mirror of
https://github.com/cliffe/BreakEscape.git
synced 2026-02-20 13:50:46 +00:00
Simplified tension mechanics, refactoring code
This commit is contained in:
138
index.html
138
index.html
@@ -3112,14 +3112,22 @@
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.sort(() => Math.random() - 0.5);
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const gameState = {
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tensionApplied: false,
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tensionLevel: 0,
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pinStates: Array(numPins).fill(0), // 0 = down, 1 = moving, 2 = set
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pinPressTime: Array(numPins).fill(0), // Track how long each pin is pressed
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currentBindingIndex: 0,
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hardMode: false,
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maxPressTime: 1000, // Max time to hold a pin (ms)
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failCount: 0,
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maxFails: 3
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maxFails: 3,
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overTensioned: false,
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tensionRequirements: Array(numPins).fill(0).map(() => {
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// Each pin requires a specific tension level (1, 2, or 3)
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const randomValue = Math.random();
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if (randomValue < 0.33) return 1; // Light tension
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if (randomValue < 0.66) return 2; // Medium tension
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return 3; // Heavy tension
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})
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};
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// Create tension wrench toggle
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@@ -3127,7 +3135,7 @@
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tensionWrench.style.cssText = `
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width: 100px;
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height: 30px;
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background: ${gameState.tensionApplied ? '#666' : '#444'};
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background: ${gameState.tensionLevel === 0 ? '#444' : gameState.tensionLevel === 1 ? '#666' : gameState.tensionLevel === 2 ? '#888' : '#aaa'};
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border: 2px solid #888;
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border-radius: 5px;
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cursor: pointer;
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@@ -3169,7 +3177,8 @@
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}
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}
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tensionWrench.onclick = () => {
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// Create a single function for toggling tension
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function toggleTension() {
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// Toggle tension levels (none -> light -> medium -> heavy -> none)
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gameState.tensionLevel = (gameState.tensionLevel + 1) % 4;
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updateTensionWrench();
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@@ -3188,7 +3197,7 @@
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}, 500);
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}
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}
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};
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}
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// Add this new function to update tension wrench visuals
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function updateTensionWrench() {
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@@ -3337,7 +3346,7 @@
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}
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pin.style.transform = 'translateY(0)';
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if (!gameState.tensionApplied || gameState.pinStates[i] !== 2) {
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if (gameState.pinStates[i] !== 2) {
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pin.style.background = '#555';
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}
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};
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@@ -3433,60 +3442,26 @@
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return false;
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}
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// Add these to the gameState object (around line 3120)
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gameState.tensionRequirements = Array(numPins).fill(0).map(() => {
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// Each pin requires a specific tension level (1, 2, or 3)
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// 0 = no tension (not used), 1 = light, 2 = medium, 3 = heavy
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const randomValue = Math.random();
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if (randomValue < 0.33) return 1; // Light tension
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if (randomValue < 0.66) return 2; // Medium tension
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return 3; // Heavy tension
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});
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gameState.tensionLevel = 0; // 0 = none, 1 = light, 2 = medium, 3 = heavy
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gameState.overTensioned = false;
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// Use the toggleTension function for both click and keyboard events
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tensionWrench.onclick = toggleTension;
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// Add keyboard controls for tension
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document.addEventListener('keydown', function(event) {
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// Only process if the lockpicking minigame is active
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if (!document.querySelector('div[style*="z-index: 1000"]')) return;
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if (event.code === 'Space') {
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event.preventDefault(); // Prevent page scrolling
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// Toggle tension levels (none -> light -> medium -> heavy -> none)
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gameState.tensionLevel = (gameState.tensionLevel + 1) % 4;
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// Update tension wrench visuals
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updateTensionWrench();
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// Check if we're over-tensioning - but only if we've started interacting with pins
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if (gameState.tensionLevel === 3 && gameState.currentBindingIndex > 0) {
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// 30% chance of over-tensioning with heavy pressure
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if (Math.random() < 0.3) {
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gameState.overTensioned = true;
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tensionWrench.style.background = '#ff3333';
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tensionWrench.style.transform = 'rotate(15deg)';
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setTimeout(() => {
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alert("You applied too much tension and jammed the lock!");
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resetPins();
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}, 500);
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}
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}
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toggleTension();
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}
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});
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// Replace the logTensionDebugInfo function with this simplified version
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// that only logs once at the beginning
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// Keep only the table debug function
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function logTensionDebugInfo() {
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// Log initial pin information
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console.log("=== LOCKPICKING DEBUG INFO ===");
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console.log("Pin binding order and tension requirements:");
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// Create a table for the console
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const tableData = [];
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// First, create entries for each binding position
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for (let orderIndex = 0; orderIndex < numPins; orderIndex++) {
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const pinIndex = bindingOrder[orderIndex];
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const requiredTension = gameState.tensionRequirements[pinIndex];
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@@ -3509,81 +3484,6 @@
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console.table(tableData);
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}
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tensionWrench.onclick = () => {
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// Toggle tension levels (none -> light -> medium -> heavy -> none)
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gameState.tensionLevel = (gameState.tensionLevel + 1) % 4;
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updateTensionWrench();
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// Check if we're over-tensioning - but only if we've started interacting with pins
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if (gameState.tensionLevel === 3 && gameState.currentBindingIndex > 0) {
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// 30% chance of over-tensioning with heavy pressure
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if (Math.random() < 0.3) {
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gameState.overTensioned = true;
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tensionWrench.style.background = '#ff3333';
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tensionWrench.style.transform = 'rotate(15deg)';
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setTimeout(() => {
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alert("You applied too much tension and jammed the lock!");
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resetPins();
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}, 500);
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}
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}
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};
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function getColorForOrder(order) {
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const colors = ['#ff0000', '#ff7700', '#ffff00', '#00ff00', '#0000ff', '#7700ff', '#ff00ff'];
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return colors[order % colors.length];
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}
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// Replace the addTensionDebugDisplay function with this console logging version
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function logTensionDebugInfo() {
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// Log initial pin information
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console.log("=== LOCKPICKING DEBUG INFO ===");
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console.log("Pin binding order and tension requirements:");
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// Create a table for the console
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const tableData = [];
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// First, create entries for each binding position
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for (let orderIndex = 0; orderIndex < numPins; orderIndex++) {
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const pinIndex = bindingOrder[orderIndex];
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const requiredTension = gameState.tensionRequirements[pinIndex];
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let tensionNeeded;
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switch(requiredTension) {
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case 1: tensionNeeded = 'Light'; break;
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case 2: tensionNeeded = 'Medium'; break;
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case 3: tensionNeeded = 'Heavy'; break;
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default: tensionNeeded = 'Unknown';
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}
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tableData.push({
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'Binding Order': orderIndex + 1,
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'Pin #': pinIndex + 1,
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'Tension Required': tensionNeeded
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});
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}
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console.table(tableData);
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// Update the updateTensionWrench function to log tension changes
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const originalUpdateTensionWrench = updateTensionWrench;
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updateTensionWrench = function() {
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originalUpdateTensionWrench();
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// Log which pins can be set with current tension
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const settablePins = [];
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for (let i = 0; i < numPins; i++) {
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const requiredTension = gameState.tensionRequirements[i];
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const correctTension = (gameState.tensionLevel === requiredTension);
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if (correctTension) {
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settablePins.push(i + 1);
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}
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}
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};
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}
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// Call this function instead of addTensionDebugDisplay
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logTensionDebugInfo();
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}
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