief);
|
|
|
|
|
|
alert(gameScenario.scenario_brief);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// initializes the rooms
|
|
|
|
|
|
// calculates the positions of the rooms
|
|
|
|
|
|
// creates the rooms
|
|
|
|
|
|
function initializeRooms() {
|
|
|
|
|
|
// Calculate room positions and create room instances
|
|
|
|
|
|
let roomPositions = calculateRoomPositions();
|
|
|
|
|
|
|
|
|
|
|
|
Object.entries(gameScenario.rooms).forEach(([roomId, roomData]) => {
|
|
|
|
|
|
const position = roomPositions[roomId];
|
|
|
|
|
|
createRoom.call(this, roomId, roomData, position);
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// calculates the positions of the rooms
|
|
|
|
|
|
// calculates the dimensions of the rooms
|
|
|
|
|
|
// calculates the positions of the rooms based on the dimensions and overlaps
|
|
|
|
|
|
function calculateRoomPositions() {
|
|
|
|
|
|
const OVERLAP = 96;
|
|
|
|
|
|
const positions = {};
|
|
|
|
|
|
|
|
|
|
|
|
console.log('=== Starting Room Position Calculations ===');
|
|
|
|
|
|
|
|
|
|
|
|
// Get room dimensions from tilemaps
|
|
|
|
|
|
const roomDimensions = {};
|
|
|
|
|
|
Object.entries(gameScenario.rooms).forEach(([roomId, roomData]) => {
|
|
|
|
|
|
const map = game.cache.tilemap.get(roomData.type);
|
|
|
|
|
|
console.log(`Debug - Room ${roomId}:`, {
|
|
|
|
|
|
mapData: map,
|
|
|
|
|
|
fullData: map?.data,
|
|
|
|
|
|
json: map?.json
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// Try different ways to access the data
|
|
|
|
|
|
if (map) {
|
|
|
|
|
|
let width, height;
|
|
|
|
|
|
if (map.json) {
|
|
|
|
|
|
width = map.json.width;
|
|
|
|
|
|
height = map.json.height;
|
|
|
|
|
|
} else if (map.data) {
|
|
|
|
|
|
width = map.data.width;
|
|
|
|
|
|
height = map.data.height;
|
|
|
|
|
|
} else {
|
|
|
|
|
|
width = map.width;
|
|
|
|
|
|
height = map.height;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
roomDimensions[roomId] = {
|
|
|
|
|
|
width: width * 48, // tile width is 48
|
|
|
|
|
|
height: height * 48 // tile height is 48
|
|
|
|
|
|
};
|
|
|
|
|
|
console.log(`Room ${roomId} dimensions:`, roomDimensions[roomId]);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
console.error(`Could not find tilemap data for room ${roomId}`);
|
|
|
|
|
|
// Fallback to default dimensions if needed
|
|
|
|
|
|
roomDimensions[roomId] = {
|
|
|
|
|
|
width: 800, // default width
|
|
|
|
|
|
height: 600 // default height
|
|
|
|
|
|
};
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// Start with reception room at origin
|
|
|
|
|
|
positions[gameScenario.startRoom] = { x: 0, y: 0 };
|
|
|
|
|
|
console.log(`Starting room ${gameScenario.startRoom} position:`, positions[gameScenario.startRoom]);
|
|
|
|
|
|
|
|
|
|
|
|
// Process rooms level by level, starting from reception
|
|
|
|
|
|
const processed = new Set([gameScenario.startRoom]);
|
|
|
|
|
|
const queue = [gameScenario.startRoom];
|
|
|
|
|
|
|
|
|
|
|
|
while (queue.length > 0) {
|
|
|
|
|
|
const currentRoomId = queue.shift();
|
|
|
|
|
|
const currentRoom = gameScenario.rooms[currentRoomId];
|
|
|
|
|
|
const currentPos = positions[currentRoomId];
|
|
|
|
|
|
const currentDimensions = roomDimensions[currentRoomId];
|
|
|
|
|
|
|
|
|
|
|
|
console.log(`\nProcessing room ${currentRoomId}`);
|
|
|
|
|
|
console.log('Current position:', currentPos);
|
|
|
|
|
|
console.log('Connections:', currentRoom.connections);
|
|
|
|
|
|
|
|
|
|
|
|
Object.entries(currentRoom.connections).forEach(([direction, connected]) => {
|
|
|
|
|
|
console.log(`\nProcessing ${direction} connection:`, connected);
|
|
|
|
|
|
|
|
|
|
|
|
if (Array.isArray(connected)) {
|
|
|
|
|
|
const rooms = connected.filter(r => !processed.has(r));
|
|
|
|
|
|
console.log('Unprocessed connected rooms:', rooms);
|
|
|
|
|
|
if (rooms.length === 0) return;
|
|
|
|
|
|
|
|
|
|
|
|
if (direction === 'north' || direction === 'south') {
|
|
|
|
|
|
const firstRoom = rooms[0];
|
|
|
|
|
|
const firstRoomWidth = roomDimensions[firstRoom].width;
|
|
|
|
|
|
const firstRoomHeight = roomDimensions[firstRoom].height;
|
|
|
|
|
|
|
|
|
|
|
|
const secondRoom = rooms[1];
|
|
|
|
|
|
const secondRoomWidth = roomDimensions[secondRoom].width;
|
|
|
|
|
|
const secondRoomHeight = roomDimensions[secondRoom].height;
|
|
|
|
|
|
|
|
|
|
|
|
if (direction === 'north') {
|
|
|
|
|
|
// First room - right edge aligns with current room's left edge
|
|
|
|
|
|
positions[firstRoom] = {
|
|
|
|
|
|
x: currentPos.x - firstRoomWidth + DOOR_ALIGN_OVERLAP,
|
|
|
|
|
|
y: currentPos.y - firstRoomHeight + OVERLAP
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// Second room - left edge aligns with current room's right edge
|
|
|
|
|
|
positions[secondRoom] = {
|
|
|
|
|
|
x: currentPos.x + currentDimensions.width - DOOR_ALIGN_OVERLAP,
|
|
|
|
|
|
y: currentPos.y - secondRoomHeight + OVERLAP
|
|
|
|
|
|
};
|
|
|
|
|
|
} else if (direction === 'south') {
|
|
|
|
|
|
// First room - left edge aligns with current room's right edge
|
|
|
|
|
|
positions[firstRoom] = {
|
|
|
|
|
|
x: currentPos.x - firstRoomWidth + DOOR_ALIGN_OVERLAP,
|
|
|
|
|
|
y: currentPos.y + currentDimensions.height - OVERLAP
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// Second room - right edge aligns with current room's left edge
|
|
|
|
|
|
positions[secondRoom] = {
|
|
|
|
|
|
x: currentPos.x + currentDimensions.width - DOOR_ALIGN_OVERLAP,
|
|
|
|
|
|
y: currentPos.y + currentDimensions.height - secondRoomHeight - OVERLAP
|
|
|
|
|
|
};
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
rooms.forEach(roomId => {
|
|
|
|
|
|
processed.add(roomId);
|
|
|
|
|
|
queue.push(roomId);
|
|
|
|
|
|
console.log(`Positioned room ${roomId} at:`, positions[roomId]);
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
} else {
|
|
|
|
|
|
if (processed.has(connected)) {
|
|
|
|
|
|
console.log(`Room ${connected} already processed, skipping`);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const connectedDimensions = roomDimensions[connected];
|
|
|
|
|
|
|
|
|
|
|
|
// Center the connected room
|
|
|
|
|
|
const x = currentPos.x +
|
|
|
|
|
|
(currentDimensions.width - connectedDimensions.width) / 2;
|
|
|
|
|
|
const y = direction === 'north'
|
|
|
|
|
|
? currentPos.y - connectedDimensions.height + OVERLAP
|
|
|
|
|
|
: currentPos.y + currentDimensions.height - OVERLAP;
|
|
|
|
|
|
|
|
|
|
|
|
positions[connected] = { x, y };
|
|
|
|
|
|
processed.add(connected);
|
|
|
|
|
|
queue.push(connected);
|
|
|
|
|
|
|
|
|
|
|
|
console.log(`Positioned single room ${connected} at:`, positions[connected]);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
console.log('\n=== Final Room Positions ===');
|
|
|
|
|
|
Object.entries(positions).forEach(([roomId, pos]) => {
|
|
|
|
|
|
console.log(`${roomId}:`, pos);
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
return positions;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// creates a room
|
|
|
|
|
|
// creates the tilemap for the room
|
|
|
|
|
|
// creates the layers for the room
|
|
|
|
|
|
// adds the objects to the room
|
|
|
|
|
|
function createRoom(roomId, roomData, position) {
|
|
|
|
|
|
try {
|
|
|
|
|
|
console.log(`Creating room ${roomId} of type ${roomData.type}`);
|
|
|
|
|
|
|
|
|
|
|
|
const map = this.make.tilemap({ key: roomData.type });
|
|
|
|
|
|
const tilesets = [];
|
|
|
|
|
|
|
|
|
|
|
|
// Add tilesets
|
|
|
|
|
|
const regularTilesets = map.tilesets.filter(t => !t.name.includes('Interiors_48x48'));
|
|
|
|
|
|
regularTilesets.forEach(tileset => {
|
|
|
|
|
|
const loadedTileset = map.addTilesetImage(tileset.name, tileset.name);
|
|
|
|
|
|
if (loadedTileset) {
|
|
|
|
|
|
tilesets.push(loadedTileset);
|
|
|
|
|
|
console.log(`Added regular tileset: ${tileset.name}`);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// Initialize room data structure first
|
|
|
|
|
|
rooms[roomId] = {
|
|
|
|
|
|
map,
|
|
|
|
|
|
layers: {},
|
|
|
|
|
|
wallsLayers: [],
|
|
|
|
|
|
position
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
const layers = rooms[roomId].layers;
|
|
|
|
|
|
const wallsLayers = rooms[roomId].wallsLayers;
|
|
|
|
|
|
|
|
|
|
|
|
// IMPORTANT: This counter ensures unique layer IDs across ALL rooms and should not be removed
|
|
|
|
|
|
if (!window.globalLayerCounter) window.globalLayerCounter = 0;
|
|
|
|
|
|
|
|
|
|
|
|
// Calculate base depth for this room's layers
|
|
|
|
|
|
const roomDepth = position.y * 100;
|
|
|
|
|
|
|
|
|
|
|
|
// Create doors layer first with a specific depth
|
|
|
|
|
|
const doorsLayerIndex = map.layers.findIndex(layer =>
|
|
|
|
|
|
layer.name.toLowerCase().includes('doors'));
|
|
|
|
|
|
let doorsLayer = null;
|
|
|
|
|
|
if (doorsLayerIndex !== -1) {
|
|
|
|
|
|
window.globalLayerCounter++;
|
|
|
|
|
|
const uniqueDoorsId = `${roomId}_doors_${window.globalLayerCounter}`;
|
|
|
|
|
|
doorsLayer = map.createLayer(doorsLayerIndex, tilesets, position.x, position.y);
|
|
|
|
|
|
if (doorsLayer) {
|
|
|
|
|
|
doorsLayer.name = uniqueDoorsId;
|
|
|
|
|
|
// Set doors layer depth higher than other layers
|
|
|
|
|
|
doorsLayer.setDepth(roomDepth + 500);
|
|
|
|
|
|
layers[uniqueDoorsId] = doorsLayer;
|
|
|
|
|
|
rooms[roomId].doorsLayer = doorsLayer;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Create other layers with appropriate depths
|
|
|
|
|
|
map.layers.forEach((layerData, index) => {
|
|
|
|
|
|
// Skip the doors layer as we already created it
|
|
|
|
|
|
if (index === doorsLayerIndex) return;
|
|
|
|
|
|
|
|
|
|
|
|
window.globalLayerCounter++;
|
|
|
|
|
|
const uniqueLayerId = `${roomId}_${layerData.name}_${window.globalLayerCounter}`;
|
|
|
|
|
|
|
|
|
|
|
|
const layer = map.createLayer(index, tilesets, position.x, position.y);
|
|
|
|
|
|
if (layer) {
|
|
|
|
|
|
layer.name = uniqueLayerId;
|
|
|
|
|
|
|
|
|
|
|
|
// Set depth based on layer type and room position
|
|
|
|
|
|
if (layerData.name.toLowerCase().includes('floor')) {
|
|
|
|
|
|
layer.setDepth(roomDepth + 100);
|
|
|
|
|
|
} else if (layerData.name.toLowerCase().includes('walls')) {
|
|
|
|
|
|
layer.setDepth(roomDepth + 200);
|
|
|
|
|
|
// Handle walls layer collision
|
|
|
|
|
|
try {
|
|
|
|
|
|
layer.setCollisionByExclusion([-1]);
|
|
|
|
|
|
|
|
|
|
|
|
if (doorsLayer) {
|
|
|
|
|
|
const doorTiles = doorsLayer.getTilesWithin()
|
|
|
|
|
|
.filter(tile => tile.index !== -1);
|
|
|
|
|
|
|
|
|
|
|
|
doorTiles.forEach(doorTile => {
|
|
|
|
|
|
const wallTile = layer.getTileAt(doorTile.x, doorTile.y);
|
|
|
|
|
|
if (wallTile) {
|
|
|
|
|
|
if (!doorTile.properties?.locked) {
|
|
|
|
|
|
wallTile.setCollision(false);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
wallsLayers.push(layer);
|
|
|
|
|
|
console.log(`Added collision to wall layer: ${uniqueLayerId}`);
|
|
|
|
|
|
} catch (e) {
|
|
|
|
|
|
console.warn(`Error setting up collisions for ${uniqueLayerId}:`, e);
|
|
|
|
|
|
}
|
|
|
|
|
|
} else if (layerData.name.toLowerCase().includes('props')) {
|
|
|
|
|
|
layer.setDepth(roomDepth + 300);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
layer.setDepth(roomDepth + 400);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
layers[uniqueLayerId] = layer;
|
|
|
|
|
|
layer.setVisible(false);
|
|
|
|
|
|
layer.setAlpha(0);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// Add collisions between player and wall layers
|
|
|
|
|
|
if (player && player.body) {
|
|
|
|
|
|
wallsLayers.forEach(wallLayer => {
|
|
|
|
|
|
if (wallLayer) {
|
|
|
|
|
|
this.physics.add.collider(player, wallLayer);
|
|
|
|
|
|
console.log(`Added collision between player and wall layer: ${wallLayer.name}`);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Store door layer reference for later processing
|
|
|
|
|
|
if (doorsLayer) {
|
|
|
|
|
|
rooms[roomId].doorsLayer = doorsLayer;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Update object creation to handle new structure
|
|
|
|
|
|
const objectsLayer = map.getObjectLayer('Object Layer 1');
|
|
|
|
|
|
if (objectsLayer && objectsLayer.objects) {
|
|
|
|
|
|
rooms[roomId].objects = {};
|
|
|
|
|
|
|
|
|
|
|
|
objectsLayer.objects.forEach(obj => {
|
|
|
|
|
|
// Find matching object in scenario data
|
|
|
|
|
|
const scenarioObject = gameScenario.rooms[roomId].objects.find(
|
|
|
|
|
|
item => item.type === obj.name
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// Check if this object should be active in the current scenario
|
|
|
|
|
|
const isActiveObject = scenarioObject !== undefined;
|
|
|
|
|
|
|
|
|
|
|
|
const sprite = this.add.sprite(
|
|
|
|
|
|
position.x + obj.x,
|
|
|
|
|
|
position.y + (obj.gid !== undefined ? obj.y - obj.height : obj.y),
|
|
|
|
|
|
obj.name
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
sprite.setOrigin(0, 0);
|
|
|
|
|
|
sprite.name = obj.name;
|
|
|
|
|
|
sprite.setInteractive({ useHandCursor: true });
|
|
|
|
|
|
sprite.setDepth(1001);
|
|
|
|
|
|
sprite.originalAlpha = 1;
|
|
|
|
|
|
sprite.active = isActiveObject;
|
|
|
|
|
|
|
|
|
|
|
|
// Store scenario data with sprite for later use
|
|
|
|
|
|
if (isActiveObject) {
|
|
|
|
|
|
sprite.scenarioData = scenarioObject;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Initially hide all objects - they'll be shown when room is revealed
|
|
|
|
|
|
sprite.setVisible(false);
|
|
|
|
|
|
|
|
|
|
|
|
if (obj.rotation) {
|
|
|
|
|
|
sprite.setRotation(Phaser.Math.DegToRad(obj.rotation));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
rooms[roomId].objects[obj.name] = sprite;
|
|
|
|
|
|
|
|
|
|
|
|
// Add click handler for all objects
|
|
|
|
|
|
sprite.on('pointerdown', () => {
|
|
|
|
|
|
if (isActiveObject) {
|
|
|
|
|
|
console.log(`Clicked active object ${obj.name}`);
|
|
|
|
|
|
handleObjectInteraction(sprite);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
alert("Nothing of note here");
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
} catch (error) {
|
|
|
|
|
|
console.error(`Error creating room ${roomId}:`, error);
|
|
|
|
|
|
console.error('Error details:', error.stack);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// reveals a room
|
|
|
|
|
|
// reveals all layers and objects in the room
|
|
|
|
|
|
function revealRoom(roomId) {
|
|
|
|
|
|
if (rooms[roomId]) {
|
|
|
|
|
|
const room = rooms[roomId];
|
|
|
|
|
|
|
|
|
|
|
|
// Reveal all layers
|
|
|
|
|
|
Object.values(room.layers).forEach(layer => {
|
|
|
|
|
|
if (layer && layer.setVisible) {
|
|
|
|
|
|
layer.setVisible(true);
|
|
|
|
|
|
layer.setAlpha(1);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// Explicitly reveal doors layer if it exists
|
|
|
|
|
|
if (room.doorsLayer) {
|
|
|
|
|
|
room.doorsLayer.setVisible(true);
|
|
|
|
|
|
room.doorsLayer.setAlpha(1);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Show all objects
|
|
|
|
|
|
if (room.objects) {
|
|
|
|
|
|
Object.values(room.objects).forEach(obj => {
|
|
|
|
|
|
if (obj && obj.setVisible && obj.active) { // Only show active objects
|
|
|
|
|
|
obj.setVisible(true);
|
|
|
|
|
|
obj.alpha = obj.active ? (obj.originalAlpha || 1) : 0.3;
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
discoveredRooms.add(roomId);
|
|
|
|
|
|
}
|
|
|
|
|
|
currentRoom = roomId;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// moves the player to a point
|
|
|
|
|
|
// ensures the coordinates are within the world bounds
|
|
|
|
|
|
function movePlayerToPoint(x, y) {
|
|
|
|
|
|
const worldBounds = this.physics.world.bounds;
|
|
|
|
|
|
|
|
|
|
|
|
// Ensure coordinates are within bounds
|
|
|
|
|
|
x = Phaser.Math.Clamp(x, worldBounds.x, worldBounds.x + worldBounds.width);
|
|
|
|
|
|
y = Phaser.Math.Clamp(y, worldBounds.y, worldBounds.y + worldBounds.height);
|
|
|
|
|
|
|
|
|
|
|
|
targetPoint = { x, y };
|
|
|
|
|
|
isMoving = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// updates the player's movement
|
|
|
|
|
|
// moves the player towards the target point
|
|
|
|
|
|
// stops if a collision is detected
|
|
|
|
|
|
function updatePlayerMovement() {
|
|
|
|
|
|
if (!isMoving || !targetPoint) {
|
|
|
|
|
|
if (player.body.velocity.x !== 0 || player.body.velocity.y !== 0) {
|
|
|
|
|
|
player.body.setVelocity(0, 0);
|
|
|
|
|
|
}
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Cache player position
|
|
|
|
|
|
const px = player.x;
|
|
|
|
|
|
const py = player.y;
|
|
|
|
|
|
|
|
|
|
|
|
// Use squared distance for performance
|
|
|
|
|
|
const dx = targetPoint.x - px;
|
|
|
|
|
|
const dy = targetPoint.y - py;
|
|
|
|
|
|
const distanceSq = dx * dx + dy * dy;
|
|
|
|
|
|
|
|
|
|
|
|
// Reached target point
|
|
|
|
|
|
if (distanceSq < ARRIVAL_THRESHOLD * ARRIVAL_THRESHOLD) {
|
|
|
|
|
|
isMoving = false;
|
|
|
|
|
|
player.body.setVelocity(0, 0);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Only check room transitions periodically
|
|
|
|
|
|
const movedX = Math.abs(px - lastPlayerPosition.x);
|
|
|
|
|
|
const movedY = Math.abs(py - lastPlayerPosition.y);
|
|
|
|
|
|
|
|
|
|
|
|
if (movedX > ROOM_CHECK_THRESHOLD || movedY > ROOM_CHECK_THRESHOLD) {
|
|
|
|
|
|
updatePlayerRoom();
|
|
|
|
|
|
lastPlayerPosition.x = px;
|
|
|
|
|
|
lastPlayerPosition.y = py;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Normalize movement vector for consistent speed
|
|
|
|
|
|
const distance = Math.sqrt(distanceSq);
|
|
|
|
|
|
const velocityX = (dx / distance) * MOVEMENT_SPEED;
|
|
|
|
|
|
const velocityY = (dy / distance) * MOVEMENT_SPEED;
|
|
|
|
|
|
|
|
|
|
|
|
// Only update velocity if it changed significantly
|
|
|
|
|
|
const currentVX = player.body.velocity.x;
|
|
|
|
|
|
const currentVY = player.body.velocity.y;
|
|
|
|
|
|
const velocityDiffX = Math.abs(currentVX - velocityX);
|
|
|
|
|
|
const velocityDiffY = Math.abs(currentVY - velocityY);
|
|
|
|
|
|
|
|
|
|
|
|
if (velocityDiffX > 1 || velocityDiffY > 1) {
|
|
|
|
|
|
player.body.setVelocity(velocityX, velocityY);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Stop if collision detected
|
|
|
|
|
|
if (player.body.blocked.none === false) {
|
|
|
|
|
|
isMoving = false;
|
|
|
|
|
|
player.body.setVelocity(0, 0);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// creates the inventory display
|
|
|
|
|
|
// creates the background and slot outlines
|
|
|
|
|
|
function createInventoryDisplay() {
|
|
|
|
|
|
|
|
|
|
|
|
// Create slot outlines
|
|
|
|
|
|
const slotsContainer = this.add.container(110, this.cameras.main.height - 60)
|
|
|
|
|
|
.setScrollFactor(0)
|
|
|
|
|
|
.setDepth(2001);
|
|
|
|
|
|
|
|
|
|
|
|
// Create 10 slot outlines
|
|
|
|
|
|
for (let i = 0; i < 10; i++) {
|
|
|
|
|
|
const outline = this.add.rectangle(
|
|
|
|
|
|
i * 60,
|
|
|
|
|
|
0,
|
|
|
|
|
|
50,
|
|
|
|
|
|
50,
|
|
|
|
|
|
0x666666,
|
|
|
|
|
|
0.3
|
|
|
|
|
|
);
|
|
|
|
|
|
outline.setStrokeStyle(1, 0x666666);
|
|
|
|
|
|
slotsContainer.add(outline);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Initialize inventory container with highest depth
|
|
|
|
|
|
inventory.container = this.add.container(110, this.cameras.main.height - 60)
|
|
|
|
|
|
.setScrollFactor(0)
|
|
|
|
|
|
.setDepth(2002);
|
|
|
|
|
|
|
|
|
|
|
|
// Modify the input event to check if clicking on inventory
|
|
|
|
|
|
this.input.on('pointerdown', (pointer) => {
|
|
|
|
|
|
// Convert pointer position to world coordinates
|
|
|
|
|
|
const worldPoint = this.cameras.main.getWorldPoint(pointer.x, pointer.y);
|
|
|
|
|
|
|
|
|
|
|
|
// Check if click is in inventory area
|
|
|
|
|
|
const inventoryArea = {
|
|
|
|
|
|
x: 100,
|
|
|
|
|
|
y: this.cameras.main.height - 70,
|
|
|
|
|
|
width: this.cameras.main.width - 200,
|
|
|
|
|
|
height: 70
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
if (pointer.y > inventoryArea.y) {
|
|
|
|
|
|
// Click is in inventory area, let the inventory sprites handle it
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Otherwise, handle as movement click
|
|
|
|
|
|
console.log('Click detected at:', worldPoint.x, worldPoint.y);
|
|
|
|
|
|
movePlayerToPoint.call(this, worldPoint.x, worldPoint.y);
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// checks for object interactions
|
|
|
|
|
|
// highlights the object if the player is in range
|
|
|
|
|
|
// handles the click event for the object
|
|
|
|
|
|
function checkObjectInteractions() {
|
|
|
|
|
|
// Skip if not enough time has passed since last check
|
|
|
|
|
|
const currentTime = performance.now();
|
|
|
|
|
|
if (this.lastInteractionCheck &&
|
|
|
|
|
|
currentTime - this.lastInteractionCheck < INTERACTION_CHECK_INTERVAL) {
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
this.lastInteractionCheck = currentTime;
|
|
|
|
|
|
|
|
|
|
|
|
const playerRoom = currentPlayerRoom;
|
|
|
|
|
|
if (!playerRoom || !rooms[playerRoom].objects) return;
|
|
|
|
|
|
|
|
|
|
|
|
// Cache player position
|
|
|
|
|
|
const px = player.x;
|
|
|
|
|
|
const py = player.y;
|
|
|
|
|
|
|
|
|
|
|
|
// Get only objects within viewport bounds plus some margin
|
|
|
|
|
|
const camera = this.cameras.main;
|
|
|
|
|
|
const margin = INTERACTION_RANGE;
|
|
|
|
|
|
const viewBounds = {
|
|
|
|
|
|
left: camera.scrollX - margin,
|
|
|
|
|
|
right: camera.scrollX + camera.width + margin,
|
|
|
|
|
|
top: camera.scrollY - margin,
|
|
|
|
|
|
bottom: camera.scrollY + camera.height + margin
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
Object.values(rooms[playerRoom].objects).forEach(obj => {
|
|
|
|
|
|
// Skip inactive objects and those outside viewport
|
|
|
|
|
|
if (!obj.active ||
|
|
|
|
|
|
obj.x < viewBounds.left ||
|
|
|
|
|
|
obj.x > viewBounds.right ||
|
|
|
|
|
|
obj.y < viewBounds.top ||
|
|
|
|
|
|
obj.y > viewBounds.bottom) {
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Use squared distance for performance
|
|
|
|
|
|
const dx = px - obj.x;
|
|
|
|
|
|
const dy = py - obj.y;
|
|
|
|
|
|
const distanceSq = dx * dx + dy * dy;
|
|
|
|
|
|
|
|
|
|
|
|
if (distanceSq <= INTERACTION_RANGE_SQ) {
|
|
|
|
|
|
if (!obj.isHighlighted) {
|
|
|
|
|
|
obj.isHighlighted = true;
|
|
|
|
|
|
obj.setTint(0xdddddd); // Simple highlight without tween
|
|
|
|
|
|
}
|
|
|
|
|
|
} else if (obj.isHighlighted) {
|
|
|
|
|
|
obj.isHighlighted = false;
|
|
|
|
|
|
obj.clearTint();
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// checks for room transitions
|
|
|
|
|
|
function checkRoomTransitions() {
|
|
|
|
|
|
// Now handled by physics overlap
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// calculates the world bounds
|
|
|
|
|
|
function calculateWorldBounds() {
|
|
|
|
|
|
if (!gameScenario || !gameScenario.rooms) {
|
|
|
|
|
|
console.error('Game scenario not loaded properly');
|
|
|
|
|
|
// Return default bounds
|
|
|
|
|
|
return {
|
|
|
|
|
|
x: -1800,
|
|
|
|
|
|
y: -1800,
|
|
|
|
|
|
width: 3600,
|
|
|
|
|
|
height: 3600
|
|
|
|
|
|
};
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
let minX = -1800, minY = -1800, maxX = 1800, maxY = 1800;
|
|
|
|
|
|
|
|
|
|
|
|
// Check all room positions to determine world bounds
|
|
|
|
|
|
Object.values(gameScenario.rooms).forEach(room => {
|
|
|
|
|
|
const position = calculateRoomPositions()[room.id];
|
|
|
|
|
|
if (position) {
|
|
|
|
|
|
// Assuming each room is 800x600
|
|
|
|
|
|
minX = Math.min(minX, position.x);
|
|
|
|
|
|
minY = Math.min(minY, position.y);
|
|
|
|
|
|
maxX = Math.max(maxX, position.x + 800);
|
|
|
|
|
|
maxY = Math.max(maxY, position.y + 600);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// Add some padding
|
|
|
|
|
|
const padding = 200;
|
|
|
|
|
|
return {
|
|
|
|
|
|
x: minX - padding,
|
|
|
|
|
|
y: minY - padding,
|
|
|
|
|
|
width: (maxX - minX) + (padding * 2),
|
|
|
|
|
|
height: (maxY - minY) + (padding * 2)
|
|
|
|
|
|
};
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// processes all door-wall interactions
|
|
|
|
|
|
function processAllDoorCollisions() {
|
|
|
|
|
|
Object.entries(rooms).forEach(([roomId, room]) => {
|
|
|
|
|
|
if (room.doorsLayer) {
|
|
|
|
|
|
const doorTiles = room.doorsLayer.getTilesWithin()
|
|
|
|
|
|
.filter(tile => tile.index !== -1);
|
|
|
|
|
|
|
|
|
|
|
|
// Find all rooms that overlap with this room
|
|
|
|
|
|
Object.entries(rooms).forEach(([otherId, otherRoom]) => {
|
|
|
|
|
|
if (roomsOverlap(room.position, otherRoom.position)) {
|
|
|
|
|
|
otherRoom.wallsLayers.forEach(wallLayer => {
|
|
|
|
|
|
processDoorCollisions(doorTiles, wallLayer, room.doorsLayer);
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// processes door collisions
|
|
|
|
|
|
// sets the collision of the door tile to false
|
|
|
|
|
|
// visually indicates the door opening
|
|
|
|
|
|
function processDoorCollisions(doorTiles, wallLayer, doorsLayer) {
|
|
|
|
|
|
doorTiles.forEach(doorTile => {
|
|
|
|
|
|
// Convert door tile coordinates to world coordinates
|
|
|
|
|
|
const worldX = doorsLayer.x + (doorTile.x * doorsLayer.tilemap.tileWidth);
|
|
|
|
|
|
const worldY = doorsLayer.y + (doorTile.y * doorsLayer.tilemap.tileHeight);
|
|
|
|
|
|
|
|
|
|
|
|
// Convert world coordinates back to the wall layer's local coordinates
|
|
|
|
|
|
const wallX = Math.floor((worldX - wallLayer.x) / wallLayer.tilemap.tileWidth);
|
|
|
|
|
|
const wallY = Math.floor((worldY - wallLayer.y) / wallLayer.tilemap.tileHeight);
|
|
|
|
|
|
|
|
|
|
|
|
const wallTile = wallLayer.getTileAt(wallX, wallY);
|
|
|
|
|
|
if (wallTile) {
|
|
|
|
|
|
if (doorTile.properties?.locked) {
|
|
|
|
|
|
wallTile.setCollision(true);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
wallTile.setCollision(false);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// checks if two rooms overlap
|
|
|
|
|
|
function roomsOverlap(pos1, pos2) {
|
|
|
|
|
|
// Add some tolerance for overlap detection
|
|
|
|
|
|
const OVERLAP_TOLERANCE = 48; // One tile width
|
|
|
|
|
|
const ROOM_WIDTH = 800;
|
|
|
|
|
|
const ROOM_HEIGHT = 600;
|
|
|
|
|
|
|
|
|
|
|
|
return !(pos1.x + ROOM_WIDTH - OVERLAP_TOLERANCE < pos2.x ||
|
|
|
|
|
|
pos1.x > pos2.x + ROOM_WIDTH - OVERLAP_TOLERANCE ||
|
|
|
|
|
|
pos1.y + ROOM_HEIGHT - OVERLAP_TOLERANCE < pos2.y ||
|
|
|
|
|
|
pos1.y > pos2.y + ROOM_HEIGHT - OVERLAP_TOLERANCE);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// initializes the pathfinder
|
|
|
|
|
|
// creates a grid of the world
|
|
|
|
|
|
function initializePathfinder() {
|
|
|
|
|
|
const worldBounds = this.physics.world.bounds;
|
|
|
|
|
|
const gridWidth = Math.ceil(worldBounds.width / GRID_SIZE);
|
|
|
|
|
|
const gridHeight = Math.ceil(worldBounds.height / GRID_SIZE);
|
|
|
|
|
|
|
|
|
|
|
|
try {
|
|
|
|
|
|
pathfinder = new EasyStar.js();
|
|
|
|
|
|
const grid = Array(gridHeight).fill().map(() => Array(gridWidth).fill(0));
|
|
|
|
|
|
|
|
|
|
|
|
// Mark walls
|
|
|
|
|
|
Object.values(rooms).forEach(room => {
|
|
|
|
|
|
room.wallsLayers.forEach(wallLayer => {
|
|
|
|
|
|
wallLayer.getTilesWithin().forEach(tile => {
|
|
|
|
|
|
// Only mark as unwalkable if the tile collides AND hasn't been disabled for doors
|
|
|
|
|
|
if (tile.collides && tile.canCollide) { // Add check for canCollide
|
|
|
|
|
|
const gridX = Math.floor((tile.x * TILE_SIZE + wallLayer.x - worldBounds.x) / GRID_SIZE);
|
|
|
|
|
|
const gridY = Math.floor((tile.y * TILE_SIZE + wallLayer.y - worldBounds.y) / GRID_SIZE);
|
|
|
|
|
|
|
|
|
|
|
|
if (gridX >= 0 && gridX < gridWidth && gridY >= 0 && gridY < gridHeight) {
|
|
|
|
|
|
grid[gridY][gridX] = 1;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
});
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
pathfinder.setGrid(grid);
|
|
|
|
|
|
pathfinder.setAcceptableTiles([0]);
|
|
|
|
|
|
pathfinder.enableDiagonals();
|
|
|
|
|
|
|
|
|
|
|
|
console.log('Pathfinding initialized successfully');
|
|
|
|
|
|
} catch (error) {
|
|
|
|
|
|
console.error('Error initializing pathfinder:', error);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// smooths the path
|
|
|
|
|
|
function smoothPath(path) {
|
|
|
|
|
|
if (path.length <= 2) return path;
|
|
|
|
|
|
|
|
|
|
|
|
const smoothed = [path[0]];
|
|
|
|
|
|
for (let i = 1; i < path.length - 1; i++) {
|
|
|
|
|
|
const prev = path[i - 1];
|
|
|
|
|
|
const current = path[i];
|
|
|
|
|
|
const next = path[i + 1];
|
|
|
|
|
|
|
|
|
|
|
|
// Calculate the angle change
|
|
|
|
|
|
const angle1 = Phaser.Math.Angle.Between(prev.x, prev.y, current.x, current.y);
|
|
|
|
|
|
const angle2 = Phaser.Math.Angle.Between(current.x, current.y, next.x, next.y);
|
|
|
|
|
|
const angleDiff = Math.abs(Phaser.Math.Angle.Wrap(angle1 - angle2));
|
|
|
|
|
|
|
|
|
|
|
|
// Only keep points where there's a significant direction change
|
|
|
|
|
|
if (angleDiff > 0.2) { // About 11.5 degrees
|
|
|
|
|
|
smoothed.push(current);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
smoothed.push(path[path.length - 1]);
|
|
|
|
|
|
|
|
|
|
|
|
return smoothed;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// debugs the path
|
|
|
|
|
|
function debugPath(path) {
|
|
|
|
|
|
if (!path) return;
|
|
|
|
|
|
console.log('Current path:', {
|
|
|
|
|
|
pathLength: path.length,
|
|
|
|
|
|
currentTarget: path[0],
|
|
|
|
|
|
playerPos: { x: player.x, y: player.y },
|
|
|
|
|
|
isMoving: isMoving
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// optimizes the path
|
|
|
|
|
|
function optimizePath(path) {
|
|
|
|
|
|
if (path.length <= 2) return path;
|
|
|
|
|
|
|
|
|
|
|
|
const optimized = [path[0]];
|
|
|
|
|
|
let currentPoint = 0;
|
|
|
|
|
|
|
|
|
|
|
|
while (currentPoint < path.length - 1) {
|
|
|
|
|
|
// Look ahead as far as possible along a straight line
|
|
|
|
|
|
let furthestVisible = currentPoint + 1;
|
|
|
|
|
|
for (let i = currentPoint + 2; i < path.length; i++) {
|
|
|
|
|
|
if (canMoveDirectly(path[currentPoint], path[i])) {
|
|
|
|
|
|
furthestVisible = i;
|
|
|
|
|
|
} else {
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Add the furthest visible point to our optimized path
|
|
|
|
|
|
optimized.push(path[furthestVisible]);
|
|
|
|
|
|
currentPoint = furthestVisible;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return optimized;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// checks if direct movement is possible
|
|
|
|
|
|
function canMoveDirectly(start, end) {
|
|
|
|
|
|
// Check if there are any walls between start and end points
|
|
|
|
|
|
const distance = Phaser.Math.Distance.Between(start.x, start.y, end.x, end.y);
|
|
|
|
|
|
const angle = Phaser.Math.Angle.Between(start.x, start.y, end.x, end.y);
|
|
|
|
|
|
|
|
|
|
|
|
// Check several points along the line
|
|
|
|
|
|
const steps = Math.ceil(distance / (GRID_SIZE / 2));
|
|
|
|
|
|
const stepSize = distance / steps;
|
|
|
|
|
|
|
|
|
|
|
|
for (let i = 1; i < steps; i++) {
|
|
|
|
|
|
const pointX = start.x + Math.cos(angle) * (stepSize * i);
|
|
|
|
|
|
const pointY = start.y + Math.sin(angle) * (stepSize * i);
|
|
|
|
|
|
|
|
|
|
|
|
// Check if this point intersects with any walls
|
|
|
|
|
|
let collision = false;
|
|
|
|
|
|
Object.values(rooms).forEach(room => {
|
|
|
|
|
|
room.wallsLayers.forEach(wallLayer => {
|
|
|
|
|
|
const tile = wallLayer.getTileAtWorldXY(pointX, pointY);
|
|
|
|
|
|
if (tile && tile.collides) {
|
|
|
|
|
|
collision = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
if (collision) {
|
|
|
|
|
|
return false;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// updates the player's room
|
|
|
|
|
|
function updatePlayerRoom() {
|
|
|
|
|
|
// Update last position
|
|
|
|
|
|
lastPlayerPosition = { x: player.x, y: player.y };
|
|
|
|
|
|
|
|
|
|
|
|
let overlappingRooms = [];
|
|
|
|
|
|
|
|
|
|
|
|
// Check all rooms for overlap
|
|
|
|
|
|
for (const [roomId, room] of Object.entries(rooms)) {
|
|
|
|
|
|
const bounds = getRoomBounds(roomId);
|
|
|
|
|
|
if (isPlayerInBounds(bounds)) {
|
|
|
|
|
|
overlappingRooms.push(roomId);
|
|
|
|
|
|
|
|
|
|
|
|
// Reveal room if not already visible
|
|
|
|
|
|
if (!discoveredRooms.has(roomId)) {
|
|
|
|
|
|
console.log(`Player overlapping room: ${roomId}`);
|
|
|
|
|
|
revealRoom(roomId);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// If we're not overlapping any rooms
|
|
|
|
|
|
if (overlappingRooms.length === 0) {
|
|
|
|
|
|
console.log('Player not in any room');
|
|
|
|
|
|
currentPlayerRoom = null;
|
|
|
|
|
|
return null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Update current room (use the first overlapping room as the "main" room)
|
|
|
|
|
|
if (currentPlayerRoom !== overlappingRooms[0]) {
|
|
|
|
|
|
console.log(`Player's main room changed to: ${overlappingRooms[0]}`);
|
|
|
|
|
|
currentPlayerRoom = overlappingRooms[0];
|
|
|
|
|
|
onRoomChange(overlappingRooms[0]);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return currentPlayerRoom;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// gets the bounds of a room
|
|
|
|
|
|
function getRoomBounds(roomId) {
|
|
|
|
|
|
const room = rooms[roomId];
|
|
|
|
|
|
return {
|
|
|
|
|
|
x: room.position.x,
|
|
|
|
|
|
y: room.position.y,
|
|
|
|
|
|
width: room.map.widthInPixels,
|
|
|
|
|
|
height: room.map.heightInPixels
|
|
|
|
|
|
};
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// checks if the player is in bounds
|
|
|
|
|
|
function isPlayerInBounds(bounds) {
|
|
|
|
|
|
const buffer = 0; // Changed from TILE_SIZE (48) to 0
|
|
|
|
|
|
return (
|
|
|
|
|
|
player.x >= bounds.x - buffer &&
|
|
|
|
|
|
player.x <= bounds.x + bounds.width + buffer &&
|
|
|
|
|
|
player.y >= bounds.y - buffer &&
|
|
|
|
|
|
player.y <= bounds.y + bounds.height + buffer
|
|
|
|
|
|
);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// handles room changes
|
|
|
|
|
|
// reveals the new room
|
|
|
|
|
|
// hides rooms that aren't connected and aren't currently being overlapped
|
|
|
|
|
|
function onRoomChange(newRoomId) {
|
|
|
|
|
|
// Reveal the new room (although it should already be revealed)
|
|
|
|
|
|
revealRoom.call(this, newRoomId);
|
|
|
|
|
|
|
|
|
|
|
|
// Only hide rooms that aren't connected AND aren't currently being overlapped
|
|
|
|
|
|
Object.keys(rooms).forEach(roomId => {
|
|
|
|
|
|
const bounds = getRoomBounds(roomId);
|
|
|
|
|
|
const playerOverlapping = isPlayerInBounds(bounds);
|
|
|
|
|
|
|
|
|
|
|
|
if (hideNonAdjacentRooms && !playerOverlapping && !isConnectedRoom(newRoomId, roomId)) {
|
|
|
|
|
|
hideRoom.call(this, roomId);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// hides a room
|
|
|
|
|
|
function hideRoom(roomId) {
|
|
|
|
|
|
if (rooms[roomId]) {
|
|
|
|
|
|
const room = rooms[roomId];
|
|
|
|
|
|
|
|
|
|
|
|
// Hide all layers
|
|
|
|
|
|
Object.values(room.layers).forEach(layer => {
|
|
|
|
|
|
if (layer && layer.setVisible) {
|
|
|
|
|
|
layer.setVisible(false);
|
|
|
|
|
|
layer.setAlpha(0);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// Hide all objects (both active and inactive)
|
|
|
|
|
|
if (room.objects) {
|
|
|
|
|
|
Object.values(room.objects).forEach(obj => {
|
|
|
|
|
|
if (obj && obj.setVisible) {
|
|
|
|
|
|
obj.setVisible(false);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// checks if rooms are connected
|
|
|
|
|
|
function isConnectedRoom(currentRoomId, checkRoomId) {
|
|
|
|
|
|
const currentRoom = gameScenario.rooms[currentRoomId];
|
|
|
|
|
|
if (!currentRoom || !currentRoom.connections) return false;
|
|
|
|
|
|
|
|
|
|
|
|
// Check all connections
|
|
|
|
|
|
return Object.values(currentRoom.connections).some(connection => {
|
|
|
|
|
|
if (Array.isArray(connection)) {
|
|
|
|
|
|
return connection.includes(checkRoomId);
|
|
|
|
|
|
}
|
|
|
|
|
|
return connection === checkRoomId;
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// handles interactions with objects
|
|
|
|
|
|
// displays the object's data in an alert
|
|
|
|
|
|
function handleObjectInteraction(sprite) {
|
2025-02-01 02:23:36 +00:00
|
|
|
|
console.log('CyberChef: handleObjectInteraction called for:', sprite.name, 'Has open workstation:', !!sprite.openCryptoWorkstation);
|
2024-12-19 18:40:48 +00:00
|
|
|
|
|
2025-02-01 02:23:36 +00:00
|
|
|
|
if (sprite.openCryptoWorkstation && sprite.openCryptoWorkstation()) {
|
|
|
|
|
|
console.log('CyberChef: Crypto workstation opened');
|
2024-12-19 18:40:48 +00:00
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2024-12-19 17:57:10 +00:00
|
|
|
|
if (!sprite || !sprite.scenarioData) {
|
|
|
|
|
|
console.warn('Invalid sprite or missing scenario data');
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Skip range check for inventory items
|
|
|
|
|
|
const isInventoryItem = inventory.items.includes(sprite);
|
|
|
|
|
|
if (!isInventoryItem) {
|
|
|
|
|
|
// Check if player is in range
|
|
|
|
|
|
const dx = player.x - sprite.x;
|
|
|
|
|
|
const dy = player.y - sprite.y;
|
|
|
|
|
|
const distanceSq = dx * dx + dy * dy;
|
|
|
|
|
|
|
|
|
|
|
|
if (distanceSq > INTERACTION_RANGE_SQ) {
|
|
|
|
|
|
// alert("Too far away to interact with this object.");
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const data = sprite.scenarioData;
|
|
|
|
|
|
|
2025-02-25 00:04:26 +00:00
|
|
|
|
// Add inside handleObjectInteraction before the fingerprint check
|
|
|
|
|
|
if (data.biometricType === 'fingerprint') {
|
|
|
|
|
|
handleBiometricScan(sprite, player);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-02-24 23:40:18 +00:00
|
|
|
|
// Check for fingerprint collection possibility
|
|
|
|
|
|
if (data.hasFingerprint) {
|
|
|
|
|
|
// Check if player has fingerprint kit
|
|
|
|
|
|
const hasKit = inventory.items.some(item =>
|
|
|
|
|
|
item && item.scenarioData &&
|
|
|
|
|
|
item.scenarioData.type === 'fingerprint_kit'
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
if (hasKit) {
|
|
|
|
|
|
const sample = collectFingerprint(sprite);
|
|
|
|
|
|
if (sample) {
|
|
|
|
|
|
return; // Exit after collecting fingerprint
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-02-18 16:47:27 +00:00
|
|
|
|
// Check if this is an unlocked container that hasn't been collected yet
|
|
|
|
|
|
if (data.isUnlockedButNotCollected && data.contents) {
|
|
|
|
|
|
let message = `You found the following items:\n`;
|
2025-02-02 01:31:21 +00:00
|
|
|
|
data.contents.forEach(item => {
|
|
|
|
|
|
message += `- ${item.name}\n`;
|
2024-12-19 17:57:10 +00:00
|
|
|
|
});
|
|
|
|
|
|
alert(message);
|
|
|
|
|
|
|
|
|
|
|
|
// Add all contents to inventory
|
|
|
|
|
|
data.contents.forEach(item => {
|
2025-02-02 01:31:21 +00:00
|
|
|
|
const contentSprite = createInventorySprite({
|
|
|
|
|
|
...item,
|
|
|
|
|
|
type: item.type.toLowerCase()
|
|
|
|
|
|
});
|
2024-12-19 17:57:10 +00:00
|
|
|
|
if (contentSprite) {
|
|
|
|
|
|
addToInventory(contentSprite);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
2025-02-18 16:47:27 +00:00
|
|
|
|
|
2024-12-19 17:57:10 +00:00
|
|
|
|
// Clear contents after adding to inventory
|
|
|
|
|
|
data.contents = [];
|
2025-02-18 16:47:27 +00:00
|
|
|
|
data.isUnlockedButNotCollected = false;
|
2024-12-19 17:57:10 +00:00
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-02-18 16:47:27 +00:00
|
|
|
|
// Check for locked state in scenarioData
|
|
|
|
|
|
if (data.locked === true) {
|
|
|
|
|
|
console.log('Item is locked:', data);
|
|
|
|
|
|
handleUnlock(sprite, 'item');
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
let message = `${data.name}\n\n`;
|
|
|
|
|
|
message += `Observations: ${data.observations}\n\n`;
|
|
|
|
|
|
|
|
|
|
|
|
if (data.readable && data.text) {
|
|
|
|
|
|
message += `Text: ${data.text}\n\n`;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2024-12-19 17:57:10 +00:00
|
|
|
|
if (data.takeable) {
|
|
|
|
|
|
message += `This item can be taken\n\n`;
|
|
|
|
|
|
|
|
|
|
|
|
if (!inventory || !Array.isArray(inventory.items)) {
|
|
|
|
|
|
console.error('Inventory not properly initialized');
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const isInRoom = currentRoom &&
|
|
|
|
|
|
rooms[currentRoom] &&
|
|
|
|
|
|
rooms[currentRoom].objects &&
|
|
|
|
|
|
rooms[currentRoom].objects[sprite.name];
|
|
|
|
|
|
|
|
|
|
|
|
const itemIdentifier = createItemIdentifier(sprite.scenarioData);
|
|
|
|
|
|
|
|
|
|
|
|
const isInInventory = inventory.items.some(item =>
|
|
|
|
|
|
item && createItemIdentifier(item.scenarioData) === itemIdentifier
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
if (isInRoom && !isInInventory) {
|
|
|
|
|
|
console.log('Adding item to inventory:', itemIdentifier);
|
|
|
|
|
|
addToInventory(sprite);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
alert(message);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// adds an item to the inventory
|
|
|
|
|
|
// removes the item from the room if it exists
|
|
|
|
|
|
// creates a new sprite for the item in the inventory
|
|
|
|
|
|
function addToInventory(sprite) {
|
|
|
|
|
|
if (!sprite || !sprite.scenarioData) {
|
|
|
|
|
|
console.warn('Invalid sprite for inventory');
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
try {
|
|
|
|
|
|
// Remove from room if it exists
|
|
|
|
|
|
if (currentRoom &&
|
|
|
|
|
|
rooms[currentRoom] &&
|
|
|
|
|
|
rooms[currentRoom].objects &&
|
|
|
|
|
|
rooms[currentRoom].objects[sprite.name]) {
|
|
|
|
|
|
|
|
|
|
|
|
const roomObj = rooms[currentRoom].objects[sprite.name];
|
|
|
|
|
|
roomObj.setVisible(false);
|
|
|
|
|
|
roomObj.active = false;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const scene = sprite.scene;
|
|
|
|
|
|
|
|
|
|
|
|
// Create new sprite for inventory
|
|
|
|
|
|
const inventorySprite = scene.add.sprite(
|
|
|
|
|
|
inventory.items.length * 60 + 100,
|
|
|
|
|
|
0,
|
|
|
|
|
|
sprite.name
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
inventorySprite.setScale(0.8);
|
|
|
|
|
|
inventorySprite.setInteractive({ useHandCursor: true, pixelPerfect: true });
|
|
|
|
|
|
inventorySprite.scenarioData = {
|
|
|
|
|
|
...sprite.scenarioData,
|
|
|
|
|
|
foundIn: currentRoom ? gameScenario.rooms[currentRoom].name || currentRoom : 'unknown location'
|
|
|
|
|
|
};
|
|
|
|
|
|
inventorySprite.name = sprite.name;
|
|
|
|
|
|
|
2024-12-19 18:40:48 +00:00
|
|
|
|
// Copy over the custom interaction if it exists
|
2025-02-01 02:23:36 +00:00
|
|
|
|
if (sprite.openCryptoWorkstation) {
|
|
|
|
|
|
inventorySprite.openCryptoWorkstation = sprite.openCryptoWorkstation;
|
2024-12-19 18:40:48 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
2024-12-19 17:57:10 +00:00
|
|
|
|
// Set depth higher than container
|
|
|
|
|
|
inventorySprite.setDepth(2003);
|
|
|
|
|
|
|
|
|
|
|
|
// Add pointer events
|
|
|
|
|
|
inventorySprite.on('pointerdown', function(event) {
|
|
|
|
|
|
event.stopPropagation();
|
|
|
|
|
|
handleObjectInteraction(this);
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
inventorySprite.on('pointerover', function() {
|
|
|
|
|
|
this.setTint(0xdddddd);
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
inventorySprite.on('pointerout', function() {
|
|
|
|
|
|
this.clearTint();
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
inventory.container.add(inventorySprite);
|
|
|
|
|
|
inventory.items.push(inventorySprite);
|
|
|
|
|
|
|
|
|
|
|
|
console.log('Item added to inventory:', {
|
|
|
|
|
|
name: sprite.name,
|
|
|
|
|
|
totalItems: inventory.items.length
|
|
|
|
|
|
});
|
|
|
|
|
|
} catch (error) {
|
|
|
|
|
|
console.error('Error adding item to inventory:', error);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// initializes inventory
|
|
|
|
|
|
// creates the background and slot outlines
|
|
|
|
|
|
function initializeInventory() {
|
|
|
|
|
|
// Reset inventory state
|
|
|
|
|
|
inventory.items = [];
|
|
|
|
|
|
|
|
|
|
|
|
// Create slot outlines
|
|
|
|
|
|
const slotsContainer = this.add.container(110, this.cameras.main.height - 60) // Shifted 100px to the right
|
|
|
|
|
|
.setScrollFactor(0)
|
|
|
|
|
|
.setDepth(2001);
|
|
|
|
|
|
|
|
|
|
|
|
// Create 10 slot outlines
|
|
|
|
|
|
for (let i = 0; i < 10; i++) {
|
|
|
|
|
|
const outline = this.add.rectangle(
|
|
|
|
|
|
i * 60,
|
|
|
|
|
|
0,
|
|
|
|
|
|
50, // slightly smaller than spacing
|
|
|
|
|
|
50,
|
|
|
|
|
|
0x666666,
|
|
|
|
|
|
0.3
|
|
|
|
|
|
);
|
|
|
|
|
|
outline.setStrokeStyle(1, 0x666666);
|
|
|
|
|
|
slotsContainer.add(outline);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Initialize inventory container
|
|
|
|
|
|
inventory.container = this.add.container(10, this.cameras.main.height - 60)
|
|
|
|
|
|
.setScrollFactor(0)
|
|
|
|
|
|
.setDepth(2001);
|
|
|
|
|
|
|
|
|
|
|
|
console.log('Inventory initialized:', inventory); // Debug log
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// runs after rooms are fully set up
|
|
|
|
|
|
// checks if doors are overlapping rooms and removes them if they are not
|
|
|
|
|
|
function validateDoorsByRoomOverlap() {
|
|
|
|
|
|
// First, run the existing door validation
|
|
|
|
|
|
Object.entries(rooms).forEach(([roomId, room]) => {
|
|
|
|
|
|
if (!room.doorsLayer) return;
|
|
|
|
|
|
|
|
|
|
|
|
const doorTiles = room.doorsLayer.getTilesWithin().filter(tile => tile.index !== -1);
|
|
|
|
|
|
|
|
|
|
|
|
doorTiles.forEach(doorTile => {
|
|
|
|
|
|
// Calculate world coordinates for this door tile
|
|
|
|
|
|
const doorWorldX = room.doorsLayer.x + (doorTile.x * TILE_SIZE);
|
|
|
|
|
|
const doorWorldY = room.doorsLayer.y + (doorTile.y * TILE_SIZE);
|
|
|
|
|
|
|
|
|
|
|
|
// Create a door check area that extends in all directions
|
|
|
|
|
|
const doorCheckArea = {
|
|
|
|
|
|
x: doorWorldX - DOOR_ALIGN_OVERLAP,
|
|
|
|
|
|
y: doorWorldY - DOOR_ALIGN_OVERLAP,
|
|
|
|
|
|
width: DOOR_ALIGN_OVERLAP * 2,
|
|
|
|
|
|
height: DOOR_ALIGN_OVERLAP * 2
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// Track overlapping rooms and their data
|
|
|
|
|
|
let overlappingRoomData = [];
|
|
|
|
|
|
|
|
|
|
|
|
Object.entries(rooms).forEach(([otherId, otherRoom]) => {
|
|
|
|
|
|
const otherBounds = {
|
|
|
|
|
|
x: otherRoom.position.x,
|
|
|
|
|
|
y: otherRoom.position.y,
|
|
|
|
|
|
width: otherRoom.map.widthInPixels,
|
|
|
|
|
|
height: otherRoom.map.heightInPixels
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// Check if the door's check area overlaps with this room
|
|
|
|
|
|
if (boundsOverlap(doorCheckArea, otherBounds)) {
|
|
|
|
|
|
overlappingRoomData.push({
|
|
|
|
|
|
id: otherId,
|
|
|
|
|
|
locked: gameScenario.rooms[otherId].locked,
|
|
|
|
|
|
lockType: gameScenario.rooms[otherId].lockType,
|
|
|
|
|
|
requires: gameScenario.rooms[otherId].requires
|
|
|
|
|
|
});
|
|
|
|
|
|
console.log(`Door at (${doorWorldX}, ${doorWorldY}) overlaps with room ${otherId}`);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// If door doesn't overlap exactly 2 rooms, remove it
|
|
|
|
|
|
if (overlappingRoomData.length < 2) {
|
|
|
|
|
|
console.log(`Removing door at (${doorWorldX}, ${doorWorldY}) - overlaps ${overlappingRoomData.length} rooms`);
|
|
|
|
|
|
doorTile.index = -1; // Remove the door tile
|
|
|
|
|
|
|
|
|
|
|
|
// Restore wall collision where door was removed
|
|
|
|
|
|
room.wallsLayers.forEach(wallLayer => {
|
|
|
|
|
|
const wallTile = wallLayer.getTileAt(doorTile.x, doorTile.y);
|
|
|
|
|
|
if (wallTile) {
|
|
|
|
|
|
wallTile.setCollision(true);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
} else {
|
|
|
|
|
|
// Check if any of the overlapping rooms are locked
|
|
|
|
|
|
const lockedRoom = overlappingRoomData.find(room => room.locked);
|
|
|
|
|
|
|
|
|
|
|
|
if (lockedRoom) {
|
|
|
|
|
|
// Set the door tile properties to match the locked room
|
|
|
|
|
|
if (!doorTile.properties) doorTile.properties = {};
|
|
|
|
|
|
doorTile.properties.locked = true;
|
|
|
|
|
|
doorTile.properties.lockType = lockedRoom.lockType;
|
|
|
|
|
|
doorTile.properties.requires = lockedRoom.requires;
|
|
|
|
|
|
console.log(`Door at (${doorWorldX}, ${doorWorldY}) marked as locked:`, doorTile.properties);
|
|
|
|
|
|
|
|
|
|
|
|
// Ensure wall collision remains for locked doors
|
|
|
|
|
|
room.wallsLayers.forEach(wallLayer => {
|
|
|
|
|
|
const wallTile = wallLayer.getTileAt(doorTile.x, doorTile.y);
|
|
|
|
|
|
if (wallTile) {
|
|
|
|
|
|
wallTile.setCollision(true);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
} else {
|
|
|
|
|
|
// Valid unlocked door - ensure no wall collision
|
|
|
|
|
|
room.wallsLayers.forEach(wallLayer => {
|
|
|
|
|
|
const wallTile = wallLayer.getTileAt(doorTile.x, doorTile.y);
|
|
|
|
|
|
if (wallTile) {
|
|
|
|
|
|
wallTile.setCollision(false);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
function pointInRoomBounds(x, y, bounds) {
|
|
|
|
|
|
return (x >= bounds.x &&
|
|
|
|
|
|
x <= bounds.x + bounds.width &&
|
|
|
|
|
|
y >= bounds.y &&
|
|
|
|
|
|
y <= bounds.height);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Add this helper function to check if two bounds overlap
|
|
|
|
|
|
function boundsOverlap(bounds1, bounds2) {
|
|
|
|
|
|
return !(bounds1.x + bounds1.width < bounds2.x ||
|
|
|
|
|
|
bounds1.x > bounds2.x + bounds2.width ||
|
|
|
|
|
|
bounds1.y + bounds1.height < bounds2.y ||
|
|
|
|
|
|
bounds1.y > bounds2.y + bounds2.height);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Add this new helper function:
|
|
|
|
|
|
function createItemIdentifier(scenarioData) {
|
|
|
|
|
|
// Combine multiple properties to create a unique identifier
|
|
|
|
|
|
const identifierParts = [
|
|
|
|
|
|
scenarioData.type,
|
|
|
|
|
|
scenarioData.name,
|
|
|
|
|
|
// Add more unique properties if available
|
|
|
|
|
|
scenarioData.key_id, // For keys
|
|
|
|
|
|
scenarioData.requires, // For locks
|
|
|
|
|
|
scenarioData.text // For readable items
|
|
|
|
|
|
].filter(Boolean); // Remove any undefined/null values
|
|
|
|
|
|
|
|
|
|
|
|
return identifierParts.join('|');
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Add this new function after the other function definitions
|
|
|
|
|
|
function setupDoorOverlapChecks() {
|
|
|
|
|
|
const DOOR_INTERACTION_RANGE = 2 * TILE_SIZE;
|
|
|
|
|
|
|
|
|
|
|
|
Object.entries(rooms).forEach(([roomId, room]) => {
|
|
|
|
|
|
if (!room.doorsLayer) return;
|
|
|
|
|
|
|
|
|
|
|
|
const doorTiles = room.doorsLayer.getTilesWithin().filter(tile => tile.index !== -1);
|
|
|
|
|
|
|
|
|
|
|
|
doorTiles.forEach(doorTile => {
|
|
|
|
|
|
const worldX = room.doorsLayer.x + (doorTile.x * TILE_SIZE);
|
|
|
|
|
|
const worldY = room.doorsLayer.y + (doorTile.y * TILE_SIZE);
|
|
|
|
|
|
|
|
|
|
|
|
const zone = this.add.zone(worldX + TILE_SIZE/2, worldY + TILE_SIZE/2, TILE_SIZE, TILE_SIZE);
|
|
|
|
|
|
zone.setInteractive({ useHandCursor: true });
|
|
|
|
|
|
|
|
|
|
|
|
zone.on('pointerdown', () => {
|
|
|
|
|
|
console.log('Door clicked:', { doorTile, room });
|
|
|
|
|
|
const distance = Phaser.Math.Distance.Between(
|
|
|
|
|
|
player.x, player.y,
|
|
|
|
|
|
worldX + TILE_SIZE/2, worldY + TILE_SIZE/2
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
if (distance <= DOOR_INTERACTION_RANGE) {
|
|
|
|
|
|
if (doorTile.properties?.locked) {
|
|
|
|
|
|
console.log('Door is locked, attempting unlock');
|
|
|
|
|
|
colorDoorTiles(doorTile, room);
|
|
|
|
|
|
handleDoorUnlock(doorTile, room);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
console.log('Door is not locked');
|
|
|
|
|
|
}
|
|
|
|
|
|
} else {
|
|
|
|
|
|
console.log("Too far from door to interact");
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
this.physics.world.enable(zone);
|
|
|
|
|
|
this.physics.add.overlap(player, zone, () => {
|
|
|
|
|
|
colorDoorTiles(doorTile, room);
|
|
|
|
|
|
}, null, this);
|
|
|
|
|
|
});
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
function colorDoorTiles(doorTile, room) {
|
|
|
|
|
|
// Visual feedback for door tiles
|
|
|
|
|
|
const doorTiles = [
|
|
|
|
|
|
room.doorsLayer.getTileAt(doorTile.x, doorTile.y - 1),
|
|
|
|
|
|
room.doorsLayer.getTileAt(doorTile.x, doorTile.y),
|
|
|
|
|
|
room.doorsLayer.getTileAt(doorTile.x, doorTile.y + 1)
|
|
|
|
|
|
];
|
|
|
|
|
|
doorTiles.forEach(tile => {
|
|
|
|
|
|
if (tile) {
|
|
|
|
|
|
// Use red tint for locked doors, black for unlocked
|
|
|
|
|
|
const tintColor = doorTile.properties?.locked ? 0xff0000 : 0x000000;
|
|
|
|
|
|
tile.tint = tintColor;
|
|
|
|
|
|
tile.tintFill = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
function handleDoorUnlock(doorTile, room) {
|
|
|
|
|
|
console.log('handleDoorUnlock called:', { doorTile, room });
|
|
|
|
|
|
doorTile.layer = room.doorsLayer; // Ensure layer reference is set
|
|
|
|
|
|
handleUnlock(doorTile, 'door');
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
function handleUnlock(lockable, type) {
|
|
|
|
|
|
console.log('handleUnlock called:', { type, lockable });
|
|
|
|
|
|
|
|
|
|
|
|
// Check locked state in scenarioData for items
|
|
|
|
|
|
const isLocked = type === 'door' ?
|
|
|
|
|
|
lockable.properties?.locked :
|
|
|
|
|
|
lockable.scenarioData?.locked;
|
|
|
|
|
|
|
|
|
|
|
|
if (!isLocked) {
|
|
|
|
|
|
console.log('Object is not locked');
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Get lock requirements based on type
|
|
|
|
|
|
const lockRequirements = type === 'door'
|
|
|
|
|
|
? getLockRequirementsForDoor(lockable)
|
|
|
|
|
|
: getLockRequirementsForItem(lockable);
|
|
|
|
|
|
|
|
|
|
|
|
console.log('Lock requirements:', lockRequirements);
|
|
|
|
|
|
|
|
|
|
|
|
if (!lockRequirements) {
|
|
|
|
|
|
console.log('No lock requirements found');
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
switch(lockRequirements.lockType) {
|
|
|
|
|
|
case 'key':
|
|
|
|
|
|
const requiredKey = lockRequirements.requires;
|
|
|
|
|
|
console.log('Checking for key:', requiredKey);
|
|
|
|
|
|
const hasKey = inventory.items.some(item =>
|
|
|
|
|
|
item && item.scenarioData &&
|
|
|
|
|
|
item.scenarioData.key_id === requiredKey
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
if (hasKey) {
|
|
|
|
|
|
const keyItem = inventory.items.find(item =>
|
|
|
|
|
|
item && item.scenarioData &&
|
|
|
|
|
|
item.scenarioData.key_id === requiredKey
|
|
|
|
|
|
);
|
|
|
|
|
|
const keyName = keyItem?.scenarioData?.name || 'key';
|
|
|
|
|
|
const keyLocation = keyItem?.scenarioData?.foundIn || 'your inventory';
|
|
|
|
|
|
|
|
|
|
|
|
unlockTarget(lockable, type, lockable.layer); // Pass the layer here
|
|
|
|
|
|
alert(`You used the ${keyName} that you found in ${keyLocation} to unlock the ${type}.`);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
alert(`Requires key: ${requiredKey}`);
|
|
|
|
|
|
}
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
case 'pin':
|
|
|
|
|
|
console.log('Handling PIN lock');
|
|
|
|
|
|
const pinInput = prompt(`Enter PIN code:`);
|
|
|
|
|
|
if (pinInput === lockRequirements.requires) {
|
|
|
|
|
|
unlockTarget(lockable, type, lockable.layer); // Pass the layer here
|
|
|
|
|
|
alert(`Correct PIN! The ${type} is now unlocked.`);
|
|
|
|
|
|
} else if (pinInput !== null) {
|
|
|
|
|
|
alert("Incorrect PIN code.");
|
|
|
|
|
|
}
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
case 'password':
|
|
|
|
|
|
console.log('Handling password lock');
|
|
|
|
|
|
const passwordInput = prompt(`Enter password:`);
|
|
|
|
|
|
if (passwordInput === lockRequirements.requires) {
|
|
|
|
|
|
unlockTarget(lockable, type, lockable.layer); // Pass the layer here
|
|
|
|
|
|
alert(`Correct password! The ${type} is now unlocked.`);
|
|
|
|
|
|
} else if (passwordInput !== null) {
|
|
|
|
|
|
alert("Incorrect password.");
|
|
|
|
|
|
}
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
2025-02-18 16:47:27 +00:00
|
|
|
|
case 'bluetooth':
|
2025-02-18 17:01:17 +00:00
|
|
|
|
if (lockable.scenarioData?.locked) {
|
2025-02-18 16:47:27 +00:00
|
|
|
|
alert("You need a Bluetooth scanner to unlock this device.");
|
|
|
|
|
|
// Don't return here - allow the item to be picked up even without scanner
|
|
|
|
|
|
if (type === 'item' && lockable.scenarioData?.takeable) {
|
|
|
|
|
|
addToInventory(lockable);
|
|
|
|
|
|
// Remove from room objects if it exists there
|
|
|
|
|
|
if (currentRoom && rooms[currentRoom].objects) {
|
|
|
|
|
|
delete rooms[currentRoom].objects[lockable.name];
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-02-18 17:01:17 +00:00
|
|
|
|
// Calculate distance between player and tablet
|
|
|
|
|
|
const distance = Phaser.Math.Distance.Between(
|
|
|
|
|
|
player.x, player.y,
|
|
|
|
|
|
lockable.x, lockable.y
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
console.log('Distance to tablet:', distance);
|
|
|
|
|
|
|
|
|
|
|
|
// Check if player is within range (using BLUETOOTH_SCAN_RANGE)
|
|
|
|
|
|
if (distance <= BLUETOOTH_SCAN_RANGE) {
|
|
|
|
|
|
console.log('Bluetooth unlock success: Player in range', {
|
2025-02-18 16:47:27 +00:00
|
|
|
|
itemName: lockable.scenarioData?.name,
|
2025-02-18 17:01:17 +00:00
|
|
|
|
itemMac: lockable.scenarioData?.mac,
|
|
|
|
|
|
distance: distance
|
2025-02-18 16:47:27 +00:00
|
|
|
|
});
|
|
|
|
|
|
unlockTarget(lockable, type, lockable.layer);
|
2025-02-18 17:01:17 +00:00
|
|
|
|
alert(`Bluetooth connection established. Device unlocked.`);
|
2025-02-18 16:47:27 +00:00
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-02-18 17:01:17 +00:00
|
|
|
|
alert("Too far from device to establish Bluetooth connection.");
|
2025-02-18 16:47:27 +00:00
|
|
|
|
break;
|
|
|
|
|
|
|
2024-12-19 17:57:10 +00:00
|
|
|
|
default:
|
|
|
|
|
|
alert(`Requires: ${lockRequirements.requires}`);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-02-18 16:47:27 +00:00
|
|
|
|
// Modify the unlockTarget function
|
2024-12-19 17:57:10 +00:00
|
|
|
|
function unlockTarget(lockable, type, layer) {
|
|
|
|
|
|
if (type === 'door') {
|
|
|
|
|
|
if (!layer) {
|
|
|
|
|
|
console.error('Missing layer for door unlock');
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
unlockDoor(lockable, layer);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
// Handle item unlocking
|
|
|
|
|
|
if (lockable.scenarioData) {
|
|
|
|
|
|
lockable.scenarioData.locked = false;
|
2024-12-19 18:57:26 +00:00
|
|
|
|
// Set new state for containers with contents
|
|
|
|
|
|
if (lockable.scenarioData.contents) {
|
|
|
|
|
|
lockable.scenarioData.isUnlockedButNotCollected = true;
|
2025-02-18 16:47:27 +00:00
|
|
|
|
return; // Return early to prevent automatic collection
|
2024-12-19 18:57:26 +00:00
|
|
|
|
}
|
2024-12-19 17:57:10 +00:00
|
|
|
|
} else {
|
|
|
|
|
|
lockable.locked = false;
|
2024-12-19 18:57:26 +00:00
|
|
|
|
if (lockable.contents) {
|
|
|
|
|
|
lockable.isUnlockedButNotCollected = true;
|
2025-02-18 16:47:27 +00:00
|
|
|
|
return; // Return early to prevent automatic collection
|
2024-12-19 18:57:26 +00:00
|
|
|
|
}
|
2024-12-19 17:57:10 +00:00
|
|
|
|
}
|
2025-02-02 01:31:21 +00:00
|
|
|
|
}
|
2024-12-19 18:57:26 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
2024-12-19 17:57:10 +00:00
|
|
|
|
// Helper function to create inventory sprites for unlocked container contents
|
|
|
|
|
|
function createInventorySprite(itemData) {
|
|
|
|
|
|
const scene = game.scene.scenes[0]; // Get the main scene
|
|
|
|
|
|
if (!scene) return null;
|
|
|
|
|
|
|
|
|
|
|
|
// Create sprite with proper texture key based on item type
|
|
|
|
|
|
const sprite = scene.add.sprite(0, 0, itemData.type.toLowerCase());
|
|
|
|
|
|
sprite.scenarioData = itemData;
|
|
|
|
|
|
sprite.name = itemData.type;
|
|
|
|
|
|
|
|
|
|
|
|
// Set interactive properties
|
|
|
|
|
|
sprite.setInteractive({ useHandCursor: true, pixelPerfect: true });
|
|
|
|
|
|
sprite.on('pointerdown', function(event) {
|
|
|
|
|
|
event.stopPropagation();
|
|
|
|
|
|
handleObjectInteraction(this);
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
sprite.on('pointerover', function() {
|
|
|
|
|
|
this.setTint(0xdddddd);
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
sprite.on('pointerout', function() {
|
|
|
|
|
|
this.clearTint();
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
return sprite;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
function unlockDoor(doorTile, doorsLayer) {
|
|
|
|
|
|
if (!doorsLayer) {
|
|
|
|
|
|
console.error('Missing doorsLayer in unlockDoor');
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Remove lock properties from this door and adjacent door tiles
|
|
|
|
|
|
const doorTiles = [
|
|
|
|
|
|
doorsLayer.getTileAt(doorTile.x, doorTile.y - 1),
|
|
|
|
|
|
doorsLayer.getTileAt(doorTile.x, doorTile.y),
|
|
|
|
|
|
doorsLayer.getTileAt(doorTile.x, doorTile.y + 1),
|
|
|
|
|
|
doorsLayer.getTileAt(doorTile.x - 1, doorTile.y),
|
|
|
|
|
|
doorsLayer.getTileAt(doorTile.x + 1, doorTile.y)
|
|
|
|
|
|
].filter(tile => tile && tile.index !== -1);
|
|
|
|
|
|
|
|
|
|
|
|
doorTiles.forEach(tile => {
|
|
|
|
|
|
if (tile.properties) {
|
|
|
|
|
|
tile.properties.locked = false;
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// Find the room that contains this doors layer
|
|
|
|
|
|
const room = Object.values(rooms).find(r => r.doorsLayer === doorsLayer);
|
|
|
|
|
|
if (!room) {
|
|
|
|
|
|
console.error('Could not find room for doors layer');
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Process each door tile's position to remove wall collisions
|
|
|
|
|
|
doorTiles.forEach(tile => {
|
|
|
|
|
|
const worldX = doorsLayer.x + (tile.x * TILE_SIZE);
|
|
|
|
|
|
const worldY = doorsLayer.y + (tile.y * TILE_SIZE);
|
|
|
|
|
|
|
|
|
|
|
|
const doorCheckArea = {
|
|
|
|
|
|
x: worldX - DOOR_ALIGN_OVERLAP,
|
|
|
|
|
|
y: worldY - DOOR_ALIGN_OVERLAP,
|
|
|
|
|
|
width: DOOR_ALIGN_OVERLAP * 2,
|
|
|
|
|
|
height: DOOR_ALIGN_OVERLAP * 2
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// Remove collision for this door in ALL overlapping rooms' wall layers
|
|
|
|
|
|
Object.entries(rooms).forEach(([otherId, otherRoom]) => {
|
|
|
|
|
|
const otherBounds = {
|
|
|
|
|
|
x: otherRoom.position.x,
|
|
|
|
|
|
y: otherRoom.position.y,
|
|
|
|
|
|
width: otherRoom.map.widthInPixels,
|
|
|
|
|
|
height: otherRoom.map.heightInPixels
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
if (boundsOverlap(doorCheckArea, otherBounds)) {
|
|
|
|
|
|
otherRoom.wallsLayers.forEach(wallLayer => {
|
|
|
|
|
|
const wallX = Math.floor((worldX - wallLayer.x) / TILE_SIZE);
|
|
|
|
|
|
const wallY = Math.floor((worldY - wallLayer.y) / TILE_SIZE);
|
|
|
|
|
|
|
|
|
|
|
|
const wallTile = wallLayer.getTileAt(wallX, wallY);
|
|
|
|
|
|
if (wallTile) {
|
|
|
|
|
|
wallTile.setCollision(false);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// Update door visuals for all affected tiles
|
|
|
|
|
|
doorTiles.forEach(tile => {
|
|
|
|
|
|
colorDoorTiles(tile, room);
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
function getLockRequirementsForDoor(doorTile) {
|
|
|
|
|
|
console.log('Getting lock requirements for door:', doorTile);
|
|
|
|
|
|
|
|
|
|
|
|
if (!doorTile.layer) {
|
|
|
|
|
|
console.error('Door tile missing layer reference');
|
|
|
|
|
|
return null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const doorWorldX = doorTile.layer.x + (doorTile.x * TILE_SIZE);
|
|
|
|
|
|
const doorWorldY = doorTile.layer.y + (doorTile.y * TILE_SIZE);
|
|
|
|
|
|
|
|
|
|
|
|
console.log('Door world coordinates:', { doorWorldX, doorWorldY });
|
|
|
|
|
|
|
|
|
|
|
|
const overlappingRooms = [];
|
|
|
|
|
|
Object.entries(rooms).forEach(([roomId, otherRoom]) => {
|
|
|
|
|
|
const doorCheckArea = {
|
|
|
|
|
|
x: doorWorldX - DOOR_ALIGN_OVERLAP,
|
|
|
|
|
|
y: doorWorldY - DOOR_ALIGN_OVERLAP,
|
|
|
|
|
|
width: DOOR_ALIGN_OVERLAP * 2,
|
|
|
|
|
|
height: DOOR_ALIGN_OVERLAP * 2
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
const roomBounds = {
|
|
|
|
|
|
x: otherRoom.position.x,
|
|
|
|
|
|
y: otherRoom.position.y,
|
|
|
|
|
|
width: otherRoom.map.widthInPixels,
|
|
|
|
|
|
height: otherRoom.map.heightInPixels
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
if (boundsOverlap(doorCheckArea, roomBounds)) {
|
|
|
|
|
|
console.log(`Room ${roomId} overlaps with door`);
|
|
|
|
|
|
const roomCenterX = roomBounds.x + (roomBounds.width / 2);
|
|
|
|
|
|
const roomCenterY = roomBounds.y + (roomBounds.height / 2);
|
|
|
|
|
|
const distanceToPlayer = Phaser.Math.Distance.Between(
|
|
|
|
|
|
player.x, player.y,
|
|
|
|
|
|
roomCenterX, roomCenterY
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
overlappingRooms.push({
|
|
|
|
|
|
id: roomId,
|
|
|
|
|
|
room: otherRoom,
|
|
|
|
|
|
distance: distanceToPlayer,
|
|
|
|
|
|
lockType: gameScenario.rooms[roomId].lockType,
|
|
|
|
|
|
requires: gameScenario.rooms[roomId].requires,
|
|
|
|
|
|
locked: gameScenario.rooms[roomId].locked
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
console.log('Overlapping rooms:', overlappingRooms);
|
|
|
|
|
|
|
|
|
|
|
|
const lockedRooms = overlappingRooms
|
|
|
|
|
|
.filter(r => r.locked)
|
|
|
|
|
|
.sort((a, b) => b.distance - a.distance);
|
|
|
|
|
|
|
|
|
|
|
|
console.log('Locked rooms:', lockedRooms);
|
|
|
|
|
|
|
|
|
|
|
|
if (lockedRooms.length > 0) {
|
|
|
|
|
|
const targetRoom = lockedRooms[0];
|
|
|
|
|
|
const requirements = {
|
|
|
|
|
|
lockType: targetRoom.lockType,
|
|
|
|
|
|
requires: targetRoom.requires
|
|
|
|
|
|
};
|
|
|
|
|
|
console.log('Returning lock requirements:', requirements);
|
|
|
|
|
|
return requirements;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
console.log('No lock requirements found');
|
|
|
|
|
|
return null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
function getLockRequirementsForItem(item) {
|
|
|
|
|
|
return {
|
|
|
|
|
|
lockType: item.lockType || item.scenarioData?.lockType,
|
2024-12-19 18:57:26 +00:00
|
|
|
|
requires: item.requires || item.scenarioData?.requires,
|
|
|
|
|
|
isUnlockedButNotCollected: false
|
2024-12-19 17:57:10 +00:00
|
|
|
|
};
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-02-02 01:31:21 +00:00
|
|
|
|
function collectContainerContents(container) {
|
|
|
|
|
|
if (!container.scenarioData?.contents ||
|
|
|
|
|
|
!container.scenarioData?.isUnlockedButNotCollected) {
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
container.scenarioData.contents.forEach(item => {
|
|
|
|
|
|
const sprite = createInventorySprite(item);
|
|
|
|
|
|
if (sprite) {
|
|
|
|
|
|
addToInventory(sprite);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
container.scenarioData.isUnlockedButNotCollected = false;
|
|
|
|
|
|
alert('You collected the items from the container.');
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-02-18 17:01:17 +00:00
|
|
|
|
function checkBluetoothDevices() {
|
|
|
|
|
|
// Find scanner in inventory
|
|
|
|
|
|
const scanner = inventory.items.find(item =>
|
|
|
|
|
|
item.scenarioData?.type === "bluetooth_scanner"
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
if (!scanner) return;
|
|
|
|
|
|
|
|
|
|
|
|
// Find all tablets in the current room
|
|
|
|
|
|
if (!currentRoom || !rooms[currentRoom] || !rooms[currentRoom].objects) return;
|
|
|
|
|
|
|
|
|
|
|
|
Object.values(rooms[currentRoom].objects).forEach(obj => {
|
|
|
|
|
|
if (obj.scenarioData?.type === "tablet" && obj.scenarioData?.locked) {
|
|
|
|
|
|
const distance = Phaser.Math.Distance.Between(
|
|
|
|
|
|
player.x, player.y,
|
|
|
|
|
|
obj.x, obj.y
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
if (distance <= BLUETOOTH_SCAN_RANGE) {
|
|
|
|
|
|
console.log('🔍 TABLET IN RANGE:', {
|
|
|
|
|
|
distance: Math.round(distance),
|
|
|
|
|
|
range: BLUETOOTH_SCAN_RANGE
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// Unlock the tablet
|
|
|
|
|
|
obj.scenarioData.locked = false;
|
|
|
|
|
|
console.log('🔓 TABLET UNLOCKED!');
|
|
|
|
|
|
alert('Bluetooth connection established. Device unlocked.');
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-02-25 00:04:26 +00:00
|
|
|
|
// Add helper function to generate fingerprint data
|
|
|
|
|
|
function generateFingerprintData(item) {
|
|
|
|
|
|
// In a real implementation, this would generate unique fingerprint patterns
|
|
|
|
|
|
// For now, we'll just create a unique identifier
|
|
|
|
|
|
return `fp_${item.scenarioData.fingerprintOwner}_${Date.now()}`;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Add helper function to check if player has required collection tools
|
|
|
|
|
|
function hasItemInInventory(itemType) {
|
|
|
|
|
|
return inventory.items.some(item =>
|
|
|
|
|
|
item && item.scenarioData &&
|
|
|
|
|
|
item.scenarioData.type === itemType
|
|
|
|
|
|
);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Add this function after the other utility functions
|
|
|
|
|
|
function handleBiometricScan(scanner, player) {
|
|
|
|
|
|
const scannerId = scanner.scenarioData.id || scanner.name;
|
|
|
|
|
|
|
|
|
|
|
|
// Check if scanner is locked out
|
|
|
|
|
|
if (scannerState.lockoutTimers[scannerId] &&
|
|
|
|
|
|
Date.now() < scannerState.lockoutTimers[scannerId]) {
|
|
|
|
|
|
const remainingTime = Math.ceil((scannerState.lockoutTimers[scannerId] - Date.now()) / 1000);
|
|
|
|
|
|
alert(`Scanner locked out. Try again in ${remainingTime} seconds.`);
|
|
|
|
|
|
return false;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (!scanner.scenarioData?.biometricType === 'fingerprint') {
|
|
|
|
|
|
console.warn('Invalid scanner type');
|
|
|
|
|
|
return false;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Check if player has valid fingerprint sample
|
|
|
|
|
|
const validSample = gameState.biometricSamples.find(sample =>
|
|
|
|
|
|
sample.type === 'fingerprint' &&
|
|
|
|
|
|
scanner.scenarioData.acceptedSamples.includes(sample.owner)
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
if (!validSample) {
|
|
|
|
|
|
handleScannerFailure(scannerId);
|
|
|
|
|
|
alert("No valid fingerprint sample found.");
|
|
|
|
|
|
return false;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Check sample quality
|
|
|
|
|
|
const qualityThreshold = 0.7;
|
|
|
|
|
|
if (validSample.quality < qualityThreshold) {
|
|
|
|
|
|
handleScannerFailure(scannerId);
|
|
|
|
|
|
alert("Fingerprint sample quality too poor for scanning.");
|
|
|
|
|
|
return false;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Success case - reset failed attempts
|
|
|
|
|
|
scannerState.failedAttempts[scannerId] = 0;
|
|
|
|
|
|
alert("Biometric scan successful!");
|
|
|
|
|
|
|
|
|
|
|
|
// Add visual feedback
|
|
|
|
|
|
const successEffect = scanner.scene.add.circle(
|
|
|
|
|
|
scanner.x,
|
|
|
|
|
|
scanner.y,
|
|
|
|
|
|
32,
|
|
|
|
|
|
0x00ff00,
|
|
|
|
|
|
0.5
|
|
|
|
|
|
);
|
|
|
|
|
|
scanner.scene.tweens.add({
|
|
|
|
|
|
targets: successEffect,
|
|
|
|
|
|
alpha: 0,
|
|
|
|
|
|
scale: 2,
|
|
|
|
|
|
duration: 1000,
|
|
|
|
|
|
onComplete: () => successEffect.destroy()
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// If the scanner is protecting something, unlock it
|
|
|
|
|
|
if (scanner.scenarioData.unlocks) {
|
|
|
|
|
|
const targetObject = rooms[currentRoom].objects[scanner.scenarioData.unlocks];
|
|
|
|
|
|
if (targetObject) {
|
|
|
|
|
|
targetObject.scenarioData.locked = false;
|
|
|
|
|
|
targetObject.scenarioData.isUnlockedButNotCollected = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Add this new function to handle scanner failures
|
|
|
|
|
|
function handleScannerFailure(scannerId) {
|
|
|
|
|
|
// Initialize failed attempts if not exists
|
|
|
|
|
|
if (!scannerState.failedAttempts[scannerId]) {
|
|
|
|
|
|
scannerState.failedAttempts[scannerId] = 0;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Increment failed attempts
|
|
|
|
|
|
scannerState.failedAttempts[scannerId]++;
|
|
|
|
|
|
|
|
|
|
|
|
// Check if we should lockout
|
|
|
|
|
|
if (scannerState.failedAttempts[scannerId] >= MAX_FAILED_ATTEMPTS) {
|
|
|
|
|
|
scannerState.lockoutTimers[scannerId] = Date.now() + SCANNER_LOCKOUT_TIME;
|
|
|
|
|
|
alert(`Too many failed attempts. Scanner locked for ${SCANNER_LOCKOUT_TIME/1000} seconds.`);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
const remainingAttempts = MAX_FAILED_ATTEMPTS - scannerState.failedAttempts[scannerId];
|
|
|
|
|
|
alert(`Scan failed. ${remainingAttempts} attempts remaining before lockout.`);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Modify collectFingerprint to include visual feedback
|
2025-02-24 23:40:18 +00:00
|
|
|
|
function collectFingerprint(item) {
|
|
|
|
|
|
if (!item.scenarioData?.hasFingerprint) {
|
|
|
|
|
|
alert("No fingerprints found on this surface.");
|
|
|
|
|
|
return null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-02-25 01:26:25 +00:00
|
|
|
|
// Check if player has required items
|
|
|
|
|
|
if (!hasItemInInventory('fingerprint_kit')) {
|
|
|
|
|
|
alert("You need a fingerprint kit to collect samples!");
|
|
|
|
|
|
return null;
|
|
|
|
|
|
}
|
2025-02-25 00:04:26 +00:00
|
|
|
|
|
2025-02-25 01:26:25 +00:00
|
|
|
|
// Start the dusting minigame
|
|
|
|
|
|
startDustingMinigame(item);
|
2025-02-25 00:04:26 +00:00
|
|
|
|
return true;
|
2025-02-24 23:40:18 +00:00
|
|
|
|
}
|
2025-02-25 00:11:35 +00:00
|
|
|
|
|
|
|
|
|
|
// Add this function to check for object interactions
|
|
|
|
|
|
function checkObjectInteractions() {
|
|
|
|
|
|
// Skip if not enough time has passed since last check
|
|
|
|
|
|
const currentTime = performance.now();
|
|
|
|
|
|
if (this.lastInteractionCheck &&
|
|
|
|
|
|
currentTime - this.lastInteractionCheck < INTERACTION_CHECK_INTERVAL) {
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
this.lastInteractionCheck = currentTime;
|
|
|
|
|
|
|
|
|
|
|
|
const playerRoom = currentPlayerRoom;
|
|
|
|
|
|
if (!playerRoom || !rooms[playerRoom].objects) return;
|
|
|
|
|
|
|
|
|
|
|
|
// Cache player position
|
|
|
|
|
|
const px = player.x;
|
|
|
|
|
|
const py = player.y;
|
|
|
|
|
|
|
|
|
|
|
|
// Get only objects within viewport bounds plus some margin
|
|
|
|
|
|
const camera = this.cameras.main;
|
|
|
|
|
|
const margin = INTERACTION_RANGE;
|
|
|
|
|
|
const viewBounds = {
|
|
|
|
|
|
left: camera.scrollX - margin,
|
|
|
|
|
|
right: camera.scrollX + camera.width + margin,
|
|
|
|
|
|
top: camera.scrollY - margin,
|
|
|
|
|
|
bottom: camera.scrollY + camera.height + margin
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
Object.values(rooms[playerRoom].objects).forEach(obj => {
|
|
|
|
|
|
// Skip inactive objects and those outside viewport
|
|
|
|
|
|
if (!obj.active ||
|
|
|
|
|
|
obj.x < viewBounds.left ||
|
|
|
|
|
|
obj.x > viewBounds.right ||
|
|
|
|
|
|
obj.y < viewBounds.top ||
|
|
|
|
|
|
obj.y > viewBounds.bottom) {
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Use squared distance for performance
|
|
|
|
|
|
const dx = px - obj.x;
|
|
|
|
|
|
const dy = py - obj.y;
|
|
|
|
|
|
const distanceSq = dx * dx + dy * dy;
|
|
|
|
|
|
|
|
|
|
|
|
if (distanceSq <= INTERACTION_RANGE_SQ) {
|
|
|
|
|
|
if (!obj.isHighlighted) {
|
|
|
|
|
|
obj.isHighlighted = true;
|
|
|
|
|
|
obj.setTint(0xdddddd); // Simple highlight without tween
|
|
|
|
|
|
}
|
|
|
|
|
|
} else if (obj.isHighlighted) {
|
|
|
|
|
|
obj.isHighlighted = false;
|
|
|
|
|
|
obj.clearTint();
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Add this function to setup scanner interactions
|
|
|
|
|
|
function setupScannerInteractions() {
|
|
|
|
|
|
Object.values(rooms).forEach(room => {
|
|
|
|
|
|
if (!room.objects) return;
|
|
|
|
|
|
|
|
|
|
|
|
Object.values(room.objects).forEach(obj => {
|
|
|
|
|
|
if (obj.scenarioData?.biometricType === 'fingerprint') {
|
|
|
|
|
|
// Add visual indicator for scanner
|
|
|
|
|
|
const indicator = obj.scene.add.circle(
|
|
|
|
|
|
obj.x,
|
|
|
|
|
|
obj.y,
|
|
|
|
|
|
20,
|
|
|
|
|
|
0x0000ff,
|
|
|
|
|
|
0.3
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// Add pulsing effect
|
|
|
|
|
|
obj.scene.tweens.add({
|
|
|
|
|
|
targets: indicator,
|
|
|
|
|
|
alpha: { from: 0.3, to: 0.1 },
|
|
|
|
|
|
scale: { from: 1, to: 1.2 },
|
|
|
|
|
|
duration: 1000,
|
|
|
|
|
|
yoyo: true,
|
|
|
|
|
|
repeat: -1
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
// Store reference to indicator
|
|
|
|
|
|
obj.scannerIndicator = indicator;
|
|
|
|
|
|
|
|
|
|
|
|
// Add hover effect
|
|
|
|
|
|
obj.on('pointerover', function() {
|
|
|
|
|
|
if (this.scannerIndicator) {
|
|
|
|
|
|
this.scannerIndicator.setAlpha(0.5);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
obj.on('pointerout', function() {
|
|
|
|
|
|
if (this.scannerIndicator) {
|
|
|
|
|
|
this.scannerIndicator.setAlpha(0.3);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Add this to your scene initialization
|
|
|
|
|
|
function initializeBiometricSystem() {
|
|
|
|
|
|
// Initialize gameState if not exists
|
|
|
|
|
|
if (!window.gameState) {
|
|
|
|
|
|
window.gameState = {
|
|
|
|
|
|
biometricSamples: []
|
|
|
|
|
|
};
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Initialize scanner state
|
|
|
|
|
|
if (!window.scannerState) {
|
|
|
|
|
|
window.scannerState = {
|
|
|
|
|
|
failedAttempts: {},
|
|
|
|
|
|
lockoutTimers: {}
|
|
|
|
|
|
};
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Setup scanner visuals and interactions
|
|
|
|
|
|
setupScannerInteractions();
|
|
|
|
|
|
|
|
|
|
|
|
// Add periodic interaction checks
|
|
|
|
|
|
this.time.addEvent({
|
|
|
|
|
|
delay: 100, // Check every 100ms
|
|
|
|
|
|
callback: checkObjectInteractions,
|
|
|
|
|
|
callbackScope: this,
|
|
|
|
|
|
loop: true
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Add function to create and manage the samples UI
|
|
|
|
|
|
function createSamplesUI() {
|
|
|
|
|
|
// Create container for samples UI if it doesn't exist
|
|
|
|
|
|
let samplesUI = document.getElementById('biometric-samples-ui');
|
|
|
|
|
|
if (!samplesUI) {
|
|
|
|
|
|
samplesUI = document.createElement('div');
|
|
|
|
|
|
samplesUI.id = 'biometric-samples-ui';
|
|
|
|
|
|
|
|
|
|
|
|
// Apply styles
|
|
|
|
|
|
Object.assign(samplesUI.style, SAMPLE_UI_STYLES);
|
|
|
|
|
|
|
|
|
|
|
|
// Add close button
|
|
|
|
|
|
const closeButton = document.createElement('button');
|
|
|
|
|
|
closeButton.textContent = '×';
|
|
|
|
|
|
closeButton.style.cssText = `
|
|
|
|
|
|
position: absolute;
|
|
|
|
|
|
right: 10px;
|
|
|
|
|
|
top: 10px;
|
|
|
|
|
|
background: none;
|
|
|
|
|
|
border: none;
|
|
|
|
|
|
color: white;
|
|
|
|
|
|
font-size: 20px;
|
|
|
|
|
|
cursor: pointer;
|
|
|
|
|
|
`;
|
|
|
|
|
|
closeButton.onclick = () => hideSamplesUI();
|
|
|
|
|
|
samplesUI.appendChild(closeButton);
|
|
|
|
|
|
|
|
|
|
|
|
document.body.appendChild(samplesUI);
|
|
|
|
|
|
}
|
|
|
|
|
|
return samplesUI;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Function to show samples UI
|
|
|
|
|
|
function showSamplesUI() {
|
|
|
|
|
|
const samplesUI = createSamplesUI();
|
|
|
|
|
|
samplesUI.style.display = 'block';
|
|
|
|
|
|
|
|
|
|
|
|
// Clear existing content
|
|
|
|
|
|
while (samplesUI.children.length > 1) { // Keep close button
|
|
|
|
|
|
samplesUI.removeChild(samplesUI.lastChild);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Add title
|
|
|
|
|
|
const title = document.createElement('h2');
|
|
|
|
|
|
title.textContent = 'Collected Biometric Samples';
|
|
|
|
|
|
title.style.cssText = 'margin-top: 0; color: #fff; text-align: center;';
|
|
|
|
|
|
samplesUI.appendChild(title);
|
|
|
|
|
|
|
|
|
|
|
|
// Add samples
|
|
|
|
|
|
if (!gameState.biometricSamples || gameState.biometricSamples.length === 0) {
|
|
|
|
|
|
const noSamples = document.createElement('p');
|
|
|
|
|
|
noSamples.textContent = 'No samples collected yet.';
|
|
|
|
|
|
noSamples.style.textAlign = 'center';
|
|
|
|
|
|
samplesUI.appendChild(noSamples);
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
gameState.biometricSamples.forEach(sample => {
|
|
|
|
|
|
const sampleElement = document.createElement('div');
|
|
|
|
|
|
sampleElement.style.cssText = `
|
|
|
|
|
|
margin: 10px 0;
|
|
|
|
|
|
padding: 10px;
|
|
|
|
|
|
background: rgba(255, 255, 255, 0.1);
|
|
|
|
|
|
border-radius: 5px;
|
|
|
|
|
|
`;
|
|
|
|
|
|
|
|
|
|
|
|
const qualityPercentage = Math.round(sample.quality * 100);
|
|
|
|
|
|
sampleElement.innerHTML = `
|
|
|
|
|
|
<strong>Type:</strong> ${sample.type}<br>
|
|
|
|
|
|
<strong>Owner:</strong> ${sample.owner}<br>
|
|
|
|
|
|
<strong>Quality:</strong> ${qualityPercentage}%<br>
|
|
|
|
|
|
<strong>ID:</strong> ${sample.id}<br>
|
2025-02-25 00:28:44 +00:00
|
|
|
|
${sample.isSpoofed ? '<strong style="color: #ff9900;">SPOOFED SAMPLE</strong><br>' : ''}
|
2025-02-25 00:11:35 +00:00
|
|
|
|
`;
|
|
|
|
|
|
|
|
|
|
|
|
// Add quality bar
|
|
|
|
|
|
const qualityBar = document.createElement('div');
|
|
|
|
|
|
qualityBar.style.cssText = `
|
|
|
|
|
|
width: 100%;
|
|
|
|
|
|
height: 5px;
|
|
|
|
|
|
background: #333;
|
|
|
|
|
|
margin-top: 5px;
|
|
|
|
|
|
border-radius: 2px;
|
|
|
|
|
|
`;
|
|
|
|
|
|
|
|
|
|
|
|
const qualityFill = document.createElement('div');
|
|
|
|
|
|
qualityFill.style.cssText = `
|
|
|
|
|
|
width: ${qualityPercentage}%;
|
|
|
|
|
|
height: 100%;
|
|
|
|
|
|
background: ${getQualityColor(sample.quality)};
|
|
|
|
|
|
border-radius: 2px;
|
|
|
|
|
|
transition: width 0.3s ease;
|
|
|
|
|
|
`;
|
|
|
|
|
|
|
|
|
|
|
|
qualityBar.appendChild(qualityFill);
|
|
|
|
|
|
sampleElement.appendChild(qualityBar);
|
2025-02-25 00:28:44 +00:00
|
|
|
|
|
|
|
|
|
|
// Add spoof button if not already spoofed
|
|
|
|
|
|
if (!sample.isSpoofed && hasItemInInventory('spoofing_kit')) {
|
|
|
|
|
|
const spoofButton = document.createElement('button');
|
|
|
|
|
|
spoofButton.textContent = 'Create Spoof';
|
|
|
|
|
|
spoofButton.style.cssText = `
|
|
|
|
|
|
margin-top: 10px;
|
|
|
|
|
|
padding: 5px 10px;
|
|
|
|
|
|
background: #444;
|
|
|
|
|
|
border: none;
|
|
|
|
|
|
color: white;
|
|
|
|
|
|
border-radius: 3px;
|
|
|
|
|
|
cursor: pointer;
|
|
|
|
|
|
`;
|
|
|
|
|
|
spoofButton.onclick = async () => {
|
|
|
|
|
|
spoofButton.disabled = true;
|
|
|
|
|
|
spoofButton.textContent = 'Creating spoof...';
|
|
|
|
|
|
|
|
|
|
|
|
// Add progress bar
|
|
|
|
|
|
const progressBar = document.createElement('div');
|
|
|
|
|
|
progressBar.style.cssText = `
|
|
|
|
|
|
width: 100%;
|
|
|
|
|
|
height: 2px;
|
|
|
|
|
|
background: #333;
|
|
|
|
|
|
margin-top: 5px;
|
|
|
|
|
|
`;
|
|
|
|
|
|
const progress = document.createElement('div');
|
|
|
|
|
|
progress.style.cssText = `
|
|
|
|
|
|
width: 0%;
|
|
|
|
|
|
height: 100%;
|
|
|
|
|
|
background: #ff9900;
|
|
|
|
|
|
transition: width 0.1s linear;
|
|
|
|
|
|
`;
|
|
|
|
|
|
progressBar.appendChild(progress);
|
|
|
|
|
|
sampleElement.appendChild(progressBar);
|
|
|
|
|
|
|
|
|
|
|
|
// Animate progress
|
|
|
|
|
|
let currentProgress = 0;
|
|
|
|
|
|
const interval = setInterval(() => {
|
|
|
|
|
|
currentProgress += 2;
|
|
|
|
|
|
progress.style.width = `${currentProgress}%`;
|
|
|
|
|
|
}, SPOOFING_TIME / 50);
|
|
|
|
|
|
|
|
|
|
|
|
// Create spoof after delay
|
|
|
|
|
|
setTimeout(() => {
|
|
|
|
|
|
clearInterval(interval);
|
|
|
|
|
|
const spoofedSample = createSpoofedSample(sample);
|
|
|
|
|
|
if (spoofedSample) {
|
|
|
|
|
|
gameState.biometricSamples.push(spoofedSample);
|
|
|
|
|
|
showSamplesUI(); // Refresh UI
|
|
|
|
|
|
}
|
|
|
|
|
|
}, SPOOFING_TIME);
|
|
|
|
|
|
};
|
|
|
|
|
|
sampleElement.appendChild(spoofButton);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-02-25 00:11:35 +00:00
|
|
|
|
samplesUI.appendChild(sampleElement);
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Helper function to hide samples UI
|
|
|
|
|
|
function hideSamplesUI() {
|
|
|
|
|
|
const samplesUI = document.getElementById('biometric-samples-ui');
|
|
|
|
|
|
if (samplesUI) {
|
|
|
|
|
|
samplesUI.style.display = 'none';
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Helper function to get color based on quality
|
|
|
|
|
|
function getQualityColor(quality) {
|
|
|
|
|
|
if (quality >= 0.8) return '#00ff00';
|
|
|
|
|
|
if (quality >= 0.6) return '#ffff00';
|
|
|
|
|
|
return '#ff0000';
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Add keyboard shortcut to view samples (press 'B')
|
|
|
|
|
|
function setupSamplesUIControls() {
|
|
|
|
|
|
document.addEventListener('keydown', (event) => {
|
|
|
|
|
|
if (event.key.toLowerCase() === 'b') {
|
|
|
|
|
|
showSamplesUI();
|
|
|
|
|
|
}
|
|
|
|
|
|
if (event.key === 'Escape') {
|
|
|
|
|
|
hideSamplesUI();
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Add this to your scene's create function
|
|
|
|
|
|
function initializeSamplesUI() {
|
|
|
|
|
|
createSamplesUI();
|
|
|
|
|
|
setupSamplesUIControls();
|
|
|
|
|
|
}
|
2025-02-25 00:33:46 +00:00
|
|
|
|
|
|
|
|
|
|
function generateFingerprintData(sample) {
|
|
|
|
|
|
// For spoofed samples, we generate from the original sample data
|
|
|
|
|
|
if (sample.data) {
|
|
|
|
|
|
return `spoofed_${sample.data}`;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// For original samples from items, we use the item's data
|
|
|
|
|
|
if (sample.scenarioData?.fingerprintOwner) {
|
|
|
|
|
|
return `fp_${sample.scenarioData.fingerprintOwner}_${Date.now()}`;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Fallback unique identifier
|
|
|
|
|
|
return `fp_unknown_${Date.now()}`;
|
|
|
|
|
|
}
|
2025-02-25 00:28:44 +00:00
|
|
|
|
|
|
|
|
|
|
// Add spoofing functionality
|
|
|
|
|
|
function createSpoofedSample(originalSample) {
|
|
|
|
|
|
if (!originalSample) {
|
|
|
|
|
|
alert("No sample to spoof from!");
|
|
|
|
|
|
return null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Check if player has required items
|
|
|
|
|
|
const hasSpoofingKit = hasItemInInventory('spoofing_kit');
|
|
|
|
|
|
if (!hasSpoofingKit) {
|
|
|
|
|
|
alert("You need a spoofing kit to create fake fingerprints!");
|
|
|
|
|
|
return null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Create spoofed sample with slightly degraded quality
|
|
|
|
|
|
const spoofedSample = {
|
|
|
|
|
|
id: `spoofed_${originalSample.owner}_${Date.now()}`,
|
|
|
|
|
|
type: originalSample.type,
|
|
|
|
|
|
owner: originalSample.owner,
|
|
|
|
|
|
quality: originalSample.quality * SPOOF_QUALITY_MULTIPLIER,
|
|
|
|
|
|
data: generateFingerprintData(originalSample),
|
|
|
|
|
|
isSpoofed: true
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
return spoofedSample;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Add dusting minigame
|
|
|
|
|
|
function startDustingMinigame(item) {
|
2025-02-25 01:26:25 +00:00
|
|
|
|
// Create iframe container
|
|
|
|
|
|
const iframe = document.createElement('div');
|
|
|
|
|
|
iframe.style.cssText = `
|
|
|
|
|
|
position: fixed;
|
|
|
|
|
|
top: 50%;
|
|
|
|
|
|
left: 50%;
|
|
|
|
|
|
transform: translate(-50%, -50%);
|
|
|
|
|
|
width: 60%;
|
|
|
|
|
|
height: 60%;
|
|
|
|
|
|
background: rgba(0, 0, 0, 0.9);
|
|
|
|
|
|
border: 1px solid #444;
|
|
|
|
|
|
z-index: 1000;
|
|
|
|
|
|
padding: 20px;
|
|
|
|
|
|
border-radius: 5px;
|
|
|
|
|
|
`;
|
|
|
|
|
|
|
|
|
|
|
|
// Create game container
|
|
|
|
|
|
const gameContainer = document.createElement('div');
|
|
|
|
|
|
gameContainer.style.cssText = `
|
|
|
|
|
|
width: 100%;
|
|
|
|
|
|
height: calc(100% - 60px);
|
|
|
|
|
|
display: grid;
|
|
|
|
|
|
grid-template-columns: repeat(20, minmax(0, 1fr));
|
|
|
|
|
|
grid-template-rows: repeat(20, minmax(0, 1fr));
|
|
|
|
|
|
gap: 1px;
|
|
|
|
|
|
background: #222;
|
|
|
|
|
|
padding: 10px;
|
|
|
|
|
|
margin-top: 40px;
|
|
|
|
|
|
`;
|
2025-02-25 00:28:44 +00:00
|
|
|
|
|
2025-02-25 01:26:25 +00:00
|
|
|
|
// Add instructions
|
|
|
|
|
|
const instructions = document.createElement('div');
|
|
|
|
|
|
instructions.textContent = 'Click and drag to dust for fingerprints.\nReveal the pattern without over-dusting!';
|
|
|
|
|
|
instructions.style.cssText = `
|
|
|
|
|
|
position: absolute;
|
|
|
|
|
|
top: 10px;
|
|
|
|
|
|
left: 50%;
|
|
|
|
|
|
transform: translateX(-50%);
|
|
|
|
|
|
color: white;
|
|
|
|
|
|
text-align: center;
|
|
|
|
|
|
font-size: 16px;
|
|
|
|
|
|
`;
|
2025-02-25 00:28:44 +00:00
|
|
|
|
|
2025-02-25 01:26:25 +00:00
|
|
|
|
// Add progress display
|
|
|
|
|
|
const progressText = document.createElement('div');
|
|
|
|
|
|
progressText.style.cssText = `
|
|
|
|
|
|
position: absolute;
|
|
|
|
|
|
bottom: 10px;
|
|
|
|
|
|
left: 50%;
|
|
|
|
|
|
transform: translateX(-50%);
|
|
|
|
|
|
color: white;
|
|
|
|
|
|
text-align: center;
|
|
|
|
|
|
font-size: 16px;
|
|
|
|
|
|
`;
|
|
|
|
|
|
|
|
|
|
|
|
// Generate fingerprint pattern
|
|
|
|
|
|
const gridSize = 20;
|
2025-02-25 00:28:44 +00:00
|
|
|
|
const fingerprintCells = new Set();
|
2025-02-25 01:26:25 +00:00
|
|
|
|
const centerX = Math.floor(gridSize / 2);
|
|
|
|
|
|
const centerY = Math.floor(gridSize / 2);
|
2025-02-25 00:28:44 +00:00
|
|
|
|
for (let i = 0; i < 50; i++) {
|
|
|
|
|
|
const x = centerX + Math.floor(Math.random() * 6 - 3);
|
|
|
|
|
|
const y = centerY + Math.floor(Math.random() * 6 - 3);
|
|
|
|
|
|
fingerprintCells.add(`${x},${y}`);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-02-25 01:26:25 +00:00
|
|
|
|
// Track progress
|
|
|
|
|
|
let revealedPrints = 0;
|
|
|
|
|
|
let totalPrints = fingerprintCells.size;
|
|
|
|
|
|
let overDusted = 0;
|
|
|
|
|
|
|
2025-02-25 00:28:44 +00:00
|
|
|
|
// Create grid cells
|
2025-02-25 01:26:25 +00:00
|
|
|
|
for (let y = 0; y < gridSize; y++) {
|
|
|
|
|
|
for (let x = 0; x < gridSize; x++) {
|
|
|
|
|
|
const cell = document.createElement('div');
|
|
|
|
|
|
cell.style.cssText = `
|
|
|
|
|
|
width: 100%;
|
|
|
|
|
|
height: 100%;
|
|
|
|
|
|
background: black;
|
|
|
|
|
|
position: relative;
|
|
|
|
|
|
cursor: pointer;
|
|
|
|
|
|
`;
|
|
|
|
|
|
cell.dataset.x = x;
|
|
|
|
|
|
cell.dataset.y = y;
|
|
|
|
|
|
cell.dataset.dustLevel = '0';
|
|
|
|
|
|
cell.dataset.hasFingerprint = fingerprintCells.has(`${x},${y}`);
|
|
|
|
|
|
|
|
|
|
|
|
gameContainer.appendChild(cell);
|
2025-02-25 00:28:44 +00:00
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-02-25 01:28:36 +00:00
|
|
|
|
// Add dragging interaction at container level
|
|
|
|
|
|
let isDragging = false;
|
2025-02-25 01:32:46 +00:00
|
|
|
|
let lastDustTime = {}; // Track last dust time for each cell
|
|
|
|
|
|
|
2025-02-25 01:28:36 +00:00
|
|
|
|
gameContainer.addEventListener('mousedown', () => isDragging = true);
|
|
|
|
|
|
gameContainer.addEventListener('mouseup', () => isDragging = false);
|
|
|
|
|
|
gameContainer.addEventListener('mouseleave', () => isDragging = false);
|
|
|
|
|
|
gameContainer.addEventListener('mousemove', (e) => {
|
|
|
|
|
|
if (!isDragging) return;
|
|
|
|
|
|
|
|
|
|
|
|
// Get the cell element under the cursor
|
|
|
|
|
|
const cell = document.elementFromPoint(e.clientX, e.clientY);
|
|
|
|
|
|
if (cell && cell.dataset.dustLevel !== undefined) {
|
2025-02-25 01:32:46 +00:00
|
|
|
|
const cellId = `${cell.dataset.x},${cell.dataset.y}`;
|
|
|
|
|
|
const currentTime = Date.now();
|
2025-02-25 01:28:36 +00:00
|
|
|
|
const dustLevel = parseInt(cell.dataset.dustLevel);
|
2025-02-25 01:32:46 +00:00
|
|
|
|
|
|
|
|
|
|
// Only allow dusting every 100ms for each cell
|
|
|
|
|
|
if (!lastDustTime[cellId] || currentTime - lastDustTime[cellId] > 100) {
|
|
|
|
|
|
if (dustLevel < 3) {
|
|
|
|
|
|
// Increment dust level with 33% chance after level 1
|
|
|
|
|
|
if (dustLevel < 1 || Math.random() < 0.33) {
|
|
|
|
|
|
cell.dataset.dustLevel = (dustLevel + 1).toString();
|
|
|
|
|
|
updateCellColor(cell);
|
|
|
|
|
|
checkProgress();
|
|
|
|
|
|
}
|
|
|
|
|
|
lastDustTime[cellId] = currentTime;
|
|
|
|
|
|
}
|
2025-02-25 01:28:36 +00:00
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
|
2025-02-25 01:26:25 +00:00
|
|
|
|
function updateCellColor(cell) {
|
|
|
|
|
|
const dustLevel = parseInt(cell.dataset.dustLevel);
|
|
|
|
|
|
const hasFingerprint = cell.dataset.hasFingerprint === 'true';
|
|
|
|
|
|
|
|
|
|
|
|
if (dustLevel === 0) cell.style.background = 'black';
|
|
|
|
|
|
else if (dustLevel === 1) cell.style.background = '#444';
|
|
|
|
|
|
else if (dustLevel === 2) cell.style.background = hasFingerprint ? '#0f0' : '#888';
|
|
|
|
|
|
else cell.style.background = '#ccc';
|
2025-02-25 00:28:44 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
2025-02-25 01:26:25 +00:00
|
|
|
|
function checkProgress() {
|
2025-02-25 00:28:44 +00:00
|
|
|
|
revealedPrints = 0;
|
|
|
|
|
|
overDusted = 0;
|
|
|
|
|
|
|
2025-02-25 01:26:25 +00:00
|
|
|
|
gameContainer.childNodes.forEach(cell => {
|
|
|
|
|
|
const dustLevel = parseInt(cell.dataset.dustLevel);
|
|
|
|
|
|
const hasFingerprint = cell.dataset.hasFingerprint === 'true';
|
|
|
|
|
|
|
|
|
|
|
|
if (hasFingerprint && dustLevel === 2) revealedPrints++;
|
|
|
|
|
|
if (dustLevel === 3) overDusted++;
|
2025-02-25 00:28:44 +00:00
|
|
|
|
});
|
|
|
|
|
|
|
2025-02-25 01:26:25 +00:00
|
|
|
|
progressText.textContent = `Revealed: ${revealedPrints}/${totalPrints} | Over-dusted: ${overDusted}`;
|
2025-02-25 00:28:44 +00:00
|
|
|
|
|
|
|
|
|
|
if (revealedPrints === totalPrints && overDusted < 10) {
|
|
|
|
|
|
setTimeout(() => {
|
2025-02-25 01:26:25 +00:00
|
|
|
|
document.body.removeChild(iframe);
|
|
|
|
|
|
scene.input.mouse.enabled = true;
|
2025-02-25 00:28:44 +00:00
|
|
|
|
collectFingerprint(item);
|
|
|
|
|
|
}, 1000);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
2025-02-25 01:26:25 +00:00
|
|
|
|
|
|
|
|
|
|
// Add close button
|
|
|
|
|
|
const closeButton = document.createElement('button');
|
|
|
|
|
|
closeButton.textContent = 'X';
|
|
|
|
|
|
closeButton.style.cssText = `
|
|
|
|
|
|
position: absolute;
|
|
|
|
|
|
right: 10px;
|
|
|
|
|
|
top: 10px;
|
|
|
|
|
|
background: none;
|
|
|
|
|
|
border: none;
|
|
|
|
|
|
color: white;
|
|
|
|
|
|
font-size: 20px;
|
|
|
|
|
|
cursor: pointer;
|
|
|
|
|
|
`;
|
|
|
|
|
|
closeButton.onclick = () => {
|
|
|
|
|
|
document.body.removeChild(iframe);
|
|
|
|
|
|
scene.input.mouse.enabled = true;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// Assemble the interface
|
|
|
|
|
|
iframe.appendChild(closeButton);
|
|
|
|
|
|
iframe.appendChild(instructions);
|
|
|
|
|
|
iframe.appendChild(gameContainer);
|
|
|
|
|
|
iframe.appendChild(progressText);
|
|
|
|
|
|
document.body.appendChild(iframe);
|
|
|
|
|
|
|
|
|
|
|
|
// Disable game movement
|
|
|
|
|
|
const scene = item.scene;
|
|
|
|
|
|
scene.input.mouse.enabled = false;
|
2025-02-25 00:28:44 +00:00
|
|
|
|
}
|
2025-02-25 00:33:46 +00:00
|
|
|
|
|
2024-12-19 17:57:10 +00:00
|
|
|
|
</script>
|
|
|
|
|
|
</body>
|
2024-12-19 18:57:26 +00:00
|
|
|
|
</html>
|