refactor(js): Remove unused asset loading in preload function
feat(js): Implement optimal scale calculation for pixel-perfect rendering in person chat portraits
- Created a new JSON file for the helper NPC with various dialogue options and interactions.
- Implemented responses for asking about the NPC, unlocking the CEO's office, and providing items.
- Enhanced trust-building mechanics with the NPC, allowing for item exchanges and hints based on player actions.
- Updated existing NPC dialogue to integrate new features and improve player guidance throughout the mission.
- Created a new JSON scenario file for testing NPC sprite functionality.
- Implemented a simple HTTP server with caching headers for development purposes.
- Added an HTML page for testing NPC interactions, including system checks and game controls.
- Introduced a separate HTML page for testing item delivery through person chat interactions.
- Created SoundManager class for centralized audio management using Phaser's audio system.
- Integrated 34 sound assets, including UI interactions, item collection, and lock attempts.
- Developed UI sound helpers for seamless attachment to DOM elements.
- Updated game.js to preload and initialize sound manager, ensuring global access.
- Modified interactions.js, unlock-system.js, and panels.js to incorporate sound feedback.
- Provided extensive documentation, including implementation summary and usage examples.
- Ensured backward compatibility and optimized performance for audio playback.
- Created SoundManager class for handling audio playback using Phaser's sound system.
- Added methods for preloading, initializing, and playing sounds with volume control.
- Integrated UI sound helpers for easier sound attachment to DOM elements.
- Updated game.js to initialize sound manager and preload sounds.
- Modified interactions.js, unlock-system.js, and panels.js to play appropriate sounds on interactions.
- Created SOUND_SYSTEM_QUICK_REFERENCE.md for documentation on sound system usage.
- Optimized NPCBarkSystem and NPCManager with caching and event listener cleanup.
- Added event emissions for NPC interactions in core game systems:
- Unlock System: door_unlocked, item_unlocked, door_unlock_attempt
- Interactions System: object_interacted
- Inventory System: item_picked_up:*
- Minigame Framework: minigame_completed, minigame_failed
- Created event-triggered reactions for the helper NPC:
- Added knots for lockpick pickup, success, failure, door unlock, and object interaction.
- Implemented state tracking and context-aware responses.
- Updated event mappings in scenario JSON for the helper NPC to respond to various events.
- Fixed global variable references in event emission code to ensure proper event dispatching.
- Added debug logging to verify event emissions and NPC reactions.
- Documented implementation details and testing instructions for new features.
- Added NPCGameBridge class to facilitate interactions between NPCs and game state.
- Implemented methods for unlocking doors, giving items, setting objectives, revealing secrets, adding notes, triggering events, and discovering rooms.
- Introduced a helper NPC that can assist players by unlocking the CEO's office and providing items based on trust levels.
- Created comprehensive documentation for the NPC Game Bridge implementation.
- Updated scenario JSON to include the new helper NPC and its interactions.
- Added Ink story for the helper NPC demonstrating its capabilities.
- Deleted `phone-messages-minigame.js` and archived related CSS.
- Updated `interactions.js` to exclusively use phone-chat with runtime conversion.
- Enhanced error handling for phone interactions.
- Marked completion of old phone minigame removal in implementation log.
- Added detailed cleanup summary documentation.
- Added support for voice messages prefixed with "voice:" in Ink files.
- Updated UI rendering to display voice message UI with play button and transcript.
- Implemented automatic conversion for scenario JSON with voice properties.
- Created test examples for pure voice messages and mixed content.
- Fixed issues with NPC registration and message duplication in test scenarios.
- Documented feature details, use cases, and testing procedures.
Update interactions.js to reference new version of constants
Improve NPCBarkSystem to dynamically import phone-chat minigame and handle fallback UI more gracefully
Modify constants.js to conditionally export GAME_CONFIG based on Phaser availability
Update implementation log for Phone Chat Minigame, detailing completed modules and next steps
Create detailed implementation plan for Phone Chat Minigame, outlining structure, features, and integration points
Add test HTML page for Phone Chat Minigame, including setup, chat tests, and history management functionalities
- Created a generic NPC script with conversation handling.
- Developed an Alice NPC script demonstrating branching dialogue and state tracking.
- Implemented a test NPC script for development purposes.
- Added JSON representations for the NPC scripts.
- Created an HTML test interface for NPC integration testing.
- Included event handling and bark systems for NPC interactions.
- Created `05_EXAMPLE_SCENARIO.md` with a complete Ink script for the Biometric Breach scenario featuring NPCs Alice and Bob.
- Added `QUICK_REFERENCE.md` as a cheat sheet for NPC system components, event types, and common patterns.
- Introduced `README.md` as an index for NPC integration planning, outlining document structure and key concepts.