Remove cut-scene improvements documentation and refactor visibility management

- Deleted the `CUTSCENE_IMPROVEMENTS.md` file as it contained outdated information.
- Refactored the game canvas visibility management in `game.js` and `minigame-manager.js` to streamline the handling of cut-scene visibility.
- Updated `PersonChatMinigame` to simplify the handling of the `canEscConversation` parameter.
- Adjusted `NPCManager` to pass relevant parameters for minigame initialization without relying on deprecated settings.
This commit is contained in:
Z. Cliffe Schreuders
2025-11-14 12:19:28 +00:00
parent 9044ac7ae4
commit 1a09862dbd
7 changed files with 9 additions and 300 deletions

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@@ -1,214 +0,0 @@
# Cut-Scene Improvements: hideGameDuringMinigame and canEscConversation
## Overview
Two new features have been added to BreakEscape to improve cut-scene presentation and player experience:
1. **hideGameDuringMinigame** - Hide the main game canvas while minigames (like person-chat conversations) are running
2. **canEscConversation** - Control whether players can press Esc to exit NPC conversations
These features are particularly useful for creating immersive opening cut-scenes that trigger at game start (delay: 0ms).
## Feature 1: hideGameDuringMinigame
### Problem
When a timed conversation is triggered with `delay: 0`, it starts immediately after the NPC is loaded. However, the main game is briefly visible before the person-chat minigame launches, breaking the immersion of a cut-scene.
### Solution
Set `hideGameDuringMinigame: true` in the scenario JSON to hide the main game canvas during minigames and show it again when the minigame exits.
### Usage
**Scenario-level (applies to all minigames):**
```json
{
"scenario_brief": "My scenario",
"startRoom": "intro_room",
"hideGameDuringMinigame": true
}
```
**Minigame-level (overrides scenario setting for specific minigame):**
```javascript
window.MinigameFramework.startMinigame('person-chat', null, {
npcId: 'director',
hideGameDuringMinigame: true
});
```
### How It Works
1. **At startup:** If `hideGameDuringMinigame: true` is set on the scenario:
- Canvas is hidden (`display: none`) in `game.js` create() BEFORE first room displays
- Inventory container is also hidden (prevents UI from appearing during cut-scene)
2. **During minigames:** Both canvas and inventory container are hidden before minigame starts
3. **On exit:** When the minigame exits:
- Canvas is shown again (`display: block`)
- Inventory container is shown again
4. **Game state:** Game input remains disabled during the minigame to prevent player interaction; the game continues updating in the background
### Timing Details
The canvas AND inventory are hidden VERY early in game initialization:
- After scenario is loaded ✅
- After scenario validation ✅
- **BEFORE first room is created** ✅
- **BEFORE inventory renders** ✅
- **BEFORE any visuals render** ✅
This ensures zero flash of the main game or UI elements - players see a completely blank page until the minigame launches and fills the screen.
## Feature 2: canEscConversation
### Problem
For critical cut-scenes or story moments, you may want to prevent players from casually pressing Esc to exit the conversation. Some scenes should be mandatory viewing.
### Solution
Set `canEscConversation: false` on the NPC to disable the Escape key during that NPC's conversations AND hide the close button (×).
### Usage
**NPC-level setting:**
```json
{
"id": "director",
"displayName": "Mission Director",
"npcType": "person",
"canEscConversation": false,
"storyPath": "scenarios/ink/director.json",
"timedConversation": {
"delay": 0,
"targetKnot": "mission_briefing"
}
}
```
**Default behavior:**
If not specified, `canEscConversation` defaults to `true` (players can press Esc and see the close button).
### How It Works
1. PersonChatMinigame checks the `canEscConversation` setting in `init()`
2. If `false`, the minigame is configured with `showCancel: false` to hide the close button (×)
3. The fallback Escape handler from the base MinigameScene is removed in `start()`
4. Players cannot press Esc to close
5. Players cannot click a close button (it's not shown)
6. Conversation can only be exited by completing the dialogue naturally
7. This creates a truly "locked" cut-scene that must be viewed to completion
## Complete Example: Opening Cut-Scene
```json
{
"scenario_brief": "Corporate Espionage Mission",
"startRoom": "safe_house",
"hideGameDuringMinigame": true,
"rooms": {
"safe_house": {
"type": "room_office",
"npcs": [
{
"id": "handler",
"displayName": "Handler",
"npcType": "person",
"position": { "x": 5, "y": 5 },
"spriteSheet": "hacker",
"storyPath": "scenarios/ink/handler.json",
"canEscConversation": false,
"currentKnot": "start",
"timedConversation": {
"delay": 0,
"targetKnot": "mission_briefing",
"background": "assets/backgrounds/briefing_room.png"
}
}
]
}
}
}
```
In this setup:
1. ✅ Game scenario loads
2. ✅ Main game canvas is hidden BEFORE first room displays (hideGameDuringMinigame: true)
3. ✅ Handler NPC is loaded
4. ✅ Timed conversation triggers immediately (delay: 0)
5. ✅ Person-chat minigame shows mission briefing at "mission_briefing" knot
6. ✅ Player cannot press Esc to skip (canEscConversation: false)
7. ✅ Close button (×) is hidden (canEscConversation: false)
8. ✅ Conversation must be completed naturally - no escape routes
9. ✅ Once conversation ends, canvas is shown again and game is playable
## Combining with Other Minigames
These features work with any minigame type:
- `person-chat` (NPC conversations)
- `notes` (mission briefs, readable documents)
- `container` (equipment/inventory management)
- Custom minigames that extend MinigameScene
Example with mission brief:
```json
{
"id": "briefing_doc",
"type": "notes",
"name": "Mission Brief",
"hideGameDuringMinigame": true,
"readable": true,
"text": "Your mission objectives are..."
}
```
## Technical Details
### Implementation Details
- Modified `js/core/game.js` - Hides canvas at startup if `hideGameDuringMinigame: true`
- Modified `js/minigames/framework/minigame-manager.js` - Hides/shows canvas during minigames
- Updated `js/minigames/person-chat/person-chat-minigame.js` - Hides buttons and Esc key when `canEscConversation: false`
- Modified `js/systems/npc-manager.js` - Passes flags during timed conversation startup
### Canvas & Inventory Manipulation
- **Early hiding:** In `game.js` create() function, both canvas and inventory container are hidden BEFORE room creation
- **Runtime hiding:** Canvas via `this.mainGameScene.game.canvas`, inventory via `document.getElementById('inventory-container')`
- **Visibility control:** Inline CSS: `element.style.display = 'none' | 'block'`
- **Game state:** Preserves game state; the Phaser game continues updating in the background
- **Clean UI:** No game elements visible while minigame is active
### Escape Key & Button Handling
- **Escape key:** Base MinigameScene sets fallback handler in `start()` method
- **Esc disabling:** PersonChatMinigame removes handler in its `start()` when `canEscConversation: false`
- **Close button (×):** Hidden via `closeBtn.style.display = 'none'` in PersonChatMinigame `init()`
- **Cancel button:** Hidden via `showCancel: false` parameter passed to base class
- **Result:** Creates completely "locked" cut-scene with no escape routes
## Testing
To test these features:
1. Load the test scenario: `scenarios/npc-sprite-test2.json`
2. Observe that:
- Game canvas is hidden when person-chat minigame opens
- Esc key does not work for the "Back NPC" (test_npc_back)
- Close button (×) still works
- Canvas reappears when conversation ends
## Browser Compatibility
These features use standard DOM APIs and CSS:
- `HTMLElement.style.display` - Widely supported
- `EventTarget.removeEventListener()` - Widely supported
- No polyfills required for modern browsers
## Performance Considerations
- Hiding the canvas (`display: none`) keeps the game running in the background
- The Phaser game continues to update, which maintains game state
- No memory overhead - just DOM style manipulation
- Ideal for scenarios with multiple cut-scenes
## Future Enhancements
Possible extensions to these features:
- `pauseGameDuringMinigame` - Pause Phaser update loop during minigames
- `hideUIElementsDuringMinigame` - Hide HUD elements like inventory
- `canClickExitDuringMinigame` - Control close button visibility
- `minigameOpacity` - Add fade-in/fade-out effects

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@@ -458,21 +458,6 @@ export async function create() {
return;
}
// Check if we need to hide the game canvas for cut-scenes/minigames
// This must be done BEFORE the first room is displayed
if (gameScenario.hideGameDuringMinigame) {
if (this.game && this.game.canvas) {
this.game.canvas.style.display = 'none';
console.log('🎮 Hidden main game canvas at startup (hideGameDuringMinigame: true)');
}
// Also hide the inventory container
const inventoryContainer = document.getElementById('inventory-container');
if (inventoryContainer) {
inventoryContainer.style.display = 'none';
console.log('🎮 Hidden inventory container at startup');
}
}
// Initialize global narrative variables from scenario
if (gameScenario.globalVariables) {
window.gameState.globalVariables = { ...gameScenario.globalVariables };

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@@ -6,7 +6,6 @@ export const MinigameFramework = {
currentMinigame: null,
registeredScenes: {},
MinigameScene: MinigameScene, // Export the base class
gameHiddenDuringMinigame: false, // Track if game was hidden
init(gameScene) {
this.mainGameScene = gameScene;
@@ -50,23 +49,6 @@ export const MinigameFramework = {
}
}
// Check if main game should be hidden during this minigame
const hideGameDuringMinigame = params?.hideGameDuringMinigame || window.gameScenario?.hideGameDuringMinigame || false;
if (hideGameDuringMinigame && this.mainGameScene && this.mainGameScene.game) {
const canvas = this.mainGameScene.game.canvas;
if (canvas) {
canvas.style.display = 'none';
this.gameHiddenDuringMinigame = true;
console.log('🎮 Hidden main game canvas during minigame');
}
// Also hide the inventory container
const inventoryContainer = document.getElementById('inventory-container');
if (inventoryContainer) {
inventoryContainer.style.display = 'none';
console.log('🎮 Hidden inventory container during minigame');
}
}
// Disable main game input if we have a main game scene
// (unless the minigame explicitly allows game input via disableGameInput: false)
if (this.mainGameScene && this.mainGameScene.input) {
@@ -140,22 +122,6 @@ export const MinigameFramework = {
});
}
// Show main game canvas again if it was hidden
if (this.gameHiddenDuringMinigame && this.mainGameScene && this.mainGameScene.game) {
const canvas = this.mainGameScene.game.canvas;
if (canvas) {
canvas.style.display = 'block';
this.gameHiddenDuringMinigame = false;
console.log('🎮 Showed main game canvas again after minigame');
}
// Also show the inventory container again
const inventoryContainer = document.getElementById('inventory-container');
if (inventoryContainer) {
inventoryContainer.style.display = 'block';
console.log('🎮 Showed inventory container again after minigame');
}
}
// Re-enable main game input if we have a main game scene and we disabled it
if (this.mainGameScene && this.mainGameScene.input && this.gameInputDisabled) {
this.mainGameScene.input.mouse.enabled = true;

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@@ -51,7 +51,6 @@ export class PersonChatMinigame extends MinigameScene {
this.npcId = params.npcId;
this.title = params.title || 'Conversation';
this.background = params.background; // Optional background image path from timedConversation
this.canEscConversation = params.canEscConversation !== false; // Allow Esc by default, can be disabled
// Verify NPC exists
const npc = this.npcManager.getNPC(this.npcId);
@@ -151,24 +150,8 @@ export class PersonChatMinigame extends MinigameScene {
if (!this.params.cancelText) {
this.params.cancelText = 'End Conversation';
}
// If canEscConversation is false, hide the close button and cancel button
if (!this.canEscConversation) {
this.params.showCancel = false;
console.log('🎭 Close/cancel buttons hidden because canEscConversation is false');
}
super.init();
// If canEscConversation is false, also hide the close (×) button in header
if (!this.canEscConversation) {
const closeBtn = this.container.querySelector('.minigame-close-button');
if (closeBtn) {
closeBtn.style.display = 'none';
console.log('🎭 Hidden minigame close button (×)');
}
}
// Initialize timer for auto-advance
this.autoAdvanceTimer = null;
@@ -298,16 +281,6 @@ export class PersonChatMinigame extends MinigameScene {
console.log('🎭 PersonChatMinigame started');
// Handle canEscConversation setting
if (!this.canEscConversation) {
// Remove the fallback Escape handler set by base class if Esc is not allowed
if (this._fallbackCloseHandler) {
document.removeEventListener('keydown', this._fallbackCloseHandler);
this._fallbackCloseHandler = null;
console.log('🎭 Disabled Escape key for conversation (canEscConversation: false)');
}
}
// Track NPC context for tag processing and minigame return flow
window.currentConversationNPCId = this.npcId;
window.currentConversationMinigameType = 'person-chat';

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@@ -704,16 +704,11 @@ export default class NPCManager {
if (window.MinigameFramework && typeof window.MinigameFramework.startMinigame === 'function') {
console.log(`🎭 Starting timed conversation for ${conversation.npcId} at knot: ${conversation.targetKnot}`);
// Build minigame params with optional NPC-specific settings
const minigameParams = {
window.MinigameFramework.startMinigame('person-chat', null, {
npcId: conversation.npcId,
title: npc.displayName || conversation.npcId,
background: conversation.background, // Optional background image path
canEscConversation: npc.canEscConversation !== false, // Allow by default, disable if set to false
hideGameDuringMinigame: npc.hideGameDuringMinigame !== undefined ? npc.hideGameDuringMinigame : window.gameScenario?.hideGameDuringMinigame
};
window.MinigameFramework.startMinigame('person-chat', null, minigameParams);
background: conversation.background // Optional background image path
});
} else {
console.warn(`[NPCManager] MinigameFramework not available to start person-chat for timed conversation`);
}

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@@ -52,6 +52,12 @@ export function createNPCSprite(scene, npc, roomData) {
sprite.body.setSize(18, 10); // Collision body size (wider for better hit detection)
sprite.body.setOffset(23, 50); // Offset for feet position (64px sprite, adjusted for wider box)
// Add friction to prevent NPCs from sliding far when pushed
// High drag causes velocity to quickly decay (good for stationary NPCs)
// High linear damping provides additional deceleration (complements drag)
sprite.body.setDrag(0.95); // Drag: 0.95 = lose 95% of velocity per second
sprite.body.setLinearDamping(0.8); // Linear damping: additional 80% deceleration
// Set up animations
setupNPCAnimations(scene, sprite, spriteSheet, config, npc.id);

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@@ -4,7 +4,6 @@
"player_joined_organization": false
},
"startRoom": "test_room",
"hideGameDuringMinigame": true,
"startItemsInInventory": [
{
@@ -97,7 +96,6 @@
"idleFrameEnd": 23
},
"storyPath": "scenarios/ink/test2.json",
"canEscConversation": false,
"currentKnot": "hub",
"timedConversation": {
"delay": 0,