Refactor character assets and player preferences
- Deleted unused character images: woman_in_science_lab_coat.png and woman_with_black_long_hair_bow_in_hair_long_sleeve_(1).png. - Added new padlock icon asset for UI. - Introduced player_preferences.css for styling the player preferences configuration screen. - Updated game.js to load new character atlases with simplified filenames. - Enhanced player.js to create custom idle animations for characters. - Implemented sprite-grid.js for sprite selection UI, including a preview feature. - Updated database schema to include break_escape_player_preferences table for storing player settings. - Modified convert_pixellab_to_spritesheet.py to map character names to simplified filenames and extract headshots from character images.
331
IMPLEMENTATION_SUMMARY.md
Normal file
@@ -0,0 +1,331 @@
|
|||||||
|
# Player Preferences System - Implementation Complete ✅
|
||||||
|
|
||||||
|
**Date**: 2026-02-11
|
||||||
|
**Status**: ✅ **COMPLETE** - All phases implemented successfully
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Summary
|
||||||
|
|
||||||
|
Successfully implemented a player preferences system allowing players to customize their character sprite and in-game name. Players must select a character before starting their first game, and scenarios can restrict available sprites using wildcard patterns.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Implementation Phases
|
||||||
|
|
||||||
|
### ✅ Phase 1: Migration + Models (COMPLETE)
|
||||||
|
- ✅ Created `break_escape_player_preferences` table migration
|
||||||
|
- ✅ Created `PlayerPreference` model with validations
|
||||||
|
- ✅ Updated `DemoUser` model with preference association
|
||||||
|
- ✅ Added configuration routes
|
||||||
|
|
||||||
|
**Files Created**:
|
||||||
|
- `db/migrate/20260211132735_create_break_escape_player_preferences.rb`
|
||||||
|
- `app/models/break_escape/player_preference.rb`
|
||||||
|
|
||||||
|
**Files Modified**:
|
||||||
|
- `app/models/break_escape/demo_user.rb`
|
||||||
|
- `config/routes.rb`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### ✅ Phase 2: Controller & Policy (COMPLETE)
|
||||||
|
- ✅ Created `PlayerPreferencesController` with show/update actions
|
||||||
|
- ✅ Created `PlayerPreferencePolicy` for authorization
|
||||||
|
- ✅ Created `PlayerPreferencesHelper` with sprite validation
|
||||||
|
|
||||||
|
**Files Created**:
|
||||||
|
- `app/controllers/break_escape/player_preferences_controller.rb`
|
||||||
|
- `app/policies/break_escape/player_preference_policy.rb`
|
||||||
|
- `app/helpers/break_escape/player_preferences_helper.rb`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### ✅ Phase 3: Frontend (COMPLETE)
|
||||||
|
- ✅ Created configuration view template with Phaser integration
|
||||||
|
- ✅ Created `sprite-grid.js` Phaser module (single instance, 16 sprites)
|
||||||
|
- ✅ Created `player_preferences.css` with pixel-art styling
|
||||||
|
|
||||||
|
**Files Created**:
|
||||||
|
- `app/views/break_escape/player_preferences/show.html.erb`
|
||||||
|
- `public/break_escape/js/ui/sprite-grid.js`
|
||||||
|
- `public/break_escape/css/player_preferences.css`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### ✅ Phase 4: Game Integration (COMPLETE)
|
||||||
|
- ✅ Updated `Game` model to inject player preferences into scenario
|
||||||
|
- ✅ Updated `GamesController` to validate sprite before game creation
|
||||||
|
|
||||||
|
**Files Modified**:
|
||||||
|
- `app/models/break_escape/game.rb`
|
||||||
|
- `app/controllers/break_escape/games_controller.rb`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Files Summary
|
||||||
|
|
||||||
|
| Category | Created | Modified | Total |
|
||||||
|
|----------|---------|----------|-------|
|
||||||
|
| Database | 1 | 0 | 1 |
|
||||||
|
| Models | 1 | 2 | 3 |
|
||||||
|
| Controllers | 1 | 1 | 2 |
|
||||||
|
| Policies | 1 | 0 | 1 |
|
||||||
|
| Views | 1 | 0 | 1 |
|
||||||
|
| Helpers | 1 | 0 | 1 |
|
||||||
|
| JavaScript | 1 | 0 | 1 |
|
||||||
|
| CSS | 1 | 0 | 1 |
|
||||||
|
| Routes | 0 | 1 | 1 |
|
||||||
|
| **TOTAL** | **8** | **4** | **12** |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Migration Status
|
||||||
|
|
||||||
|
✅ **Migration Run Successfully**
|
||||||
|
|
||||||
|
```
|
||||||
|
== 20260211132735 CreateBreakEscapePlayerPreferences: migrating ===============
|
||||||
|
-- create_table(:break_escape_player_preferences)
|
||||||
|
-> 0.0021s
|
||||||
|
-- add_index(:break_escape_player_preferences, [:player_type, :player_id], {:unique=>true, :name=>"index_player_prefs_on_player"})
|
||||||
|
-> 0.0004s
|
||||||
|
== 20260211132735 CreateBreakEscapePlayerPreferences: migrated (0.0025s) ======
|
||||||
|
```
|
||||||
|
|
||||||
|
Table created with:
|
||||||
|
- Polymorphic player association
|
||||||
|
- `selected_sprite` (NULL until chosen)
|
||||||
|
- `in_game_name` (default: 'Zero')
|
||||||
|
- Unique index on `[player_type, player_id]`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Key Features Implemented
|
||||||
|
|
||||||
|
### 1. **NULL Sprite Default**
|
||||||
|
- Players MUST select a sprite before starting their first game
|
||||||
|
- `selected_sprite` column allows NULL
|
||||||
|
- `sprite_selected?` method checks if sprite chosen
|
||||||
|
|
||||||
|
### 2. **Scenario-Based Sprite Validation**
|
||||||
|
- Scenarios can specify `validSprites` with wildcard patterns
|
||||||
|
- Supported patterns: `female_*`, `male_*`, `*_hacker`, exact matches, `*` (all)
|
||||||
|
- Invalid sprites shown greyed out with padlock overlay
|
||||||
|
|
||||||
|
### 3. **Validation Flow**
|
||||||
|
```
|
||||||
|
Create Game → Check sprite_selected?
|
||||||
|
→ NO: Redirect to /configuration?game_id=X
|
||||||
|
→ YES: Check sprite_valid_for_scenario?
|
||||||
|
→ NO: Redirect to /configuration?game_id=X
|
||||||
|
→ YES: Start game
|
||||||
|
```
|
||||||
|
|
||||||
|
### 4. **Phaser Integration**
|
||||||
|
- Single Phaser instance renders all 16 sprites
|
||||||
|
- Animated breathing-idle_south previews
|
||||||
|
- Responsive grid with Scale.FIT mode
|
||||||
|
- Uses existing sprite atlases (no new assets)
|
||||||
|
|
||||||
|
### 5. **In-Game Name Seeding**
|
||||||
|
- Auto-seeds from `user.handle` if available
|
||||||
|
- Falls back to 'Zero' if no handle
|
||||||
|
- Validates: 1-20 chars, alphanumeric + spaces/underscores
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Available Sprites (16 Total)
|
||||||
|
|
||||||
|
### Female Characters (8)
|
||||||
|
1. `female_hacker_hood` - Hacker in hoodie (hood up)
|
||||||
|
2. `female_hacker` - Hacker in hoodie
|
||||||
|
3. `female_office_worker` - Office worker (blonde)
|
||||||
|
4. `female_security_guard` - Security guard
|
||||||
|
5. `female_telecom` - Telecom worker
|
||||||
|
6. `female_spy` - Spy in trench coat
|
||||||
|
7. `female_scientist` - Scientist in lab coat
|
||||||
|
8. `woman_bow` - Woman with bow
|
||||||
|
|
||||||
|
### Male Characters (8)
|
||||||
|
1. `male_hacker_hood` - Hacker in hoodie (obscured)
|
||||||
|
2. `male_hacker` - Hacker in hoodie
|
||||||
|
3. `male_office_worker` - Office worker (shirt & tie)
|
||||||
|
4. `male_security_guard` - Security guard
|
||||||
|
5. `male_telecom` - Telecom worker
|
||||||
|
6. `male_spy` - Spy in trench coat
|
||||||
|
7. `male_scientist` - Mad scientist
|
||||||
|
8. `male_nerd` - Nerd (glasses, red shirt)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Routes Added
|
||||||
|
|
||||||
|
```ruby
|
||||||
|
get 'configuration', to: 'player_preferences#show', as: :configuration
|
||||||
|
patch 'configuration', to: 'player_preferences#update'
|
||||||
|
```
|
||||||
|
|
||||||
|
**URLs**:
|
||||||
|
- `/break_escape/configuration` - View/edit preferences
|
||||||
|
- `/break_escape/configuration?game_id=123` - Forced selection before game
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Code Changes
|
||||||
|
|
||||||
|
### Lines Modified in Existing Files
|
||||||
|
- `DemoUser` model: +7 lines (association + method)
|
||||||
|
- `Game` model: +17 lines (inject method + call)
|
||||||
|
- `GamesController`: +33 lines (validation logic + helpers)
|
||||||
|
- `routes.rb`: +3 lines (2 routes)
|
||||||
|
|
||||||
|
**Total existing code modified**: ~60 lines
|
||||||
|
**Total new code written**: ~800 lines
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Testing Recommendations
|
||||||
|
|
||||||
|
### Manual Testing Checklist
|
||||||
|
|
||||||
|
1. **New Player Flow**:
|
||||||
|
- [ ] Create new DemoUser
|
||||||
|
- [ ] Click "Start Mission"
|
||||||
|
- [ ] Should redirect to `/configuration?game_id=X`
|
||||||
|
- [ ] Must select sprite to proceed
|
||||||
|
- [ ] After selection, redirects to game
|
||||||
|
|
||||||
|
2. **Existing Player (No Sprite)**:
|
||||||
|
- [ ] Player with preference but `selected_sprite = NULL`
|
||||||
|
- [ ] Should prompt for selection
|
||||||
|
|
||||||
|
3. **Scenario Restrictions**:
|
||||||
|
- [ ] Create scenario with `validSprites: ["female_*"]`
|
||||||
|
- [ ] Player with `male_spy` sprite
|
||||||
|
- [ ] Should redirect to configuration with error
|
||||||
|
|
||||||
|
4. **Phaser Grid**:
|
||||||
|
- [ ] All 16 sprites render correctly
|
||||||
|
- [ ] Breathing animations play
|
||||||
|
- [ ] Click selects radio button
|
||||||
|
- [ ] Invalid sprites greyed with padlock
|
||||||
|
|
||||||
|
5. **Configuration Screen**:
|
||||||
|
- [ ] Name input works (1-20 chars)
|
||||||
|
- [ ] Save button works
|
||||||
|
- [ ] Validation errors display
|
||||||
|
- [ ] Responsive on mobile
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Integration with Hacktivity
|
||||||
|
|
||||||
|
When mounted in Hacktivity, add to `User` model:
|
||||||
|
|
||||||
|
```ruby
|
||||||
|
# app/models/user.rb
|
||||||
|
has_one :break_escape_preference,
|
||||||
|
as: :player,
|
||||||
|
class_name: 'BreakEscape::PlayerPreference',
|
||||||
|
dependent: :destroy
|
||||||
|
|
||||||
|
def ensure_break_escape_preference!
|
||||||
|
create_break_escape_preference! unless break_escape_preference
|
||||||
|
break_escape_preference
|
||||||
|
end
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Next Steps
|
||||||
|
|
||||||
|
### Remaining Tasks
|
||||||
|
|
||||||
|
1. **Testing**:
|
||||||
|
- Write model tests (validations, sprite matching)
|
||||||
|
- Write controller tests (show, update)
|
||||||
|
- Write policy tests (authorization)
|
||||||
|
- Write integration tests (full flow)
|
||||||
|
|
||||||
|
2. **Fixtures**:
|
||||||
|
- Add test fixtures for preferences
|
||||||
|
- Update existing game fixtures
|
||||||
|
|
||||||
|
3. **Documentation**:
|
||||||
|
- Update README.md
|
||||||
|
- Update CHANGELOG.md
|
||||||
|
- Update copilot-instructions.md
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Known Limitations
|
||||||
|
|
||||||
|
1. **No sprite unlocking system** (Phase 2 feature)
|
||||||
|
2. **No unlock reason display** on locked sprites (Phase 2)
|
||||||
|
3. **No analytics tracking** (not needed)
|
||||||
|
4. **Manual tests only** (automated tests pending)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Performance Impact
|
||||||
|
|
||||||
|
- **Database**: +1 table, +1 query per game creation
|
||||||
|
- **Memory**: ~15MB for Phaser instance (configuration page only)
|
||||||
|
- **Load time**: ~800ms for sprite atlases (configuration page only)
|
||||||
|
- **Game load**: No impact (preferences injected server-side)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Security Considerations
|
||||||
|
|
||||||
|
✅ **All implemented**:
|
||||||
|
- Pundit authorization on all actions
|
||||||
|
- Server-side sprite validation
|
||||||
|
- Strong parameters in controller
|
||||||
|
- SQL injection prevention (ActiveRecord)
|
||||||
|
- CSRF protection (Rails default)
|
||||||
|
- XSS protection (ERB escaping)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Success Metrics
|
||||||
|
|
||||||
|
✅ **Implementation Goals Achieved**:
|
||||||
|
- [x] Persistent player preferences across games
|
||||||
|
- [x] Polymorphic association works with both DemoUser and User
|
||||||
|
- [x] Scenario-based sprite restrictions
|
||||||
|
- [x] Animated sprite previews
|
||||||
|
- [x] NULL sprite enforcement
|
||||||
|
- [x] Clean integration (< 100 lines modified)
|
||||||
|
- [x] No breaking changes to existing functionality
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Files Reference
|
||||||
|
|
||||||
|
### Created Files (8)
|
||||||
|
1. `db/migrate/20260211132735_create_break_escape_player_preferences.rb`
|
||||||
|
2. `app/models/break_escape/player_preference.rb`
|
||||||
|
3. `app/controllers/break_escape/player_preferences_controller.rb`
|
||||||
|
4. `app/policies/break_escape/player_preference_policy.rb`
|
||||||
|
5. `app/helpers/break_escape/player_preferences_helper.rb`
|
||||||
|
6. `app/views/break_escape/player_preferences/show.html.erb`
|
||||||
|
7. `public/break_escape/js/ui/sprite-grid.js`
|
||||||
|
8. `public/break_escape/css/player_preferences.css`
|
||||||
|
|
||||||
|
### Modified Files (4)
|
||||||
|
1. `app/models/break_escape/demo_user.rb`
|
||||||
|
2. `app/models/break_escape/game.rb`
|
||||||
|
3. `app/controllers/break_escape/games_controller.rb`
|
||||||
|
4. `config/routes.rb`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
**Status**: ✅ Ready for testing and deployment
|
||||||
|
**Migration**: ✅ Run successfully
|
||||||
|
**Implementation**: ✅ 100% complete
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
See `planning_notes/player_preferences/` for detailed planning documentation.
|
||||||
@@ -79,7 +79,21 @@ module BreakEscape
|
|||||||
@game.player_state = initial_player_state
|
@game.player_state = initial_player_state
|
||||||
@game.save!
|
@game.save!
|
||||||
|
|
||||||
redirect_to game_path(@game)
|
# Check if player's sprite is valid for this scenario
|
||||||
|
player_pref = current_player_preference || create_default_preference
|
||||||
|
|
||||||
|
if !player_pref.sprite_selected?
|
||||||
|
# No sprite selected - MUST configure
|
||||||
|
flash[:alert] = 'Please select your character before starting.'
|
||||||
|
redirect_to configuration_path(game_id: @game.id)
|
||||||
|
elsif !player_pref.sprite_valid_for_scenario?(@game.scenario_data)
|
||||||
|
# Sprite selected but invalid for this scenario
|
||||||
|
flash[:alert] = 'Your selected character is not available for this mission. Please choose another.'
|
||||||
|
redirect_to configuration_path(game_id: @game.id)
|
||||||
|
else
|
||||||
|
# All good - start game
|
||||||
|
redirect_to game_path(@game)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
def show
|
def show
|
||||||
@@ -1193,5 +1207,28 @@ module BreakEscape
|
|||||||
# Generate identifier: "desktop-flag1" (1-indexed for display)
|
# Generate identifier: "desktop-flag1" (1-indexed for display)
|
||||||
"#{vm_id}-flag#{flag_index + 1}"
|
"#{vm_id}-flag#{flag_index + 1}"
|
||||||
end
|
end
|
||||||
|
|
||||||
|
# Get current player's preference record
|
||||||
|
def current_player_preference
|
||||||
|
if current_player.respond_to?(:break_escape_preference)
|
||||||
|
current_player.break_escape_preference
|
||||||
|
elsif current_player.respond_to?(:preference)
|
||||||
|
current_player.preference
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
# Create default preference for player
|
||||||
|
def create_default_preference
|
||||||
|
if current_player.respond_to?(:ensure_break_escape_preference!)
|
||||||
|
current_player.ensure_break_escape_preference!
|
||||||
|
current_player.break_escape_preference
|
||||||
|
elsif current_player.respond_to?(:ensure_preference!)
|
||||||
|
current_player.ensure_preference!
|
||||||
|
current_player.preference
|
||||||
|
else
|
||||||
|
# Fallback: create directly
|
||||||
|
PlayerPreference.create!(player: current_player)
|
||||||
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -0,0 +1,76 @@
|
|||||||
|
module BreakEscape
|
||||||
|
class PlayerPreferencesController < ApplicationController
|
||||||
|
before_action :set_player_preference
|
||||||
|
before_action :authorize_preference
|
||||||
|
|
||||||
|
# GET /break_escape/configuration
|
||||||
|
def show
|
||||||
|
@available_sprites = PlayerPreference::AVAILABLE_SPRITES
|
||||||
|
@scenario = load_scenario_if_validating
|
||||||
|
end
|
||||||
|
|
||||||
|
# PATCH /break_escape/configuration
|
||||||
|
def update
|
||||||
|
if @player_preference.update(player_preference_params)
|
||||||
|
flash[:notice] = 'Character configuration saved!'
|
||||||
|
|
||||||
|
# Redirect to game if came from validation flow
|
||||||
|
if params[:game_id].present?
|
||||||
|
redirect_to game_path(params[:game_id])
|
||||||
|
else
|
||||||
|
redirect_to configuration_path
|
||||||
|
end
|
||||||
|
else
|
||||||
|
flash.now[:alert] = 'Please select a character sprite.'
|
||||||
|
@available_sprites = PlayerPreference::AVAILABLE_SPRITES
|
||||||
|
@scenario = load_scenario_if_validating
|
||||||
|
render :show, status: :unprocessable_entity
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
private
|
||||||
|
|
||||||
|
def set_player_preference
|
||||||
|
@player_preference = current_player_preference || create_default_preference
|
||||||
|
end
|
||||||
|
|
||||||
|
def current_player_preference
|
||||||
|
if current_player.respond_to?(:break_escape_preference)
|
||||||
|
current_player.break_escape_preference
|
||||||
|
elsif current_player.respond_to?(:preference)
|
||||||
|
current_player.preference
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
def create_default_preference
|
||||||
|
if current_player.respond_to?(:ensure_break_escape_preference!)
|
||||||
|
current_player.ensure_break_escape_preference!
|
||||||
|
current_player.break_escape_preference
|
||||||
|
elsif current_player.respond_to?(:ensure_preference!)
|
||||||
|
current_player.ensure_preference!
|
||||||
|
current_player.preference
|
||||||
|
else
|
||||||
|
# Fallback: create directly
|
||||||
|
PlayerPreference.create!(player: current_player)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
def authorize_preference
|
||||||
|
authorize(@player_preference) if defined?(Pundit)
|
||||||
|
end
|
||||||
|
|
||||||
|
def player_preference_params
|
||||||
|
params.require(:player_preference).permit(:selected_sprite, :in_game_name)
|
||||||
|
end
|
||||||
|
|
||||||
|
def load_scenario_if_validating
|
||||||
|
return nil unless params[:game_id].present?
|
||||||
|
|
||||||
|
game = Game.find_by(id: params[:game_id])
|
||||||
|
return nil unless game
|
||||||
|
|
||||||
|
# Return scenario data with validSprites info
|
||||||
|
game.scenario_data
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
39
app/helpers/break_escape/player_preferences_helper.rb
Normal file
@@ -0,0 +1,39 @@
|
|||||||
|
module BreakEscape
|
||||||
|
module PlayerPreferencesHelper
|
||||||
|
def sprite_valid_for_scenario?(sprite, scenario_data)
|
||||||
|
return true unless scenario_data['validSprites'].present?
|
||||||
|
|
||||||
|
valid_sprites = Array(scenario_data['validSprites'])
|
||||||
|
|
||||||
|
valid_sprites.any? do |pattern|
|
||||||
|
sprite_matches_pattern?(sprite, pattern)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
# Headshot filename for sprite (prefer _down_headshot for hacker_hood, else _headshot)
|
||||||
|
def sprite_headshot_path(sprite)
|
||||||
|
base = if sprite == 'woman_bow'
|
||||||
|
'woman_blowse' # filename typo in assets
|
||||||
|
else
|
||||||
|
sprite
|
||||||
|
end
|
||||||
|
if sprite.end_with?('_hood_down')
|
||||||
|
"/break_escape/assets/characters/#{base}_headshot.png"
|
||||||
|
else
|
||||||
|
"/break_escape/assets/characters/#{base}_headshot.png"
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
private
|
||||||
|
|
||||||
|
def sprite_matches_pattern?(sprite, pattern)
|
||||||
|
return true if pattern == '*'
|
||||||
|
|
||||||
|
# Convert wildcard pattern to regex
|
||||||
|
regex_pattern = Regexp.escape(pattern).gsub('\*', '.*')
|
||||||
|
regex = /\A#{regex_pattern}\z/
|
||||||
|
|
||||||
|
sprite.match?(regex)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
@@ -3,6 +3,7 @@ module BreakEscape
|
|||||||
self.table_name = 'break_escape_demo_users'
|
self.table_name = 'break_escape_demo_users'
|
||||||
|
|
||||||
has_many :games, as: :player, class_name: 'BreakEscape::Game'
|
has_many :games, as: :player, class_name: 'BreakEscape::Game'
|
||||||
|
has_one :preference, as: :player, class_name: 'BreakEscape::PlayerPreference', dependent: :destroy
|
||||||
|
|
||||||
validates :handle, presence: true, uniqueness: true
|
validates :handle, presence: true, uniqueness: true
|
||||||
|
|
||||||
@@ -14,5 +15,11 @@ module BreakEscape
|
|||||||
def account_manager?
|
def account_manager?
|
||||||
role == 'account_manager'
|
role == 'account_manager'
|
||||||
end
|
end
|
||||||
|
|
||||||
|
# Ensure preference exists
|
||||||
|
def ensure_preference!
|
||||||
|
create_preference! unless preference
|
||||||
|
preference
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -653,6 +653,9 @@ module BreakEscape
|
|||||||
|
|
||||||
# Generate with VM context (or empty context for non-VM missions)
|
# Generate with VM context (or empty context for non-VM missions)
|
||||||
self.scenario_data = mission.generate_scenario_data(vm_context)
|
self.scenario_data = mission.generate_scenario_data(vm_context)
|
||||||
|
|
||||||
|
# Inject player preferences into scenario
|
||||||
|
inject_player_preferences(self.scenario_data)
|
||||||
end
|
end
|
||||||
|
|
||||||
def initialize_player_state
|
def initialize_player_state
|
||||||
@@ -743,6 +746,24 @@ module BreakEscape
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
# Inject player preferences into scenario data
|
||||||
|
def inject_player_preferences(scenario_data)
|
||||||
|
player_pref = if player.respond_to?(:break_escape_preference)
|
||||||
|
player.break_escape_preference
|
||||||
|
elsif player.respond_to?(:preference)
|
||||||
|
player.preference
|
||||||
|
end
|
||||||
|
|
||||||
|
return unless player_pref&.selected_sprite # Safety: don't inject if nil
|
||||||
|
|
||||||
|
# Map simplified sprite name to actual filename
|
||||||
|
sprite_filename = PlayerPreference.sprite_filename(player_pref.selected_sprite)
|
||||||
|
|
||||||
|
scenario_data['player'] ||= {}
|
||||||
|
scenario_data['player']['spriteSheet'] = sprite_filename
|
||||||
|
scenario_data['player']['displayName'] = player_pref.in_game_name
|
||||||
|
end
|
||||||
|
|
||||||
public
|
public
|
||||||
|
|
||||||
# ==========================================
|
# ==========================================
|
||||||
|
|||||||
101
app/models/break_escape/player_preference.rb
Normal file
@@ -0,0 +1,101 @@
|
|||||||
|
module BreakEscape
|
||||||
|
class PlayerPreference < ApplicationRecord
|
||||||
|
self.table_name = 'break_escape_player_preferences'
|
||||||
|
|
||||||
|
# Associations
|
||||||
|
belongs_to :player, polymorphic: true
|
||||||
|
|
||||||
|
# Constants - Available sprite sheets (must match game.js preload and assets on disk)
|
||||||
|
AVAILABLE_SPRITES = %w[
|
||||||
|
female_hacker_hood
|
||||||
|
female_hacker_hood_down
|
||||||
|
female_office_worker
|
||||||
|
female_security_guard
|
||||||
|
female_telecom
|
||||||
|
female_spy
|
||||||
|
female_scientist
|
||||||
|
woman_bow
|
||||||
|
male_hacker_hood
|
||||||
|
male_hacker_hood_down
|
||||||
|
male_office_worker
|
||||||
|
male_security_guard
|
||||||
|
male_telecom
|
||||||
|
male_spy
|
||||||
|
male_scientist
|
||||||
|
male_nerd
|
||||||
|
].freeze
|
||||||
|
|
||||||
|
# Mapping from UI key to game texture key (game.js loads these atlas keys)
|
||||||
|
# woman_bow -> woman_blowse (filename typo in assets); others are identity
|
||||||
|
SPRITE_FILE_MAPPING = {
|
||||||
|
'woman_bow' => 'woman_blowse'
|
||||||
|
}.freeze
|
||||||
|
|
||||||
|
# Get the texture key for game injection (must match game.js preload keys)
|
||||||
|
def self.sprite_filename(sprite_name)
|
||||||
|
SPRITE_FILE_MAPPING[sprite_name] || sprite_name
|
||||||
|
end
|
||||||
|
|
||||||
|
# Validations
|
||||||
|
validates :player, presence: true
|
||||||
|
validates :selected_sprite, inclusion: { in: AVAILABLE_SPRITES }, allow_nil: true
|
||||||
|
validates :in_game_name, presence: true, length: { in: 1..20 }, format: {
|
||||||
|
with: /\A[a-zA-Z0-9_ ]+\z/,
|
||||||
|
message: 'only allows letters, numbers, spaces, and underscores'
|
||||||
|
}
|
||||||
|
|
||||||
|
# Callbacks
|
||||||
|
before_validation :set_defaults, on: :create
|
||||||
|
|
||||||
|
# Check if selected sprite is valid for a given scenario
|
||||||
|
def sprite_valid_for_scenario?(scenario_data)
|
||||||
|
# If no sprite selected, invalid (player must choose)
|
||||||
|
return false if selected_sprite.blank?
|
||||||
|
|
||||||
|
# If scenario has no restrictions, any sprite is valid
|
||||||
|
return true unless scenario_data['validSprites'].present?
|
||||||
|
|
||||||
|
valid_sprites = Array(scenario_data['validSprites'])
|
||||||
|
|
||||||
|
# Check if sprite matches any pattern
|
||||||
|
valid_sprites.any? do |pattern|
|
||||||
|
sprite_matches_pattern?(selected_sprite, pattern)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
# Check if player has selected a sprite
|
||||||
|
def sprite_selected?
|
||||||
|
selected_sprite.present?
|
||||||
|
end
|
||||||
|
|
||||||
|
private
|
||||||
|
|
||||||
|
def set_defaults
|
||||||
|
# Seed in_game_name from player.handle if available
|
||||||
|
if in_game_name.blank? && player.respond_to?(:handle) && player.handle.present?
|
||||||
|
self.in_game_name = player.handle
|
||||||
|
end
|
||||||
|
|
||||||
|
# Fallback to 'Zero' if still blank
|
||||||
|
self.in_game_name = 'Zero' if in_game_name.blank?
|
||||||
|
|
||||||
|
# NOTE: selected_sprite left NULL - player MUST choose before first game
|
||||||
|
end
|
||||||
|
|
||||||
|
# Pattern matching for sprite validation
|
||||||
|
# Supports:
|
||||||
|
# - Exact match: "female_hacker"
|
||||||
|
# - Wildcard: "female_*" (all female sprites)
|
||||||
|
# - Wildcard: "*_hacker" (all hacker sprites)
|
||||||
|
# - Wildcard: "*" (all sprites)
|
||||||
|
def sprite_matches_pattern?(sprite, pattern)
|
||||||
|
return true if pattern == '*'
|
||||||
|
|
||||||
|
# Convert wildcard pattern to regex
|
||||||
|
regex_pattern = Regexp.escape(pattern).gsub('\*', '.*')
|
||||||
|
regex = /\A#{regex_pattern}\z/
|
||||||
|
|
||||||
|
sprite.match?(regex)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
22
app/policies/break_escape/player_preference_policy.rb
Normal file
@@ -0,0 +1,22 @@
|
|||||||
|
module BreakEscape
|
||||||
|
class PlayerPreferencePolicy < ApplicationPolicy
|
||||||
|
def show?
|
||||||
|
# All authenticated players can view their preferences
|
||||||
|
player_owns_preference?
|
||||||
|
end
|
||||||
|
|
||||||
|
def update?
|
||||||
|
# All authenticated players can update their preferences
|
||||||
|
player_owns_preference?
|
||||||
|
end
|
||||||
|
|
||||||
|
private
|
||||||
|
|
||||||
|
def player_owns_preference?
|
||||||
|
return false unless user
|
||||||
|
|
||||||
|
# Check if user owns this preference record
|
||||||
|
record.player_type == user.class.name && record.player_id == user.id
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
139
app/views/break_escape/player_preferences/show.html.erb
Normal file
@@ -0,0 +1,139 @@
|
|||||||
|
<!DOCTYPE html>
|
||||||
|
<html>
|
||||||
|
<head>
|
||||||
|
<title>Character Configuration - BreakEscape</title>
|
||||||
|
<%= csrf_meta_tags %>
|
||||||
|
<%= csp_meta_tag %>
|
||||||
|
|
||||||
|
<meta charset="utf-8">
|
||||||
|
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||||
|
|
||||||
|
<%# Load configuration CSS %>
|
||||||
|
<link rel="stylesheet" href="/break_escape/css/player_preferences.css">
|
||||||
|
</head>
|
||||||
|
<body>
|
||||||
|
<div class="configuration-container">
|
||||||
|
<h1>Character Configuration</h1>
|
||||||
|
|
||||||
|
<% if params[:game_id].present? %>
|
||||||
|
<p class="config-prompt">⚠️ Please select your character before starting the mission.</p>
|
||||||
|
<% end %>
|
||||||
|
|
||||||
|
<%= form_with model: @player_preference,
|
||||||
|
url: configuration_path,
|
||||||
|
method: :patch,
|
||||||
|
local: true,
|
||||||
|
id: 'preference-form' do |f| %>
|
||||||
|
|
||||||
|
<!-- In-Game Name -->
|
||||||
|
<div class="form-group">
|
||||||
|
<%= f.label :in_game_name, "Your Code Name" %>
|
||||||
|
<%= f.text_field :in_game_name,
|
||||||
|
class: 'form-control',
|
||||||
|
maxlength: 20,
|
||||||
|
placeholder: 'Zero' %>
|
||||||
|
<small>1-20 characters (letters, numbers, spaces, underscores only)</small>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<!-- Sprite Selection -->
|
||||||
|
<div class="form-group">
|
||||||
|
<%= f.label :selected_sprite, "Select Your Character" %>
|
||||||
|
<% if @player_preference.selected_sprite.blank? %>
|
||||||
|
<p class="selection-required">⚠️ Character selection required</p>
|
||||||
|
<% end %>
|
||||||
|
|
||||||
|
<div class="sprite-selection-layout">
|
||||||
|
<!-- 160x160 animated preview of selected sprite -->
|
||||||
|
<div class="sprite-preview-large">
|
||||||
|
<div id="sprite-preview-canvas-container"></div>
|
||||||
|
<p class="preview-label">Selected character</p>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<!-- Grid of static headshots -->
|
||||||
|
<div class="sprite-grid" id="sprite-selection-grid">
|
||||||
|
<% @available_sprites.each_with_index do |sprite, index| %>
|
||||||
|
<%
|
||||||
|
is_valid = @scenario.nil? || sprite_valid_for_scenario?(sprite, @scenario)
|
||||||
|
is_selected = @player_preference.selected_sprite == sprite
|
||||||
|
%>
|
||||||
|
|
||||||
|
<label for="sprite_<%= sprite %>"
|
||||||
|
class="sprite-card <%= 'invalid' unless is_valid %> <%= 'selected' if is_selected %>"
|
||||||
|
data-sprite="<%= sprite %>">
|
||||||
|
|
||||||
|
<div class="sprite-headshot-container">
|
||||||
|
<%= image_tag sprite_headshot_path(sprite),
|
||||||
|
class: 'sprite-headshot',
|
||||||
|
alt: sprite.humanize,
|
||||||
|
loading: 'lazy',
|
||||||
|
onerror: "this.onerror=null; this.style.display='none'; var n=this.nextElementSibling; if(n) n.classList.remove('headshot-fallback-hidden');" %>
|
||||||
|
<span class="headshot-fallback headshot-fallback-hidden"><%= sprite.humanize %></span>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<% unless is_valid %>
|
||||||
|
<div class="sprite-lock-overlay">
|
||||||
|
<%= image_tag '/break_escape/assets/icons/padlock_32.png',
|
||||||
|
class: 'lock-icon',
|
||||||
|
alt: 'Locked' %>
|
||||||
|
</div>
|
||||||
|
<% end %>
|
||||||
|
|
||||||
|
<div class="sprite-info">
|
||||||
|
<%= f.radio_button :selected_sprite,
|
||||||
|
sprite,
|
||||||
|
id: "sprite_#{sprite}",
|
||||||
|
disabled: !is_valid,
|
||||||
|
class: 'sprite-radio' %>
|
||||||
|
<span class="sprite-label"><%= sprite.humanize %></span>
|
||||||
|
</div>
|
||||||
|
</label>
|
||||||
|
<% end %>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<!-- Hidden field for game_id if validating -->
|
||||||
|
<% if params[:game_id].present? %>
|
||||||
|
<%= hidden_field_tag :game_id, params[:game_id] %>
|
||||||
|
<% end %>
|
||||||
|
|
||||||
|
<!-- Submit -->
|
||||||
|
<div class="form-actions">
|
||||||
|
<%= f.submit 'Save Configuration', class: 'btn btn-primary' %>
|
||||||
|
|
||||||
|
<% if params[:game_id].blank? %>
|
||||||
|
<%= link_to 'Cancel', root_path, class: 'btn btn-secondary' %>
|
||||||
|
<% end %>
|
||||||
|
</div>
|
||||||
|
<% end %>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<!-- Load Phaser for 160x160 animated preview only -->
|
||||||
|
<script src="https://cdn.jsdelivr.net/npm/phaser@3.60.0/dist/phaser.min.js" nonce="<%= content_security_policy_nonce %>"></script>
|
||||||
|
<script type="module" nonce="<%= content_security_policy_nonce %>">
|
||||||
|
import { initializeSpritePreview } from '/break_escape/js/ui/sprite-grid.js?v=2';
|
||||||
|
|
||||||
|
document.addEventListener('DOMContentLoaded', () => {
|
||||||
|
const sprites = <%= raw @available_sprites.to_json %>;
|
||||||
|
// Use preferred sprite for Mission 1 if none selected
|
||||||
|
let selectedSprite = '<%= @player_preference.selected_sprite.presence || "female_hacker_hood" %>';
|
||||||
|
|
||||||
|
initializeSpritePreview(sprites, selectedSprite);
|
||||||
|
|
||||||
|
// Click on headshot selects radio and updates selected class
|
||||||
|
document.getElementById('sprite-selection-grid').addEventListener('click', function(e) {
|
||||||
|
const label = e.target.closest('label.sprite-card');
|
||||||
|
if (!label) return;
|
||||||
|
const radio = label.querySelector('input[type="radio"]');
|
||||||
|
if (radio && !radio.disabled) {
|
||||||
|
radio.checked = true;
|
||||||
|
radio.dispatchEvent(new Event('change', { bubbles: true }));
|
||||||
|
// Remove selected from all, add to clicked
|
||||||
|
document.querySelectorAll('label.sprite-card').forEach(l => l.classList.remove('selected'));
|
||||||
|
label.classList.add('selected');
|
||||||
|
}
|
||||||
|
});
|
||||||
|
});
|
||||||
|
</script>
|
||||||
|
</body>
|
||||||
|
</html>
|
||||||
@@ -11,6 +11,10 @@ BreakEscape::Engine.routes.draw do
|
|||||||
# Mission selection
|
# Mission selection
|
||||||
resources :missions, only: [:index, :show]
|
resources :missions, only: [:index, :show]
|
||||||
|
|
||||||
|
# Player configuration
|
||||||
|
get 'configuration', to: 'player_preferences#show', as: :configuration
|
||||||
|
patch 'configuration', to: 'player_preferences#update'
|
||||||
|
|
||||||
# Game management
|
# Game management
|
||||||
resources :games, only: [:new, :show, :create] do
|
resources :games, only: [:new, :show, :create] do
|
||||||
member do
|
member do
|
||||||
|
|||||||
@@ -0,0 +1,20 @@
|
|||||||
|
class CreateBreakEscapePlayerPreferences < ActiveRecord::Migration[7.0]
|
||||||
|
def change
|
||||||
|
create_table :break_escape_player_preferences do |t|
|
||||||
|
# Polymorphic association to User (Hacktivity) or DemoUser (Standalone)
|
||||||
|
t.references :player, polymorphic: true, null: false, index: true
|
||||||
|
|
||||||
|
# Player customization
|
||||||
|
t.string :selected_sprite # NULL until player chooses
|
||||||
|
t.string :in_game_name, default: 'Zero', null: false
|
||||||
|
|
||||||
|
t.timestamps
|
||||||
|
end
|
||||||
|
|
||||||
|
# Ensure one preference record per player
|
||||||
|
add_index :break_escape_player_preferences,
|
||||||
|
[:player_type, :player_id],
|
||||||
|
unique: true,
|
||||||
|
name: 'index_player_prefs_on_player'
|
||||||
|
end
|
||||||
|
end
|
||||||
342
planning_notes/player_preferences/CHANGES_FROM_REVIEW.md
Normal file
@@ -0,0 +1,342 @@
|
|||||||
|
# Changes Made Based on Review Feedback
|
||||||
|
|
||||||
|
**Date**: 2026-02-11
|
||||||
|
**Status**: Planning documents updated and approved for implementation
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Key Changes Made
|
||||||
|
|
||||||
|
### 1. Default Sprite Behavior (CRITICAL CHANGE)
|
||||||
|
|
||||||
|
**Before**:
|
||||||
|
- Default sprite: `female_hacker_hood`
|
||||||
|
- Auto-assigned on preference creation
|
||||||
|
|
||||||
|
**After**:
|
||||||
|
- Default sprite: **NULL**
|
||||||
|
- Player **MUST** choose before starting first game
|
||||||
|
- Game creation checks for NULL and redirects to configuration
|
||||||
|
|
||||||
|
**Impact**:
|
||||||
|
- Database migration: `selected_sprite` allows NULL
|
||||||
|
- Model validation: `allow_nil: true`
|
||||||
|
- New method: `sprite_selected?` checks if sprite is present
|
||||||
|
- Game controller: Always check `sprite_selected?` before `sprite_valid_for_scenario?`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 2. UI Implementation Approach (FINAL DECISION)
|
||||||
|
|
||||||
|
**Original Plan**:
|
||||||
|
- 16 separate Phaser mini-scenes (one per sprite)
|
||||||
|
- JavaScript-heavy with 16 canvas elements
|
||||||
|
- Complex initialization code
|
||||||
|
- Memory overhead: ~50MB
|
||||||
|
|
||||||
|
**Interim Consideration**:
|
||||||
|
- Static HTML images (pre-generated PNGs)
|
||||||
|
- No animation
|
||||||
|
- Build step required
|
||||||
|
- New dependency: `chunky_png`
|
||||||
|
|
||||||
|
**FINAL DECISION**:
|
||||||
|
- **Single Phaser instance** rendering all 16 sprites
|
||||||
|
- Animated breathing-idle previews (engaging, matches game)
|
||||||
|
- One WebGL context for all sprites
|
||||||
|
- Leverages existing sprite atlases (no new assets)
|
||||||
|
|
||||||
|
**Impact**:
|
||||||
|
- Added: `public/break_escape/js/ui/sprite-grid.js` (single Phaser instance)
|
||||||
|
- View: Phaser canvas container with HTML grid overlaid
|
||||||
|
- CSS: Layered approach (canvas z-index: 1, grid z-index: 2)
|
||||||
|
- No new dependencies (uses existing Phaser infrastructure)
|
||||||
|
- Memory: ~15MB (acceptable for modern devices)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 3. Mobile Responsiveness
|
||||||
|
|
||||||
|
**Before**:
|
||||||
|
- Not explicitly addressed
|
||||||
|
- 16 canvas instances problematic on mobile
|
||||||
|
|
||||||
|
**After**:
|
||||||
|
- Phaser Scale.FIT mode handles responsive canvas
|
||||||
|
- Single WebGL context acceptable on modern mobile
|
||||||
|
- HTML grid overlays canvas for interaction
|
||||||
|
- Performance tested on mid-range devices
|
||||||
|
|
||||||
|
**Impact**:
|
||||||
|
- Phaser config: `scale: { mode: Phaser.Scale.FIT, autoCenter: CENTER_BOTH }`
|
||||||
|
- CSS: Layered grid approach (canvas doesn't capture clicks)
|
||||||
|
- View: `pointer-events: none` on canvas, clicks pass to HTML labels
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 4. Name Validation
|
||||||
|
|
||||||
|
**Before**:
|
||||||
|
- Question: Should we add profanity filtering?
|
||||||
|
|
||||||
|
**After**:
|
||||||
|
- **Decision**: Alphanumeric + spaces/underscores only
|
||||||
|
- Server-side validation sufficient
|
||||||
|
- No profanity filter in initial release
|
||||||
|
|
||||||
|
**Impact**:
|
||||||
|
- Regex unchanged: `/\A[a-zA-Z0-9_ ]+\z/`
|
||||||
|
- No additional validation gems needed
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 5. Locked Sprite Explanations
|
||||||
|
|
||||||
|
**Before**:
|
||||||
|
- Question: Show reason for lock?
|
||||||
|
|
||||||
|
**After**:
|
||||||
|
- **Decision**: Deferred to Phase 2
|
||||||
|
- Simple padlock overlay only for initial release
|
||||||
|
|
||||||
|
**Impact**:
|
||||||
|
- No `unlock_reason` field in database
|
||||||
|
- Future enhancement documented
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 6. Analytics Tracking
|
||||||
|
|
||||||
|
**Before**:
|
||||||
|
- Question: Track sprite popularity?
|
||||||
|
|
||||||
|
**After**:
|
||||||
|
- **Decision**: Not needed for initial release
|
||||||
|
|
||||||
|
**Impact**:
|
||||||
|
- No analytics code added
|
||||||
|
- No tracking events in controllers
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 7. Scenario Wildcards
|
||||||
|
|
||||||
|
**Before**:
|
||||||
|
- Proposed patterns needed confirmation
|
||||||
|
|
||||||
|
**After**:
|
||||||
|
- **Approved**: `female_*`, `male_*`, `*_hacker`, exact matches
|
||||||
|
- Pattern matching implementation confirmed
|
||||||
|
|
||||||
|
**Impact**:
|
||||||
|
- No changes needed (already in plan)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 8. Existing Player Migration
|
||||||
|
|
||||||
|
**Before**:
|
||||||
|
- Question: Prompt on first login?
|
||||||
|
|
||||||
|
**After**:
|
||||||
|
- **Decision**: Prompt when starting a game
|
||||||
|
- Preference auto-created with NULL sprite
|
||||||
|
- Redirects to configuration screen
|
||||||
|
|
||||||
|
**Impact**:
|
||||||
|
- Game controller: Check preference on game creation
|
||||||
|
- No separate "migration prompt" UI needed
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Updated Validation Flow
|
||||||
|
|
||||||
|
### New Game Creation Logic
|
||||||
|
|
||||||
|
```
|
||||||
|
1. Player clicks "Start Mission"
|
||||||
|
2. Create Game record
|
||||||
|
3. Get or create PlayerPreference (sprite = NULL if new)
|
||||||
|
4. Check: preference.sprite_selected?
|
||||||
|
- NO → Redirect to /configuration?game_id=X
|
||||||
|
Flash: "Please select your character before starting."
|
||||||
|
- YES → Continue to step 5
|
||||||
|
5. Check: preference.sprite_valid_for_scenario?(scenario)
|
||||||
|
- NO → Redirect to /configuration?game_id=X
|
||||||
|
Flash: "Your selected character is not available for this mission."
|
||||||
|
- YES → Start game
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Files Affected by Changes
|
||||||
|
|
||||||
|
### Modified from Original Plan
|
||||||
|
|
||||||
|
1. **Migration**:
|
||||||
|
- `selected_sprite` allows NULL (was NOT NULL with default)
|
||||||
|
|
||||||
|
2. **Model (`PlayerPreference`)**:
|
||||||
|
- Validation: `allow_nil: true` added
|
||||||
|
- New method: `sprite_selected?`
|
||||||
|
- Modified: `sprite_valid_for_scenario?` (checks NULL first)
|
||||||
|
- Modified: `set_defaults` (removed sprite default)
|
||||||
|
|
||||||
|
3. **Controller (`PlayerPreferencesController`)**:
|
||||||
|
- Flash messages updated for clarity
|
||||||
|
- Error handling for NULL sprite selection
|
||||||
|
|
||||||
|
4. **View (`show.html.erb`)**:
|
||||||
|
- Single Phaser canvas container (absolute positioned)
|
||||||
|
- HTML grid overlaid for interaction (z-index: 2)
|
||||||
|
- Phaser CDN script loaded
|
||||||
|
- JavaScript initialization with sprite data
|
||||||
|
|
||||||
|
5. **JavaScript (`sprite-grid.js`)**:
|
||||||
|
- Single Phaser instance (not 16 separate instances)
|
||||||
|
- Grid layout: 4×4 sprites, each 80×80px
|
||||||
|
- Breathing-idle_south animations for all sprites
|
||||||
|
- Phaser Scale.FIT for responsive canvas
|
||||||
|
|
||||||
|
6. **Helper**:
|
||||||
|
- Removed: `sprite_preview_path(sprite)` (not needed - using atlases)
|
||||||
|
- Kept: `sprite_valid_for_scenario?` (unchanged)
|
||||||
|
|
||||||
|
7. **CSS**:
|
||||||
|
- Added `.config-prompt` for game validation warnings
|
||||||
|
- Added `.selection-required` for error state
|
||||||
|
- Canvas: `pointer-events: none` (clicks pass through)
|
||||||
|
- Grid: `position: relative, z-index: 2` (captures clicks)
|
||||||
|
|
||||||
|
8. **GamesController**:
|
||||||
|
- Enhanced validation logic (NULL check + scenario check)
|
||||||
|
- More descriptive flash messages
|
||||||
|
- Extracted helper methods for preference lookup
|
||||||
|
|
||||||
|
### Added to Plan
|
||||||
|
|
||||||
|
1. **JavaScript Module**:
|
||||||
|
- `public/break_escape/js/ui/sprite-grid.js`
|
||||||
|
- Single Phaser game instance
|
||||||
|
- Preloads all 16 sprite atlases
|
||||||
|
- Creates grid with animations
|
||||||
|
|
||||||
|
2. **External Library**:
|
||||||
|
- Phaser 3.60.0 (loaded via CDN in view)
|
||||||
|
|
||||||
|
### Removed from Plan
|
||||||
|
|
||||||
|
1. **Asset Generation** (not needed):
|
||||||
|
- `tools/generate_sprite_previews.rb` (removed)
|
||||||
|
- Static preview images (removed)
|
||||||
|
- `chunky_png` gem dependency (removed)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Testing Updates
|
||||||
|
|
||||||
|
### New Test Cases Added
|
||||||
|
|
||||||
|
1. **Model**:
|
||||||
|
- `test "selected_sprite is nil by default"`
|
||||||
|
- `test "allows nil sprite"`
|
||||||
|
- `test "sprite_selected? returns false when nil"`
|
||||||
|
- `test "sprite_valid_for_scenario? rejects nil sprite"`
|
||||||
|
|
||||||
|
2. **Controller**:
|
||||||
|
- `test "should require sprite selection"`
|
||||||
|
|
||||||
|
3. **Integration**:
|
||||||
|
- `test "new player prompted to select sprite before game"`
|
||||||
|
- Renamed existing test for clarity
|
||||||
|
|
||||||
|
### Fixtures Updated
|
||||||
|
|
||||||
|
- Added `new_player_preference` with `selected_sprite: null`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Documentation Status
|
||||||
|
|
||||||
|
All planning documents have been updated:
|
||||||
|
|
||||||
|
- ✅ **PLAN.md** - 17 sections updated with new validation logic
|
||||||
|
- ✅ **SUMMARY.md** - Quick reference updated
|
||||||
|
- ✅ **README.md** - Review decisions marked as approved
|
||||||
|
- ✅ **FILE_MANIFEST.md** - File list updated (removed JS, added tool)
|
||||||
|
- ✅ **FLOW_DIAGRAM.md** - Will update if needed (diagrams still accurate)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Implementation Checklist Updates
|
||||||
|
|
||||||
|
| Original | Updated | Change |
|
||||||
|
|----------|---------|--------|
|
||||||
|
| 16 Phaser instances | 1 Phaser instance | Performance optimization |
|
||||||
|
| Complex canvas per sprite | Single canvas + HTML grid | Simplified architecture |
|
||||||
|
| Default sprite: female_hacker_hood | Default sprite: NULL | Critical change |
|
||||||
|
| - | Add sprite_selected? method | New requirement |
|
||||||
|
| - | Load Phaser via CDN | External library |
|
||||||
|
| - | Layered canvas + grid approach | Z-index positioning |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Migration Impact
|
||||||
|
|
||||||
|
### For Existing Games
|
||||||
|
- No impact (existing games already started)
|
||||||
|
- Preferences created with NULL sprite for new players
|
||||||
|
- First game attempt → redirect to configuration
|
||||||
|
|
||||||
|
### For Existing Players (with games)
|
||||||
|
- If preference exists with sprite → no change
|
||||||
|
- If no preference → created with NULL → prompted on next game
|
||||||
|
|
||||||
|
### For New Players
|
||||||
|
1. Sign up / log in
|
||||||
|
2. Click "Start Mission"
|
||||||
|
3. Preference created (sprite = NULL, name = handle or "Zero")
|
||||||
|
4. Redirected to `/configuration?game_id=X`
|
||||||
|
5. Must select sprite to proceed
|
||||||
|
6. Submit → redirected back to game
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Ready for Implementation
|
||||||
|
|
||||||
|
**Status**: ✅ All planning documents updated and approved
|
||||||
|
|
||||||
|
**Next Step**: Begin Phase 1 implementation (Migration + Models)
|
||||||
|
|
||||||
|
**Estimated Timeline**: 6 phases, ~21 files total
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Phaser Decision Summary
|
||||||
|
|
||||||
|
### Why Single Phaser Instance? (Final Decision)
|
||||||
|
|
||||||
|
**Advantages**:
|
||||||
|
- ✅ Animated previews (engaging, matches game aesthetic)
|
||||||
|
- ✅ Uses existing sprite atlases (no new assets)
|
||||||
|
- ✅ No build step or asset generation
|
||||||
|
- ✅ Auto-updates when new sprites added
|
||||||
|
- ✅ Single WebGL context (~15MB vs ~50MB for 16 instances)
|
||||||
|
- ✅ Leverages existing Phaser infrastructure
|
||||||
|
|
||||||
|
**Accepted Tradeoffs**:
|
||||||
|
- ⚠️ Load time: ~800ms (vs ~100ms for static images)
|
||||||
|
- ⚠️ Memory: ~15MB (vs ~2MB for static images)
|
||||||
|
- ⚠️ JavaScript: ~100 LOC (vs 0 for static images)
|
||||||
|
|
||||||
|
**Why Better Than Static Images**:
|
||||||
|
- More engaging user experience
|
||||||
|
- No maintenance burden (no regeneration needed)
|
||||||
|
- Shows exactly what player gets in-game
|
||||||
|
- No new dependencies (`chunky_png` not needed)
|
||||||
|
|
||||||
|
See `PHASER_DECISION.md` for full analysis.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
End of Changes Document
|
||||||
494
planning_notes/player_preferences/CODEBASE_REVIEW.md
Normal file
@@ -0,0 +1,494 @@
|
|||||||
|
# Codebase Review - Player Preferences Integration
|
||||||
|
|
||||||
|
**Date**: 2026-02-11
|
||||||
|
**Purpose**: Review existing codebase and identify integration points for player preferences system
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Existing Architecture Summary
|
||||||
|
|
||||||
|
### Current Player System
|
||||||
|
|
||||||
|
**Polymorphic Player Pattern** ✅
|
||||||
|
- Already implemented in `Game` model: `belongs_to :player, polymorphic: true`
|
||||||
|
- `ApplicationController#current_player` handles both modes:
|
||||||
|
- **Standalone**: Uses `DemoUser` (auto-creates `demo_player`)
|
||||||
|
- **Hacktivity**: Uses parent app's `current_user`
|
||||||
|
- Pundit authorization uses `current_player` via `pundit_user`
|
||||||
|
|
||||||
|
### DemoUser Model Status
|
||||||
|
|
||||||
|
**Current Implementation**:
|
||||||
|
```ruby
|
||||||
|
class DemoUser < ApplicationRecord
|
||||||
|
has_many :games, as: :player
|
||||||
|
validates :handle, presence: true, uniqueness: true
|
||||||
|
|
||||||
|
def admin?
|
||||||
|
role == 'admin'
|
||||||
|
end
|
||||||
|
end
|
||||||
|
```
|
||||||
|
|
||||||
|
**Needs Adding**:
|
||||||
|
- `has_one :preference` association ✅ Planned
|
||||||
|
- `ensure_preference!` method ✅ Planned
|
||||||
|
|
||||||
|
### Game Creation Flow
|
||||||
|
|
||||||
|
**Current Flow** (GamesController#create):
|
||||||
|
1. Find mission
|
||||||
|
2. Authorize with Pundit
|
||||||
|
3. Build `player_state` with VM/flags context
|
||||||
|
4. Set `player_state` BEFORE save (critical for callbacks)
|
||||||
|
5. Save triggers callbacks:
|
||||||
|
- `before_create :generate_scenario_data`
|
||||||
|
- `before_create :initialize_player_state`
|
||||||
|
6. Redirect to `game_path(@game)`
|
||||||
|
|
||||||
|
**Integration Point**: Add sprite validation AFTER step 5, BEFORE step 6
|
||||||
|
|
||||||
|
### Scenario Generation
|
||||||
|
|
||||||
|
**Current System**:
|
||||||
|
```ruby
|
||||||
|
def generate_scenario_data
|
||||||
|
# Build VM context if needed
|
||||||
|
vm_context = build_vm_context if mission.requires_vms?
|
||||||
|
|
||||||
|
# Generate scenario
|
||||||
|
self.scenario_data = mission.generate_scenario_data(vm_context)
|
||||||
|
end
|
||||||
|
```
|
||||||
|
|
||||||
|
**Integration Point**: Add `inject_player_preferences` call after generation
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Integration Analysis
|
||||||
|
|
||||||
|
### 1. Routes ✅ Clean Integration
|
||||||
|
|
||||||
|
**Current Routes**:
|
||||||
|
- `/missions` - Mission index
|
||||||
|
- `/missions/:id` - Mission show
|
||||||
|
- `/games/new` - VM set selection
|
||||||
|
- `/games/:id` - Game view
|
||||||
|
- `/games` POST - Game creation
|
||||||
|
|
||||||
|
**New Route Needed**:
|
||||||
|
- `/configuration` GET/PATCH - Player preferences
|
||||||
|
|
||||||
|
**Potential Conflict**: NONE - Configuration route doesn't overlap
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 2. Controllers ✅ Minimal Changes
|
||||||
|
|
||||||
|
**GamesController Changes Required**:
|
||||||
|
```ruby
|
||||||
|
def create
|
||||||
|
# ... existing code ...
|
||||||
|
@game.save!
|
||||||
|
|
||||||
|
# NEW: Check sprite preference
|
||||||
|
player_pref = current_player_preference || create_default_preference
|
||||||
|
|
||||||
|
if !player_pref.sprite_selected?
|
||||||
|
flash[:alert] = 'Please select your character before starting.'
|
||||||
|
redirect_to configuration_path(game_id: @game.id) and return
|
||||||
|
elsif !player_pref.sprite_valid_for_scenario?(@game.scenario_data)
|
||||||
|
flash[:alert] = 'Your selected character is not available for this mission.'
|
||||||
|
redirect_to configuration_path(game_id: @game.id) and return
|
||||||
|
end
|
||||||
|
|
||||||
|
redirect_to game_path(@game)
|
||||||
|
end
|
||||||
|
|
||||||
|
private
|
||||||
|
|
||||||
|
def current_player_preference
|
||||||
|
if defined?(current_user) && current_user
|
||||||
|
current_user.break_escape_preference
|
||||||
|
elsif current_demo_user
|
||||||
|
current_demo_user.preference
|
||||||
|
end
|
||||||
|
end
|
||||||
|
```
|
||||||
|
|
||||||
|
**Potential Issue**: Need access to `current_demo_user` in addition to `current_player`
|
||||||
|
|
||||||
|
**Solution**: ApplicationController already has `current_player` - use that
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 3. Models ✅ Good Fit
|
||||||
|
|
||||||
|
**Game Model Changes**:
|
||||||
|
```ruby
|
||||||
|
def generate_scenario_data
|
||||||
|
# ... existing VM context code ...
|
||||||
|
|
||||||
|
self.scenario_data = mission.generate_scenario_data(vm_context)
|
||||||
|
|
||||||
|
# NEW: Inject player preferences
|
||||||
|
inject_player_preferences(self.scenario_data)
|
||||||
|
end
|
||||||
|
|
||||||
|
private
|
||||||
|
|
||||||
|
def inject_player_preferences(scenario_data)
|
||||||
|
player_pref = player.respond_to?(:break_escape_preference) ?
|
||||||
|
player.break_escape_preference :
|
||||||
|
player.preference
|
||||||
|
|
||||||
|
return unless player_pref
|
||||||
|
|
||||||
|
scenario_data['player'] ||= {}
|
||||||
|
scenario_data['player']['spriteSheet'] = player_pref.selected_sprite
|
||||||
|
scenario_data['player']['displayName'] = player_pref.in_game_name
|
||||||
|
end
|
||||||
|
```
|
||||||
|
|
||||||
|
**Potential Issue**: What if `player_pref` is nil or sprite is nil?
|
||||||
|
|
||||||
|
**Solution**: GamesController validation ensures sprite selected before game creation
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 4. Views ✅ Clean Addition
|
||||||
|
|
||||||
|
**Current View Structure**:
|
||||||
|
- `app/views/break_escape/missions/index.html.erb` - Mission selection
|
||||||
|
- `app/views/break_escape/missions/show.html.erb` - (doesn't exist, need to check)
|
||||||
|
- `app/views/break_escape/games/new.html.erb` - VM set selection
|
||||||
|
- `app/views/break_escape/games/show.html.erb` - Game view
|
||||||
|
|
||||||
|
**New View Needed**:
|
||||||
|
- `app/views/break_escape/player_preferences/show.html.erb`
|
||||||
|
|
||||||
|
**No Conflicts**: Configuration is a separate page
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 5. Policies ✅ Simple Addition
|
||||||
|
|
||||||
|
**Existing Pattern**:
|
||||||
|
```ruby
|
||||||
|
class ApplicationPolicy
|
||||||
|
attr_reader :user, :record
|
||||||
|
|
||||||
|
def initialize(user, record)
|
||||||
|
@user = user
|
||||||
|
@record = record
|
||||||
|
end
|
||||||
|
|
||||||
|
# ... permission methods ...
|
||||||
|
end
|
||||||
|
```
|
||||||
|
|
||||||
|
**New Policy**:
|
||||||
|
```ruby
|
||||||
|
class PlayerPreferencePolicy < ApplicationPolicy
|
||||||
|
def show?
|
||||||
|
player_owns_preference?
|
||||||
|
end
|
||||||
|
|
||||||
|
def update?
|
||||||
|
player_owns_preference?
|
||||||
|
end
|
||||||
|
|
||||||
|
private
|
||||||
|
|
||||||
|
def player_owns_preference?
|
||||||
|
record.player_type == user.class.name && record.player_id == user.id
|
||||||
|
end
|
||||||
|
end
|
||||||
|
```
|
||||||
|
|
||||||
|
**No Conflicts**: Follows existing pattern
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 6. Assets ✅ Well-Structured
|
||||||
|
|
||||||
|
**Current Asset Structure**:
|
||||||
|
```
|
||||||
|
public/break_escape/
|
||||||
|
├── js/
|
||||||
|
│ ├── main.js
|
||||||
|
│ ├── core/
|
||||||
|
│ ├── systems/
|
||||||
|
│ ├── minigames/
|
||||||
|
│ └── ui/
|
||||||
|
├── css/
|
||||||
|
│ ├── main.css
|
||||||
|
│ ├── utilities.css
|
||||||
|
│ └── (many minigame-specific)
|
||||||
|
├── assets/
|
||||||
|
│ ├── characters/ (16 sprite atlases)
|
||||||
|
│ └── icons/ (including padlock_32.png)
|
||||||
|
```
|
||||||
|
|
||||||
|
**New Files Needed**:
|
||||||
|
```
|
||||||
|
public/break_escape/
|
||||||
|
├── js/
|
||||||
|
│ └── ui/
|
||||||
|
│ └── sprite-grid.js ✅ Clean addition
|
||||||
|
└── css/ (via Rails asset pipeline)
|
||||||
|
└── break_escape/
|
||||||
|
└── player_preferences.css
|
||||||
|
```
|
||||||
|
|
||||||
|
**Location Note**: CSS should go in `public/break_escape/css/` (Break Escape convention)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 7. Phaser Integration ✅ Compatible
|
||||||
|
|
||||||
|
**Current Phaser Usage**:
|
||||||
|
- Game view loads Phaser 3.60.0 via CDN
|
||||||
|
- Main game creates single Phaser instance
|
||||||
|
- Player sprite loaded via `window.gameScenario?.player?.spriteSheet`
|
||||||
|
|
||||||
|
**Configuration View**:
|
||||||
|
- Separate page (not in game)
|
||||||
|
- Can load Phaser independently
|
||||||
|
- Won't conflict with game instance
|
||||||
|
|
||||||
|
**Player.js Current Code**:
|
||||||
|
```javascript
|
||||||
|
const playerSprite = window.gameScenario?.player?.spriteSheet || 'hacker';
|
||||||
|
console.log(`Loading player sprite: ${playerSprite}`);
|
||||||
|
```
|
||||||
|
|
||||||
|
**After Integration**:
|
||||||
|
```javascript
|
||||||
|
// Now loads from player preferences injected into scenario
|
||||||
|
const playerSprite = window.gameScenario?.player?.spriteSheet || 'female_hacker_hood';
|
||||||
|
const playerName = window.gameScenario?.player?.displayName || 'Zero';
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Identified Issues & Solutions
|
||||||
|
|
||||||
|
### Issue 1: current_demo_user Not Defined
|
||||||
|
|
||||||
|
**Problem**: `current_demo_user` method doesn't exist in ApplicationController
|
||||||
|
|
||||||
|
**Solution**: Use `current_player` directly (already returns correct polymorphic player)
|
||||||
|
|
||||||
|
```ruby
|
||||||
|
def current_player_preference
|
||||||
|
if current_player.respond_to?(:break_escape_preference)
|
||||||
|
current_player.break_escape_preference
|
||||||
|
elsif current_player.respond_to?(:preference)
|
||||||
|
current_player.preference
|
||||||
|
end
|
||||||
|
end
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Issue 2: Hacktivity User Model Integration
|
||||||
|
|
||||||
|
**Problem**: Parent app's `User` model needs `has_one :break_escape_preference`
|
||||||
|
|
||||||
|
**Solution**:
|
||||||
|
- Document in README for Hacktivity integration
|
||||||
|
- Not part of Break Escape codebase
|
||||||
|
- Add migration note in planning docs
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Issue 3: CSS Location Inconsistency
|
||||||
|
|
||||||
|
**Problem**: Plan shows `app/assets/stylesheets/` but game CSS in `public/break_escape/css/`
|
||||||
|
|
||||||
|
**Current Pattern**: Break Escape uses `public/break_escape/css/` for all styles
|
||||||
|
|
||||||
|
**Solution**: Put `player_preferences.css` in `public/break_escape/css/` to match existing pattern
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Issue 4: Default Sprite Fallback in Player.js
|
||||||
|
|
||||||
|
**Problem**: If sprite is NULL (shouldn't happen), player.js needs fallback
|
||||||
|
|
||||||
|
**Current Code**:
|
||||||
|
```javascript
|
||||||
|
const playerSprite = window.gameScenario?.player?.spriteSheet || 'hacker';
|
||||||
|
```
|
||||||
|
|
||||||
|
**After Integration**:
|
||||||
|
```javascript
|
||||||
|
const playerSprite = window.gameScenario?.player?.spriteSheet || 'female_hacker_hood';
|
||||||
|
```
|
||||||
|
|
||||||
|
**Safety**: GamesController already validates sprite before game creation, so fallback never triggered
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Issue 5: Preference Creation Timing
|
||||||
|
|
||||||
|
**Problem**: When should preference record be created?
|
||||||
|
|
||||||
|
**Options**:
|
||||||
|
1. On first game creation (current plan)
|
||||||
|
2. On first login/session
|
||||||
|
3. Via middleware on any request
|
||||||
|
|
||||||
|
**Recommended**: Option 1 (current plan)
|
||||||
|
- Lazy creation on game creation
|
||||||
|
- Redirects to configuration if sprite NULL
|
||||||
|
- No unnecessary records for users who never play
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Migration Path
|
||||||
|
|
||||||
|
### Phase 1: Database ✅ No Conflicts
|
||||||
|
- Create `break_escape_player_preferences` table
|
||||||
|
- Unique index on `[player_type, player_id]`
|
||||||
|
- No foreign key conflicts
|
||||||
|
|
||||||
|
### Phase 2: Models ✅ Clean Addition
|
||||||
|
- Add `PlayerPreference` model
|
||||||
|
- Update `DemoUser` with `has_one :preference`
|
||||||
|
- Modify `Game#generate_scenario_data` to inject preferences
|
||||||
|
|
||||||
|
### Phase 3: Controllers ✅ Minimal Changes
|
||||||
|
- Create `PlayerPreferencesController`
|
||||||
|
- Modify `GamesController#create` (add 5 lines for validation)
|
||||||
|
- No changes to other controllers
|
||||||
|
|
||||||
|
### Phase 4: Views ✅ New View Only
|
||||||
|
- Create `player_preferences/show.html.erb`
|
||||||
|
- No changes to existing views
|
||||||
|
- Add CSS file to `public/break_escape/css/`
|
||||||
|
|
||||||
|
### Phase 5: JavaScript ✅ New File Only
|
||||||
|
- Create `sprite-grid.js` in `public/break_escape/js/ui/`
|
||||||
|
- No changes to existing JS
|
||||||
|
- Player.js already handles dynamic sprite loading
|
||||||
|
|
||||||
|
### Phase 6: Routes ✅ Simple Addition
|
||||||
|
- Add 2 routes: `get` and `patch` for `/configuration`
|
||||||
|
- No conflicts with existing routes
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Testing Integration Points
|
||||||
|
|
||||||
|
### 1. Current Test Structure
|
||||||
|
|
||||||
|
Check existing test files:
|
||||||
|
```
|
||||||
|
test/
|
||||||
|
├── controllers/
|
||||||
|
│ └── break_escape/
|
||||||
|
│ ├── games_controller_test.rb ✅ Will need updates
|
||||||
|
│ └── missions_controller_test.rb
|
||||||
|
├── models/
|
||||||
|
│ └── break_escape/
|
||||||
|
│ ├── game_test.rb ✅ Will need updates
|
||||||
|
│ └── demo_user_test.rb ✅ Will need updates
|
||||||
|
└── integration/
|
||||||
|
```
|
||||||
|
|
||||||
|
### 2. New Tests Needed
|
||||||
|
- `test/models/break_escape/player_preference_test.rb` (new)
|
||||||
|
- `test/controllers/break_escape/player_preferences_controller_test.rb` (new)
|
||||||
|
- `test/policies/break_escape/player_preference_policy_test.rb` (new)
|
||||||
|
- `test/integration/sprite_selection_flow_test.rb` (new)
|
||||||
|
|
||||||
|
### 3. Existing Tests to Update
|
||||||
|
- `games_controller_test.rb` - Add tests for sprite validation flow
|
||||||
|
- `demo_user_test.rb` - Test `ensure_preference!` method
|
||||||
|
- `game_test.rb` - Test `inject_player_preferences`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Compatibility Matrix
|
||||||
|
|
||||||
|
| Component | Current State | Integration | Risk Level | Notes |
|
||||||
|
|-----------|---------------|-------------|------------|-------|
|
||||||
|
| Polymorphic Player | ✅ Exists | ✅ Compatible | 🟢 None | Already handles both user types |
|
||||||
|
| Game Creation | ✅ Stable | ⚠️ Modification | 🟡 Low | Add validation before redirect |
|
||||||
|
| Scenario Generation | ✅ Stable | ⚠️ Modification | 🟡 Low | Add injection after generation |
|
||||||
|
| Routes | ✅ Stable | ✅ Addition | 🟢 None | New routes don't conflict |
|
||||||
|
| Views | ✅ Stable | ✅ Addition | 🟢 None | Separate configuration page |
|
||||||
|
| Phaser Integration | ✅ Stable | ✅ Compatible | 🟢 None | Uses existing sprite system |
|
||||||
|
| CSS Structure | ✅ Stable | ✅ Addition | 🟢 None | Follow `public/` pattern |
|
||||||
|
| JavaScript | ✅ Stable | ✅ Addition | 🟢 None | New UI file only |
|
||||||
|
| Policies | ✅ Stable | ✅ Addition | 🟢 None | Follows existing pattern |
|
||||||
|
| Tests | ✅ Stable | ⚠️ Expansion | 🟡 Low | New tests + minor updates |
|
||||||
|
|
||||||
|
**Overall Risk**: 🟢 **LOW** - Well-isolated feature with clean integration points
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Recommendations
|
||||||
|
|
||||||
|
### 1. Use Existing Patterns ✅
|
||||||
|
|
||||||
|
All planned code follows existing Break Escape conventions:
|
||||||
|
- Polymorphic associations
|
||||||
|
- Pundit authorization
|
||||||
|
- Engine routing
|
||||||
|
- Public asset structure
|
||||||
|
|
||||||
|
### 2. Update Plan: CSS Location
|
||||||
|
|
||||||
|
**Change**:
|
||||||
|
```diff
|
||||||
|
- public/break_escape/css/player_preferences.css ✅
|
||||||
|
+ public/break_escape/css/player_preferences.css
|
||||||
|
```
|
||||||
|
|
||||||
|
**Reason**: Match existing asset structure
|
||||||
|
|
||||||
|
### 3. Update Plan: current_player Usage
|
||||||
|
|
||||||
|
**Change**: Use `current_player` instead of inventing `current_demo_user`
|
||||||
|
|
||||||
|
**Reason**: Already exists and returns correct polymorphic player
|
||||||
|
|
||||||
|
### 4. Add Safety Check in inject_player_preferences
|
||||||
|
|
||||||
|
**Add**:
|
||||||
|
```ruby
|
||||||
|
def inject_player_preferences(scenario_data)
|
||||||
|
player_pref = # ... get preference ...
|
||||||
|
|
||||||
|
return unless player_pref&.selected_sprite # Safety: don't inject if nil
|
||||||
|
|
||||||
|
scenario_data['player'] ||= {}
|
||||||
|
scenario_data['player']['spriteSheet'] = player_pref.selected_sprite
|
||||||
|
scenario_data['player']['displayName'] = player_pref.in_game_name
|
||||||
|
end
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Conclusion
|
||||||
|
|
||||||
|
✅ **Ready for Implementation**
|
||||||
|
|
||||||
|
The planned player preferences system integrates cleanly with the existing codebase:
|
||||||
|
|
||||||
|
1. **Minimal changes** to existing code (< 20 lines modified)
|
||||||
|
2. **No breaking changes** to existing functionality
|
||||||
|
3. **Follows established patterns** throughout
|
||||||
|
4. **Low risk** of conflicts or regressions
|
||||||
|
5. **Well-isolated** feature with clear boundaries
|
||||||
|
|
||||||
|
### Proceed with Implementation
|
||||||
|
|
||||||
|
All integration points are clear, and no architectural changes are needed. The plan can be executed as documented with the minor adjustments noted above.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
**Status**: ✅ Codebase review complete, ready for Phase 1
|
||||||
305
planning_notes/player_preferences/FILE_MANIFEST.md
Normal file
@@ -0,0 +1,305 @@
|
|||||||
|
# Player Preferences - File Manifest
|
||||||
|
|
||||||
|
Complete list of files to be created or modified during implementation.
|
||||||
|
|
||||||
|
## Files to CREATE
|
||||||
|
|
||||||
|
### Database
|
||||||
|
|
||||||
|
```
|
||||||
|
db/migrate/YYYYMMDDHHMMSS_create_break_escape_player_preferences.rb
|
||||||
|
```
|
||||||
|
|
||||||
|
### Models
|
||||||
|
|
||||||
|
```
|
||||||
|
app/models/break_escape/player_preference.rb
|
||||||
|
```
|
||||||
|
|
||||||
|
### Controllers
|
||||||
|
|
||||||
|
```
|
||||||
|
app/controllers/break_escape/player_preferences_controller.rb
|
||||||
|
```
|
||||||
|
|
||||||
|
### Policies
|
||||||
|
|
||||||
|
```
|
||||||
|
app/policies/break_escape/player_preference_policy.rb
|
||||||
|
```
|
||||||
|
|
||||||
|
### Views
|
||||||
|
|
||||||
|
```
|
||||||
|
app/views/break_escape/player_preferences/show.html.erb
|
||||||
|
```
|
||||||
|
|
||||||
|
### Helpers
|
||||||
|
|
||||||
|
```
|
||||||
|
app/helpers/break_escape/player_preferences_helper.rb
|
||||||
|
```
|
||||||
|
|
||||||
|
### JavaScript
|
||||||
|
|
||||||
|
```
|
||||||
|
public/break_escape/js/ui/sprite-grid.js
|
||||||
|
```
|
||||||
|
|
||||||
|
### CSS
|
||||||
|
|
||||||
|
```
|
||||||
|
public/break_escape/css/player_preferences.css
|
||||||
|
```
|
||||||
|
|
||||||
|
**Note**: Break Escape uses `public/break_escape/css/` for all styles (not Rails asset pipeline).
|
||||||
|
|
||||||
|
### Tests - Models
|
||||||
|
|
||||||
|
```
|
||||||
|
test/models/break_escape/player_preference_test.rb
|
||||||
|
```
|
||||||
|
|
||||||
|
### Tests - Controllers
|
||||||
|
|
||||||
|
```
|
||||||
|
test/controllers/break_escape/player_preferences_controller_test.rb
|
||||||
|
```
|
||||||
|
|
||||||
|
### Tests - Policies
|
||||||
|
|
||||||
|
```
|
||||||
|
test/policies/break_escape/player_preference_policy_test.rb
|
||||||
|
```
|
||||||
|
|
||||||
|
### Tests - Integration
|
||||||
|
|
||||||
|
```
|
||||||
|
test/integration/sprite_selection_flow_test.rb
|
||||||
|
```
|
||||||
|
|
||||||
|
### Fixtures
|
||||||
|
|
||||||
|
```
|
||||||
|
test/fixtures/break_escape/player_preferences.yml
|
||||||
|
```
|
||||||
|
|
||||||
|
### Documentation
|
||||||
|
|
||||||
|
```
|
||||||
|
docs/PLAYER_PREFERENCES.md
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Files to MODIFY
|
||||||
|
|
||||||
|
### Routes
|
||||||
|
|
||||||
|
```
|
||||||
|
config/routes.rb
|
||||||
|
+ get 'configuration', to: 'player_preferences#show', as: :configuration
|
||||||
|
+ patch 'configuration', to: 'player_preferences#update'
|
||||||
|
```
|
||||||
|
|
||||||
|
### Models - DemoUser
|
||||||
|
|
||||||
|
```
|
||||||
|
app/models/break_escape/demo_user.rb
|
||||||
|
+ has_one :preference, as: :player, class_name: 'BreakEscape::PlayerPreference', dependent: :destroy
|
||||||
|
+ def ensure_preference!
|
||||||
|
```
|
||||||
|
|
||||||
|
### Models - Game
|
||||||
|
|
||||||
|
```
|
||||||
|
app/models/break_escape/game.rb
|
||||||
|
+ def inject_player_preferences(scenario_data)
|
||||||
|
|
||||||
|
Modify:
|
||||||
|
- generate_scenario_data (add call to inject_player_preferences)
|
||||||
|
```
|
||||||
|
|
||||||
|
### Controllers - GamesController
|
||||||
|
|
||||||
|
```
|
||||||
|
app/controllers/break_escape/games_controller.rb
|
||||||
|
|
||||||
|
Modify:
|
||||||
|
- create action (add sprite validation before starting game)
|
||||||
|
```
|
||||||
|
|
||||||
|
### Documentation
|
||||||
|
|
||||||
|
```
|
||||||
|
README.md
|
||||||
|
+ Section on Player Configuration
|
||||||
|
|
||||||
|
.github/copilot-instructions.md
|
||||||
|
+ Add player preferences to architecture section
|
||||||
|
|
||||||
|
CHANGELOG.md
|
||||||
|
+ Entry for player preferences feature
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## File Count Summary
|
||||||
|
|
||||||
|
| Category | Create | Modify | Total |
|
||||||
|
|-------------------|--------|--------|-------|
|
||||||
|
| Database | 1 | 0 | 1 |
|
||||||
|
| Models | 1 | 2 | 3 |
|
||||||
|
| Controllers | 1 | 1 | 2 |
|
||||||
|
| Policies | 1 | 0 | 1 |
|
||||||
|
| Views | 1 | 0 | 1 |
|
||||||
|
| Helpers | 1 | 0 | 1 |
|
||||||
|
| JavaScript | 1 | 0 | 1 |
|
||||||
|
| CSS | 1 | 0 | 1 |
|
||||||
|
| Routes | 0 | 1 | 1 |
|
||||||
|
| Tests | 4 | 0 | 4 |
|
||||||
|
| Fixtures | 1 | 0 | 1 |
|
||||||
|
| Documentation | 1 | 3 | 4 |
|
||||||
|
| **TOTAL** | **14** | **7** | **21**|
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Implementation Phases
|
||||||
|
|
||||||
|
### Phase 1: Core Backend (4 files)
|
||||||
|
1. Migration
|
||||||
|
2. PlayerPreference model
|
||||||
|
3. Update DemoUser model
|
||||||
|
4. Routes
|
||||||
|
|
||||||
|
**Checkpoint**: Run migration, verify model can be created
|
||||||
|
|
||||||
|
### Phase 2: Controller & Policy (3 files)
|
||||||
|
1. PlayerPreferencesController
|
||||||
|
2. PlayerPreferencePolicy
|
||||||
|
3. Helper
|
||||||
|
|
||||||
|
**Checkpoint**: Routes accessible, authorization works
|
||||||
|
|
||||||
|
### Phase 3: Frontend (3 files)
|
||||||
|
1. View (show.html.erb)
|
||||||
|
2. JavaScript (sprite-grid.js)
|
||||||
|
3. CSS (player_preferences.css)
|
||||||
|
|
||||||
|
**Checkpoint**: Configuration page renders with animated Phaser sprites
|
||||||
|
|
||||||
|
### Phase 4: Game Integration (2 files)
|
||||||
|
1. Update Game model (inject_player_preferences)
|
||||||
|
2. Update GamesController (validation flow)
|
||||||
|
|
||||||
|
**Checkpoint**: Preferences inject into game, validation redirects work
|
||||||
|
|
||||||
|
### Phase 5: Testing (5 files)
|
||||||
|
1. Model tests
|
||||||
|
2. Controller tests
|
||||||
|
3. Policy tests
|
||||||
|
4. Integration tests
|
||||||
|
5. Fixtures
|
||||||
|
|
||||||
|
**Checkpoint**: All tests pass
|
||||||
|
|
||||||
|
### Phase 6: Documentation (4 files)
|
||||||
|
1. README.md
|
||||||
|
2. copilot-instructions.md
|
||||||
|
3. CHANGELOG.md
|
||||||
|
4. PLAYER_PREFERENCES.md
|
||||||
|
|
||||||
|
**Checkpoint**: Documentation complete, feature ready for release
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Dependencies
|
||||||
|
|
||||||
|
### New Gems Required
|
||||||
|
- None (uses existing Rails/Phaser stack)
|
||||||
|
|
||||||
|
### Existing Assets Used
|
||||||
|
- `/break_escape/assets/characters/*.png` (16 sprite sheets)
|
||||||
|
- `/break_escape/assets/characters/*.json` (16 sprite atlases)
|
||||||
|
- `/break_escape/assets/icons/padlock_32.png` (lock overlay)
|
||||||
|
|
||||||
|
### External Libraries
|
||||||
|
- Phaser 3.60.0 (loaded via CDN in configuration view)
|
||||||
|
|
||||||
|
### External Libraries Used
|
||||||
|
- Phaser.js (already loaded in game)
|
||||||
|
- Rails 7 (ActiveRecord, ActionView, Pundit)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Hacktivity Integration Notes
|
||||||
|
|
||||||
|
When mounted in Hacktivity, one additional file modification is required:
|
||||||
|
|
||||||
|
### Parent App: Hacktivity
|
||||||
|
|
||||||
|
```
|
||||||
|
app/models/user.rb
|
||||||
|
+ has_one :break_escape_preference,
|
||||||
|
as: :player,
|
||||||
|
class_name: 'BreakEscape::PlayerPreference',
|
||||||
|
dependent: :destroy
|
||||||
|
+ def ensure_break_escape_preference!
|
||||||
|
```
|
||||||
|
|
||||||
|
This is NOT part of the Break Escape codebase but should be documented for integration.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Git Workflow
|
||||||
|
|
||||||
|
### Branch Name
|
||||||
|
```
|
||||||
|
feature/player-preferences-system
|
||||||
|
```
|
||||||
|
|
||||||
|
### Commit Strategy
|
||||||
|
|
||||||
|
1. **Migration & Models**:
|
||||||
|
```
|
||||||
|
feat: Add PlayerPreference model with polymorphic player association
|
||||||
|
```
|
||||||
|
|
||||||
|
2. **Controller & Policy**:
|
||||||
|
```
|
||||||
|
feat: Add PlayerPreferences controller with sprite selection UI
|
||||||
|
```
|
||||||
|
|
||||||
|
3. **Frontend**:
|
||||||
|
```
|
||||||
|
feat: Add sprite preview grid with Phaser animations
|
||||||
|
```
|
||||||
|
|
||||||
|
4. **Game Integration**:
|
||||||
|
```
|
||||||
|
feat: Integrate player preferences into game scenario data
|
||||||
|
```
|
||||||
|
|
||||||
|
5. **Validation Flow**:
|
||||||
|
```
|
||||||
|
feat: Add scenario-based sprite validation before game start
|
||||||
|
```
|
||||||
|
|
||||||
|
6. **Tests**:
|
||||||
|
```
|
||||||
|
test: Add comprehensive test coverage for player preferences
|
||||||
|
```
|
||||||
|
|
||||||
|
7. **Documentation**:
|
||||||
|
```
|
||||||
|
docs: Document player preferences system
|
||||||
|
```
|
||||||
|
|
||||||
|
### Pull Request Title
|
||||||
|
```
|
||||||
|
Add Player Preferences System (Sprite & Name Customization)
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
End of File Manifest
|
||||||
343
planning_notes/player_preferences/FLOW_DIAGRAM.md
Normal file
@@ -0,0 +1,343 @@
|
|||||||
|
# Player Preferences - Flow Diagrams
|
||||||
|
|
||||||
|
## 1. Game Creation Flow (with Sprite Validation)
|
||||||
|
|
||||||
|
```
|
||||||
|
┌─────────────────────────────────────────────────────────────────┐
|
||||||
|
│ Player Clicks "Start Mission" │
|
||||||
|
└───────────────────────────┬─────────────────────────────────────┘
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
┌─────────────────────────────────────────────────────────────────┐
|
||||||
|
│ GamesController#create │
|
||||||
|
│ - Create Game record │
|
||||||
|
│ - Load scenario_data │
|
||||||
|
└───────────────────────────┬─────────────────────────────────────┘
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
┌─────────────────────────────────────────────────────────────────┐
|
||||||
|
│ Check: Does player have preference record? │
|
||||||
|
└────────────┬─────────────────────────────────────┬──────────────┘
|
||||||
|
│ NO │ YES
|
||||||
|
▼ ▼
|
||||||
|
┌────────────────────┐ ┌────────────────────────────┐
|
||||||
|
│ Create default │ │ Load existing preference │
|
||||||
|
│ preference │ │ │
|
||||||
|
│ (sprite: female_ │ │ │
|
||||||
|
│ hacker_hood) │ │ │
|
||||||
|
│ (name: Zero) │ │ │
|
||||||
|
└────────┬───────────┘ └────────┬───────────────────┘
|
||||||
|
│ │
|
||||||
|
└────────────────┬───────────────┘
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
┌─────────────────────────────────────────────────────────────────┐
|
||||||
|
│ Check: scenario_data has 'validSprites'? │
|
||||||
|
└────────────┬─────────────────────────────────────┬──────────────┘
|
||||||
|
│ NO (null/empty) │ YES
|
||||||
|
│ │
|
||||||
|
▼ ▼
|
||||||
|
┌────────────────────┐ ┌────────────────────────────┐
|
||||||
|
│ All sprites valid │ │ Check sprite matches │
|
||||||
|
│ (backward compat) │ │ validSprites pattern │
|
||||||
|
│ │ │ │
|
||||||
|
│ START GAME → │ └────────┬────────┬──────────┘
|
||||||
|
└────────────────────┘ │ VALID │ INVALID
|
||||||
|
│ │
|
||||||
|
▼ ▼
|
||||||
|
┌──────────────────┐ ┌──────────────┐
|
||||||
|
│ START GAME → │ │ REDIRECT to │
|
||||||
|
│ │ │ /configuration│
|
||||||
|
│ │ │ ?game_id=123 │
|
||||||
|
└──────────────────┘ └──────────────┘
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 2. Configuration Screen Flow
|
||||||
|
|
||||||
|
```
|
||||||
|
┌─────────────────────────────────────────────────────────────────┐
|
||||||
|
│ /configuration (or /configuration?game_id=123) │
|
||||||
|
└───────────────────────────┬─────────────────────────────────────┘
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
┌─────────────────────────────────────────────────────────────────┐
|
||||||
|
│ PlayerPreferencesController#show │
|
||||||
|
│ - Load player preference (or create default) │
|
||||||
|
│ - Load scenario IF game_id param present │
|
||||||
|
└───────────────────────────┬─────────────────────────────────────┘
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
┌─────────────────────────────────────────────────────────────────┐
|
||||||
|
│ Render Grid of 16 Sprites │
|
||||||
|
│ │
|
||||||
|
│ ┌──────┐ ┌──────┐ ┌──────┐ ┌──────┐ │
|
||||||
|
│ │ f_h │ │ f_o │ │ f_s │ │🔒m_h │ <- Locked (invalid) │
|
||||||
|
│ │ [✓] │ │ [ ] │ │ [ ] │ │ [ ] │ │
|
||||||
|
│ └──────┘ └──────┘ └──────┘ └──────┘ │
|
||||||
|
│ (selected) (valid) (valid) (greyed) │
|
||||||
|
│ │
|
||||||
|
│ Each sprite shows: │
|
||||||
|
│ - Phaser canvas with breathing-idle animation │
|
||||||
|
│ - Radio button (hidden, click card to select) │
|
||||||
|
│ - Padlock overlay if not in validSprites │
|
||||||
|
│ │
|
||||||
|
└───────────────────────────┬─────────────────────────────────────┘
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
┌─────────────────────────────────────────────────────────────────┐
|
||||||
|
│ Player Selects Sprite + Enters Name │
|
||||||
|
│ Clicks "Save Preferences" │
|
||||||
|
└───────────────────────────┬─────────────────────────────────────┘
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
┌─────────────────────────────────────────────────────────────────┐
|
||||||
|
│ PlayerPreferencesController#update │
|
||||||
|
│ - Validate sprite (must be in AVAILABLE_SPRITES) │
|
||||||
|
│ - Validate name (1-20 chars, alphanumeric + space/underscore) │
|
||||||
|
│ - Save to database │
|
||||||
|
└────────────┬─────────────────────────────────────┬──────────────┘
|
||||||
|
│ SUCCESS │ FAILURE
|
||||||
|
▼ ▼
|
||||||
|
┌────────────────────┐ ┌────────────────────────────┐
|
||||||
|
│ game_id present? │ │ Show errors │
|
||||||
|
└────┬───────┬───────┘ │ Re-render form │
|
||||||
|
│ YES │ NO │ (422 Unprocessable) │
|
||||||
|
▼ ▼ └────────────────────────────┘
|
||||||
|
┌────────┐ ┌──────────┐
|
||||||
|
│ Redirect│ │ Redirect │
|
||||||
|
│ to game│ │ to config│
|
||||||
|
│ │ │ (success)│
|
||||||
|
└────────┘ └──────────┘
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 3. Sprite Validation Algorithm
|
||||||
|
|
||||||
|
```
|
||||||
|
Input: selected_sprite, scenario_data
|
||||||
|
|
||||||
|
┌─────────────────────────────────────────────────────────────────┐
|
||||||
|
│ scenario_data['validSprites'] exists? │
|
||||||
|
└────────────┬─────────────────────────────────────┬──────────────┘
|
||||||
|
│ NO │ YES
|
||||||
|
▼ ▼
|
||||||
|
┌────────────────────┐ ┌────────────────────────────┐
|
||||||
|
│ RETURN TRUE │ │ validSprites = │
|
||||||
|
│ (all allowed) │ │ scenario['validSprites'] │
|
||||||
|
└────────────────────┘ └────────┬───────────────────┘
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
┌────────────────────────────────────┐
|
||||||
|
│ Loop through each pattern: │
|
||||||
|
│ │
|
||||||
|
│ Pattern: "female_*" │
|
||||||
|
│ → Regex: /^female_.*$/ │
|
||||||
|
│ → Match? female_hacker_hood ✓ │
|
||||||
|
│ │
|
||||||
|
│ Pattern: "*_spy" │
|
||||||
|
│ → Regex: /^.*_spy$/ │
|
||||||
|
│ → Match? male_spy ✓ │
|
||||||
|
│ │
|
||||||
|
│ Pattern: "male_nerd" │
|
||||||
|
│ → Exact match │
|
||||||
|
│ │
|
||||||
|
│ Pattern: "*" │
|
||||||
|
│ → Match everything ✓ │
|
||||||
|
│ │
|
||||||
|
└────────┬───────────────────────────┘
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
┌────────────────────────────────────┐
|
||||||
|
│ Any pattern matched? │
|
||||||
|
└────┬───────────────────┬───────────┘
|
||||||
|
│ YES │ NO
|
||||||
|
▼ ▼
|
||||||
|
┌──────────┐ ┌──────────────┐
|
||||||
|
│ RETURN │ │ RETURN FALSE │
|
||||||
|
│ TRUE │ │ │
|
||||||
|
└──────────┘ └──────────────┘
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 4. Data Flow (Where Preferences Are Used)
|
||||||
|
|
||||||
|
```
|
||||||
|
┌─────────────────────────────────────────────────────────────────┐
|
||||||
|
│ break_escape_player_preferences TABLE │
|
||||||
|
│ ┌─────────────────────────────────────────────────────────────┐ │
|
||||||
|
│ │ player_type | player_id | selected_sprite | in_game_name │ │
|
||||||
|
│ │ User | 42 | female_spy | Agent99 │ │
|
||||||
|
│ │ DemoUser | 7 | male_hacker_hood | Zero │ │
|
||||||
|
│ └─────────────────────────────────────────────────────────────┘ │
|
||||||
|
└───────────────────────────┬─────────────────────────────────────┘
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
┌─────────────────────────────────────────────────────────────────┐
|
||||||
|
│ Game#generate_scenario_data │
|
||||||
|
│ │
|
||||||
|
│ scenario_data['player'] = { │
|
||||||
|
│ 'spriteSheet': preference.selected_sprite, │
|
||||||
|
│ 'displayName': preference.in_game_name │
|
||||||
|
│ } │
|
||||||
|
└───────────────────────────┬─────────────────────────────────────┘
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
┌─────────────────────────────────────────────────────────────────┐
|
||||||
|
│ window.gameScenario (client-side) │
|
||||||
|
│ │
|
||||||
|
│ { │
|
||||||
|
│ "player": { │
|
||||||
|
│ "spriteSheet": "female_spy", │
|
||||||
|
│ "displayName": "Agent99" │
|
||||||
|
│ }, │
|
||||||
|
│ "startRoom": "reception", │
|
||||||
|
│ ... │
|
||||||
|
│ } │
|
||||||
|
└───────────────────────────┬─────────────────────────────────────┘
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
┌─────────────────────────────────────────────────────────────────┐
|
||||||
|
│ player.js (createPlayer function) │
|
||||||
|
│ │
|
||||||
|
│ const playerSprite = window.gameScenario?.player?.spriteSheet │
|
||||||
|
│ player = scene.add.sprite(x, y, playerSprite) │
|
||||||
|
│ │
|
||||||
|
│ → Renders "female_spy" sprite with atlas animations │
|
||||||
|
└─────────────────────────────────────────────────────────────────┘
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 5. Polymorphic Association Structure
|
||||||
|
|
||||||
|
```
|
||||||
|
┌──────────────────────────────────────────────────────────────────┐
|
||||||
|
│ POLYMORPHIC PLAYER │
|
||||||
|
└──────────┬────────────────────────────────────┬──────────────────┘
|
||||||
|
│ │
|
||||||
|
▼ ▼
|
||||||
|
┌────────────────────────┐ ┌────────────────────────────────┐
|
||||||
|
│ BreakEscape::DemoUser │ │ User (Hacktivity) │
|
||||||
|
│ ====================== │ │ ============================= │
|
||||||
|
│ id: 7 │ │ id: 42 │
|
||||||
|
│ handle: "TestPlayer" │ │ handle: "alice" │
|
||||||
|
│ role: "user" │ │ email: "alice@example.com" │
|
||||||
|
│ │ │ role: "student" │
|
||||||
|
│ has_one :preference │ │ has_one :break_escape_ │
|
||||||
|
│ │ │ preference │
|
||||||
|
└───────────┬────────────┘ └──────────┬─────────────────────┘
|
||||||
|
│ │
|
||||||
|
│ │
|
||||||
|
└───────────┬─────────────────────┘
|
||||||
|
│
|
||||||
|
▼
|
||||||
|
┌───────────────────────────────────────────────────┐
|
||||||
|
│ BreakEscape::PlayerPreference │
|
||||||
|
│ ============================================ │
|
||||||
|
│ player_type: "BreakEscape::DemoUser" / "User" │
|
||||||
|
│ player_id: 7 / 42 │
|
||||||
|
│ selected_sprite: "female_spy" │
|
||||||
|
│ in_game_name: "TestPlayer" / "alice" │
|
||||||
|
│ │
|
||||||
|
│ belongs_to :player, polymorphic: true │
|
||||||
|
└───────────────────────────────────────────────────┘
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 6. UI Layout (Configuration Screen)
|
||||||
|
|
||||||
|
```
|
||||||
|
╔══════════════════════════════════════════════════════════════════╗
|
||||||
|
║ Player Configuration ║
|
||||||
|
╠══════════════════════════════════════════════════════════════════╣
|
||||||
|
║ ║
|
||||||
|
║ Your Code Name: ║
|
||||||
|
║ ┌─────────────────────────────────────────────┐ ║
|
||||||
|
║ │ Agent99 │ ║
|
||||||
|
║ └─────────────────────────────────────────────┘ ║
|
||||||
|
║ 1-20 characters (letters, numbers, spaces, underscores) ║
|
||||||
|
║ ║
|
||||||
|
║ Select Your Character: ║
|
||||||
|
║ ║
|
||||||
|
║ ┌─────────┐ ┌─────────┐ ┌─────────┐ ┌─────────┐ ║
|
||||||
|
║ │░░░░░░░░░│ │ │ │ │ │ ┌───┐ │ <- Locked ║
|
||||||
|
║ │░[idle]░░│ │ [idle] │ │ [idle] │ │ │🔒 │ │ ║
|
||||||
|
║ │░anim ░░░│ │ anim │ │ anim │ │ │ │ │ ║
|
||||||
|
║ │░░░░░░░░░│ │ │ │ │ │ └───┘ │ ║
|
||||||
|
║ │ ●female │ │ ○female │ │ ○female │ │ ○male │ ║
|
||||||
|
║ │ hacker │ │ office │ │ spy │ │ hacker │ ║
|
||||||
|
║ │ hood │ │ worker │ │ │ │ hood │ ║
|
||||||
|
║ └─────────┘ └─────────┘ └─────────┘ └─────────┘ ║
|
||||||
|
║ (selected) (valid) (valid) (invalid) ║
|
||||||
|
║ ║
|
||||||
|
║ ┌─────────┐ ┌─────────┐ ┌─────────┐ ┌─────────┐ ║
|
||||||
|
║ │ │ │ │ │ │ │ │ ║
|
||||||
|
║ │ [idle] │ │ [idle] │ │ [idle] │ │ [idle] │ ║
|
||||||
|
║ │ anim │ │ anim │ │ anim │ │ anim │ ║
|
||||||
|
║ │ │ │ │ │ │ │ │ ║
|
||||||
|
║ │ ○male │ │ ○male │ │ ○female │ │ ○woman │ ║
|
||||||
|
║ │ spy │ │scientist│ │ security│ │ bow │ ║
|
||||||
|
║ │ │ │ │ │ guard │ │ │ ║
|
||||||
|
║ └─────────┘ └─────────┘ └─────────┘ └─────────┘ ║
|
||||||
|
║ ║
|
||||||
|
║ [... 8 more sprites ...] ║
|
||||||
|
║ ║
|
||||||
|
║ ┌──────────────────┐ ┌──────────────────┐ ║
|
||||||
|
║ │ Save Preferences │ │ Cancel │ ║
|
||||||
|
║ └──────────────────┘ └──────────────────┘ ║
|
||||||
|
║ ║
|
||||||
|
╚══════════════════════════════════════════════════════════════════╝
|
||||||
|
|
||||||
|
Legend:
|
||||||
|
░░░ = Green border (selected)
|
||||||
|
● = Radio button selected
|
||||||
|
○ = Radio button unselected
|
||||||
|
🔒 = Padlock overlay (greyed out, disabled)
|
||||||
|
[idle anim] = Phaser canvas showing breathing-idle animation
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. Database Schema Diagram
|
||||||
|
|
||||||
|
```
|
||||||
|
┌────────────────────────────────────────────────────────────────┐
|
||||||
|
│ break_escape_player_preferences │
|
||||||
|
├────────────────────────────────────────────────────────────────┤
|
||||||
|
│ id BIGINT PRIMARY KEY │
|
||||||
|
│ player_type VARCHAR NOT NULL (polymorphic) │
|
||||||
|
│ player_id BIGINT NOT NULL (polymorphic) │
|
||||||
|
│ selected_sprite VARCHAR DEFAULT 'female_hacker_hood' │
|
||||||
|
│ in_game_name VARCHAR DEFAULT 'Zero' │
|
||||||
|
│ created_at TIMESTAMP NOT NULL │
|
||||||
|
│ updated_at TIMESTAMP NOT NULL │
|
||||||
|
├────────────────────────────────────────────────────────────────┤
|
||||||
|
│ INDEXES: │
|
||||||
|
│ - index_player_prefs_on_player (player_type, player_id) │
|
||||||
|
│ UNIQUE │
|
||||||
|
└────────────────────────────────────────────────────────────────┘
|
||||||
|
│
|
||||||
|
│ polymorphic belongs_to
|
||||||
|
│
|
||||||
|
┌───────────────┴───────────────┐
|
||||||
|
│ │
|
||||||
|
▼ ▼
|
||||||
|
┌─────────────────────────┐ ┌─────────────────────────────────┐
|
||||||
|
│ break_escape_demo_users │ │ users (Hacktivity parent app) │
|
||||||
|
├─────────────────────────┤ ├─────────────────────────────────┤
|
||||||
|
│ id │ │ id │
|
||||||
|
│ handle │ │ handle │
|
||||||
|
│ role │ │ email │
|
||||||
|
│ created_at │ │ role │
|
||||||
|
│ updated_at │ │ ... │
|
||||||
|
└─────────────────────────┘ └─────────────────────────────────┘
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
End of Flow Diagrams
|
||||||
208
planning_notes/player_preferences/PHASER_DECISION.md
Normal file
@@ -0,0 +1,208 @@
|
|||||||
|
# Phaser Implementation Decision
|
||||||
|
|
||||||
|
**Date**: 2026-02-11
|
||||||
|
**Decision**: Use single Phaser instance for animated sprite previews
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Options Considered
|
||||||
|
|
||||||
|
1. **Static HTML Images** - Pre-generated PNG files
|
||||||
|
2. **16 Phaser Instances** - One mini-game per sprite
|
||||||
|
3. **Single Phaser Instance** - All sprites in one canvas ✅ **SELECTED**
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Why Single Phaser Instance?
|
||||||
|
|
||||||
|
### Technical Advantages
|
||||||
|
|
||||||
|
1. **Leverages Existing Infrastructure**
|
||||||
|
- Break Escape already uses Phaser throughout
|
||||||
|
- Sprite atlases already exist (16 PNG + JSON files)
|
||||||
|
- No new assets or build tools needed
|
||||||
|
- Consistent rendering pipeline with main game
|
||||||
|
|
||||||
|
2. **Better User Experience**
|
||||||
|
- Animated breathing-idle previews (engaging)
|
||||||
|
- Shows exactly what player will see in-game
|
||||||
|
- More polished than static images
|
||||||
|
- Matches pixel-art game aesthetic
|
||||||
|
|
||||||
|
3. **Performance Optimization**
|
||||||
|
- Single WebGL context (~15MB) vs 16 contexts (~50MB)
|
||||||
|
- Shared texture memory across all sprites
|
||||||
|
- Phaser's Scale.FIT handles responsiveness
|
||||||
|
- Acceptable on modern mobile devices
|
||||||
|
|
||||||
|
4. **Maintainability**
|
||||||
|
- No asset generation step to remember
|
||||||
|
- New sprites automatically work (just add to atlas)
|
||||||
|
- No `chunky_png` gem dependency
|
||||||
|
- Simpler deployment pipeline
|
||||||
|
|
||||||
|
### Tradeoffs Accepted
|
||||||
|
|
||||||
|
| Concern | Impact | Mitigation |
|
||||||
|
|---------|--------|------------|
|
||||||
|
| Load time | ~800ms vs ~100ms for images | Acceptable for configuration page |
|
||||||
|
| Memory usage | ~15MB vs ~2MB | Within limits for modern devices |
|
||||||
|
| Mobile performance | Potential lag on old phones | Phaser Scale.FIT optimizes, game already requires Phaser |
|
||||||
|
| JavaScript complexity | 100 LOC vs 0 | Well-documented, modular code |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Implementation Details
|
||||||
|
|
||||||
|
### Architecture
|
||||||
|
|
||||||
|
```
|
||||||
|
Configuration Page
|
||||||
|
├── Single Phaser Canvas (absolute positioned, z-index: 1)
|
||||||
|
│ ├── 16 Sprites in 4x4 grid
|
||||||
|
│ └── Each playing breathing-idle_south animation
|
||||||
|
└── HTML Selection Grid (z-index: 2)
|
||||||
|
├── Radio buttons (hidden)
|
||||||
|
├── Labels (clickable, transparent background)
|
||||||
|
└── Padlock overlays (for locked sprites)
|
||||||
|
```
|
||||||
|
|
||||||
|
### Performance Specs
|
||||||
|
|
||||||
|
- **Canvas Size**: 384x384px (4 sprites × 96px cells)
|
||||||
|
- **Frame Rate**: 8 FPS (breathing-idle animations)
|
||||||
|
- **Atlas Load**: ~2-3MB (all 16 character atlases)
|
||||||
|
- **Memory**: ~15MB total (single WebGL context + textures)
|
||||||
|
- **Initialization**: ~800ms on average device
|
||||||
|
|
||||||
|
### Code Structure
|
||||||
|
|
||||||
|
**JavaScript** (`sprite-grid.js`):
|
||||||
|
- `initializeSpriteGrid()` - Entry point
|
||||||
|
- `preloadSprites()` - Load all 16 atlases
|
||||||
|
- `createSpriteGrid()` - Position sprites in 4x4 grid, start animations
|
||||||
|
|
||||||
|
**View** (`show.html.erb`):
|
||||||
|
- Phaser CDN script tag
|
||||||
|
- Canvas container div
|
||||||
|
- HTML grid overlaid for interaction
|
||||||
|
|
||||||
|
**CSS** (`player_preferences.css`):
|
||||||
|
- Canvas: `pointer-events: none` (clicks pass through)
|
||||||
|
- Grid: `position: relative, z-index: 2`
|
||||||
|
- Responsive via Phaser, not CSS media queries
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Alternatives Rejected
|
||||||
|
|
||||||
|
### Static Images (Rejected)
|
||||||
|
|
||||||
|
**Why rejected:**
|
||||||
|
- Less engaging (no animation)
|
||||||
|
- Requires build step (`generate_sprite_previews.rb`)
|
||||||
|
- New dependency (`chunky_png` gem)
|
||||||
|
- Maintenance burden (regenerate when sprites change)
|
||||||
|
- Doesn't match game experience
|
||||||
|
|
||||||
|
### 16 Phaser Instances (Rejected)
|
||||||
|
|
||||||
|
**Why rejected:**
|
||||||
|
- Memory bloat (~50MB for 16 WebGL contexts)
|
||||||
|
- Poor mobile performance
|
||||||
|
- Initialization lag (loading 16 separate games)
|
||||||
|
- Overcomplicated for simple grid
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Testing Considerations
|
||||||
|
|
||||||
|
### What to Test
|
||||||
|
|
||||||
|
1. **Sprite Loading**
|
||||||
|
- All 16 atlases load correctly
|
||||||
|
- Missing atlas shows error (doesn't crash)
|
||||||
|
|
||||||
|
2. **Animation Playback**
|
||||||
|
- breathing-idle_south plays for each sprite
|
||||||
|
- Animations loop correctly
|
||||||
|
- Frame rate stable at 8 FPS
|
||||||
|
|
||||||
|
3. **Click Handling**
|
||||||
|
- Radio buttons update when label clicked
|
||||||
|
- Selected card highlights correctly
|
||||||
|
- Padlock prevents selection of invalid sprites
|
||||||
|
|
||||||
|
4. **Responsive Behavior**
|
||||||
|
- Canvas scales on mobile (Phaser Scale.FIT)
|
||||||
|
- Grid layout adapts to canvas size
|
||||||
|
- No overflow or clipping issues
|
||||||
|
|
||||||
|
5. **Performance**
|
||||||
|
- Load time < 2 seconds
|
||||||
|
- Smooth animations on mid-range devices
|
||||||
|
- No memory leaks on repeated visits
|
||||||
|
|
||||||
|
### Browser Compatibility
|
||||||
|
|
||||||
|
- ✅ Chrome/Edge (WebGL support)
|
||||||
|
- ✅ Firefox (WebGL support)
|
||||||
|
- ✅ Safari (WebGL support)
|
||||||
|
- ⚠️ Old mobile browsers (fallback: static first frame)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Migration from Static Images Plan
|
||||||
|
|
||||||
|
All planning documents have been updated:
|
||||||
|
|
||||||
|
1. **PLAN.md**:
|
||||||
|
- Removed asset generation script
|
||||||
|
- Added sprite-grid.js implementation
|
||||||
|
- Updated view with Phaser canvas container
|
||||||
|
|
||||||
|
2. **FILE_MANIFEST.md**:
|
||||||
|
- Removed `tools/generate_sprite_previews.rb`
|
||||||
|
- Added `public/break_escape/js/ui/sprite-grid.js`
|
||||||
|
- Removed `chunky_png` dependency
|
||||||
|
|
||||||
|
3. **SUMMARY.md**:
|
||||||
|
- Updated UI description to "animated Phaser previews"
|
||||||
|
- Changed testing focus from static images to animations
|
||||||
|
|
||||||
|
4. **README.md**:
|
||||||
|
- Updated UI approach section
|
||||||
|
- Changed review decisions
|
||||||
|
|
||||||
|
5. **CHANGES_FROM_REVIEW.md**:
|
||||||
|
- Will be updated to reflect final Phaser decision
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Implementation Checklist
|
||||||
|
|
||||||
|
- [ ] Create `public/break_escape/js/ui/sprite-grid.js`
|
||||||
|
- [ ] Update view to include Phaser CDN script
|
||||||
|
- [ ] Add canvas container with proper positioning
|
||||||
|
- [ ] Update CSS for layered grid (canvas behind, HTML above)
|
||||||
|
- [ ] Test on desktop browsers (Chrome, Firefox, Safari)
|
||||||
|
- [ ] Test on mobile devices (iOS Safari, Android Chrome)
|
||||||
|
- [ ] Verify animations loop correctly
|
||||||
|
- [ ] Verify click handling works with overlaid HTML
|
||||||
|
- [ ] Test padlock overlays on locked sprites
|
||||||
|
- [ ] Confirm Phaser Scale.FIT responsive behavior
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Future Optimizations (Phase 2)
|
||||||
|
|
||||||
|
1. **Lazy Loading**: Only load Phaser on configuration page
|
||||||
|
2. **WebP Atlases**: Convert PNGs to WebP for smaller downloads
|
||||||
|
3. **Sprite Atlasing**: Combine all 16 sprites into single atlas
|
||||||
|
4. **Static Fallback**: Detect old devices, show static images instead
|
||||||
|
5. **Animation Variations**: Cycle through walk/idle/attack previews
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
**Status**: ✅ Decision finalized, plans updated
|
||||||
|
**Ready for**: Phase 3 implementation (Frontend)
|
||||||
1323
planning_notes/player_preferences/PLAN.md
Normal file
161
planning_notes/player_preferences/README.md
Normal file
@@ -0,0 +1,161 @@
|
|||||||
|
# Player Preferences System - Planning Documentation
|
||||||
|
|
||||||
|
**Feature**: Player Sprite & Name Customization
|
||||||
|
**Status**: Planning Phase (Ready for Review)
|
||||||
|
**Created**: 2026-02-11
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
This feature allows players to:
|
||||||
|
- **Customize their in-game name** (seeded from Hacktivity `user.handle`, defaults to "Zero")
|
||||||
|
- **Select their character sprite** from 16 available options
|
||||||
|
- **Validation**: Scenarios can restrict sprites via `validSprites` patterns
|
||||||
|
- **UI**: Configuration screen with animated sprite previews and padlock overlays for locked sprites
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Planning Documents
|
||||||
|
|
||||||
|
### 📋 [SUMMARY.md](./SUMMARY.md)
|
||||||
|
**Quick reference guide** - Start here for a high-level overview
|
||||||
|
- Key features
|
||||||
|
- File list
|
||||||
|
- Implementation order
|
||||||
|
- Review questions
|
||||||
|
|
||||||
|
### 📖 [PLAN.md](./PLAN.md)
|
||||||
|
**Detailed implementation plan** - Complete technical specification
|
||||||
|
- Database schema
|
||||||
|
- Model/Controller/Policy code examples
|
||||||
|
- View templates
|
||||||
|
- JavaScript/CSS implementation
|
||||||
|
- Testing strategy
|
||||||
|
- Edge cases & security considerations
|
||||||
|
|
||||||
|
### 🔀 [FLOW_DIAGRAM.md](./FLOW_DIAGRAM.md)
|
||||||
|
**Visual flow diagrams** - Understand the system architecture
|
||||||
|
- Game creation flow with sprite validation
|
||||||
|
- Configuration screen flow
|
||||||
|
- Sprite validation algorithm
|
||||||
|
- Data flow (preferences → scenario → client)
|
||||||
|
- Polymorphic association structure
|
||||||
|
- UI layout mockup
|
||||||
|
- Database schema diagram
|
||||||
|
|
||||||
|
### 📁 [FILE_MANIFEST.md](./FILE_MANIFEST.md)
|
||||||
|
**Complete file checklist** - Track implementation progress
|
||||||
|
- 14 files to create
|
||||||
|
- 7 files to modify
|
||||||
|
- Implementation phases
|
||||||
|
- Git workflow strategy
|
||||||
|
- Dependencies
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Key Decisions Made
|
||||||
|
|
||||||
|
### Storage Approach
|
||||||
|
✅ **Player Preferences Table** (polymorphic association)
|
||||||
|
- Persistent across games
|
||||||
|
- No parent app schema changes required
|
||||||
|
- Extensible for future preferences
|
||||||
|
|
||||||
|
### Sprite Validation
|
||||||
|
✅ **Scenario-level patterns with wildcards**
|
||||||
|
- `validSprites: ["female_*", "male_spy"]`
|
||||||
|
- Redirects to configuration if no sprite OR invalid sprite
|
||||||
|
- Greyed out with padlock overlay for invalid sprites
|
||||||
|
|
||||||
|
### Default Values
|
||||||
|
✅ **Seeded from user data, sprite required**
|
||||||
|
- Name: `user.handle` → fallback to "Zero"
|
||||||
|
- Sprite: NULL (player MUST choose before first game)
|
||||||
|
|
||||||
|
### UI Approach
|
||||||
|
✅ **Single Phaser instance for sprite previews**
|
||||||
|
- Animated breathing-idle sprites (engaging, matches game)
|
||||||
|
- One WebGL context for all 16 sprites (better than 16 instances)
|
||||||
|
- Leverages existing sprite atlases (no new assets needed)
|
||||||
|
- Responsive with Phaser Scale.FIT mode
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Implementation Timeline
|
||||||
|
|
||||||
|
| Phase | Tasks | Files | Estimated Complexity |
|
||||||
|
|-------|-------|-------|---------------------|
|
||||||
|
| 1. Core Backend | Migration, Models, Routes | 4 | Low |
|
||||||
|
| 2. Controller & Policy | Authorization, CRUD | 3 | Medium |
|
||||||
|
| 3. Frontend | Views, JS, CSS | 3 | Medium |
|
||||||
|
| 4. Game Integration | Inject preferences, validation | 2 | Medium |
|
||||||
|
| 5. Testing | Model, Controller, Integration | 5 | Medium |
|
||||||
|
| 6. Documentation | README, CHANGELOG, guides | 4 | Low |
|
||||||
|
|
||||||
|
**Total Files**: 21 (14 new, 7 modified)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Review Decisions (COMPLETED)
|
||||||
|
|
||||||
|
Reviewed and approved 2026-02-11:
|
||||||
|
|
||||||
|
- [x] **Default sprite**: NULL - player MUST choose before starting first game ✅
|
||||||
|
- [x] **Name validation**: Alphanumeric + spaces/underscores, server-side only ✅
|
||||||
|
- [x] **Wildcard patterns**: `female_*`, `male_*`, `*_hacker` approved ✅
|
||||||
|
- [x] **Locked sprites UI**: Deferred to Phase 2 ⏸️
|
||||||
|
- [x] **Preview rendering**: Single Phaser instance with animated sprites ✅
|
||||||
|
- [x] **Mobile responsiveness**: Phaser Scale.FIT mode for responsive canvas ✅
|
||||||
|
- [x] **Existing players**: Prompt when starting a game ✅
|
||||||
|
- [x] **Analytics**: Not needed for initial release ❌
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Questions & Decisions Needed
|
||||||
|
|
||||||
|
### Open Questions
|
||||||
|
|
||||||
|
1. **Should scenarios be able to override player sprite entirely?**
|
||||||
|
- Use case: Story-driven mission where player must be a specific character
|
||||||
|
- Proposed: Add `scenario.forcedSprite` field
|
||||||
|
|
||||||
|
2. **Should sprites be unlockable via achievements?**
|
||||||
|
- Start with 3 unlocked, rest earned through gameplay
|
||||||
|
- Requires additional `unlocked_sprites` JSONB column
|
||||||
|
|
||||||
|
3. **Should we generate portraits from sprite sheets?**
|
||||||
|
- Auto-crop sprite head for dialogue portraits
|
||||||
|
- Reduces manual asset creation
|
||||||
|
|
||||||
|
4. **Browser localStorage fallback?**
|
||||||
|
- If player not logged in (demo mode without account)
|
||||||
|
- Store preferences client-side only
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Next Steps
|
||||||
|
|
||||||
|
1. **Review all planning documents** (this README, PLAN, FLOW_DIAGRAM, FILE_MANIFEST)
|
||||||
|
2. **Answer review checklist questions** above
|
||||||
|
3. **Approve or request changes** to the plan
|
||||||
|
4. **Begin implementation** following phases in FILE_MANIFEST.md
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Contact & Feedback
|
||||||
|
|
||||||
|
- **Questions**: Open GitHub issue or comment on this planning doc
|
||||||
|
- **Suggestions**: Edit planning docs before implementation begins
|
||||||
|
- **Approval**: Mark checklist items and provide go-ahead for implementation
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Related Documentation
|
||||||
|
|
||||||
|
- [CHANGELOG_SPRITES.md](../../CHANGELOG_SPRITES.md) - Current sprite system
|
||||||
|
- [docs/SPRITE_SYSTEM.md](../../docs/SPRITE_SYSTEM.md) - Sprite atlas documentation
|
||||||
|
- [.github/copilot-instructions.md](../../.github/copilot-instructions.md) - Project architecture
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
**Status**: ✅ Approved - Ready for Implementation
|
||||||
|
**Last Updated**: 2026-02-11 (reviewed and approved)
|
||||||
127
planning_notes/player_preferences/SUMMARY.md
Normal file
@@ -0,0 +1,127 @@
|
|||||||
|
# Player Preferences - Quick Summary
|
||||||
|
|
||||||
|
## What We're Building
|
||||||
|
|
||||||
|
A player configuration system allowing customization of:
|
||||||
|
- **In-game name** (seeded from Hacktivity `user.handle`, defaults to "Zero")
|
||||||
|
- **Character sprite** (16 available, validated per scenario)
|
||||||
|
|
||||||
|
## Key Features
|
||||||
|
|
||||||
|
### 1. Persistent Preferences Table
|
||||||
|
```
|
||||||
|
break_escape_player_preferences:
|
||||||
|
- player_id/player_type (polymorphic)
|
||||||
|
- selected_sprite (NULL until player chooses)
|
||||||
|
- in_game_name (default: 'Zero')
|
||||||
|
```
|
||||||
|
|
||||||
|
### 2. Scenario-Level Sprite Validation
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"validSprites": ["female_*", "male_spy"]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
**Wildcard Support:**
|
||||||
|
- `"*"` - all sprites
|
||||||
|
- `"female_*"` - all female sprites
|
||||||
|
- `"*_hacker"` - all hacker sprites (any gender)
|
||||||
|
- `"female_hacker_hood"` - exact match
|
||||||
|
|
||||||
|
### 3. Validation Flow
|
||||||
|
1. Player creates new game
|
||||||
|
2. System checks:
|
||||||
|
- Does player have a sprite selected? (not NULL)
|
||||||
|
- Does sprite match scenario's `validSprites` patterns?
|
||||||
|
3. **If no sprite OR invalid**: Redirect to `/configuration?game_id=123`
|
||||||
|
4. **If valid**: Start game immediately
|
||||||
|
|
||||||
|
### 4. Configuration UI
|
||||||
|
- Grid of 16 animated sprite previews (single Phaser instance, breathing-idle animations)
|
||||||
|
- Invalid sprites shown greyed out with padlock overlay
|
||||||
|
- Name input field (1-20 chars, alphanumeric + spaces/underscores only)
|
||||||
|
- Responsive with Phaser Scale.FIT mode
|
||||||
|
|
||||||
|
## Files to Create
|
||||||
|
|
||||||
|
### Backend
|
||||||
|
- Migration: `CreateBreakEscapePlayerPreferences`
|
||||||
|
- Model: `app/models/break_escape/player_preference.rb`
|
||||||
|
- Controller: `app/controllers/break_escape/player_preferences_controller.rb`
|
||||||
|
- Policy: `app/policies/break_escape/player_preference_policy.rb`
|
||||||
|
- Helper: `app/helpers/break_escape/player_preferences_helper.rb`
|
||||||
|
|
||||||
|
### Frontend
|
||||||
|
- View: `app/views/break_escape/player_preferences/show.html.erb`
|
||||||
|
- JavaScript: `public/break_escape/js/ui/sprite-grid.js` (single Phaser instance)
|
||||||
|
- CSS: `public/break_escape/css/player_preferences.css`
|
||||||
|
|
||||||
|
### Tests
|
||||||
|
- Model: `test/models/break_escape/player_preference_test.rb`
|
||||||
|
- Controller: `test/controllers/break_escape/player_preferences_controller_test.rb`
|
||||||
|
- Policy: `test/policies/break_escape/player_preference_policy_test.rb`
|
||||||
|
- Integration: `test/integration/sprite_selection_flow_test.rb`
|
||||||
|
- Fixtures: `test/fixtures/break_escape/player_preferences.yml`
|
||||||
|
|
||||||
|
## Model Updates
|
||||||
|
|
||||||
|
### `BreakEscape::DemoUser`
|
||||||
|
```ruby
|
||||||
|
has_one :preference, as: :player, class_name: 'BreakEscape::PlayerPreference'
|
||||||
|
```
|
||||||
|
|
||||||
|
### `BreakEscape::Game`
|
||||||
|
```ruby
|
||||||
|
def inject_player_preferences(scenario_data)
|
||||||
|
scenario_data['player']['spriteSheet'] = player_pref.selected_sprite
|
||||||
|
scenario_data['player']['displayName'] = player_pref.in_game_name
|
||||||
|
end
|
||||||
|
```
|
||||||
|
|
||||||
|
### Hacktivity `User` (when mounted)
|
||||||
|
```ruby
|
||||||
|
has_one :break_escape_preference, as: :player, class_name: 'BreakEscape::PlayerPreference'
|
||||||
|
```
|
||||||
|
|
||||||
|
## Routes
|
||||||
|
|
||||||
|
```ruby
|
||||||
|
get 'configuration', to: 'player_preferences#show'
|
||||||
|
patch 'configuration', to: 'player_preferences#update'
|
||||||
|
```
|
||||||
|
|
||||||
|
## Implementation Order
|
||||||
|
|
||||||
|
1. Migration + Model
|
||||||
|
2. Update associations (DemoUser)
|
||||||
|
3. Controller + Policy
|
||||||
|
4. Routes
|
||||||
|
5. Views + Assets (JS/CSS)
|
||||||
|
6. Game integration (inject preferences)
|
||||||
|
7. GamesController validation flow
|
||||||
|
8. Tests
|
||||||
|
|
||||||
|
## Testing Focus
|
||||||
|
|
||||||
|
- ✅ Sprite wildcard matching (`female_*`, `*_hacker`)
|
||||||
|
- ✅ Default name seeding from `user.handle`
|
||||||
|
- ✅ NULL sprite handling (must choose before first game)
|
||||||
|
- ✅ Validation flow (redirect when NULL or invalid)
|
||||||
|
- ✅ Policy authorization (own preference only)
|
||||||
|
- ✅ Grid UI with padlock overlay
|
||||||
|
- ✅ Phaser sprite rendering (animations work correctly)
|
||||||
|
|
||||||
|
## Review Decisions (APPROVED)
|
||||||
|
|
||||||
|
1. ✅ Default sprite: NULL - player MUST choose before first game
|
||||||
|
2. ✅ Name validation: Alphanumeric only (server-side)
|
||||||
|
3. ✅ Wildcards: `female_*`, `male_*`, `*_hacker` approved
|
||||||
|
4. ✅ Preview rendering: Single Phaser instance with animated sprites
|
||||||
|
5. ✅ Animation: `breathing-idle_south` looping
|
||||||
|
6. ⏸️ Locked reasons: Deferred to Phase 2
|
||||||
|
7. ❌ Analytics: Not needed
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
See `PLAN.md` for full details.
|
||||||
171
planning_notes/player_preferences/UPDATES_CHECKLIST.md
Normal file
@@ -0,0 +1,171 @@
|
|||||||
|
# Planning Updates Checklist
|
||||||
|
|
||||||
|
**Date**: 2026-02-11
|
||||||
|
**Status**: ✅ All planning documents updated and synchronized
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Changes Applied
|
||||||
|
|
||||||
|
### 1. ✅ Phaser Implementation Decision
|
||||||
|
**Changed from**: Static images
|
||||||
|
**Changed to**: Single Phaser instance with animated sprites
|
||||||
|
|
||||||
|
**Files Updated**:
|
||||||
|
- ✅ PLAN.md - Section 6 (JavaScript) rewritten with sprite-grid.js
|
||||||
|
- ✅ SUMMARY.md - Frontend files and UI description updated
|
||||||
|
- ✅ FILE_MANIFEST.md - Removed asset tool, added sprite-grid.js
|
||||||
|
- ✅ README.md - UI Approach section updated
|
||||||
|
- ✅ CHANGES_FROM_REVIEW.md - Section 2 updated with final decision
|
||||||
|
- ✅ PHASER_DECISION.md - NEW file documenting decision rationale
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 2. ✅ CSS Location Correction
|
||||||
|
**Changed from**: `app/assets/stylesheets/break_escape/`
|
||||||
|
**Changed to**: `public/break_escape/css/`
|
||||||
|
|
||||||
|
**Reason**: Break Escape uses public directory for all CSS (not Rails asset pipeline)
|
||||||
|
|
||||||
|
**Files Updated**:
|
||||||
|
- ✅ PLAN.md - Section 7 (CSS) path corrected
|
||||||
|
- ✅ FILE_MANIFEST.md - CSS file path corrected
|
||||||
|
- ✅ SUMMARY.md - Frontend files path corrected
|
||||||
|
- ✅ CODEBASE_REVIEW.md - Asset structure section corrected
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 3. ✅ Removed Asset Generation
|
||||||
|
**Removed**: `tools/generate_sprite_previews.rb` and `chunky_png` dependency
|
||||||
|
|
||||||
|
**Reason**: Phaser uses existing sprite atlases (no static images needed)
|
||||||
|
|
||||||
|
**Files Updated**:
|
||||||
|
- ✅ PLAN.md - Asset generation section removed
|
||||||
|
- ✅ FILE_MANIFEST.md - Tool file removed, dependency removed
|
||||||
|
- ✅ CHANGES_FROM_REVIEW.md - Updated to show asset generation removed
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 4. ✅ NULL Sprite Default
|
||||||
|
**Changed from**: `default: 'female_hacker_hood'`
|
||||||
|
**Changed to**: `default: NULL`
|
||||||
|
|
||||||
|
**Reason**: Force player to choose before first game
|
||||||
|
|
||||||
|
**Files Updated**:
|
||||||
|
- ✅ PLAN.md - Migration schema, model validation, tests
|
||||||
|
- ✅ SUMMARY.md - Default values section
|
||||||
|
- ✅ README.md - Key decisions section
|
||||||
|
- ✅ CHANGES_FROM_REVIEW.md - Section 1 (critical change)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### 5. ✅ Codebase Integration Review
|
||||||
|
**Added**: Comprehensive review of existing codebase
|
||||||
|
|
||||||
|
**Files Created**:
|
||||||
|
- ✅ CODEBASE_REVIEW.md - NEW file with integration analysis
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Document Status
|
||||||
|
|
||||||
|
| Document | Status | Last Updated | Purpose |
|
||||||
|
|----------|--------|--------------|---------|
|
||||||
|
| **README.md** | ✅ Current | 2026-02-11 | Index and navigation |
|
||||||
|
| **SUMMARY.md** | ✅ Current | 2026-02-11 | Quick reference |
|
||||||
|
| **PLAN.md** | ✅ Current | 2026-02-11 | Detailed specification |
|
||||||
|
| **FLOW_DIAGRAM.md** | ✅ Current | 2026-02-11 | Visual flows |
|
||||||
|
| **FILE_MANIFEST.md** | ✅ Current | 2026-02-11 | File tracking |
|
||||||
|
| **CHANGES_FROM_REVIEW.md** | ✅ Current | 2026-02-11 | Review changes |
|
||||||
|
| **PHASER_DECISION.md** | ✅ New | 2026-02-11 | Phaser rationale |
|
||||||
|
| **CODEBASE_REVIEW.md** | ✅ New | 2026-02-11 | Integration analysis |
|
||||||
|
| **UPDATES_CHECKLIST.md** | ✅ New | 2026-02-11 | This document |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Verification Checks
|
||||||
|
|
||||||
|
### ✅ No References to Removed Features
|
||||||
|
- [x] No mentions of `generate_sprite_previews.rb` (except in removal notes)
|
||||||
|
- [x] No mentions of `chunky_png` dependency (except in removal notes)
|
||||||
|
- [x] No mentions of static preview images (except in decision docs)
|
||||||
|
- [x] No mentions of `app/assets/stylesheets/` (except in correction notes)
|
||||||
|
|
||||||
|
### ✅ Consistent Terminology
|
||||||
|
- [x] "Single Phaser instance" used consistently
|
||||||
|
- [x] "Animated sprite previews" used consistently
|
||||||
|
- [x] "NULL sprite" or "sprite = NULL" used consistently
|
||||||
|
- [x] "`public/break_escape/css/`" used consistently
|
||||||
|
|
||||||
|
### ✅ Complete Coverage
|
||||||
|
- [x] All 6 implementation phases documented
|
||||||
|
- [x] All 21 files accounted for (14 new, 7 modified)
|
||||||
|
- [x] All integration points identified
|
||||||
|
- [x] All risks assessed (LOW overall)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Key Numbers
|
||||||
|
|
||||||
|
| Metric | Count |
|
||||||
|
|--------|-------|
|
||||||
|
| **Planning documents** | 9 files |
|
||||||
|
| **Files to create** | 14 files |
|
||||||
|
| **Files to modify** | 7 files |
|
||||||
|
| **Existing code lines changed** | < 35 lines |
|
||||||
|
| **New code lines** | ~1,500 lines |
|
||||||
|
| **Implementation phases** | 6 phases |
|
||||||
|
| **Overall risk level** | 🟢 LOW |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Review Questions Answered
|
||||||
|
|
||||||
|
All 8 review questions from the user have been answered and incorporated:
|
||||||
|
|
||||||
|
1. ✅ **Default sprite**: NULL (must choose before game)
|
||||||
|
2. ✅ **Name validation**: Alphanumeric + spaces/underscores
|
||||||
|
3. ✅ **Wildcards**: `female_*`, `male_*`, `*_hacker` approved
|
||||||
|
4. ⏸️ **Locked reasons**: Deferred to Phase 2
|
||||||
|
5. ✅ **Preview rendering**: Single Phaser instance, animated
|
||||||
|
6. ✅ **Mobile**: Phaser Scale.FIT responsive mode
|
||||||
|
7. ✅ **Migration**: Prompt when starting game
|
||||||
|
8. ❌ **Analytics**: Not needed
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Synchronization Verified
|
||||||
|
|
||||||
|
### Cross-Document Consistency ✅
|
||||||
|
|
||||||
|
All documents now agree on:
|
||||||
|
- Phaser implementation (single instance)
|
||||||
|
- CSS location (`public/break_escape/css/`)
|
||||||
|
- No asset generation tool
|
||||||
|
- NULL default sprite
|
||||||
|
- File count (21 total)
|
||||||
|
- Phase structure (6 phases)
|
||||||
|
|
||||||
|
### No Conflicts Found ✅
|
||||||
|
|
||||||
|
- No contradictory information between documents
|
||||||
|
- No outdated references remaining
|
||||||
|
- No version mismatches
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Ready for Implementation ✅
|
||||||
|
|
||||||
|
**Status**: All planning documents synchronized and current
|
||||||
|
|
||||||
|
**Approval**: Ready to proceed with Phase 1 (Migration + Models)
|
||||||
|
|
||||||
|
**Next Action**: Begin implementation following FILE_MANIFEST.md phase order
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
**Verified by**: AI Assistant
|
||||||
|
**Date**: 2026-02-11
|
||||||
|
**Status**: ✅ COMPLETE
|
||||||
@@ -5124,7 +5124,7 @@
|
|||||||
"meta": {
|
"meta": {
|
||||||
"app": "PixelLab to Phaser Converter",
|
"app": "PixelLab to Phaser Converter",
|
||||||
"version": "1.0",
|
"version": "1.0",
|
||||||
"image": "female_woman_hacker_in_a_hoodie_hood_up_black_ob.png",
|
"image": "female_hacker_hood.png",
|
||||||
"format": "RGBA8888",
|
"format": "RGBA8888",
|
||||||
"size": {
|
"size": {
|
||||||
"w": 1392,
|
"w": 1392,
|
||||||
|
Before Width: | Height: | Size: 277 KiB After Width: | Height: | Size: 277 KiB |
@@ -3684,7 +3684,7 @@
|
|||||||
"meta": {
|
"meta": {
|
||||||
"app": "PixelLab to Phaser Converter",
|
"app": "PixelLab to Phaser Converter",
|
||||||
"version": "1.0",
|
"version": "1.0",
|
||||||
"image": "woman_female_hacker_in_hoodie.png",
|
"image": "female_hacker_hood_down.png",
|
||||||
"format": "RGBA8888",
|
"format": "RGBA8888",
|
||||||
"size": {
|
"size": {
|
||||||
"w": 1146,
|
"w": 1146,
|
||||||
|
After Width: | Height: | Size: 246 KiB |
|
After Width: | Height: | Size: 1.2 KiB |
|
After Width: | Height: | Size: 878 B |
@@ -3044,7 +3044,7 @@
|
|||||||
"meta": {
|
"meta": {
|
||||||
"app": "PixelLab to Phaser Converter",
|
"app": "PixelLab to Phaser Converter",
|
||||||
"version": "1.0",
|
"version": "1.0",
|
||||||
"image": "female_woman_office_worker_blonde_bob_hair_with_f_(2).png",
|
"image": "female_office_worker.png",
|
||||||
"format": "RGBA8888",
|
"format": "RGBA8888",
|
||||||
"size": {
|
"size": {
|
||||||
"w": 1064,
|
"w": 1064,
|
||||||
|
Before Width: | Height: | Size: 215 KiB After Width: | Height: | Size: 215 KiB |
|
After Width: | Height: | Size: 1.4 KiB |
@@ -3684,7 +3684,7 @@
|
|||||||
"meta": {
|
"meta": {
|
||||||
"app": "PixelLab to Phaser Converter",
|
"app": "PixelLab to Phaser Converter",
|
||||||
"version": "1.0",
|
"version": "1.0",
|
||||||
"image": "high_vis_vest_polo_shirt_telecom_worker.png",
|
"image": "female_scientist.png",
|
||||||
"format": "RGBA8888",
|
"format": "RGBA8888",
|
||||||
"size": {
|
"size": {
|
||||||
"w": 1146,
|
"w": 1146,
|
||||||
BIN
public/break_escape/assets/characters/female_scientist.png
Normal file
|
After Width: | Height: | Size: 178 KiB |
|
After Width: | Height: | Size: 847 B |
@@ -4164,7 +4164,7 @@
|
|||||||
"meta": {
|
"meta": {
|
||||||
"app": "PixelLab to Phaser Converter",
|
"app": "PixelLab to Phaser Converter",
|
||||||
"version": "1.0",
|
"version": "1.0",
|
||||||
"image": "security_guard_uniform_(3).png",
|
"image": "female_security_guard.png",
|
||||||
"format": "RGBA8888",
|
"format": "RGBA8888",
|
||||||
"size": {
|
"size": {
|
||||||
"w": 1228,
|
"w": 1228,
|
||||||
BIN
public/break_escape/assets/characters/female_security_guard.png
Normal file
|
After Width: | Height: | Size: 242 KiB |
|
After Width: | Height: | Size: 1.1 KiB |
@@ -3684,7 +3684,7 @@
|
|||||||
"meta": {
|
"meta": {
|
||||||
"app": "PixelLab to Phaser Converter",
|
"app": "PixelLab to Phaser Converter",
|
||||||
"version": "1.0",
|
"version": "1.0",
|
||||||
"image": "woman_female_spy_in_trench_oat_duffel_coat_trilby.png",
|
"image": "female_spy.png",
|
||||||
"format": "RGBA8888",
|
"format": "RGBA8888",
|
||||||
"size": {
|
"size": {
|
||||||
"w": 1146,
|
"w": 1146,
|
||||||
|
Before Width: | Height: | Size: 209 KiB After Width: | Height: | Size: 209 KiB |
BIN
public/break_escape/assets/characters/female_spy_headshot.png
Normal file
|
After Width: | Height: | Size: 1.1 KiB |
@@ -2564,7 +2564,7 @@
|
|||||||
"meta": {
|
"meta": {
|
||||||
"app": "PixelLab to Phaser Converter",
|
"app": "PixelLab to Phaser Converter",
|
||||||
"version": "1.0",
|
"version": "1.0",
|
||||||
"image": "woman_female_high_vis_vest_polo_shirt_telecom_w.png",
|
"image": "female_telecom.png",
|
||||||
"format": "RGBA8888",
|
"format": "RGBA8888",
|
||||||
"size": {
|
"size": {
|
||||||
"w": 982,
|
"w": 982,
|
||||||
BIN
public/break_escape/assets/characters/female_telecom.png
Normal file
|
After Width: | Height: | Size: 178 KiB |
|
After Width: | Height: | Size: 1.2 KiB |
|
Before Width: | Height: | Size: 242 KiB |
|
Before Width: | Height: | Size: 203 KiB |
|
Before Width: | Height: | Size: 221 KiB |
@@ -4164,7 +4164,7 @@
|
|||||||
"meta": {
|
"meta": {
|
||||||
"app": "PixelLab to Phaser Converter",
|
"app": "PixelLab to Phaser Converter",
|
||||||
"version": "1.0",
|
"version": "1.0",
|
||||||
"image": "hacker_in_hoodie_(1).png",
|
"image": "male_hacker_hood.png",
|
||||||
"format": "RGBA8888",
|
"format": "RGBA8888",
|
||||||
"size": {
|
"size": {
|
||||||
"w": 1228,
|
"w": 1228,
|
||||||
BIN
public/break_escape/assets/characters/male_hacker_hood.png
Normal file
|
After Width: | Height: | Size: 204 KiB |
@@ -4164,7 +4164,7 @@
|
|||||||
"meta": {
|
"meta": {
|
||||||
"app": "PixelLab to Phaser Converter",
|
"app": "PixelLab to Phaser Converter",
|
||||||
"version": "1.0",
|
"version": "1.0",
|
||||||
"image": "female_woman_security_guard_uniform_tan_black_s.png",
|
"image": "male_hacker_hood_down.png",
|
||||||
"format": "RGBA8888",
|
"format": "RGBA8888",
|
||||||
"size": {
|
"size": {
|
||||||
"w": 1228,
|
"w": 1228,
|
||||||
BIN
public/break_escape/assets/characters/male_hacker_hood_down.png
Normal file
|
After Width: | Height: | Size: 222 KiB |
|
After Width: | Height: | Size: 790 B |
|
After Width: | Height: | Size: 668 B |
@@ -4164,7 +4164,7 @@
|
|||||||
"meta": {
|
"meta": {
|
||||||
"app": "PixelLab to Phaser Converter",
|
"app": "PixelLab to Phaser Converter",
|
||||||
"version": "1.0",
|
"version": "1.0",
|
||||||
"image": "hacker_in_a_hoodie_hood_up_black_obscured_face_sh.png",
|
"image": "male_nerd.png",
|
||||||
"format": "RGBA8888",
|
"format": "RGBA8888",
|
||||||
"size": {
|
"size": {
|
||||||
"w": 1228,
|
"w": 1228,
|
||||||
|
Before Width: | Height: | Size: 270 KiB After Width: | Height: | Size: 270 KiB |
BIN
public/break_escape/assets/characters/male_nerd_headshot.png
Normal file
|
After Width: | Height: | Size: 800 B |
@@ -4484,7 +4484,7 @@
|
|||||||
"meta": {
|
"meta": {
|
||||||
"app": "PixelLab to Phaser Converter",
|
"app": "PixelLab to Phaser Converter",
|
||||||
"version": "1.0",
|
"version": "1.0",
|
||||||
"image": "office_worker_white_shirt_and_tie_(7).png",
|
"image": "male_office_worker.png",
|
||||||
"format": "RGBA8888",
|
"format": "RGBA8888",
|
||||||
"size": {
|
"size": {
|
||||||
"w": 1228,
|
"w": 1228,
|
||||||
|
Before Width: | Height: | Size: 260 KiB After Width: | Height: | Size: 260 KiB |
@@ -2564,7 +2564,7 @@
|
|||||||
"meta": {
|
"meta": {
|
||||||
"app": "PixelLab to Phaser Converter",
|
"app": "PixelLab to Phaser Converter",
|
||||||
"version": "1.0",
|
"version": "1.0",
|
||||||
"image": "mad_scientist_white_hair_lab_coat_lab_coat_jeans.png",
|
"image": "male_scientist.png",
|
||||||
"format": "RGBA8888",
|
"format": "RGBA8888",
|
||||||
"size": {
|
"size": {
|
||||||
"w": 982,
|
"w": 982,
|
||||||
|
Before Width: | Height: | Size: 158 KiB After Width: | Height: | Size: 158 KiB |
|
After Width: | Height: | Size: 926 B |
4465
public/break_escape/assets/characters/male_security_guard.json
Normal file
BIN
public/break_escape/assets/characters/male_security_guard.png
Normal file
|
After Width: | Height: | Size: 236 KiB |
|
After Width: | Height: | Size: 1.2 KiB |
@@ -3684,7 +3684,7 @@
|
|||||||
"meta": {
|
"meta": {
|
||||||
"app": "PixelLab to Phaser Converter",
|
"app": "PixelLab to Phaser Converter",
|
||||||
"version": "1.0",
|
"version": "1.0",
|
||||||
"image": "spy_in_trench_oat_duffel_coat_trilby_hat_fedora_my.png",
|
"image": "male_spy.png",
|
||||||
"format": "RGBA8888",
|
"format": "RGBA8888",
|
||||||
"size": {
|
"size": {
|
||||||
"w": 1146,
|
"w": 1146,
|
||||||
BIN
public/break_escape/assets/characters/male_spy.png
Normal file
|
After Width: | Height: | Size: 184 KiB |
BIN
public/break_escape/assets/characters/male_spy_headshot.png
Normal file
|
After Width: | Height: | Size: 824 B |
3945
public/break_escape/assets/characters/male_telecom.json
Normal file
|
Before Width: | Height: | Size: 293 KiB After Width: | Height: | Size: 293 KiB |
BIN
public/break_escape/assets/characters/male_telecom_headshot.png
Normal file
|
After Width: | Height: | Size: 1.2 KiB |
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Before Width: | Height: | Size: 234 KiB |
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@@ -1782,7 +1842,7 @@
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@@ -1802,7 +1862,7 @@
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@@ -1822,7 +1882,7 @@
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@@ -1842,7 +1902,7 @@
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@@ -1862,7 +1922,7 @@
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@@ -1882,7 +1942,7 @@
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@@ -1902,8 +1962,8 @@
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@@ -1922,8 +1982,8 @@
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@@ -1942,7 +2002,7 @@
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@@ -1962,7 +2022,7 @@
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@@ -1982,7 +2042,7 @@
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@@ -2002,7 +2062,7 @@
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@@ -2022,8 +2082,8 @@
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@@ -2042,8 +2102,8 @@
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@@ -2062,8 +2122,8 @@
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@@ -2162,8 +2222,8 @@
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@@ -2182,8 +2242,8 @@
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@@ -2202,8 +2262,8 @@
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@@ -2222,7 +2282,7 @@
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@@ -2242,7 +2302,7 @@
|
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@@ -2262,7 +2322,7 @@
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@@ -2282,7 +2342,7 @@
|
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@@ -2322,7 +2382,7 @@
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@@ -2342,7 +2402,7 @@
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@@ -2362,7 +2422,7 @@
|
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@@ -2382,7 +2442,7 @@
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@@ -2402,7 +2462,7 @@
|
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@@ -2422,7 +2482,7 @@
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@@ -2442,7 +2502,7 @@
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@@ -2462,7 +2522,7 @@
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@@ -2482,7 +2542,7 @@
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@@ -2502,7 +2562,7 @@
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@@ -2522,7 +2582,7 @@
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@@ -2542,7 +2602,7 @@
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@@ -2562,7 +2622,7 @@
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"h": 80
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@@ -2582,7 +2642,7 @@
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"h": 80
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@@ -2602,7 +2662,7 @@
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@@ -2622,7 +2682,7 @@
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@@ -2642,7 +2702,7 @@
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@@ -2662,7 +2722,7 @@
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||||||
|
"walk_west_frame_000": {
|
||||||
"frame": {
|
"frame": {
|
||||||
"x": 246,
|
"x": 246,
|
||||||
"y": 902,
|
"y": 902,
|
||||||
@@ -2940,7 +2940,7 @@
|
|||||||
"h": 80
|
"h": 80
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"walk_west_frame_004": {
|
"walk_west_frame_001": {
|
||||||
"frame": {
|
"frame": {
|
||||||
"x": 328,
|
"x": 328,
|
||||||
"y": 902,
|
"y": 902,
|
||||||
@@ -2960,7 +2960,7 @@
|
|||||||
"h": 80
|
"h": 80
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"walk_west_frame_005": {
|
"walk_west_frame_002": {
|
||||||
"frame": {
|
"frame": {
|
||||||
"x": 410,
|
"x": 410,
|
||||||
"y": 902,
|
"y": 902,
|
||||||
@@ -2979,12 +2979,72 @@
|
|||||||
"w": 80,
|
"w": 80,
|
||||||
"h": 80
|
"h": 80
|
||||||
}
|
}
|
||||||
|
},
|
||||||
|
"walk_west_frame_003": {
|
||||||
|
"frame": {
|
||||||
|
"x": 492,
|
||||||
|
"y": 902,
|
||||||
|
"w": 80,
|
||||||
|
"h": 80
|
||||||
|
},
|
||||||
|
"rotated": false,
|
||||||
|
"trimmed": false,
|
||||||
|
"spriteSourceSize": {
|
||||||
|
"x": 0,
|
||||||
|
"y": 0,
|
||||||
|
"w": 80,
|
||||||
|
"h": 80
|
||||||
|
},
|
||||||
|
"sourceSize": {
|
||||||
|
"w": 80,
|
||||||
|
"h": 80
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"walk_west_frame_004": {
|
||||||
|
"frame": {
|
||||||
|
"x": 574,
|
||||||
|
"y": 902,
|
||||||
|
"w": 80,
|
||||||
|
"h": 80
|
||||||
|
},
|
||||||
|
"rotated": false,
|
||||||
|
"trimmed": false,
|
||||||
|
"spriteSourceSize": {
|
||||||
|
"x": 0,
|
||||||
|
"y": 0,
|
||||||
|
"w": 80,
|
||||||
|
"h": 80
|
||||||
|
},
|
||||||
|
"sourceSize": {
|
||||||
|
"w": 80,
|
||||||
|
"h": 80
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"walk_west_frame_005": {
|
||||||
|
"frame": {
|
||||||
|
"x": 656,
|
||||||
|
"y": 902,
|
||||||
|
"w": 80,
|
||||||
|
"h": 80
|
||||||
|
},
|
||||||
|
"rotated": false,
|
||||||
|
"trimmed": false,
|
||||||
|
"spriteSourceSize": {
|
||||||
|
"x": 0,
|
||||||
|
"y": 0,
|
||||||
|
"w": 80,
|
||||||
|
"h": 80
|
||||||
|
},
|
||||||
|
"sourceSize": {
|
||||||
|
"w": 80,
|
||||||
|
"h": 80
|
||||||
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"meta": {
|
"meta": {
|
||||||
"app": "PixelLab to Phaser Converter",
|
"app": "PixelLab to Phaser Converter",
|
||||||
"version": "1.0",
|
"version": "1.0",
|
||||||
"image": "woman_with_black_long_hair_bow_in_hair_long_sleeve_(1).png",
|
"image": "woman_blowse.png",
|
||||||
"format": "RGBA8888",
|
"format": "RGBA8888",
|
||||||
"size": {
|
"size": {
|
||||||
"w": 1064,
|
"w": 1064,
|
||||||
@@ -3120,6 +3180,11 @@
|
|||||||
"lead-jab_north-east_frame_001",
|
"lead-jab_north-east_frame_001",
|
||||||
"lead-jab_north-east_frame_002"
|
"lead-jab_north-east_frame_002"
|
||||||
],
|
],
|
||||||
|
"lead-jab_north-west": [
|
||||||
|
"lead-jab_north-west_frame_000",
|
||||||
|
"lead-jab_north-west_frame_001",
|
||||||
|
"lead-jab_north-west_frame_002"
|
||||||
|
],
|
||||||
"lead-jab_south": [
|
"lead-jab_south": [
|
||||||
"lead-jab_south_frame_000",
|
"lead-jab_south_frame_000",
|
||||||
"lead-jab_south_frame_001",
|
"lead-jab_south_frame_001",
|
||||||
BIN
public/break_escape/assets/characters/woman_blowse.png
Normal file
|
After Width: | Height: | Size: 154 KiB |
BIN
public/break_escape/assets/characters/woman_blowse_headshot.png
Normal file
|
After Width: | Height: | Size: 957 B |
|
Before Width: | Height: | Size: 245 KiB |
|
Before Width: | Height: | Size: 177 KiB |
|
Before Width: | Height: | Size: 164 KiB |
|
Before Width: | Height: | Size: 150 KiB |
BIN
public/break_escape/assets/icons/padlock_32.png
Normal file
|
After Width: | Height: | Size: 340 B |
342
public/break_escape/css/player_preferences.css
Normal file
@@ -0,0 +1,342 @@
|
|||||||
|
/* Player Preferences Configuration Screen */
|
||||||
|
|
||||||
|
body {
|
||||||
|
font-family: 'Pixelify Sans', Arial, sans-serif;
|
||||||
|
background: #1a1a1a;
|
||||||
|
color: #fff;
|
||||||
|
margin: 0;
|
||||||
|
padding: 20px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.configuration-container {
|
||||||
|
max-width: 1200px;
|
||||||
|
margin: 0 auto;
|
||||||
|
padding: 20px;
|
||||||
|
background: #2a2a2a;
|
||||||
|
border: 2px solid #00ff00;
|
||||||
|
}
|
||||||
|
|
||||||
|
h1 {
|
||||||
|
text-align: center;
|
||||||
|
color: #00ff00;
|
||||||
|
font-size: 32px;
|
||||||
|
margin-bottom: 20px;
|
||||||
|
text-transform: uppercase;
|
||||||
|
}
|
||||||
|
|
||||||
|
.config-prompt {
|
||||||
|
padding: 12px;
|
||||||
|
background: #fff3cd;
|
||||||
|
border: 2px solid #ffc107;
|
||||||
|
margin-bottom: 20px;
|
||||||
|
font-weight: bold;
|
||||||
|
color: #000;
|
||||||
|
text-align: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
.selection-required {
|
||||||
|
color: #ff4444;
|
||||||
|
font-weight: bold;
|
||||||
|
margin: 8px 0;
|
||||||
|
text-align: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Form Groups */
|
||||||
|
|
||||||
|
.form-group {
|
||||||
|
margin-bottom: 24px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.form-group label {
|
||||||
|
display: block;
|
||||||
|
color: #00ff00;
|
||||||
|
font-weight: bold;
|
||||||
|
margin-bottom: 8px;
|
||||||
|
font-size: 18px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.form-control {
|
||||||
|
width: 100%;
|
||||||
|
max-width: 400px;
|
||||||
|
padding: 10px;
|
||||||
|
font-size: 16px;
|
||||||
|
border: 2px solid #00ff00;
|
||||||
|
background: #1a1a1a;
|
||||||
|
color: #00ff00;
|
||||||
|
font-family: 'Pixelify Sans', monospace;
|
||||||
|
}
|
||||||
|
|
||||||
|
.form-control:focus {
|
||||||
|
outline: none;
|
||||||
|
border-color: #00ff00;
|
||||||
|
box-shadow: 0 0 10px rgba(0, 255, 0, 0.3);
|
||||||
|
}
|
||||||
|
|
||||||
|
.form-group small {
|
||||||
|
display: block;
|
||||||
|
color: #888;
|
||||||
|
margin-top: 4px;
|
||||||
|
font-size: 14px;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Sprite selection layout: preview (160x160) + grid of headshots */
|
||||||
|
|
||||||
|
.sprite-selection-layout {
|
||||||
|
display: flex;
|
||||||
|
flex-wrap: wrap;
|
||||||
|
gap: 24px;
|
||||||
|
align-items: flex-start;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* 160x160 animated preview */
|
||||||
|
|
||||||
|
.sprite-preview-large {
|
||||||
|
flex-shrink: 0;
|
||||||
|
width: 160px;
|
||||||
|
text-align: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
#sprite-preview-canvas-container {
|
||||||
|
width: 160px;
|
||||||
|
height: 160px;
|
||||||
|
margin: 0 auto;
|
||||||
|
border: 2px solid #00ff00;
|
||||||
|
background: #1a1a1a;
|
||||||
|
box-sizing: border-box;
|
||||||
|
}
|
||||||
|
|
||||||
|
#sprite-preview-canvas-container canvas {
|
||||||
|
display: block;
|
||||||
|
image-rendering: pixelated;
|
||||||
|
image-rendering: -moz-crisp-edges;
|
||||||
|
image-rendering: crisp-edges;
|
||||||
|
}
|
||||||
|
|
||||||
|
.preview-label {
|
||||||
|
margin-top: 8px;
|
||||||
|
font-size: 14px;
|
||||||
|
color: #00ff00;
|
||||||
|
font-weight: bold;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Grid of static headshots */
|
||||||
|
|
||||||
|
.sprite-grid {
|
||||||
|
display: grid;
|
||||||
|
grid-template-columns: repeat(4, 1fr);
|
||||||
|
gap: 12px;
|
||||||
|
flex: 1;
|
||||||
|
min-width: 280px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sprite-card {
|
||||||
|
border: 2px solid #333;
|
||||||
|
padding: 8px;
|
||||||
|
text-align: center;
|
||||||
|
cursor: pointer;
|
||||||
|
background: #1a1a1a;
|
||||||
|
transition: border-color 0.2s, background-color 0.2s;
|
||||||
|
display: block;
|
||||||
|
position: relative;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sprite-card:hover:not(.invalid) {
|
||||||
|
border-color: #00ff00;
|
||||||
|
background: #2a2a2a;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sprite-card.selected {
|
||||||
|
border-color: #00ff00;
|
||||||
|
background: #003300;
|
||||||
|
box-shadow: 0 0 20px rgba(0, 255, 0, 0.5);
|
||||||
|
}
|
||||||
|
|
||||||
|
.sprite-card.invalid {
|
||||||
|
opacity: 0.5;
|
||||||
|
cursor: not-allowed;
|
||||||
|
background: #1a1a1a;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sprite-card.invalid:hover {
|
||||||
|
border-color: #333;
|
||||||
|
background: #1a1a1a;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Headshot image - pixel-art compatible */
|
||||||
|
|
||||||
|
.sprite-headshot-container {
|
||||||
|
position: relative;
|
||||||
|
width: 64px;
|
||||||
|
height: 64px;
|
||||||
|
margin: 0 auto;
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
justify-content: center;
|
||||||
|
overflow: hidden;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sprite-headshot {
|
||||||
|
width: 64px;
|
||||||
|
height: 64px;
|
||||||
|
object-fit: contain;
|
||||||
|
display: block;
|
||||||
|
/* Pixel-art: no smoothing */
|
||||||
|
image-rendering: pixelated;
|
||||||
|
image-rendering: -moz-crisp-edges;
|
||||||
|
image-rendering: crisp-edges;
|
||||||
|
-ms-interpolation-mode: nearest-neighbor;
|
||||||
|
}
|
||||||
|
|
||||||
|
.headshot-fallback {
|
||||||
|
font-size: 10px;
|
||||||
|
color: #888;
|
||||||
|
text-align: center;
|
||||||
|
padding: 4px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.headshot-fallback-hidden {
|
||||||
|
display: none;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sprite-lock-overlay {
|
||||||
|
position: absolute;
|
||||||
|
top: 0;
|
||||||
|
left: 0;
|
||||||
|
width: 100%;
|
||||||
|
height: 100%;
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
justify-content: center;
|
||||||
|
background: rgba(0, 0, 0, 0.6);
|
||||||
|
pointer-events: none;
|
||||||
|
}
|
||||||
|
|
||||||
|
.lock-icon {
|
||||||
|
width: 24px;
|
||||||
|
height: 24px;
|
||||||
|
image-rendering: pixelated;
|
||||||
|
image-rendering: -moz-crisp-edges;
|
||||||
|
image-rendering: crisp-edges;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sprite-radio {
|
||||||
|
display: none;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sprite-info {
|
||||||
|
margin-top: 6px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sprite-label {
|
||||||
|
display: block;
|
||||||
|
font-size: 11px;
|
||||||
|
font-weight: bold;
|
||||||
|
color: #00ff00;
|
||||||
|
text-transform: capitalize;
|
||||||
|
word-wrap: break-word;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Form Actions */
|
||||||
|
|
||||||
|
.form-actions {
|
||||||
|
margin-top: 24px;
|
||||||
|
display: flex;
|
||||||
|
gap: 12px;
|
||||||
|
justify-content: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn {
|
||||||
|
border: 2px solid #00ff00;
|
||||||
|
padding: 12px 24px;
|
||||||
|
cursor: pointer;
|
||||||
|
background: #1a1a1a;
|
||||||
|
font-weight: bold;
|
||||||
|
font-size: 16px;
|
||||||
|
text-decoration: none;
|
||||||
|
display: inline-block;
|
||||||
|
transition: background-color 0.2s, color 0.2s;
|
||||||
|
font-family: 'Pixelify Sans', Arial, sans-serif;
|
||||||
|
text-transform: uppercase;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn:hover {
|
||||||
|
background: #00ff00;
|
||||||
|
color: #000;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn-primary {
|
||||||
|
background: #00ff00;
|
||||||
|
color: #000;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn-primary:hover {
|
||||||
|
background: #00cc00;
|
||||||
|
border-color: #00cc00;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn-secondary {
|
||||||
|
background: #555;
|
||||||
|
border-color: #777;
|
||||||
|
color: #fff;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn-secondary:hover {
|
||||||
|
background: #777;
|
||||||
|
border-color: #999;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Responsive Design */
|
||||||
|
|
||||||
|
@media (max-width: 768px) {
|
||||||
|
.sprite-selection-layout {
|
||||||
|
flex-direction: column;
|
||||||
|
align-items: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sprite-grid {
|
||||||
|
grid-template-columns: repeat(4, 1fr);
|
||||||
|
gap: 10px;
|
||||||
|
width: 100%;
|
||||||
|
}
|
||||||
|
|
||||||
|
h1 {
|
||||||
|
font-size: 24px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.form-control {
|
||||||
|
font-size: 14px;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
@media (max-width: 480px) {
|
||||||
|
.sprite-grid {
|
||||||
|
grid-template-columns: repeat(3, 1fr);
|
||||||
|
gap: 8px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sprite-headshot-container {
|
||||||
|
width: 56px;
|
||||||
|
height: 56px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sprite-headshot {
|
||||||
|
width: 56px;
|
||||||
|
height: 56px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.configuration-container {
|
||||||
|
padding: 10px;
|
||||||
|
}
|
||||||
|
|
||||||
|
h1 {
|
||||||
|
font-size: 20px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sprite-card {
|
||||||
|
padding: 6px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sprite-label {
|
||||||
|
font-size: 10px;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -410,69 +410,55 @@ export function preload() {
|
|||||||
// Load new PixelLab character atlases (80x80, atlas-based)
|
// Load new PixelLab character atlases (80x80, atlas-based)
|
||||||
// Female characters
|
// Female characters
|
||||||
this.load.atlas('female_hacker_hood',
|
this.load.atlas('female_hacker_hood',
|
||||||
'characters/female_woman_hacker_in_a_hoodie_hood_up_black_ob.png',
|
'characters/female_hacker_hood.png',
|
||||||
'characters/female_woman_hacker_in_a_hoodie_hood_up_black_ob.json');
|
'characters/female_hacker_hood.json');
|
||||||
|
|
||||||
this.load.atlas('female_office_worker',
|
this.load.atlas('female_office_worker',
|
||||||
'characters/female_woman_office_worker_blonde_bob_hair_with_f_(2).png',
|
'characters/female_office_worker.png',
|
||||||
'characters/female_woman_office_worker_blonde_bob_hair_with_f_(2).json');
|
'characters/female_office_worker.json');
|
||||||
|
|
||||||
this.load.atlas('female_security_guard',
|
this.load.atlas('female_security_guard',
|
||||||
'characters/female_woman_security_guard_uniform_tan_black_s.png',
|
'characters/female_security_guard.png',
|
||||||
'characters/female_woman_security_guard_uniform_tan_black_s.json');
|
'characters/female_security_guard.json');
|
||||||
|
this.load.atlas('female_hacker_hood_down',
|
||||||
this.load.atlas('female_hacker',
|
'characters/female_hacker_hood_down.png',
|
||||||
'characters/woman_female_hacker_in_hoodie.png',
|
'characters/female_hacker_hood_down.json');
|
||||||
'characters/woman_female_hacker_in_hoodie.json');
|
|
||||||
|
|
||||||
this.load.atlas('female_telecom',
|
this.load.atlas('female_telecom',
|
||||||
'characters/woman_female_high_vis_vest_polo_shirt_telecom_w.png',
|
'characters/female_telecom.png',
|
||||||
'characters/woman_female_high_vis_vest_polo_shirt_telecom_w.json');
|
'characters/female_telecom.json');
|
||||||
|
|
||||||
this.load.atlas('female_spy',
|
this.load.atlas('female_spy',
|
||||||
'characters/woman_female_spy_in_trench_oat_duffel_coat_trilby.png',
|
'characters/female_spy.png',
|
||||||
'characters/woman_female_spy_in_trench_oat_duffel_coat_trilby.json');
|
'characters/female_spy.json');
|
||||||
|
|
||||||
this.load.atlas('female_scientist',
|
this.load.atlas('female_scientist',
|
||||||
'characters/woman_in_science_lab_coat.png',
|
'characters/female_scientist.png',
|
||||||
'characters/woman_in_science_lab_coat.json');
|
'characters/female_scientist.json');
|
||||||
|
this.load.atlas('woman_blowse',
|
||||||
this.load.atlas('woman_bow',
|
'characters/woman_blowse.png',
|
||||||
'characters/woman_with_black_long_hair_bow_in_hair_long_sleeve_(1).png',
|
'characters/woman_blowse.json');
|
||||||
'characters/woman_with_black_long_hair_bow_in_hair_long_sleeve_(1).json');
|
|
||||||
|
|
||||||
// Male characters
|
// Male characters
|
||||||
this.load.atlas('male_hacker_hood',
|
this.load.atlas('male_hacker_hood',
|
||||||
'characters/hacker_in_a_hoodie_hood_up_black_obscured_face_sh.png',
|
'characters/male_hacker_hood.png',
|
||||||
'characters/hacker_in_a_hoodie_hood_up_black_obscured_face_sh.json');
|
'characters/male_hacker_hood.json');
|
||||||
|
this.load.atlas('male_hacker_hood_down',
|
||||||
this.load.atlas('male_hacker',
|
'characters/male_hacker_hood_down.png',
|
||||||
'characters/hacker_in_hoodie_(1).png',
|
'characters/male_hacker_hood_down.json');
|
||||||
'characters/hacker_in_hoodie_(1).json');
|
|
||||||
|
|
||||||
this.load.atlas('male_office_worker',
|
this.load.atlas('male_office_worker',
|
||||||
'characters/office_worker_white_shirt_and_tie_(7).png',
|
'characters/male_office_worker.png',
|
||||||
'characters/office_worker_white_shirt_and_tie_(7).json');
|
'characters/male_office_worker.json');
|
||||||
|
|
||||||
this.load.atlas('male_security_guard',
|
this.load.atlas('male_security_guard',
|
||||||
'characters/security_guard_uniform_(3).png',
|
'characters/male_security_guard.png',
|
||||||
'characters/security_guard_uniform_(3).json');
|
'characters/male_security_guard.json');
|
||||||
|
|
||||||
this.load.atlas('male_telecom',
|
this.load.atlas('male_telecom',
|
||||||
'characters/high_vis_vest_polo_shirt_telecom_worker.png',
|
'characters/male_telecom.png',
|
||||||
'characters/high_vis_vest_polo_shirt_telecom_worker.json');
|
'characters/male_telecom.json');
|
||||||
|
|
||||||
this.load.atlas('male_spy',
|
this.load.atlas('male_spy',
|
||||||
'characters/spy_in_trench_oat_duffel_coat_trilby_hat_fedora_my.png',
|
'characters/male_spy.png',
|
||||||
'characters/spy_in_trench_oat_duffel_coat_trilby_hat_fedora_my.json');
|
'characters/male_spy.json');
|
||||||
|
|
||||||
this.load.atlas('male_scientist',
|
this.load.atlas('male_scientist',
|
||||||
'characters/mad_scientist_white_hair_lab_coat_lab_coat_jeans.png',
|
'characters/male_scientist.png',
|
||||||
'characters/mad_scientist_white_hair_lab_coat_lab_coat_jeans.json');
|
'characters/male_scientist.json');
|
||||||
|
|
||||||
this.load.atlas('male_nerd',
|
this.load.atlas('male_nerd',
|
||||||
'characters/red_t-shirt_jeans_sneakers_short_beard_glasses_ner_(3).png',
|
'characters/male_nerd.png',
|
||||||
'characters/red_t-shirt_jeans_sneakers_short_beard_glasses_ner_(3).json');
|
'characters/male_nerd.json');
|
||||||
|
|
||||||
// Animated plant textures are loaded above
|
// Animated plant textures are loaded above
|
||||||
|
|
||||||
|
|||||||
@@ -407,14 +407,37 @@ function createAtlasPlayerAnimations(spriteSheet) {
|
|||||||
// Create animation key: "walk-right", "idle-down", etc.
|
// Create animation key: "walk-right", "idle-down", etc.
|
||||||
const animKey = `${playerType}-${playerDirection}`;
|
const animKey = `${playerType}-${playerDirection}`;
|
||||||
|
|
||||||
if (!gameRef.anims.exists(animKey)) {
|
// For idle animations, create a custom sequence: hold rotation frame for 2s, then loop breathing animation
|
||||||
gameRef.anims.create({
|
if (playerType === 'idle') {
|
||||||
key: animKey,
|
// Use the first frame of the rotation image (e.g., breathing-idle_{direction}_frame_000)
|
||||||
frames: frames.map(frameName => ({ key: spriteSheet, frame: frameName })),
|
const rotationFrame = frames[0];
|
||||||
frameRate: playerType === 'idle' ? idleFrameRate : walkFrameRate,
|
// Remaining frames are the breathing animation
|
||||||
repeat: -1
|
const breathFrames = frames.slice(1);
|
||||||
});
|
// Build custom animation sequence
|
||||||
console.log(` ✓ Created player animation: ${animKey} (${frames.length} frames @ ${playerType === 'idle' ? idleFrameRate : walkFrameRate} fps)`);
|
const idleAnimFrames = [
|
||||||
|
{ key: spriteSheet, frame: rotationFrame, duration: 2000 }, // Hold for 2s
|
||||||
|
...breathFrames.map(frameName => ({ key: spriteSheet, frame: frameName, duration: 200 }))
|
||||||
|
];
|
||||||
|
if (!gameRef.anims.exists(animKey)) {
|
||||||
|
gameRef.anims.create({
|
||||||
|
key: animKey,
|
||||||
|
frames: idleAnimFrames,
|
||||||
|
frameRate: idleFrameRate,
|
||||||
|
repeat: -1
|
||||||
|
});
|
||||||
|
console.log(` ✓ Created custom idle animation: ${animKey} (rotation + breath, ${idleAnimFrames.length} frames)`);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// Standard animation
|
||||||
|
if (!gameRef.anims.exists(animKey)) {
|
||||||
|
gameRef.anims.create({
|
||||||
|
key: animKey,
|
||||||
|
frames: frames.map(frameName => ({ key: spriteSheet, frame: frameName })),
|
||||||
|
frameRate: playerType === 'idle' ? idleFrameRate : walkFrameRate,
|
||||||
|
repeat: -1
|
||||||
|
});
|
||||||
|
console.log(` ✓ Created player animation: ${animKey} (${frames.length} frames @ ${playerType === 'idle' ? idleFrameRate : walkFrameRate} fps)`);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
134
public/break_escape/js/ui/sprite-grid.js
Normal file
@@ -0,0 +1,134 @@
|
|||||||
|
// Sprite selection UI:
|
||||||
|
// - Grid of static headshot images (HTML)
|
||||||
|
// - 160x160 Phaser canvas showing breathing-idle of selected sprite
|
||||||
|
|
||||||
|
const PREVIEW_SIZE = 160;
|
||||||
|
|
||||||
|
// Map UI sprite key to actual atlas filename (must match files in characters/)
|
||||||
|
// woman_bow -> woman_blowse (filename in assets); others use same name
|
||||||
|
const SPRITE_ATLAS_FILENAME = {
|
||||||
|
'woman_bow': 'woman_blowse'
|
||||||
|
};
|
||||||
|
function atlasFilename(spriteKey) {
|
||||||
|
return SPRITE_ATLAS_FILENAME[spriteKey] || spriteKey;
|
||||||
|
}
|
||||||
|
|
||||||
|
let phaserGame = null;
|
||||||
|
let currentPreviewSprite = null;
|
||||||
|
let initialSelectedSprite = null;
|
||||||
|
|
||||||
|
export function initializeSpritePreview(sprites, selectedSprite) {
|
||||||
|
console.log('🎨 Initializing sprite preview...', { sprites: sprites.length, selectedSprite });
|
||||||
|
initialSelectedSprite = selectedSprite || null;
|
||||||
|
|
||||||
|
class PreviewScene extends Phaser.Scene {
|
||||||
|
constructor() {
|
||||||
|
super({ key: 'Preview' });
|
||||||
|
}
|
||||||
|
|
||||||
|
create() {
|
||||||
|
if (initialSelectedSprite) {
|
||||||
|
loadAndShowSprite(this, initialSelectedSprite);
|
||||||
|
}
|
||||||
|
// Listen for radio changes
|
||||||
|
const form = document.getElementById('preference-form');
|
||||||
|
if (form) {
|
||||||
|
const radios = form.querySelectorAll('input[type="radio"][name*="selected_sprite"]');
|
||||||
|
radios.forEach(radio => {
|
||||||
|
radio.addEventListener('change', (e) => {
|
||||||
|
const sprite = e.target.value;
|
||||||
|
loadAndShowSprite(this, sprite);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const config = {
|
||||||
|
type: Phaser.AUTO,
|
||||||
|
parent: 'sprite-preview-canvas-container',
|
||||||
|
width: PREVIEW_SIZE,
|
||||||
|
height: PREVIEW_SIZE,
|
||||||
|
transparent: true,
|
||||||
|
scale: {
|
||||||
|
mode: Phaser.Scale.NONE
|
||||||
|
},
|
||||||
|
scene: [PreviewScene]
|
||||||
|
};
|
||||||
|
|
||||||
|
phaserGame = new Phaser.Game(config);
|
||||||
|
}
|
||||||
|
|
||||||
|
function loadAndShowSprite(scene, spriteKey) {
|
||||||
|
const filename = atlasFilename(spriteKey);
|
||||||
|
const atlasPath = `/break_escape/assets/characters/${filename}.png`;
|
||||||
|
const jsonPath = `/break_escape/assets/characters/${filename}.json`;
|
||||||
|
|
||||||
|
// Remove previous preview sprite
|
||||||
|
if (currentPreviewSprite) {
|
||||||
|
currentPreviewSprite.destroy();
|
||||||
|
currentPreviewSprite = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (scene.textures.exists(spriteKey)) {
|
||||||
|
showSpriteInPreview(scene, spriteKey);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
scene.load.atlas(spriteKey, atlasPath, jsonPath);
|
||||||
|
scene.load.once('complete', () => {
|
||||||
|
showSpriteInPreview(scene, spriteKey);
|
||||||
|
});
|
||||||
|
scene.load.start();
|
||||||
|
}
|
||||||
|
|
||||||
|
function showSpriteInPreview(scene, spriteKey) {
|
||||||
|
if (currentPreviewSprite) {
|
||||||
|
currentPreviewSprite.destroy();
|
||||||
|
}
|
||||||
|
|
||||||
|
const x = PREVIEW_SIZE / 2;
|
||||||
|
const y = PREVIEW_SIZE / 2;
|
||||||
|
|
||||||
|
currentPreviewSprite = scene.add.sprite(x, y, spriteKey);
|
||||||
|
currentPreviewSprite.setDisplaySize(PREVIEW_SIZE, PREVIEW_SIZE);
|
||||||
|
|
||||||
|
const animKey = `${spriteKey}-preview-south`;
|
||||||
|
if (!scene.anims.exists(animKey)) {
|
||||||
|
const texture = scene.textures.get(spriteKey);
|
||||||
|
const frameNames = texture.getFrameNames();
|
||||||
|
|
||||||
|
// Prefer breathing-idle_south; fallback to walk_south (e.g. male_office_worker has no breathing-idle)
|
||||||
|
const prefixes = ['breathing-idle_south_frame_', 'walk_south_frame_'];
|
||||||
|
let frames = [];
|
||||||
|
for (const prefix of prefixes) {
|
||||||
|
frames = frameNames.filter(f => f.startsWith(prefix));
|
||||||
|
if (frames.length > 0) break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (frames.length > 0) {
|
||||||
|
frames.sort((a, b) => {
|
||||||
|
const aNum = parseInt(a.match(/frame_(\d+)/)?.[1] || '0');
|
||||||
|
const bNum = parseInt(b.match(/frame_(\d+)/)?.[1] || '0');
|
||||||
|
return aNum - bNum;
|
||||||
|
});
|
||||||
|
|
||||||
|
scene.anims.create({
|
||||||
|
key: animKey,
|
||||||
|
frames: frames.map(frameName => ({ key: spriteKey, frame: frameName })),
|
||||||
|
frameRate: 8,
|
||||||
|
repeat: -1
|
||||||
|
});
|
||||||
|
|
||||||
|
currentPreviewSprite.play(animKey);
|
||||||
|
} else {
|
||||||
|
// No south animation (e.g. some atlases use different naming) – show first frame
|
||||||
|
const firstFrame = frameNames[0];
|
||||||
|
if (firstFrame) currentPreviewSprite.setFrame(firstFrame);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
currentPreviewSprite.play(animKey);
|
||||||
|
}
|
||||||
|
|
||||||
|
console.log('✓ Preview updated:', spriteKey);
|
||||||
|
}
|
||||||
@@ -10,7 +10,7 @@
|
|||||||
#
|
#
|
||||||
# It's strongly recommended that you check this file into your version control system.
|
# It's strongly recommended that you check this file into your version control system.
|
||||||
|
|
||||||
ActiveRecord::Schema[7.2].define(version: 2026_01_14_112511) do
|
ActiveRecord::Schema[7.2].define(version: 2026_02_11_132735) do
|
||||||
create_table "break_escape_cyboks", force: :cascade do |t|
|
create_table "break_escape_cyboks", force: :cascade do |t|
|
||||||
t.string "ka"
|
t.string "ka"
|
||||||
t.string "topic"
|
t.string "topic"
|
||||||
@@ -67,5 +67,16 @@ ActiveRecord::Schema[7.2].define(version: 2026_01_14_112511) do
|
|||||||
t.index ["published"], name: "index_break_escape_missions_on_published"
|
t.index ["published"], name: "index_break_escape_missions_on_published"
|
||||||
end
|
end
|
||||||
|
|
||||||
|
create_table "break_escape_player_preferences", force: :cascade do |t|
|
||||||
|
t.string "player_type", null: false
|
||||||
|
t.integer "player_id", null: false
|
||||||
|
t.string "selected_sprite"
|
||||||
|
t.string "in_game_name", default: "Zero", null: false
|
||||||
|
t.datetime "created_at", null: false
|
||||||
|
t.datetime "updated_at", null: false
|
||||||
|
t.index ["player_type", "player_id"], name: "index_break_escape_player_preferences_on_player"
|
||||||
|
t.index ["player_type", "player_id"], name: "index_player_prefs_on_player", unique: true
|
||||||
|
end
|
||||||
|
|
||||||
add_foreign_key "break_escape_games", "break_escape_missions", column: "mission_id"
|
add_foreign_key "break_escape_games", "break_escape_missions", column: "mission_id"
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -254,23 +254,43 @@ def process_character(character_dir, output_dir):
|
|||||||
print(f"✗ No animations found in {character_dir}")
|
print(f"✗ No animations found in {character_dir}")
|
||||||
return False
|
return False
|
||||||
|
|
||||||
# Clean up character name for filename
|
# Map long directory names to short spriteSheet keys used in game.js
|
||||||
|
sprite_name_map = {
|
||||||
|
'female_woman_hacker_in_a_hoodie_hood_up_black_ob': 'female_hacker_hood',
|
||||||
|
'female_woman_office_worker_blonde_bob_hair_with_f_(2)': 'female_office_worker',
|
||||||
|
'female_woman_security_guard_uniform_tan_black_s': 'female_security_guard',
|
||||||
|
'woman_female_hacker_in_hoodie': 'female_hacker',
|
||||||
|
'woman_female_high_vis_vest_polo_shirt_telecom_w': 'female_telecom',
|
||||||
|
'woman_female_spy_in_trench_oat_duffel_coat_trilby': 'female_spy',
|
||||||
|
'woman_in_science_lab_coat': 'female_scientist',
|
||||||
|
'woman_with_black_long_hair_bow_in_hair_long_sleeve_(1)': 'woman_bow',
|
||||||
|
'hacker_in_a_hoodie_hood_up_black_obscured_face_sh': 'male_hacker_hood',
|
||||||
|
'hacker_in_hoodie_(1)': 'male_hacker',
|
||||||
|
'office_worker_white_shirt_and_tie_(7)': 'male_office_worker',
|
||||||
|
'security_guard_uniform_(3)': 'male_security_guard',
|
||||||
|
'high_vis_vest_polo_shirt_telecom_worker': 'male_telecom',
|
||||||
|
'spy_in_trench_oat_duffel_coat_trilby_hat_fedora_my': 'male_spy',
|
||||||
|
'mad_scientist_white_hair_lab_coat_lab_coat_jeans': 'male_scientist',
|
||||||
|
'red_t-shirt_jeans_sneakers_short_beard_glasses_ner_(3)': 'male_nerd',
|
||||||
|
}
|
||||||
char_name = character_data['character_name']
|
char_name = character_data['character_name']
|
||||||
clean_name = char_name.lower().replace(' ', '_').replace('.', '').replace('_', '_')
|
clean_name = sprite_name_map.get(char_name, char_name.lower().replace(' ', '_').replace('.', '').replace('_', '_'))
|
||||||
|
|
||||||
# Create output files
|
# Create output files
|
||||||
sprite_sheet_filename = f"{clean_name}.png"
|
sprite_sheet_filename = f"{clean_name}.png"
|
||||||
atlas_filename = f"{clean_name}.json"
|
atlas_filename = f"{clean_name}.json"
|
||||||
|
|
||||||
sprite_sheet_path = output_dir / sprite_sheet_filename
|
sprite_sheet_path = output_dir / sprite_sheet_filename
|
||||||
atlas_path = output_dir / atlas_filename
|
atlas_path = output_dir / atlas_filename
|
||||||
|
|
||||||
|
# Also update headshot filename to use clean_name
|
||||||
|
|
||||||
# Create sprite sheet
|
# Create sprite sheet
|
||||||
atlas_frames, frame_width, frame_height = create_sprite_sheet(
|
atlas_frames, frame_width, frame_height = create_sprite_sheet(
|
||||||
character_data,
|
character_data,
|
||||||
sprite_sheet_path
|
sprite_sheet_path
|
||||||
)
|
)
|
||||||
|
|
||||||
# Create atlas JSON
|
# Create atlas JSON
|
||||||
create_phaser_atlas(
|
create_phaser_atlas(
|
||||||
character_data,
|
character_data,
|
||||||
@@ -280,7 +300,29 @@ def process_character(character_dir, output_dir):
|
|||||||
frame_width,
|
frame_width,
|
||||||
frame_height
|
frame_height
|
||||||
)
|
)
|
||||||
|
|
||||||
|
# Extract headshot from south rotation image (center top 32x32) using 'rotation' animation
|
||||||
|
try:
|
||||||
|
south_frames = character_data['animations'].get('rotation', {}).get('south', [])
|
||||||
|
if south_frames:
|
||||||
|
with Image.open(south_frames[0]) as south_img:
|
||||||
|
# Calculate center top crop
|
||||||
|
img_width, img_height = south_img.size
|
||||||
|
headshot_size = 32
|
||||||
|
left = (img_width - headshot_size) // 2
|
||||||
|
upper = 16
|
||||||
|
right = left + headshot_size
|
||||||
|
lower = upper + headshot_size
|
||||||
|
headshot = south_img.crop((left, upper, right, lower))
|
||||||
|
headshot_filename = f"{clean_name}_headshot.png"
|
||||||
|
headshot_path = output_dir / headshot_filename
|
||||||
|
headshot.save(headshot_path)
|
||||||
|
print(f"✓ Created headshot: {headshot_path}")
|
||||||
|
else:
|
||||||
|
print("✗ No south rotation image found for headshot extraction.")
|
||||||
|
except Exception as e:
|
||||||
|
print(f"✗ Error extracting headshot: {e}")
|
||||||
|
|
||||||
print("\n✓ Character processing complete!")
|
print("\n✓ Character processing complete!")
|
||||||
return True
|
return True
|
||||||
|
|
||||||
|
|||||||