- Changed 'eventMapping' to 'eventMappings' in NPC definitions for consistency.
- Updated target knot for closing debrief NPC to 'start' and adjusted story path.
- Enhanced validation script to check for correct eventMappings structure and properties.
- Added checks for missing properties in eventMappings and timedMessages.
- Provided best practice guidance for event-driven cutscenes and closing debrief implementation.
- Updated spriteSheet for Sarah Martinez from "female_office_worker" to "female_blowse".
- Added new event triggers for closing debrief upon entering the main office area and confronting Derek.
- Modified Agent 0x99 to use a person type NPC with updated event mappings and properties.
- Added knockback functionality for both player and NPCs, allowing for dynamic interactions during combat.
- Implemented new animations for player and NPC hit reactions, including 'taking-punch' and 'death' animations.
- Updated player and NPC behavior to prevent animation interruptions during attacks and knockouts.
- Improved player health system to trigger death animations and disable movement upon KO.
- Refactored NPC combat to manage attack states and ensure animations play correctly.
- Introduced utility functions for applying knockback effects and checking knockback states.
- Added hand frames PNG for interaction modes.
- Updated HUD CSS to support new player HUD buttons and styles.
- Enhanced combat configuration to define interaction modes: interact, jab, and cross.
- Integrated player HUD creation and management in the game core.
- Improved player combat system to handle interaction modes and associated animations.
- Modified interaction handling to auto-switch modes for chairs and hostile NPCs.
- Updated health UI to always display health status.
- Created a new HUD JavaScript module to manage avatar and interaction mode toggle.
- Added a test HTML file for the three-mode toggle functionality.
- 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.
- Updated the game to support new character sprite atlases for both male and female characters, allowing for a wider variety of NPC designs.
- Improved player sprite initialization to dynamically select between atlas-based and legacy sprites, enhancing flexibility in character representation.
- Refined collision box settings based on sprite type, ensuring accurate physics interactions for both atlas (80x80) and legacy (64x64) sprites.
- Enhanced NPC behavior to utilize atlas animations, allowing for more fluid and diverse animations based on available frames.
Files modified:
- game.js: Added new character atlases and updated sprite loading logic.
- player.js: Improved player sprite handling and collision box adjustments.
- npc-behavior.js: Updated animation handling for NPCs to support atlas-based animations.
- npc-sprites.js: Enhanced NPC sprite creation to accommodate atlas detection and initial frame selection.
- scenario.json.erb: Updated player and NPC configurations to utilize new sprite sheets and animation settings.
- m01_npc_sarah.ink: Revised dialogue options to include new interactions related to NPCs.
- Updated the games_controller to remove starting items from the inventory response, ensuring no duplicates are sent to the client.
- Enhanced the inventory processing logic in JavaScript to check for existing items by ID, type, or name before adding new items, preventing duplicate entries in the player's inventory.
Files modified:
- games_controller.rb: Adjusted inventory response handling.
- inventory.js: Added duplicate item check during inventory processing.
- Implemented keyboard event handling to allow players to use the spacebar to continue and number keys (1-9) to select choices in the minigame.
- Updated UI to display choice buttons with number prefixes for easier selection.
Files modified:
- person-chat-minigame.js: Added keyboard event listener for choice selection.
- person-chat-ui.js: Updated choice button creation to include number prefixes.
- Changed CSS file paths in index.html and show.html.erb to reflect new directory structure under public/break_escape.
- Added a new tutorial.css file with styles tailored for the tutorial system, ensuring a cohesive pixel-art aesthetic.
- Enhanced the tutorial manager to track player interactions, including clicks to move and inventory item usage, improving the tutorial experience for new players.
- Updated tutorial steps to dynamically include objectives based on the current scenario.
Files modified:
- index.html: Updated CSS links.
- show.html.erb: Updated CSS links.
- tutorial.css: New styles for the tutorial system.
- player.js: Added notifications for player actions.
- tutorial-manager.js: Enhanced logic for tracking tutorial progress and objectives.
- interactions.js: Added notifications for inventory interactions.
Implements a comprehensive tutorial system that:
- Prompts first-time players with option to take tutorial
- Detects device type (mobile vs keyboard) for appropriate instructions
- Shows interactive steps with objectives for basic controls:
* Keyboard: WASD movement, Shift to run, E to interact
* Mobile: Click/tap to move and interact
- Tracks player actions to progress through tutorial steps
- Saves completion status in localStorage
- Includes polished UI with animations and responsive design
Files added:
- tutorial-manager.js: Core tutorial logic and state management
- tutorial.css: Styled UI components with animations
Files modified:
- game.js: Integrated tutorial check on first load
- player.js: Added tutorial notifications for movement/running
- interactions.js: Added tutorial notification for interactions
- main.js: Imported tutorial manager system
- index.html: Added tutorial CSS stylesheet
Fixes two critical issues when multiple doors lead to the same room:
1. Room reloading: Added checks in loadRoom() and createRoom() to prevent
reloading/recreating rooms that are already loaded. This prevents the
room from being unnecessarily recreated when opening a second door to
the same room.
2. Door location detection: Updated removeMatchingDoorSprite() to use
position and direction when finding the matching door. Previously it
only checked connectedRoom, which caused it to remove the wrong door
when multiple doors connected the same two rooms at different locations.
Now it checks:
- Opposite direction matches
- Position matches within tolerance (X for N/S doors, Y for E/W doors)
This ensures that opening different doors to the same room works correctly
without causing room reloads or removing the wrong door sprites.
- Removed unnecessary trailing whitespace from `remove_unique_game_constraint.rb`, `flag-station-minigame.css`, `vm-launcher-minigame.css`, and `hacktivity-cable.js` to enhance code quality and maintain consistency across the codebase.
- Introduced buttons in the Crypto and Lab Workstation title bars to allow users to open the respective workstations in new tabs.
- Implemented JavaScript functions `openCryptoWorkstationInNewTab` and `openLabWorkstationInNewTab` to handle the new tab functionality.
- Updated CSS styles for the new buttons to ensure proper positioning and visual appeal.
- Made necessary imports and exports in helper files to integrate the new functionality across the application.