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<!DOCTYPE html>
< html >
< head >
< meta charset = "utf-8" >
< title > Office Adventure Game< / title >
< style >
body {
margin: 0;
padding: 0;
display: flex;
justify-content: center;
align-items: center;
min-height: 100vh;
background: #333;
}
#game-container {
position: relative;
}
#loading {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
color: white;
font-family: Arial, sans-serif;
font-size: 24px;
display: none;
}
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#laptop-popup {
display: none;
position: fixed;
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top: 50%;
left: 50%;
transform: translate(-50%, -50%);
width: 90%;
max-width: 1200px;
height: calc(100% - 160px);
background: none;
z-index: 1000;
pointer-events: none;
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}
.laptop-frame {
background: #1a1a1a;
border-radius: 15px;
padding: 20px;
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width: 100%;
height: 75%;
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box-shadow: 0 0 30px rgba(0, 0, 0, 0.5);
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margin-bottom: 80px;
pointer-events: auto;
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}
.laptop-screen {
background: #fff;
height: 100%;
border-radius: 8px;
overflow: hidden;
display: flex;
flex-direction: column;
}
.title-bar {
background: #333;
color: white;
padding: 8px 15px;
display: flex;
justify-content: space-between;
align-items: center;
}
.close-btn {
background: none;
border: none;
color: white;
font-size: 24px;
cursor: pointer;
padding: 0 5px;
}
.close-btn:hover {
color: #ff4444;
}
.laptop-screen iframe {
flex: 1;
width: 100%;
height: 100%;
border: none;
}
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#cyberchef-container {
flex: 1;
width: 100%;
height: 100%;
}
#cyberchef-container iframe {
width: 100%;
height: 100%;
border: none;
}
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.popup-overlay {
display: none;
position: fixed;
top: 0;
left: 0;
width: 100%;
height: calc(100% - 80px);
background: rgba(0, 0, 0, 0.5);
z-index: 999;
}
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< / style >
< script src = "https://cdn.jsdelivr.net/npm/phaser@3.60.0/dist/phaser.min.js" > < / script >
< script src = "https://cdn.jsdelivr.net/npm/easystarjs@0.4.4/bin/easystar-0.4.4.js" > < / script >
< / head >
< body >
< div id = "game-container" >
< div id = "loading" > Loading...< / div >
< / div >
< script >
const config = {
type: Phaser.AUTO,
width: 1280,
height: 720,
parent: 'game-container',
pixelArt: true,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 0 },
debug: true
}
},
scene: {
preload: preload,
create: create,
update: update
},
inventory: {
items: [],
display: null
}
};
const TILE_SIZE = 48;
const DOOR_ALIGN_OVERLAP = 48*3;
const GRID_SIZE = 32;
const MOVEMENT_SPEED = 150;
const ARRIVAL_THRESHOLD = 8;
const PATH_UPDATE_INTERVAL = 500;
const STUCK_THRESHOLD = 1;
const STUCK_TIME = 500;
// Hide rooms initially and on exit
const hideRoomsInitially = true;
const hideRoomsOnExit = false;
const hideNonAdjacentRooms = false;
// Declare gameScenario as let (not const) so we can assign it later
let gameScenario = null; // Initialize as null
let game = new Phaser.Game(config);
let player;
let cursors;
let rooms = {};
let currentRoom;
let inventory = {
items: [],
container: null
};
let objectsGroup;
let wallsLayer;
let discoveredRooms = new Set();
let pathfinder;
let currentPath = [];
let isMoving = false;
let targetPoint = null;
let lastPathUpdateTime = 0;
let stuckTimer = 0;
let lastPosition = null;
let stuckTime = 0;
let currentPlayerRoom = null;
let lastPlayerPosition = { x: 0, y: 0 };
const ROOM_CHECK_THRESHOLD = 32; // Only check for room changes when player moves this many pixels
// Add these constants at the top with other constants
const INTERACTION_CHECK_INTERVAL = 100; // Only check interactions every 100ms
const INTERACTION_RANGE = 2 * TILE_SIZE;
const INTERACTION_RANGE_SQ = INTERACTION_RANGE * INTERACTION_RANGE;
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// Bluetooth constants
const BLUETOOTH_SCAN_RANGE = TILE_SIZE * 2; // 2 tiles range for Bluetooth scanning
let lastBluetoothScan = 0; // Track last scan time
const BLUETOOTH_SCAN_INTERVAL = 500; // Scan every 500ms
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const gameState = {
biometricSamples: [],
inventory: inventory
};
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// Add these constants near the top with other constants
const SCANNER_LOCKOUT_TIME = 30000; // 30 seconds lockout
const MAX_FAILED_ATTEMPTS = 3;
// Add this to track failed attempts
const scannerState = {
failedAttempts: {}, // tracks failures by scanner ID
lockoutTimers: {} // tracks lockout end times
};
// Add these constants near the top with other constants
const SAMPLE_COLLECTION_TIME = 2000; // 2 seconds for collection animation
const SAMPLE_COLLECTION_COLOR = 0x00ff00; // Green for collection effect
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// Add these constants for the UI
const SAMPLE_UI_STYLES = {
backgroundColor: 'rgba(0, 0, 0, 0.8)',
padding: '10px',
color: 'white',
fontFamily: 'Arial, sans-serif',
fontSize: '14px',
border: '1px solid #444',
borderRadius: '5px',
position: 'fixed',
top: '50%',
left: '50%',
transform: 'translate(-50%, -50%)',
zIndex: 1000,
maxHeight: '80vh',
overflowY: 'auto',
display: 'none'
};
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// Add these constants for spoofing
const SPOOFING_TIME = 3000; // 3 seconds to create spoof
const SPOOF_QUALITY_MULTIPLIER = 0.8; // Spoofed prints are slightly lower quality
// Add these constants for the dusting minigame
const DUST_COLORS = {
NONE: 0x000000,
LIGHT: 0x444444,
MEDIUM: 0x888888,
HEAVY: 0xcccccc,
REVEALED: 0x00ff00
};
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// preloads the assets
function preload() {
// Show loading text
document.getElementById('loading').style.display = 'block';
// Load tilemap files and regular tilesets first
this.load.tilemapTiledJSON('room_reception', 'assets/rooms/room_reception.json');
this.load.tilemapTiledJSON('room_office', 'assets/rooms/room_office.json');
this.load.tilemapTiledJSON('room_ceo', 'assets/rooms/room_ceo.json');
this.load.tilemapTiledJSON('room_closet', 'assets/rooms/room_closet.json');
this.load.tilemapTiledJSON('room_servers', 'assets/rooms/room_servers.json');
this.load.image('Modern_Office_48x48', 'assets/Modern_Office_48x48.png');
this.load.image('Room_Builder_48x48', 'assets/Room_Builder_48x48.png');
this.load.image('19_Hospital_Shadowless_48x48', 'assets/19_Hospital_Shadowless_48x48.png');
this.load.image('18_Jail_Shadowless_48x48', 'assets/18_Jail_Shadowless_48x48.png');
this.load.image('1_Generic_Shadowless_48x48', 'assets/1_Generic_Shadowless_48x48.png');
this.load.image('11_Halloween_Shadowless_48x48', 'assets/11_Halloween_Shadowless_48x48.png');
this.load.image('5_Classroom_and_library_Shadowless_48x48', 'assets/5_Classroom_and_library_Shadowless_48x48.png');
// Load object sprites
this.load.image('pc', 'assets/objects/pc.png');
this.load.image('key', 'assets/objects/key.png');
this.load.image('notes', 'assets/objects/notes.png');
this.load.image('phone', 'assets/objects/phone.png');
this.load.image('suitcase', 'assets/objects/suitcase.png');
this.load.image('smartscreen', 'assets/objects/smartscreen.png');
this.load.image('photo', 'assets/objects/photo.png');
this.load.image('suitcase', 'assets/objects/suitcase.png');
this.load.image('safe', 'assets/objects/safe.png');
this.load.image('book', 'assets/objects/book.png');
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this.load.image('workstation', 'assets/objects/workstation.png');
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this.load.image('bluetooth_scanner', 'assets/objects/bluetooth_scanner.png');
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this.load.image('tablet', 'assets/objects/tablet.png');
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this.load.image('fingerprint_kit', 'assets/objects/fingerprint_kit.png');
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this.load.image('lockpick', 'assets/objects/lockpick.png');
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this.load.json('gameScenarioJSON', 'assets/scenarios/ceo_exfil.json');
gameScenario = this.cache.json.get('gameScenarioJSON');
}
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// creates the workstation
function addCryptoWorkstation() {
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// console.log('CyberChef: Adding crypto workstation...');
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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
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workstationSprite.openCryptoWorkstation = function() {
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// console.log('CyberChef: Workstation custom interaction triggered');
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// Create popup
let popup = document.getElementById('laptop-popup');
if (!popup) {
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// console.log('CyberChef: Creating new popup...');
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popup = document.createElement('div');
popup.id = 'laptop-popup';
popup.innerHTML = `
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< div class = "popup-overlay" > < / div >
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< div class = "laptop-frame" >
< div class = "laptop-screen" >
< div class = "title-bar" >
< span > CryptoWorkstation< / span >
< button class = "close-btn" > × < / button >
< / div >
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< div id = "cyberchef-container" > < / div >
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< / div >
< / div >
`;
document.body.appendChild(popup);
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// 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);
});
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popup.querySelector('.close-btn').addEventListener('click', () => {
popup.style.display = 'none';
});
}
popup.style.display = 'flex';
return true;
};
// Add to inventory directly
addToInventory(workstationSprite);
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// console.log('CyberChef: Workstation added to inventory');
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}
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// 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);
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// Add the workstation to inventory
addCryptoWorkstation.call(this);
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// 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);
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// Add this to your scene's create function
initializeSamplesUI();
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}
function update() {
// updates the player's movement
updatePlayerMovement.call(this);
// checks for object interactions
checkObjectInteractions.call(this);
// checks for room transitions
checkRoomTransitions.call(this);
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// Check for Bluetooth devices
const currentTime = this.time.now;
if (currentTime - lastBluetoothScan >= BLUETOOTH_SCAN_INTERVAL) {
checkBluetoothDevices.call(this);
lastBluetoothScan = currentTime;
}
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// 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) {
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console.log('CyberChef: handleObjectInteraction called for:', sprite.name, 'Has open workstation:', !!sprite.openCryptoWorkstation);
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if (sprite.openCryptoWorkstation & & sprite.openCryptoWorkstation()) {
console.log('CyberChef: Crypto workstation opened');
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return;
}
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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;
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// Add inside handleObjectInteraction before the fingerprint check
if (data.biometricType === 'fingerprint') {
handleBiometricScan(sprite, player);
return;
}
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// 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
}
}
}
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// 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`;
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data.contents.forEach(item => {
message += `- ${item.name}\n`;
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});
alert(message);
// Add all contents to inventory
data.contents.forEach(item => {
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const contentSprite = createInventorySprite({
...item,
type: item.type.toLowerCase()
});
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if (contentSprite) {
addToInventory(contentSprite);
}
});
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// Clear contents after adding to inventory
data.contents = [];
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data.isUnlockedButNotCollected = false;
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return;
}
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// Check if item is locked
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if (data.locked === true) {
console.log('Item is locked:', data);
handleUnlock(sprite, 'item');
return;
}
let message = `${data.name}\n\n`;
message += `Observations: ${data.observations}\n\n`;
if (data.readable & & data.text) {
message += `Text: ${data.text}\n\n`;
}
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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;
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// Copy over the custom interaction if it exists
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if (sprite.openCryptoWorkstation) {
inventorySprite.openCryptoWorkstation = sprite.openCryptoWorkstation;
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}
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// 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';
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unlockTarget(lockable, type, lockable.layer);
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alert(`You used the ${keyName} that you found in ${keyLocation} to unlock the ${type}.`);
} else {
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// Check for lockpick kit
const hasLockpick = inventory.items.some(item =>
item & & item.scenarioData & &
item.scenarioData.type === 'lockpick'
);
if (hasLockpick) {
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if (confirm("Would you like to attempt picking this lock?")) {
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let difficulty;
// If this is a room-level lock, get difficulty from gameScenario
if (lockable.properties?.requires) {
// Find which room this lock belongs to
const roomId = Object.keys(gameScenario.rooms).find(roomId => {
const room = gameScenario.rooms[roomId];
return room.requires === lockable.properties.requires;
});
difficulty = roomId ? gameScenario.rooms[roomId].difficulty : null;
}
// If not found, try object-level difficulty
difficulty = difficulty || lockable.scenarioData?.difficulty || lockable.properties?.difficulty;
startLockpickingMinigame(lockable, game.scene.scenes[0], difficulty);
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}
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} else {
alert(`Requires key: ${requiredKey}`);
}
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}
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;
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case 'bluetooth':
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if (lockable.scenarioData?.locked) {
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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;
}
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// 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', {
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itemName: lockable.scenarioData?.name,
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itemMac: lockable.scenarioData?.mac,
distance: distance
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});
unlockTarget(lockable, type, lockable.layer);
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alert(`Bluetooth connection established. Device unlocked.`);
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return;
}
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alert("Too far from device to establish Bluetooth connection.");
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break;
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default:
alert(`Requires: ${lockRequirements.requires}`);
}
}
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// Modify the unlockTarget function
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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;
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// Set new state for containers with contents
if (lockable.scenarioData.contents) {
lockable.scenarioData.isUnlockedButNotCollected = true;
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return; // Return early to prevent automatic collection
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}
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} else {
lockable.locked = false;
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if (lockable.contents) {
lockable.isUnlockedButNotCollected = true;
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return; // Return early to prevent automatic collection
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}
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}
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}
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}
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// 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,
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requires: item.requires || item.scenarioData?.requires,
isUnlockedButNotCollected: false
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};
}
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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.');
}
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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.');
}
}
});
}
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// 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
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function collectFingerprint(item) {
if (!item.scenarioData?.hasFingerprint) {
alert("No fingerprints found on this surface.");
return null;
}
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// Check if player has required items
if (!hasItemInInventory('fingerprint_kit')) {
alert("You need a fingerprint kit to collect samples!");
return null;
}
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// Start the dusting minigame
startDustingMinigame(item);
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return true;
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}
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// 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 > ${sample.id}< br >
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${sample.isSpoofed ? '< strong style = "color: #ff9900;" > SPOOFED SAMPLE< / strong > < br > ' : ''}
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`;
// 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: ${getQualityColor(sample.quality)};
border-radius: 2px;
transition: width 0.3s ease;
`;
qualityBar.appendChild(qualityFill);
sampleElement.appendChild(qualityBar);
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// Add spoof button if not already spoofed
if (!sample.isSpoofed & & hasItemInInventory('spoofing_kit')) {
const spoofButton = document.createElement('button');
spoofButton.textContent = 'Create Spoof';
spoofButton.style.cssText = `
margin-top: 10px;
padding: 5px 10px;
background: #444;
border: none;
color: white;
border-radius: 3px;
cursor: pointer;
`;
spoofButton.onclick = async () => {
spoofButton.disabled = true;
spoofButton.textContent = 'Creating spoof...';
// Add progress bar
const progressBar = document.createElement('div');
progressBar.style.cssText = `
width: 100%;
height: 2px;
background: #333;
margin-top: 5px;
`;
const progress = document.createElement('div');
progress.style.cssText = `
width: 0%;
height: 100%;
background: #ff9900;
transition: width 0.1s linear;
`;
progressBar.appendChild(progress);
sampleElement.appendChild(progressBar);
// Animate progress
let currentProgress = 0;
const interval = setInterval(() => {
currentProgress += 2;
progress.style.width = `${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);
}
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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();
}
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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()}`;
}
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// 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) {
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// 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;
`;
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// Add instructions
const instructions = document.createElement('div');
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instructions.innerHTML = `
< h3 style = "margin: 0; color: #fff; text-align: center;" > Fingerprint Dusting< / h3 >
< p style = "margin: 5px 0; color: #ccc; text-align: center; font-size: 14px;" >
Drag to dust the surface and reveal fingerprints.< br >
🔍 Gray = Light dusting< br >
🟢 Green = Fingerprint found!< br >
⚠️ White = Over-dusted (avoid this)< br >
Find all fingerprints with minimal over-dusting.
< / p >
`;
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instructions.style.cssText = `
position: absolute;
top: 10px;
left: 50%;
transform: translateX(-50%);
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width: 90%;
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`;
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// 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;
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const fingerprintCells = new Set();
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const centerX = Math.floor(gridSize / 2);
const centerY = Math.floor(gridSize / 2);
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// Create a larger pattern (about 50 cells) spread around the center
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for (let i = 0; i < 50 ; i + + ) {
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const x = centerX + Math.floor(Math.random() * 10 - 5); // Increased spread
const y = centerY + Math.floor(Math.random() * 10 - 5); // Increased spread
if (x >= 0 & & x < gridSize & & y > = 0 & & y < gridSize ) {
fingerprintCells.add(`${x},${y}`);
}
}
// If we didn't get enough cells, add more until we reach target
while (fingerprintCells.size < 50 ) {
const x = centerX + Math.floor(Math.random() * 12 - 6);
const y = centerY + Math.floor(Math.random() * 12 - 6);
if (x >= 0 & & x < gridSize & & y > = 0 & & y < gridSize ) {
fingerprintCells.add(`${x},${y}`);
}
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}
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// Track progress
let revealedPrints = 0;
let totalPrints = fingerprintCells.size;
let overDusted = 0;
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// Create grid cells
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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);
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}
}
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// Add dragging interaction at container level
let isDragging = false;
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let lastDustTime = {}; // Track last dust time for each cell
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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) {
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const cellId = `${cell.dataset.x},${cell.dataset.y}`;
const currentTime = Date.now();
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const dustLevel = parseInt(cell.dataset.dustLevel);
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// 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;
}
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}
}
});
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function updateCellColor(cell) {
const dustLevel = parseInt(cell.dataset.dustLevel);
const hasFingerprint = cell.dataset.hasFingerprint === 'true';
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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';
}
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}
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function checkProgress() {
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revealedPrints = 0;
overDusted = 0;
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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++;
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});
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const requiredPrints = Math.ceil(totalPrints * 0.4); // 40% requirement
progressText.innerHTML = `
< div style = "color: #0f0;" > Found: ${revealedPrints}/${requiredPrints} required prints< / div >
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< div style = "color: ${overDusted > 24 ? '#f00' : '#fff'}" >
Over-dusted: ${overDusted}/25 max
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< / div >
`;
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// Check fail condition first
if (overDusted >= 25) {
// Show failure message
const failureMessage = document.createElement('div');
failureMessage.style.cssText = `
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
background: rgba(0, 0, 0, 0.9);
padding: 20px;
border-radius: 5px;
color: #f00;
font-size: 20px;
text-align: center;
z-index: 1001;
`;
failureMessage.textContent = "Too many over-dusted areas!";
iframe.appendChild(failureMessage);
// Disable further interaction
isDragging = false;
gameContainer.style.pointerEvents = 'none';
setTimeout(() => {
document.body.removeChild(iframe);
scene.input.mouse.enabled = true;
}, 1500);
return;
}
// Check win condition (existing code)
if (revealedPrints >= requiredPrints & & overDusted < 25 ) {
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// Show success message
const successMessage = document.createElement('div');
successMessage.style.cssText = `
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
background: rgba(0, 0, 0, 0.9);
padding: 20px;
border-radius: 5px;
color: #0f0;
font-size: 20px;
text-align: center;
z-index: 1001;
`;
successMessage.textContent = "Fingerprint successfully collected!";
iframe.appendChild(successMessage);
// Disable further interaction
isDragging = false;
gameContainer.style.pointerEvents = 'none';
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setTimeout(() => {
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// Add fingerprint to gameState
if (!gameState.biometricSamples) {
gameState.biometricSamples = [];
}
const sample = {
id: generateFingerprintData(item),
type: 'fingerprint',
owner: item.scenarioData.fingerprintOwner,
quality: Math.random() * 0.3 + 0.7, // Random quality between 0.7 and 1.0
data: generateFingerprintData(item)
};
gameState.biometricSamples.push(sample);
// Remove the minigame
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document.body.removeChild(iframe);
scene.input.mouse.enabled = true;
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// Mark item as collected
if (item.scenarioData) {
item.scenarioData.hasFingerprint = false;
}
}, 1500);
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}
}
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// 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;
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}
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function startLockpickingMinigame(lockable, currentScene, difficulty) {
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// 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;
`;
// Add instructions
const instructions = document.createElement('div');
instructions.innerHTML = `
< h3 style = "margin: 0; color: #fff; text-align: center;" > Lock Picking< / h3 >
< p style = "margin: 5px 0; color: #ccc; text-align: center; font-size: 14px;" >
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Use spacebar or click to toggle tension levels. Each pin requires the right amount of tension.< br >
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🔵 Blue = Pin moving< br >
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🟢 Green = Pin set correctly< br >
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🔴 Red = Over-pushed (reset)< br >
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Set all pins in the correct order with the right tension without resetting.
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< / p >
`;
instructions.style.cssText = `
position: absolute;
top: 10px;
left: 50%;
transform: translateX(-50%);
width: 90%;
`;
// Create game container
const gameContainer = document.createElement('div');
gameContainer.style.cssText = `
width: 100%;
height: calc(100% - 60px);
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
gap: 20px;
margin-top: 40px;
background: #222;
padding: 10px;
`;
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// Add difficulty selection
const difficultySelect = document.createElement('select');
difficultySelect.style.cssText = `
margin-bottom: 10px;
padding: 5px;
background: #444;
color: white;
border: 1px solid #666;
border-radius: 3px;
`;
const difficulties = ['Easy - Pins Visible', 'Hard - Audio Only'];
difficulties.forEach(diff => {
const option = document.createElement('option');
option.value = diff;
option.textContent = diff;
difficultySelect.appendChild(option);
});
// Add audio feedback
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let clickSound = null;
const initAudio = () => {
if (!clickSound) {
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clickSound = new Audio('data:audio/wav;base64,UklGRnoGAABXQVZFZm10IBAAAAABAAEAQB8AAEAfAAABAAgAZGF0YQoGAACBhYqFbF1fdH2Dam9ycG5wdX2Dg4CBhIWCgX+Af4B/goCDgIJ/gn+BfoF/gn+CgIF/gn+Cf4F/g4CDgIJ/hIGFgoWBhYKGgoaCh4OIg4mEioWLhIyFjYaOhI+FkIaRhZKGk4eUhpWHloeXiJiImYiaiZuKnIqdi56LoIyhjaKOo4+kj6WQppGnkqiTqZSqlauWrJetmK6Zr5qwm7GcsZ2yn7OgtKG1oraitqO3pLiltqe4qLmpuqq7q7ysvq2/rsCwwbHCssOzxbTGtce2yLfJuMq5y7rMu827zrzPvdC+0b/SwdPC1MPVxNbF18bYx9nI2sjbydvK3Mvdy97M383gzuHP4tDj0eTT5dTm1efW6Nfp2Ora69vt3O7d797w3/Lh8+P05fXn9+j46Prs+/D89v77AQYHDA8VGh8lKi8zOD1CRkpPVFhbX2NobHBydHZ4enx+gIGCg4SFhoeIiYqLjI2Oj5CRkpOUlZaXmJmam5ydnp+goaKjpKWmp6ipqqusra6vsLGys7S1tre4ubq7vL2+v8DBwsPExcbHyMnKy8zNzs/Q0dLT1NXW19jZ2tvc3d7f4OHi4+Tl5ufo6err7O3u7/Dx8vPz9PX29/j5+vv8/f7/AAECAwQFBgcICQoLDA0ODxAREhMUFRYXGBkaGxwdHh8gISIjJCUmJygpKissLS4vMDEyMzQ1Njc4OTo7PD0+P0BBQkNERUZHSElKS0xNTk9QUVJTVFVWV1hZWltcXV5fYGFiY2RlZmdoaWprbG1ub3BxcnN0dXZ3eHl6e3x9fn+AgYKDhIWGh4iJiouMjY6PkJGSk5SVlpeYmZqbnJ2en6ChoqOkpaanqKmqq6ytrq+wsbKztLW2t7i5uru8vb6/wMHCw8TFxsfIycrLzM3Oz9DR0tPU1dbX2Nna29zd3t/g4eLj5OXm5+jp6uvs7e7v8PHy8/T19vf4+fr7/P3+/w==');
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}
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};
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// Initialize audio on first interaction
gameContainer.addEventListener('mousedown', initAudio, { once: true });
// Add pin binding order and game state
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const numPins = getPinCountForDifficulty(difficulty);
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const bindingOrder = Array.from({length: numPins}, (_, i) => i)
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.sort(() => Math.random() - 0.5);
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const gameState = {
tensionApplied: false,
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pinStates: Array(numPins).fill(0), // 0 = down, 1 = moving, 2 = set
pinPressTime: Array(numPins).fill(0), // Track how long each pin is pressed
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currentBindingIndex: 0,
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hardMode: false,
maxPressTime: 1000, // Max time to hold a pin (ms)
failCount: 0,
maxFails: 3
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};
// Create tension wrench toggle
const tensionWrench = document.createElement('div');
tensionWrench.style.cssText = `
width: 100px;
height: 30px;
background: ${gameState.tensionApplied ? '#666' : '#444'};
border: 2px solid #888;
border-radius: 5px;
cursor: pointer;
margin-bottom: 20px;
text-align: center;
line-height: 30px;
color: white;
`;
tensionWrench.textContent = 'Tension: OFF';
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// Function to reset pins
function resetPins(showVisual = true) {
gameState.pinStates.fill(0);
gameState.pinPressTime.fill(0);
gameState.currentBindingIndex = 0;
gameState.failCount++;
if (showVisual) {
Array.from(pinsContainer.children).forEach(pin => {
pin.style.background = '#555';
if (!gameState.hardMode) {
pin.style.transition = 'background-color 0.3s';
pin.style.background = '#f00';
setTimeout(() => pin.style.background = '#555', 300);
}
});
}
if (gameState.failCount >= gameState.maxFails) {
alert("Lock picking failed! The lock is now jammed.");
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// Safely remove iframe if it exists in the document
const existingIframe = document.querySelector('div[style*="z-index: 1000"]');
if (existingIframe & & existingIframe.parentNode) {
existingIframe.parentNode.removeChild(existingIframe);
}
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if (currentScene & & currentScene.input & & currentScene.input.mouse) {
currentScene.input.mouse.enabled = true;
}
}
}
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tensionWrench.onclick = () => {
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// Toggle tension levels (none -> light -> medium -> heavy -> none)
gameState.tensionLevel = (gameState.tensionLevel + 1) % 4;
updateTensionWrench();
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};
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// Add this new function to update tension wrench visuals
function updateTensionWrench() {
// Update tension wrench appearance based on level
switch(gameState.tensionLevel) {
case 0: // None
tensionWrench.style.background = '#444';
tensionWrench.style.transform = 'rotate(0deg)';
tensionWrench.textContent = 'Tension: NONE';
break;
case 1: // Light
tensionWrench.style.background = '#666';
tensionWrench.style.transform = 'rotate(2deg)';
tensionWrench.textContent = 'Tension: LIGHT';
break;
case 2: // Medium
tensionWrench.style.background = '#888';
tensionWrench.style.transform = 'rotate(5deg)';
tensionWrench.textContent = 'Tension: MEDIUM';
break;
case 3: // Heavy
tensionWrench.style.background = '#aaa';
tensionWrench.style.transform = 'rotate(8deg)';
tensionWrench.textContent = 'Tension: HEAVY';
break;
}
}
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// Create pins container
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const pinsContainer = document.createElement('div');
pinsContainer.style.cssText = `
display: flex;
gap: 10px;
background: #333;
padding: 20px;
border-radius: 10px;
`;
// Create individual pins
for (let i = 0; i < numPins ; i + + ) {
const pin = document.createElement('div');
pin.style.cssText = `
width: 30px;
height: 100px;
background: #555;
border: 2px solid #777;
border-radius: 5px;
cursor: pointer;
position: relative;
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transition: transform 0.1s;
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`;
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const pinNumber = document.createElement('div');
pinNumber.style.cssText = `
position: absolute;
top: -20px;
width: 100%;
text-align: center;
color: white;
`;
pinNumber.textContent = (i + 1).toString();
pin.appendChild(pinNumber);
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let pressStartTime = 0;
let pressTimer = null;
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function checkPinPress() {
if (pressStartTime === 0) return;
const pressDuration = Date.now() - pressStartTime;
if (pressDuration > gameState.maxPressTime) {
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// Clear the timer first before calling resetPins
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clearInterval(pressTimer);
pressTimer = null;
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resetPins();
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}
}
pin.onmousedown = () => {
pressStartTime = Date.now();
pressTimer = setInterval(checkPinPress, 100);
pin.style.transform = 'translateY(-10px)';
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// Each pin has different tension requirements
const pinIndex = Array.from(pinsContainer.children).indexOf(pin);
const bindingPin = bindingOrder[gameState.currentBindingIndex];
const needsHighTension = gameState.tensionSensitivity[pinIndex];
// Check if this is the current binding pin
if (pinIndex === bindingPin) {
// This pin needs the right tension level
const correctTension = needsHighTension ?
(gameState.tensionLevel === 2 || gameState.tensionLevel === 3) : // Needs medium/heavy
(gameState.tensionLevel === 1 || gameState.tensionLevel === 2); // Needs light/medium
if (correctTension & & !gameState.overTensioned) {
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if (!gameState.hardMode) {
pin.style.background = '#00f';
}
// Start a timer to set the pin
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setTimeout(() => {
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if (pressStartTime !== 0) { // Still pressing
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// Double-check tension is still correct
const stillCorrectTension = needsHighTension ?
(gameState.tensionLevel === 2 || gameState.tensionLevel === 3) :
(gameState.tensionLevel === 1 || gameState.tensionLevel === 2);
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if (stillCorrectTension & & !gameState.overTensioned) {
gameState.pinStates[pinIndex] = 2;
gameState.currentBindingIndex++;
if (clickSound) {
clickSound.currentTime = 0;
clickSound.play().catch(e => console.log('Audio play failed:', e));
}
if (!gameState.hardMode) {
pin.style.background = '#0f0';
}
checkWinCondition();
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}
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}
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}, 500); // Need to hold for 500ms to set
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} else if (gameState.tensionLevel > 0) {
// Wrong tension but trying - give feedback
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if (!gameState.hardMode) {
pin.style.background = '#00f';
}
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// Start counting towards potential reset
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gameState.pinPressTime[pinIndex] = Date.now();
}
} else if (gameState.tensionLevel > 0 & & gameState.pinStates[pinIndex] !== 2) {
if (!gameState.hardMode) {
pin.style.background = '#00f';
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}
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// Start counting towards potential reset
gameState.pinPressTime[pinIndex] = Date.now();
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}
};
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pin.onmouseup = pin.onmouseleave = () => {
pressStartTime = 0;
if (pressTimer) {
clearInterval(pressTimer);
pressTimer = null;
}
pin.style.transform = 'translateY(0)';
if (!gameState.tensionApplied || gameState.pinStates[i] !== 2) {
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pin.style.background = '#555';
}
};
pinsContainer.appendChild(pin);
}
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difficultySelect.onchange = () => {
gameState.hardMode = difficultySelect.value.includes('Hard');
Array.from(pinsContainer.children).forEach(pin => {
pin.style.opacity = gameState.hardMode ? '0.1' : '1';
});
};
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// Add components to game container
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gameContainer.appendChild(difficultySelect);
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gameContainer.appendChild(tensionWrench);
gameContainer.appendChild(pinsContainer);
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// 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);
if (currentScene & & currentScene.input & & currentScene.input.mouse) {
currentScene.input.mouse.enabled = true;
}
};
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// Assemble the interface
iframe.appendChild(closeButton);
iframe.appendChild(instructions);
iframe.appendChild(gameContainer);
document.body.appendChild(iframe);
// Disable game movement
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if (currentScene & & currentScene.input & & currentScene.input.mouse) {
currentScene.input.mouse.enabled = false;
}
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// Add this function before the pin creation loop
function checkWinCondition() {
if (gameState.currentBindingIndex >= numPins) {
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console.log('Lock picked successfully:', lockable);
// For doors, we need to check properties and handle differently
if (lockable & & lockable.properties & & lockable.properties.locked) {
console.log('Unlocking door tile:', lockable);
unlockDoor(lockable, lockable.layer);
alert("Lock successfully picked! The door is now unlocked.");
}
// For containers and other lockable items
else if (lockable.scenarioData) {
console.log('Unlocking container:', lockable.scenarioData);
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lockable.scenarioData.locked = false;
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if (lockable.scenarioData.contents) {
lockable.scenarioData.isUnlockedButNotCollected = true;
alert("Lock successfully picked! You can now interact with it to collect the contents.");
} else {
alert("Lock successfully picked!");
}
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}
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document.body.removeChild(iframe);
if (currentScene & & currentScene.input & & currentScene.input.mouse) {
currentScene.input.mouse.enabled = true;
}
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return true;
}
return false;
}
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// Add these to the gameState object (around line 3120)
gameState.tensionSensitivity = Array(numPins).fill(0).map(() => Math.random() < 0.3 ) ;
gameState.tensionLevel = 0; // 0 = none, 1 = light, 2 = medium, 3 = heavy
gameState.overTensioned = false;
// Add keyboard controls for tension
document.addEventListener('keydown', function(event) {
// Only process if the lockpicking minigame is active
if (!document.querySelector('div[style*="z-index: 1000"]')) return;
if (event.code === 'Space') {
event.preventDefault(); // Prevent page scrolling
// Toggle tension levels (none -> light -> medium -> heavy -> none)
gameState.tensionLevel = (gameState.tensionLevel + 1) % 4;
// Update tension wrench visuals
updateTensionWrench();
// Check if we're over-tensioning
if (gameState.tensionLevel === 3) {
// 30% chance of over-tensioning with heavy pressure
if (Math.random() < 0.3 ) {
gameState.overTensioned = true;
tensionWrench.style.background = '#ff3333';
tensionWrench.style.transform = 'rotate(15deg)';
setTimeout(() => {
alert("You applied too much tension and jammed the lock!");
resetPins();
}, 500);
}
}
}
});
// Add this to log tension debug info to the console
function logTensionDebugInfo() {
const tensionLevels = ['None', 'Light', 'Medium', 'Heavy'];
const tensionColors = ['#444', '#666', '#888', '#aaa'];
const tensionDebugTable = document.createElement('table');
tensionDebugTable.style.cssText = `
width: 100%;
border-collapse: collapse;
margin-top: 20px;
font-size: 12px;
`;
const headerRow = document.createElement('tr');
['Pin', 'Binding Order', 'Tension Required', 'Current Tension'].forEach(headerText => {
const th = document.createElement('th');
th.style.cssText = `
background: #333;
color: white;
padding: 5px;
border: 1px solid #555;
`;
th.textContent = headerText;
headerRow.appendChild(th);
});
tensionDebugTable.appendChild(headerRow);
bindingOrder.forEach((pinIndex, order) => {
const row = document.createElement('tr');
const pinNumber = document.createElement('td');
pinNumber.style.cssText = `
background: #444;
color: white;
padding: 5px;
border: 1px solid #555;
text-align: center;
`;
pinNumber.textContent = (pinIndex + 1).toString();
row.appendChild(pinNumber);
const bindingOrderCell = document.createElement('td');
bindingOrderCell.style.cssText = `
background: ${getColorForOrder(order)};
color: white;
padding: 5px;
border: 1px solid #555;
text-align: center;
`;
bindingOrderCell.textContent = (order + 1).toString();
row.appendChild(bindingOrderCell);
const tensionRequired = gameState.tensionSensitivity[pinIndex] ? 'Medium/Heavy' : 'Light/Medium';
const tensionRequiredCell = document.createElement('td');
tensionRequiredCell.style.cssText = `
background: #555;
color: white;
padding: 5px;
border: 1px solid #555;
text-align: center;
`;
tensionRequiredCell.textContent = tensionRequired;
row.appendChild(tensionRequiredCell);
const currentTensionCell = document.createElement('td');
currentTensionCell.style.cssText = `
background: ${tensionColors[gameState.tensionLevel]};
color: white;
padding: 5px;
border: 1px solid #555;
text-align: center;
`;
currentTensionCell.textContent = tensionLevels[gameState.tensionLevel];
row.appendChild(currentTensionCell);
tensionDebugTable.appendChild(row);
});
console.log('%cLockpicking Tension Debug:', 'font-weight: bold; font-size: 16px;');
console.log(tensionDebugTable.outerHTML);
}
// Call logTensionDebugInfo whenever tension changes
document.addEventListener('keydown', function(event) {
if (event.code === 'Space') {
logTensionDebugInfo();
}
});
tensionWrench.onclick = () => {
// Toggle tension levels (none -> light -> medium -> heavy -> none)
gameState.tensionLevel = (gameState.tensionLevel + 1) % 4;
updateTensionWrench();
logTensionDebugInfo();
};
function getColorForOrder(order) {
const colors = ['#ff0000', '#ff7700', '#ffff00', '#00ff00', '#0000ff', '#7700ff', '#ff00ff'];
return colors[order % colors.length];
}
// Replace the addTensionDebugDisplay function with this console logging version
function logTensionDebugInfo() {
// Log initial pin information
console.log("=== LOCKPICKING DEBUG INFO ===");
console.log("Pin binding order and tension requirements:");
// Create a table for the console
const tableData = [];
// First, create entries for each binding position
for (let orderIndex = 0; orderIndex < numPins ; orderIndex + + ) {
const pinIndex = bindingOrder[orderIndex];
const needsHighTension = gameState.tensionSensitivity[pinIndex];
const tensionNeeded = needsHighTension ? 'Medium/Heavy' : 'Light/Medium';
tableData.push({
'Binding Order': orderIndex + 1,
'Pin #': pinIndex + 1,
'Tension Required': tensionNeeded
});
}
console.table(tableData);
// Update the updateTensionWrench function to log tension changes
const originalUpdateTensionWrench = updateTensionWrench;
updateTensionWrench = function() {
originalUpdateTensionWrench();
// Log the current tension level
let tensionText;
switch(gameState.tensionLevel) {
case 0: tensionText = "NONE"; break;
case 1: tensionText = "LIGHT"; break;
case 2: tensionText = "MEDIUM"; break;
case 3: tensionText = "HEAVY"; break;
}
console.log(`Current Tension: ${tensionText}`);
// Log which pins can be set with current tension
const settablePins = [];
for (let i = 0; i < numPins ; i + + ) {
const needsHighTension = gameState.tensionSensitivity[i];
const correctTension = needsHighTension ?
(gameState.tensionLevel === 2 || gameState.tensionLevel === 3) :
(gameState.tensionLevel === 1 || gameState.tensionLevel === 2);
if (correctTension) {
settablePins.push(i + 1);
}
}
if (settablePins.length > 0) {
console.log(`Pins that can be set with current tension: ${settablePins.join(', ')}`);
} else {
console.log('No pins can be set with current tension level');
}
};
// Also log when pins are pressed
const originalPinOnMouseDown = pin.onmousedown;
pin.onmousedown = function() {
const pinIndex = Array.from(pinsContainer.children).indexOf(this);
const bindingPin = bindingOrder[gameState.currentBindingIndex];
const needsHighTension = gameState.tensionSensitivity[pinIndex];
console.log(`Pin ${pinIndex + 1} pressed`);
console.log(`Current binding pin: ${bindingPin + 1}`);
console.log(`This pin needs ${needsHighTension ? 'Medium/Heavy' : 'Light/Medium'} tension`);
// Call the original handler
originalPinOnMouseDown.call(this);
};
}
// Call this function instead of addTensionDebugDisplay
logTensionDebugInfo();
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}
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// Add this function to get pin count based on difficulty
function getPinCountForDifficulty(difficulty) {
switch(difficulty?.toLowerCase()) {
case 'easy':
return 3;
case 'medium':
return 5;
case 'hard':
return 7;
default:
return 5; // Default to medium difficulty
}
}
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< / script >
< / body >
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< / html >