mirror of
https://github.com/cliffe/BreakEscape.git
synced 2026-02-21 11:18:08 +00:00
6818 lines
286 KiB
HTML
6818 lines
286 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>Office Adventure Game</title>
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<style>
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body {
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margin: 0;
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padding: 0;
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display: flex;
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justify-content: center;
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align-items: center;
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min-height: 100vh;
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background: #333;
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}
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#game-container {
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position: relative;
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}
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#loading {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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color: white;
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font-family: Arial, sans-serif;
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font-size: 24px;
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display: none;
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}
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/* Notification System */
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#notification-container {
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position: fixed;
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top: 20px;
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right: 20px;
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width: 300px;
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max-width: 80%;
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z-index: 2000;
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font-family: Arial, sans-serif;
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pointer-events: none;
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}
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.notification {
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background-color: rgba(0, 0, 0, 0.8);
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color: white;
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padding: 15px 20px;
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margin-bottom: 10px;
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border-radius: 5px;
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box-shadow: 0 2px 10px rgba(0, 0, 0, 0.3);
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transition: all 0.3s ease;
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opacity: 0;
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transform: translateY(-20px);
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pointer-events: auto;
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position: relative;
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overflow: hidden;
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}
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.notification.show {
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opacity: 1;
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transform: translateY(0);
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}
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.notification.info {
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border-left: 4px solid #3498db;
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}
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.notification.success {
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border-left: 4px solid #2ecc71;
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}
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.notification.warning {
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border-left: 4px solid #f39c12;
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}
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.notification.error {
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border-left: 4px solid #e74c3c;
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}
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.notification-title {
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font-weight: bold;
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margin-bottom: 5px;
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font-size: 16px;
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}
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.notification-message {
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font-size: 14px;
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line-height: 1.4;
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}
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.notification-close {
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position: absolute;
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top: 10px;
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right: 10px;
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cursor: pointer;
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font-size: 16px;
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color: #aaa;
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}
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.notification-close:hover {
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color: white;
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}
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.notification-progress {
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position: absolute;
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bottom: 0;
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left: 0;
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height: 3px;
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background-color: rgba(255, 255, 255, 0.5);
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width: 100%;
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}
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/* Notes Panel */
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#notes-panel {
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position: fixed;
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bottom: 80px;
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right: 20px;
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width: 350px;
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max-height: 500px;
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background-color: rgba(0, 0, 0, 0.9);
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color: white;
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border-radius: 5px;
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box-shadow: 0 2px 15px rgba(0, 0, 0, 0.5);
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z-index: 1999;
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font-family: Arial, sans-serif;
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display: none;
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overflow: hidden;
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transition: all 0.3s ease;
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border: 1px solid #444;
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}
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#notes-header {
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background-color: #222;
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padding: 12px 15px;
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display: flex;
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justify-content: space-between;
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align-items: center;
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border-bottom: 1px solid #444;
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}
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#notes-title {
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font-weight: bold;
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font-size: 18px;
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color: #3498db;
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}
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#notes-close {
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cursor: pointer;
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font-size: 18px;
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color: #aaa;
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transition: color 0.2s;
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}
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#notes-close:hover {
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color: white;
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}
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#notes-search-container {
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padding: 10px 15px;
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background-color: #333;
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border-bottom: 1px solid #444;
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}
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#notes-search {
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width: 100%;
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padding: 8px 10px;
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border: none;
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border-radius: 3px;
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background-color: #222;
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color: white;
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font-size: 14px;
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}
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#notes-search:focus {
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outline: none;
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box-shadow: 0 0 0 2px rgba(52, 152, 219, 0.5);
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}
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#notes-categories {
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display: flex;
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padding: 5px 15px;
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background-color: #2c2c2c;
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border-bottom: 1px solid #444;
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}
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.notes-category {
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padding: 5px 10px;
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margin-right: 5px;
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cursor: pointer;
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border-radius: 3px;
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font-size: 12px;
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transition: all 0.2s;
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}
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.notes-category.active {
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background-color: #3498db;
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color: white;
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}
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.notes-category:hover:not(.active) {
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background-color: #444;
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}
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#notes-content {
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padding: 15px;
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overflow-y: auto;
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max-height: 350px;
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}
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.note-item {
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margin-bottom: 15px;
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padding-bottom: 15px;
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border-bottom: 1px solid #444;
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cursor: pointer;
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transition: background-color 0.2s;
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padding: 10px;
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border-radius: 3px;
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}
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.note-item:hover {
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background-color: #333;
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}
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.note-item:last-child {
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margin-bottom: 0;
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padding-bottom: 0;
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border-bottom: none;
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}
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.note-title {
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font-weight: bold;
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margin-bottom: 5px;
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font-size: 14px;
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color: #3498db;
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display: flex;
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justify-content: space-between;
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align-items: center;
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}
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.note-icons {
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display: flex;
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gap: 5px;
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}
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.note-icon {
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font-size: 12px;
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color: #aaa;
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}
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.note-text {
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font-size: 13px;
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line-height: 1.4;
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white-space: pre-wrap;
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max-height: 80px;
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overflow: hidden;
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transition: max-height 0.3s;
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}
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.note-item.expanded .note-text {
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max-height: 1000px;
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}
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.note-timestamp {
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font-size: 11px;
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color: #888;
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margin-top: 5px;
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text-align: right;
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}
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#notes-toggle {
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position: relative;
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width: 60px;
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height: 60px;
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background-color: #3498db;
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color: white;
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border-radius: 50%;
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display: flex;
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justify-content: center;
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align-items: center;
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cursor: pointer;
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box-shadow: 0 2px 10px rgba(0, 0, 0, 0.3);
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z-index: 1998;
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font-size: 28px;
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transition: all 0.3s ease;
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margin-left: 10px;
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}
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#notes-toggle:hover {
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background-color: #2980b9;
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transform: scale(1.1);
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}
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#notes-count {
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position: absolute;
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top: -5px;
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right: -5px;
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background-color: #e74c3c;
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color: white;
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border-radius: 50%;
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width: 24px;
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height: 24px;
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font-size: 14px;
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display: flex;
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justify-content: center;
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align-items: center;
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font-weight: bold;
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}
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#laptop-popup {
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display: none;
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position: fixed;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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width: 90%;
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max-width: 1200px;
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height: calc(100% - 160px);
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background: none;
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z-index: 1000;
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pointer-events: none;
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}
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.laptop-frame {
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background: #1a1a1a;
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border-radius: 15px;
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padding: 20px;
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width: 100%;
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height: 75%;
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box-shadow: 0 0 30px rgba(0, 0, 0, 0.5);
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margin-bottom: 80px;
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pointer-events: auto;
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}
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.laptop-screen {
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background: #fff;
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height: 100%;
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border-radius: 8px;
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overflow: hidden;
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display: flex;
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flex-direction: column;
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}
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.title-bar {
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background: #333;
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color: white;
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padding: 8px 15px;
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display: flex;
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justify-content: space-between;
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align-items: center;
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}
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.close-btn {
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background: none;
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border: none;
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color: white;
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font-size: 24px;
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cursor: pointer;
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padding: 0 5px;
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}
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.close-btn:hover {
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color: #ff4444;
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}
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.laptop-screen iframe {
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flex: 1;
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width: 100%;
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height: 100%;
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border: none;
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}
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#cyberchef-container {
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flex: 1;
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width: 100%;
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height: 100%;
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}
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#cyberchef-container iframe {
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width: 100%;
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height: 100%;
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border: none;
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}
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.popup-overlay {
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display: none;
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position: fixed;
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top: 0;
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left: 0;
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width: 100%;
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height: calc(100% - 80px);
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background: rgba(0, 0, 0, 0.5);
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z-index: 999;
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}
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/* Bluetooth Scanner Panel */
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#bluetooth-panel {
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position: fixed;
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bottom: 80px;
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right: 90px;
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width: 350px;
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max-height: 500px;
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background-color: rgba(0, 0, 0, 0.9);
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color: white;
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border-radius: 5px;
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box-shadow: 0 2px 15px rgba(0, 0, 0, 0.5);
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z-index: 1999;
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font-family: Arial, sans-serif;
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display: none;
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overflow: hidden;
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transition: all 0.3s ease;
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border: 1px solid #444;
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}
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#bluetooth-header {
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background-color: #222;
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padding: 12px 15px;
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display: flex;
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justify-content: space-between;
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align-items: center;
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border-bottom: 1px solid #444;
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}
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#bluetooth-title {
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font-weight: bold;
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font-size: 18px;
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color: #9b59b6;
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}
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#bluetooth-close {
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cursor: pointer;
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font-size: 18px;
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color: #aaa;
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transition: color 0.2s;
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}
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#bluetooth-close:hover {
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color: white;
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}
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#bluetooth-search-container {
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padding: 10px 15px;
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background-color: #333;
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border-bottom: 1px solid #444;
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}
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#bluetooth-search {
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width: 100%;
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padding: 8px 10px;
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border: none;
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border-radius: 3px;
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background-color: #222;
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color: white;
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font-size: 14px;
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}
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#bluetooth-search:focus {
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outline: none;
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box-shadow: 0 0 0 2px rgba(155, 89, 182, 0.5);
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}
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#bluetooth-categories {
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display: flex;
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padding: 5px 15px;
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background-color: #2c2c2c;
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border-bottom: 1px solid #444;
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}
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.bluetooth-category {
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padding: 5px 10px;
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margin-right: 5px;
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cursor: pointer;
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border-radius: 3px;
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font-size: 12px;
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transition: all 0.2s;
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}
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.bluetooth-category.active {
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background-color: #9b59b6;
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color: white;
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}
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.bluetooth-category:hover:not(.active) {
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background-color: #444;
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}
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#bluetooth-content {
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padding: 15px;
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overflow-y: auto;
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max-height: 350px;
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}
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.bluetooth-device {
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margin-bottom: 15px;
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padding-bottom: 15px;
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border-bottom: 1px solid #444;
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cursor: pointer;
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transition: background-color 0.2s;
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padding: 10px;
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border-radius: 3px;
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}
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.bluetooth-device:hover {
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background-color: #333;
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}
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.bluetooth-device:last-child {
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margin-bottom: 0;
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padding-bottom: 0;
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border-bottom: none;
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}
|
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.bluetooth-device-name {
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font-weight: bold;
|
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margin-bottom: 5px;
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font-size: 14px;
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color: #9b59b6;
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display: flex;
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justify-content: space-between;
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align-items: center;
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}
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.bluetooth-device-icons {
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display: flex;
|
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gap: 5px;
|
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}
|
||
|
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.bluetooth-device-icon {
|
||
font-size: 12px;
|
||
color: #aaa;
|
||
}
|
||
|
||
.bluetooth-device-details {
|
||
font-size: 13px;
|
||
line-height: 1.4;
|
||
white-space: pre-wrap;
|
||
max-height: 80px;
|
||
overflow: hidden;
|
||
transition: max-height 0.3s;
|
||
}
|
||
|
||
.bluetooth-device.expanded .bluetooth-device-details {
|
||
max-height: 1000px;
|
||
}
|
||
|
||
.bluetooth-device-timestamp {
|
||
font-size: 11px;
|
||
color: #888;
|
||
margin-top: 5px;
|
||
text-align: right;
|
||
}
|
||
|
||
/* Bluetooth Signal Strength Bar */
|
||
.bluetooth-signal-bar-container {
|
||
margin: 0;
|
||
display: flex;
|
||
align-items: flex-end;
|
||
height: 16px;
|
||
}
|
||
|
||
.bluetooth-signal-bars {
|
||
display: flex;
|
||
align-items: flex-end;
|
||
height: 16px;
|
||
gap: 1px;
|
||
}
|
||
|
||
.bluetooth-signal-bar {
|
||
width: 3px;
|
||
background-color: #444;
|
||
border-radius: 1px;
|
||
transition: background-color 0.3s ease;
|
||
}
|
||
|
||
.bluetooth-signal-bar.active {
|
||
background-color: currentColor;
|
||
}
|
||
|
||
.bluetooth-signal-bar:nth-child(1) { height: 3px; }
|
||
.bluetooth-signal-bar:nth-child(2) { height: 6px; }
|
||
.bluetooth-signal-bar:nth-child(3) { height: 9px; }
|
||
.bluetooth-signal-bar:nth-child(4) { height: 12px; }
|
||
.bluetooth-signal-bar:nth-child(5) { height: 16px; }
|
||
|
||
.bluetooth-signal-text {
|
||
display: none;
|
||
}
|
||
|
||
#bluetooth-toggle {
|
||
position: relative;
|
||
width: 60px;
|
||
height: 60px;
|
||
background-color: #9b59b6;
|
||
color: white;
|
||
border-radius: 50%;
|
||
display: flex;
|
||
justify-content: center;
|
||
align-items: center;
|
||
cursor: pointer;
|
||
box-shadow: 0 2px 10px rgba(0, 0, 0, 0.3);
|
||
z-index: 1998;
|
||
font-size: 28px;
|
||
transition: all 0.3s ease;
|
||
margin-left: 10px;
|
||
}
|
||
|
||
#bluetooth-toggle:hover {
|
||
background-color: #8e44ad;
|
||
transform: scale(1.1);
|
||
}
|
||
|
||
#bluetooth-count {
|
||
position: absolute;
|
||
top: -5px;
|
||
right: -5px;
|
||
background-color: #e74c3c;
|
||
color: white;
|
||
border-radius: 50%;
|
||
width: 24px;
|
||
height: 24px;
|
||
font-size: 14px;
|
||
display: flex;
|
||
justify-content: center;
|
||
align-items: center;
|
||
font-weight: bold;
|
||
display: none;
|
||
}
|
||
|
||
/* Bluetooth Pairing Button */
|
||
.bluetooth-pair-button {
|
||
display: inline-block;
|
||
margin-top: 8px;
|
||
padding: 5px 10px;
|
||
background-color: #9b59b6;
|
||
color: white;
|
||
border: none;
|
||
border-radius: 3px;
|
||
font-size: 12px;
|
||
cursor: pointer;
|
||
transition: background-color 0.2s;
|
||
}
|
||
|
||
.bluetooth-pair-button:hover {
|
||
background-color: #8e44ad;
|
||
}
|
||
|
||
.bluetooth-pair-button.paired {
|
||
background-color: #27ae60;
|
||
}
|
||
|
||
.bluetooth-pair-button.paired:hover {
|
||
background-color: #219653;
|
||
}
|
||
|
||
/* Bluetooth Unlock Button */
|
||
.bluetooth-unlock-button {
|
||
display: inline-block;
|
||
margin-top: 8px;
|
||
padding: 5px 10px;
|
||
background-color: #2980b9;
|
||
color: white;
|
||
border: none;
|
||
border-radius: 3px;
|
||
font-size: 12px;
|
||
cursor: pointer;
|
||
transition: background-color 0.2s;
|
||
}
|
||
|
||
.bluetooth-unlock-button:hover {
|
||
background-color: #3498db;
|
||
}
|
||
|
||
/* Add a class to preserve hover state during updates */
|
||
.bluetooth-device.hover-preserved {
|
||
background-color: #333;
|
||
}
|
||
|
||
/* Add a more specific rule to prevent hover state from being lost when hovering over child elements */
|
||
.bluetooth-device:hover .bluetooth-device-name,
|
||
.bluetooth-device:hover .bluetooth-device-details,
|
||
.bluetooth-device:hover .bluetooth-device-timestamp,
|
||
.bluetooth-device:hover .bluetooth-pair-button {
|
||
pointer-events: auto;
|
||
}
|
||
|
||
/* Biometrics Panel */
|
||
#biometrics-panel {
|
||
position: fixed;
|
||
bottom: 80px;
|
||
right: 20px;
|
||
width: 350px;
|
||
max-height: 500px;
|
||
background-color: rgba(0, 0, 0, 0.9);
|
||
color: white;
|
||
border-radius: 5px;
|
||
box-shadow: 0 2px 15px rgba(0, 0, 0, 0.5);
|
||
z-index: 1999;
|
||
font-family: Arial, sans-serif;
|
||
display: none;
|
||
overflow: hidden;
|
||
transition: all 0.3s ease;
|
||
border: 1px solid #444;
|
||
}
|
||
|
||
#biometrics-header {
|
||
background-color: #222;
|
||
padding: 12px 15px;
|
||
display: flex;
|
||
justify-content: space-between;
|
||
align-items: center;
|
||
border-bottom: 1px solid #444;
|
||
}
|
||
|
||
#biometrics-title {
|
||
font-weight: bold;
|
||
font-size: 16px;
|
||
color: #2ecc71;
|
||
}
|
||
|
||
#biometrics-close {
|
||
cursor: pointer;
|
||
font-size: 18px;
|
||
color: #aaa;
|
||
transition: color 0.2s;
|
||
}
|
||
|
||
#biometrics-close:hover {
|
||
color: white;
|
||
}
|
||
|
||
#biometrics-search-container {
|
||
padding: 10px 15px;
|
||
background-color: #333;
|
||
border-bottom: 1px solid #444;
|
||
}
|
||
|
||
#biometrics-search {
|
||
width: 100%;
|
||
padding: 8px 10px;
|
||
border: none;
|
||
border-radius: 3px;
|
||
background-color: #222;
|
||
color: white;
|
||
font-size: 14px;
|
||
}
|
||
|
||
#biometrics-search:focus {
|
||
outline: none;
|
||
box-shadow: 0 0 0 2px rgba(52, 152, 219, 0.5);
|
||
}
|
||
|
||
#biometrics-categories {
|
||
display: flex;
|
||
padding: 5px 15px;
|
||
background-color: #2c2c2c;
|
||
border-bottom: 1px solid #444;
|
||
}
|
||
|
||
.biometrics-category {
|
||
padding: 5px 10px;
|
||
margin-right: 5px;
|
||
cursor: pointer;
|
||
border-radius: 3px;
|
||
font-size: 12px;
|
||
transition: all 0.2s;
|
||
}
|
||
|
||
.biometrics-category.active {
|
||
background-color: #2ecc71;
|
||
color: white;
|
||
}
|
||
|
||
.biometrics-category:hover:not(.active) {
|
||
background-color: #444;
|
||
}
|
||
|
||
#biometrics-content {
|
||
padding: 15px;
|
||
overflow-y: auto;
|
||
max-height: 350px;
|
||
}
|
||
|
||
.biometric-sample {
|
||
margin-bottom: 15px;
|
||
padding-bottom: 15px;
|
||
border-bottom: 1px solid #444;
|
||
cursor: pointer;
|
||
transition: background-color 0.2s;
|
||
padding: 10px;
|
||
border-radius: 3px;
|
||
}
|
||
|
||
.biometric-sample:hover {
|
||
background-color: #333;
|
||
}
|
||
|
||
.biometric-sample:last-child {
|
||
margin-bottom: 0;
|
||
padding-bottom: 0;
|
||
border-bottom: none;
|
||
}
|
||
|
||
.biometric-sample-name {
|
||
display: flex;
|
||
justify-content: space-between;
|
||
font-weight: bold;
|
||
margin-bottom: 5px;
|
||
font-size: 14px;
|
||
color: #2ecc71;
|
||
}
|
||
|
||
.biometric-sample-icons {
|
||
display: flex;
|
||
gap: 5px;
|
||
}
|
||
|
||
.biometric-quality-bar {
|
||
height: 5px;
|
||
background-color: #333;
|
||
margin-top: 8px;
|
||
border-radius: 2px;
|
||
margin-bottom: 8px;
|
||
}
|
||
|
||
.biometric-quality-fill {
|
||
height: 100%;
|
||
border-radius: 2px;
|
||
transition: width 0.3s ease;
|
||
}
|
||
|
||
.biometric-sample-details {
|
||
font-size: 13px;
|
||
line-height: 1.4;
|
||
white-space: pre-wrap;
|
||
max-height: 0;
|
||
overflow: hidden;
|
||
transition: max-height 0.3s;
|
||
}
|
||
|
||
.biometric-sample.expanded .biometric-sample-details {
|
||
max-height: 200px;
|
||
}
|
||
|
||
.biometric-sample-timestamp {
|
||
font-size: 11px;
|
||
color: #888;
|
||
margin-top: 5px;
|
||
text-align: right;
|
||
display: none;
|
||
}
|
||
|
||
/* Rest of existing styles follow */
|
||
.biometric-sample-timestamp {
|
||
font-size: 11px;
|
||
color: #888;
|
||
margin-top: 5px;
|
||
text-align: right;
|
||
}
|
||
|
||
/* Toggle Buttons Container */
|
||
#toggle-buttons-container {
|
||
position: fixed;
|
||
bottom: 20px;
|
||
right: 20px;
|
||
display: flex;
|
||
flex-direction: row-reverse;
|
||
z-index: 1998;
|
||
}
|
||
|
||
/* Game container */
|
||
#game-container {
|
||
position: relative;
|
||
}
|
||
|
||
/* Toggle Buttons */
|
||
#biometrics-toggle {
|
||
position: relative;
|
||
width: 60px;
|
||
height: 60px;
|
||
background-color: #2ecc71;
|
||
color: white;
|
||
border-radius: 50%;
|
||
display: flex;
|
||
justify-content: center;
|
||
align-items: center;
|
||
cursor: pointer;
|
||
box-shadow: 0 2px 10px rgba(0, 0, 0, 0.3);
|
||
z-index: 1998;
|
||
font-size: 28px;
|
||
transition: all 0.3s ease;
|
||
margin-left: 10px;
|
||
}
|
||
|
||
#biometrics-toggle:hover {
|
||
background-color: #27ae60;
|
||
transform: scale(1.1);
|
||
}
|
||
|
||
#biometrics-count {
|
||
position: absolute;
|
||
top: -5px;
|
||
right: -5px;
|
||
background-color: #e74c3c;
|
||
color: white;
|
||
border-radius: 50%;
|
||
width: 24px;
|
||
height: 24px;
|
||
font-size: 14px;
|
||
display: flex;
|
||
justify-content: center;
|
||
align-items: center;
|
||
font-weight: bold;
|
||
}
|
||
</style>
|
||
<script src="https://cdn.jsdelivr.net/npm/phaser@3.60.0/dist/phaser.min.js"></script>
|
||
<script src="https://cdn.jsdelivr.net/npm/easystarjs@0.4.4/bin/easystar-0.4.4.js"></script>
|
||
</head>
|
||
<body>
|
||
<div id="game-container">
|
||
<div id="loading">Loading...</div>
|
||
</div>
|
||
|
||
<!-- Notification System -->
|
||
<div id="notification-container"></div>
|
||
|
||
<!-- Notes Panel -->
|
||
<div id="notes-panel">
|
||
<div id="notes-header">
|
||
<div id="notes-title">Notes & Information</div>
|
||
<div id="notes-close">×</div>
|
||
</div>
|
||
<div id="notes-search-container">
|
||
<input type="text" id="notes-search" placeholder="Search notes...">
|
||
</div>
|
||
<div id="notes-categories">
|
||
<div class="notes-category active" data-category="all">All</div>
|
||
<div class="notes-category" data-category="important">Important</div>
|
||
<div class="notes-category" data-category="unread">Unread</div>
|
||
</div>
|
||
<div id="notes-content"></div>
|
||
</div>
|
||
|
||
<!-- Toggle Buttons Container -->
|
||
<div id="toggle-buttons-container">
|
||
<div id="notes-toggle">
|
||
<span>📝</span>
|
||
<div id="notes-count">0</div>
|
||
</div>
|
||
<div id="bluetooth-toggle" style="display: none;">
|
||
<span>📡</span>
|
||
<div id="bluetooth-count">0</div>
|
||
</div>
|
||
<div id="biometrics-toggle" style="display: none;">
|
||
<span>👆</span>
|
||
<div id="biometrics-count">0</div>
|
||
</div>
|
||
</div>
|
||
|
||
<!-- Bluetooth Scanner Panel -->
|
||
<div id="bluetooth-panel">
|
||
<div id="bluetooth-header">
|
||
<div id="bluetooth-title">Bluetooth Scanner</div>
|
||
<div id="bluetooth-close">×</div>
|
||
</div>
|
||
<div id="bluetooth-search-container">
|
||
<input type="text" id="bluetooth-search" placeholder="Search devices...">
|
||
</div>
|
||
<div id="bluetooth-categories">
|
||
<div class="bluetooth-category active" data-category="all">All</div>
|
||
<div class="bluetooth-category" data-category="nearby">Nearby</div>
|
||
<div class="bluetooth-category" data-category="saved">Saved</div>
|
||
</div>
|
||
<div id="bluetooth-content"></div>
|
||
</div>
|
||
|
||
<!-- Biometrics Panel -->
|
||
<div id="biometrics-panel">
|
||
<div id="biometrics-header">
|
||
<div id="biometrics-title">Biometric Samples</div>
|
||
<div id="biometrics-close">×</div>
|
||
</div>
|
||
<div id="biometrics-search-container">
|
||
<input type="text" id="biometrics-search" placeholder="Search samples...">
|
||
</div>
|
||
<div id="biometrics-categories">
|
||
<div class="biometrics-category active" data-category="all">All</div>
|
||
<div class="biometrics-category" data-category="fingerprint">Fingerprints</div>
|
||
</div>
|
||
<div id="biometrics-content"></div>
|
||
</div>
|
||
|
||
<script>
|
||
const config = {
|
||
type: Phaser.AUTO,
|
||
width: 1280,
|
||
height: 720,
|
||
parent: 'game-container',
|
||
pixelArt: true,
|
||
physics: {
|
||
default: 'arcade',
|
||
arcade: {
|
||
gravity: { y: 0 },
|
||
debug: true
|
||
}
|
||
},
|
||
scene: {
|
||
preload: preload,
|
||
create: create,
|
||
update: update
|
||
},
|
||
inventory: {
|
||
items: [],
|
||
display: null
|
||
}
|
||
};
|
||
const TILE_SIZE = 48;
|
||
const DOOR_ALIGN_OVERLAP = 48*3;
|
||
const GRID_SIZE = 32;
|
||
const MOVEMENT_SPEED = 150;
|
||
const ARRIVAL_THRESHOLD = 8;
|
||
const PATH_UPDATE_INTERVAL = 500;
|
||
const STUCK_THRESHOLD = 1;
|
||
const STUCK_TIME = 500;
|
||
// Hide rooms initially and on exit
|
||
const hideRoomsInitially = true;
|
||
const hideRoomsOnExit = false;
|
||
const hideNonAdjacentRooms = false;
|
||
|
||
// Debug system variables - moved to the top
|
||
let debugMode = false;
|
||
let debugLevel = 1; // 1 = basic, 2 = detailed, 3 = verbose
|
||
let visualDebugMode = false;
|
||
let fpsCounter = null;
|
||
|
||
// Notes and notification system
|
||
const gameNotes = [];
|
||
let unreadNotes = 0;
|
||
|
||
// Show a notification instead of using alert()
|
||
function showNotification(message, type = 'info', title = '', duration = 5000) {
|
||
const notificationContainer = document.getElementById('notification-container');
|
||
|
||
// Create notification element
|
||
const notification = document.createElement('div');
|
||
notification.className = `notification ${type}`;
|
||
|
||
// Create notification content
|
||
let notificationContent = '';
|
||
if (title) {
|
||
notificationContent += `<div class="notification-title">${title}</div>`;
|
||
}
|
||
notificationContent += `<div class="notification-message">${message}</div>`;
|
||
notificationContent += `<div class="notification-close">×</div>`;
|
||
|
||
if (duration > 0) {
|
||
notificationContent += `<div class="notification-progress"></div>`;
|
||
}
|
||
|
||
notification.innerHTML = notificationContent;
|
||
|
||
// Add to container
|
||
notificationContainer.appendChild(notification);
|
||
|
||
// Show notification with animation
|
||
setTimeout(() => {
|
||
notification.classList.add('show');
|
||
}, 10);
|
||
|
||
// Add progress animation if duration is set
|
||
if (duration > 0) {
|
||
const progress = notification.querySelector('.notification-progress');
|
||
progress.style.transition = `width ${duration}ms linear`;
|
||
|
||
// Start progress animation
|
||
setTimeout(() => {
|
||
progress.style.width = '0%';
|
||
}, 10);
|
||
|
||
// Remove notification after duration
|
||
setTimeout(() => {
|
||
removeNotification(notification);
|
||
}, duration);
|
||
}
|
||
|
||
// Add close button event listener
|
||
const closeBtn = notification.querySelector('.notification-close');
|
||
closeBtn.addEventListener('click', () => {
|
||
removeNotification(notification);
|
||
});
|
||
|
||
return notification;
|
||
}
|
||
|
||
// Remove a notification with animation
|
||
function removeNotification(notification) {
|
||
notification.classList.remove('show');
|
||
|
||
// Remove from DOM after animation
|
||
setTimeout(() => {
|
||
if (notification.parentNode) {
|
||
notification.parentNode.removeChild(notification);
|
||
}
|
||
}, 300);
|
||
}
|
||
|
||
// Add a note to the notes panel
|
||
function addNote(title, text, important = false) {
|
||
// Check if a note with the same title and text already exists
|
||
const existingNote = gameNotes.find(note => note.title === title && note.text === text);
|
||
|
||
// If the note already exists, don't add it again but mark it as read
|
||
if (existingNote) {
|
||
debugLog(`Note "${title}" already exists, not adding duplicate`, existingNote, 2);
|
||
|
||
// Mark as read if it wasn't already
|
||
if (!existingNote.read) {
|
||
existingNote.read = true;
|
||
updateNotesPanel();
|
||
updateNotesCount();
|
||
}
|
||
|
||
return null;
|
||
}
|
||
|
||
const note = {
|
||
id: Date.now(),
|
||
title: title,
|
||
text: text,
|
||
timestamp: new Date(),
|
||
read: false,
|
||
important: important
|
||
};
|
||
|
||
gameNotes.push(note);
|
||
updateNotesPanel();
|
||
updateNotesCount();
|
||
|
||
// Show notification for new note
|
||
showNotification(`New note added: ${title}`, 'info', 'Note Added', 3000);
|
||
|
||
return note;
|
||
}
|
||
|
||
// Update the notes panel with current notes
|
||
function updateNotesPanel() {
|
||
const notesContent = document.getElementById('notes-content');
|
||
const searchTerm = document.getElementById('notes-search')?.value?.toLowerCase() || '';
|
||
|
||
// Get active category
|
||
const activeCategory = document.querySelector('.notes-category.active')?.dataset.category || 'all';
|
||
|
||
// Filter notes based on search and category
|
||
let filteredNotes = [...gameNotes];
|
||
|
||
// Apply category filter
|
||
if (activeCategory === 'important') {
|
||
filteredNotes = filteredNotes.filter(note => note.important);
|
||
} else if (activeCategory === 'unread') {
|
||
filteredNotes = filteredNotes.filter(note => !note.read);
|
||
}
|
||
|
||
// Apply search filter
|
||
if (searchTerm) {
|
||
filteredNotes = filteredNotes.filter(note =>
|
||
note.title.toLowerCase().includes(searchTerm) ||
|
||
note.text.toLowerCase().includes(searchTerm)
|
||
);
|
||
}
|
||
|
||
// Sort notes with important ones first, then by timestamp (newest first)
|
||
filteredNotes.sort((a, b) => {
|
||
if (a.important !== b.important) {
|
||
return a.important ? -1 : 1;
|
||
}
|
||
return b.timestamp - a.timestamp;
|
||
});
|
||
|
||
// Clear current content
|
||
notesContent.innerHTML = '';
|
||
|
||
// Add notes
|
||
if (filteredNotes.length === 0) {
|
||
if (searchTerm) {
|
||
notesContent.innerHTML = '<div class="note-item">No notes match your search.</div>';
|
||
} else if (activeCategory !== 'all') {
|
||
notesContent.innerHTML = `<div class="note-item">No ${activeCategory} notes found.</div>`;
|
||
} else {
|
||
notesContent.innerHTML = '<div class="note-item">No notes yet.</div>';
|
||
}
|
||
} else {
|
||
filteredNotes.forEach(note => {
|
||
const noteElement = document.createElement('div');
|
||
noteElement.className = 'note-item';
|
||
noteElement.dataset.id = note.id;
|
||
|
||
// Format the timestamp
|
||
const timestamp = new Date(note.timestamp);
|
||
const formattedDate = timestamp.toLocaleDateString();
|
||
const formattedTime = timestamp.toLocaleTimeString([], { hour: '2-digit', minute: '2-digit' });
|
||
|
||
let noteContent = `<div class="note-title">
|
||
<span>${note.title}</span>
|
||
<div class="note-icons">`;
|
||
|
||
if (note.important) {
|
||
noteContent += `<span class="note-icon">⭐</span>`;
|
||
}
|
||
if (!note.read) {
|
||
noteContent += `<span class="note-icon">📌</span>`;
|
||
}
|
||
|
||
noteContent += `</div></div>`;
|
||
noteContent += `<div class="note-text">${note.text}</div>`;
|
||
noteContent += `<div class="note-timestamp">${formattedDate} ${formattedTime}</div>`;
|
||
|
||
noteElement.innerHTML = noteContent;
|
||
|
||
// Toggle expanded state when clicked
|
||
noteElement.addEventListener('click', () => {
|
||
noteElement.classList.toggle('expanded');
|
||
|
||
// Mark as read when expanded
|
||
if (!note.read && noteElement.classList.contains('expanded')) {
|
||
note.read = true;
|
||
updateNotesCount();
|
||
updateNotesPanel();
|
||
}
|
||
});
|
||
|
||
notesContent.appendChild(noteElement);
|
||
});
|
||
}
|
||
}
|
||
|
||
// Update the unread notes count
|
||
function updateNotesCount() {
|
||
const notesCount = document.getElementById('notes-count');
|
||
unreadNotes = gameNotes.filter(note => !note.read).length;
|
||
|
||
notesCount.textContent = unreadNotes;
|
||
notesCount.style.display = unreadNotes > 0 ? 'flex' : 'none';
|
||
}
|
||
|
||
// Toggle the notes panel
|
||
function toggleNotesPanel() {
|
||
const notesPanel = document.getElementById('notes-panel');
|
||
const isVisible = notesPanel.style.display === 'block';
|
||
|
||
notesPanel.style.display = isVisible ? 'none' : 'block';
|
||
}
|
||
|
||
// Replace alert with our custom notification system
|
||
function gameAlert(message, type = 'info', title = '', duration = 5000) {
|
||
return showNotification(message, type, title, duration);
|
||
}
|
||
|
||
// Debug logging function that only logs when debug mode is active
|
||
function debugLog(message, data = null, level = 1) {
|
||
if (!debugMode || debugLevel < level) return;
|
||
|
||
// Check if the first argument is a string
|
||
if (typeof message === 'string') {
|
||
// Create the formatted debug message
|
||
const formattedMessage = `[DEBUG] === ${message} ===`;
|
||
|
||
// Determine color based on message content
|
||
let color = '#0077FF'; // Default blue for general info
|
||
let fontWeight = 'bold';
|
||
|
||
// Success messages - green
|
||
if (message.includes('SUCCESS') ||
|
||
message.includes('UNLOCKED') ||
|
||
message.includes('NOT LOCKED')) {
|
||
color = '#00AA00'; // Green
|
||
}
|
||
// Error/failure messages - red
|
||
else if (message.includes('FAIL') ||
|
||
message.includes('ERROR') ||
|
||
message.includes('NO LOCK REQUIREMENTS FOUND')) {
|
||
color = '#DD0000'; // Red
|
||
}
|
||
// Sensitive information - purple
|
||
else if (message.includes('PIN') ||
|
||
message.includes('PASSWORD') ||
|
||
message.includes('KEY') ||
|
||
message.includes('LOCK REQUIREMENTS')) {
|
||
color = '#AA00AA'; // Purple
|
||
}
|
||
|
||
// Add level indicator to the message
|
||
const levelIndicator = level > 1 ? ` [L${level}]` : '';
|
||
const finalMessage = formattedMessage + levelIndicator;
|
||
|
||
// Log with formatting
|
||
if (data) {
|
||
console.log(`%c${finalMessage}`, `color: ${color}; font-weight: ${fontWeight};`, data);
|
||
} else {
|
||
console.log(`%c${finalMessage}`, `color: ${color}; font-weight: ${fontWeight};`);
|
||
}
|
||
} else {
|
||
// If not a string, just log as is
|
||
console.log(message, data);
|
||
}
|
||
}
|
||
|
||
// Function to display tension debug info only when debug mode is active
|
||
function logTensionDebugInfo() {
|
||
if (!debugMode) return; // Skip all calculations if debug mode is off
|
||
|
||
// Your existing debug code here
|
||
debugLog("Tension debug information:", null, 2);
|
||
// Add other debug information as needed
|
||
}
|
||
|
||
// Listen for backtick key to toggle debug mode
|
||
document.addEventListener('keydown', function(event) {
|
||
// Toggle debug mode with backtick
|
||
if (event.key === '`') {
|
||
if (event.shiftKey) {
|
||
// Toggle visual debug mode with Shift+backtick
|
||
visualDebugMode = !visualDebugMode;
|
||
console.log(`%c[DEBUG] === VISUAL DEBUG MODE ${visualDebugMode ? 'ENABLED' : 'DISABLED'} ===`,
|
||
`color: ${visualDebugMode ? '#00AA00' : '#DD0000'}; font-weight: bold;`);
|
||
|
||
// Update physics debug display if game exists
|
||
if (game && game.scene && game.scene.scenes && game.scene.scenes[0]) {
|
||
const scene = game.scene.scenes[0];
|
||
if (scene.physics && scene.physics.world) {
|
||
scene.physics.world.drawDebug = debugMode && visualDebugMode;
|
||
}
|
||
}
|
||
} else if (event.ctrlKey) {
|
||
// Cycle through debug levels with Ctrl+backtick
|
||
if (debugMode) {
|
||
debugLevel = (debugLevel % 3) + 1; // Cycle through 1, 2, 3
|
||
console.log(`%c[DEBUG] === DEBUG LEVEL ${debugLevel} ===`,
|
||
`color: #0077FF; font-weight: bold;`);
|
||
}
|
||
} else {
|
||
// Regular debug mode toggle
|
||
debugMode = !debugMode;
|
||
console.log(`%c[DEBUG] === DEBUG MODE ${debugMode ? 'ENABLED' : 'DISABLED'} ===`,
|
||
`color: ${debugMode ? '#00AA00' : '#DD0000'}; font-weight: bold;`);
|
||
|
||
// Update physics debug display if game exists
|
||
if (game && game.scene && game.scene.scenes && game.scene.scenes[0]) {
|
||
const scene = game.scene.scenes[0];
|
||
if (scene.physics && scene.physics.world) {
|
||
scene.physics.world.drawDebug = debugMode && visualDebugMode;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
});
|
||
|
||
// Initialize notes panel
|
||
document.addEventListener('DOMContentLoaded', function() {
|
||
// Set up notes toggle button
|
||
const notesToggle = document.getElementById('notes-toggle');
|
||
notesToggle.addEventListener('click', toggleNotesPanel);
|
||
|
||
// Set up notes close button
|
||
const notesClose = document.getElementById('notes-close');
|
||
notesClose.addEventListener('click', toggleNotesPanel);
|
||
|
||
// Set up search functionality
|
||
const notesSearch = document.getElementById('notes-search');
|
||
notesSearch.addEventListener('input', updateNotesPanel);
|
||
|
||
// Set up category filters
|
||
const categories = document.querySelectorAll('.notes-category');
|
||
categories.forEach(category => {
|
||
category.addEventListener('click', () => {
|
||
// Remove active class from all categories
|
||
categories.forEach(c => c.classList.remove('active'));
|
||
// Add active class to clicked category
|
||
category.classList.add('active');
|
||
// Update notes panel
|
||
updateNotesPanel();
|
||
});
|
||
});
|
||
|
||
// Initialize notes count
|
||
updateNotesCount();
|
||
|
||
// Initialize Bluetooth scanner panel
|
||
initializeBluetoothPanel();
|
||
|
||
// Initialize biometrics panel
|
||
initializeBiometricsPanel();
|
||
});
|
||
|
||
// Function to create or update the FPS counter
|
||
function updateFPSCounter() {
|
||
if (fpsCounter) {
|
||
fpsCounter.textContent = `FPS: ${Math.round(game.loop.actualFps)}`;
|
||
}
|
||
}
|
||
|
||
// Declare gameScenario as let (not const) so we can assign it later
|
||
let gameScenario = null; // Initialize as null
|
||
|
||
let game = new Phaser.Game(config);
|
||
let player;
|
||
let cursors;
|
||
let rooms = {};
|
||
let currentRoom;
|
||
let inventory = {
|
||
items: [],
|
||
container: null
|
||
};
|
||
let objectsGroup;
|
||
let wallsLayer;
|
||
let discoveredRooms = new Set();
|
||
let pathfinder;
|
||
let currentPath = [];
|
||
let isMoving = false;
|
||
let targetPoint = null;
|
||
let lastPathUpdateTime = 0;
|
||
let stuckTimer = 0;
|
||
let lastPosition = null;
|
||
let stuckTime = 0;
|
||
let currentPlayerRoom = null;
|
||
let lastPlayerPosition = { x: 0, y: 0 };
|
||
const ROOM_CHECK_THRESHOLD = 32; // Only check for room changes when player moves this many pixels
|
||
|
||
// Add these constants at the top with other constants
|
||
const INTERACTION_CHECK_INTERVAL = 100; // Only check interactions every 100ms
|
||
const INTERACTION_RANGE = 2 * TILE_SIZE;
|
||
const INTERACTION_RANGE_SQ = INTERACTION_RANGE * INTERACTION_RANGE;
|
||
|
||
// Bluetooth constants
|
||
const BLUETOOTH_SCAN_RANGE = TILE_SIZE * 2; // 2 tiles range for Bluetooth scanning
|
||
let lastBluetoothScan = 0; // Track last scan time
|
||
const BLUETOOTH_SCAN_INTERVAL = 200; // Scan every 200ms for more responsive updates
|
||
|
||
const gameState = {
|
||
biometricSamples: [],
|
||
inventory: inventory
|
||
};
|
||
|
||
// Add these constants near the top with other constants
|
||
const SCANNER_LOCKOUT_TIME = 30000; // 30 seconds lockout
|
||
const MAX_FAILED_ATTEMPTS = 3;
|
||
|
||
// Add this to track failed attempts
|
||
const scannerState = {
|
||
failedAttempts: {}, // tracks failures by scanner ID
|
||
lockoutTimers: {} // tracks lockout end times
|
||
};
|
||
|
||
// Add these constants near the top with other constants
|
||
const SAMPLE_COLLECTION_TIME = 2000; // 2 seconds for collection animation
|
||
const SAMPLE_COLLECTION_COLOR = 0x00ff00; // Green for collection effect
|
||
|
||
// Add these constants for the UI
|
||
const SAMPLE_UI_STYLES = {
|
||
backgroundColor: 'rgba(0, 0, 0, 0.8)',
|
||
padding: '10px',
|
||
color: 'white',
|
||
fontFamily: 'Arial, sans-serif',
|
||
fontSize: '14px',
|
||
border: '1px solid #444',
|
||
borderRadius: '5px',
|
||
position: 'fixed',
|
||
top: '50%',
|
||
left: '50%',
|
||
transform: 'translate(-50%, -50%)',
|
||
zIndex: 1000,
|
||
maxHeight: '80vh',
|
||
overflowY: 'auto',
|
||
display: 'none'
|
||
};
|
||
|
||
// Add these constants for the dusting minigame
|
||
const DUST_COLORS = {
|
||
NONE: 0x000000,
|
||
LIGHT: 0x444444,
|
||
MEDIUM: 0x888888,
|
||
HEAVY: 0xcccccc,
|
||
REVEALED: 0x00ff00
|
||
};
|
||
|
||
const DEBUG_MODE = {
|
||
get enabled() { return debugMode; },
|
||
set enabled(value) { debugMode = value; },
|
||
toggle: function() {
|
||
debugMode = !debugMode;
|
||
// No need to log here as the global event listener will handle it
|
||
},
|
||
log: function(message, data = null) {
|
||
if (!debugMode) return;
|
||
|
||
if (data) {
|
||
console.log(`%c[DEBUG] === ${message} ===`, 'color: #0077FF; font-weight: bold;', data);
|
||
} else {
|
||
console.log(`%c[DEBUG] === ${message} ===`, 'color: #0077FF; font-weight: bold;');
|
||
}
|
||
}
|
||
};
|
||
|
||
// preloads the assets
|
||
function preload() {
|
||
// Show loading text
|
||
document.getElementById('loading').style.display = 'block';
|
||
|
||
// Load tilemap files and regular tilesets first
|
||
this.load.tilemapTiledJSON('room_reception', 'assets/rooms/room_reception.json');
|
||
this.load.tilemapTiledJSON('room_office', 'assets/rooms/room_office.json');
|
||
this.load.tilemapTiledJSON('room_ceo', 'assets/rooms/room_ceo.json');
|
||
this.load.tilemapTiledJSON('room_closet', 'assets/rooms/room_closet.json');
|
||
this.load.tilemapTiledJSON('room_servers', 'assets/rooms/room_servers.json');
|
||
this.load.image('Modern_Office_48x48', 'assets/Modern_Office_48x48.png');
|
||
this.load.image('Room_Builder_48x48', 'assets/Room_Builder_48x48.png');
|
||
this.load.image('19_Hospital_Shadowless_48x48', 'assets/19_Hospital_Shadowless_48x48.png');
|
||
this.load.image('18_Jail_Shadowless_48x48', 'assets/18_Jail_Shadowless_48x48.png');
|
||
this.load.image('1_Generic_Shadowless_48x48', 'assets/1_Generic_Shadowless_48x48.png');
|
||
this.load.image('11_Halloween_Shadowless_48x48', 'assets/11_Halloween_Shadowless_48x48.png');
|
||
this.load.image('5_Classroom_and_library_Shadowless_48x48', 'assets/5_Classroom_and_library_Shadowless_48x48.png');
|
||
|
||
// Load object sprites
|
||
this.load.image('pc', 'assets/objects/pc.png');
|
||
this.load.image('key', 'assets/objects/key.png');
|
||
this.load.image('notes', 'assets/objects/notes.png');
|
||
this.load.image('phone', 'assets/objects/phone.png');
|
||
this.load.image('suitcase', 'assets/objects/suitcase.png');
|
||
this.load.image('smartscreen', 'assets/objects/smartscreen.png');
|
||
this.load.image('photo', 'assets/objects/photo.png');
|
||
this.load.image('suitcase', 'assets/objects/suitcase.png');
|
||
this.load.image('safe', 'assets/objects/safe.png');
|
||
this.load.image('book', 'assets/objects/book.png');
|
||
this.load.image('workstation', 'assets/objects/workstation.png');
|
||
this.load.image('bluetooth_scanner', 'assets/objects/bluetooth_scanner.png');
|
||
this.load.image('bluetooth_spoofer', 'assets/objects/bluetooth_spoofer.png');
|
||
this.load.image('tablet', 'assets/objects/tablet.png');
|
||
this.load.image('fingerprint_kit', 'assets/objects/fingerprint_kit.png');
|
||
this.load.image('lockpick', 'assets/objects/lockpick.png');
|
||
|
||
this.load.json('gameScenarioJSON', 'assets/scenarios/biometric_breach.json');
|
||
//this.load.json('gameScenarioJSON', 'assets/scenarios/ceo_exfil.json');
|
||
gameScenario = this.cache.json.get('gameScenarioJSON');
|
||
}
|
||
|
||
// creates the workstation
|
||
function createCryptoWorkstation(objectData) {
|
||
// Create the workstation sprite
|
||
const workstationSprite = this.add.sprite(0, 0, 'workstation');
|
||
workstationSprite.setVisible(false);
|
||
workstationSprite.name = "workstation";
|
||
workstationSprite.scenarioData = objectData;
|
||
workstationSprite.setInteractive({ useHandCursor: true });
|
||
|
||
return workstationSprite;
|
||
}
|
||
|
||
// creates the game
|
||
// hides the loading text
|
||
// calculates the world bounds
|
||
// sets the physics world bounds
|
||
// creates the player
|
||
// initializes the rooms
|
||
// validates the doors by room overlap
|
||
// hides all rooms initially if hideRoomsInitially is true
|
||
// reveals only the starting room
|
||
// sets up the camera
|
||
// sets up the input
|
||
// creates the inventory display
|
||
// processes all door collisions
|
||
// initializes the pathfinder
|
||
// initializes the inventory
|
||
function create() {
|
||
// Hide loading text
|
||
document.getElementById('loading').style.display = 'none';
|
||
|
||
// Ensure gameScenario is loaded before proceeding
|
||
if (!gameScenario) {
|
||
gameScenario = this.cache.json.get('gameScenarioJSON');
|
||
}
|
||
|
||
// Now calculate world bounds after scenario is loaded
|
||
const worldBounds = calculateWorldBounds();
|
||
|
||
// Set the physics world bounds
|
||
this.physics.world.setBounds(
|
||
worldBounds.x,
|
||
worldBounds.y,
|
||
worldBounds.width,
|
||
worldBounds.height
|
||
);
|
||
|
||
// Create player first
|
||
player = this.add.rectangle(400, 300, 32, 32, 0xff0000);
|
||
this.physics.add.existing(player);
|
||
player.body.setSize(16, 16);
|
||
player.body.setOffset(8, 8);
|
||
player.body.setCollideWorldBounds(true);
|
||
player.body.setBounce(0);
|
||
player.body.setDrag(0);
|
||
player.body.setFriction(0);
|
||
|
||
player.setDepth(1000);
|
||
|
||
// Initialize room layout after player creation
|
||
initializeRooms.call(this);
|
||
validateDoorsByRoomOverlap.call(this);
|
||
|
||
// Hide all rooms initially if hideRoomsInitially is true
|
||
if (hideRoomsInitially) {
|
||
Object.keys(gameScenario.rooms).forEach(roomId => {
|
||
hideRoom.call(this, roomId);
|
||
});
|
||
}
|
||
|
||
// Explicitly reveal the starting room and ensure its doors are visible
|
||
const startingRoom = gameScenario.startRoom;
|
||
revealRoom.call(this, startingRoom);
|
||
|
||
// Force doors visibility for starting room
|
||
if (rooms[startingRoom] && rooms[startingRoom].doorsLayer) {
|
||
rooms[startingRoom].doorsLayer.setVisible(true);
|
||
rooms[startingRoom].doorsLayer.setAlpha(1);
|
||
console.log(`Starting room doors layer:`, {
|
||
visible: rooms[startingRoom].doorsLayer.visible,
|
||
alpha: rooms[startingRoom].doorsLayer.alpha,
|
||
depth: rooms[startingRoom].doorsLayer.depth
|
||
});
|
||
}
|
||
|
||
// Setup camera
|
||
this.cameras.main.startFollow(player);
|
||
this.cameras.main.setZoom(1);
|
||
|
||
// Setup input with proper context
|
||
this.input.on('pointerdown', (pointer) => {
|
||
// Check if click is in inventory area
|
||
const inventoryArea = {
|
||
y: this.cameras.main.height - 70,
|
||
height: 70
|
||
};
|
||
|
||
if (pointer.y > inventoryArea.y) {
|
||
// Find clicked inventory item
|
||
const clickedItem = inventory.items.find(item => {
|
||
if (!item) return false;
|
||
const bounds = item.getBounds();
|
||
return Phaser.Geom.Rectangle.Contains(
|
||
bounds,
|
||
pointer.x,
|
||
pointer.y
|
||
);
|
||
});
|
||
|
||
if (clickedItem) {
|
||
debugLog('INVENTORY ITEM CLICKED', { name: clickedItem.name }, 2);
|
||
handleObjectInteraction(clickedItem);
|
||
return;
|
||
}
|
||
}
|
||
|
||
// if not clicking inventory, handle as movement
|
||
debugLog('CLICK DETECTED', { x: pointer.worldX, y: pointer.worldY }, 3);
|
||
movePlayerToPoint.call(this, pointer.worldX, pointer.worldY);
|
||
});
|
||
|
||
// creates the inventory display
|
||
createInventoryDisplay.call(this);
|
||
|
||
// Add this new call after all rooms are created
|
||
processAllDoorCollisions.call(this);
|
||
|
||
// Initialize pathfinder
|
||
initializePathfinder.call(this);
|
||
|
||
// Initialize game systems
|
||
initializeInventory.call(this);
|
||
|
||
// Process items marked with inInventory: true in the scenario data
|
||
processInitialInventoryItems.call(this);
|
||
|
||
// NOTE: Crypto workstation is now handled by processInitialInventoryItems
|
||
// based on inInventory flag in scenario data - addCryptoWorkstation.call(this);
|
||
|
||
// Add this line after processAllDoorCollisions()
|
||
setupDoorOverlapChecks.call(this);
|
||
|
||
// introduce the scenario
|
||
introduceScenario.call(this);
|
||
|
||
// Enable physics debug only in development
|
||
this.physics.world.debugGraphic.clear();
|
||
this.physics.world.drawDebug = false;
|
||
|
||
// Optimize physics world
|
||
this.physics.world.setBounds(
|
||
worldBounds.x,
|
||
worldBounds.y,
|
||
worldBounds.width,
|
||
worldBounds.height,
|
||
true // Enable bounds collision
|
||
);
|
||
|
||
// Optimize physics settings
|
||
this.physics.world.setFPS(60);
|
||
this.physics.world.step(1/60);
|
||
|
||
// Add this to your scene's create function
|
||
initializeSamplesUI();
|
||
|
||
// Log initial debug status
|
||
console.log("%cPress ` (backtick) to toggle debug mode, Ctrl+` to cycle debug levels (1-3), Shift+` for visual debug", "color: #888; font-style: italic;");
|
||
}
|
||
|
||
function update() {
|
||
// updates the player's movement
|
||
updatePlayerMovement.call(this);
|
||
|
||
// checks for object interactions
|
||
checkObjectInteractions.call(this);
|
||
|
||
// checks for room transitions
|
||
checkRoomTransitions.call(this);
|
||
|
||
// Check for Bluetooth devices
|
||
const currentTime = this.time.now;
|
||
if (currentTime - lastBluetoothScan >= BLUETOOTH_SCAN_INTERVAL) {
|
||
checkBluetoothDevices.call(this);
|
||
lastBluetoothScan = currentTime;
|
||
}
|
||
|
||
// adds a circle to the start of the path
|
||
if (currentPath && currentPath.length > 0 && isMoving) {
|
||
this.add.circle(currentPath[0].x, currentPath[0].y, 5, 0xff0000).setDepth(1000);
|
||
}
|
||
}
|
||
|
||
// introduces the scenario
|
||
function introduceScenario() {
|
||
console.log(gameScenario.scenario_brief);
|
||
|
||
// Add scenario brief as an important note
|
||
addNote("Mission Brief", gameScenario.scenario_brief, true);
|
||
|
||
// Show notification
|
||
gameAlert(gameScenario.scenario_brief, 'info', 'Mission Brief', 8000);
|
||
}
|
||
|
||
// initializes the rooms
|
||
// calculates the positions of the rooms
|
||
// creates the rooms
|
||
function initializeRooms() {
|
||
// Calculate room positions and create room instances
|
||
let roomPositions = calculateRoomPositions();
|
||
|
||
Object.entries(gameScenario.rooms).forEach(([roomId, roomData]) => {
|
||
const position = roomPositions[roomId];
|
||
createRoom.call(this, roomId, roomData, position);
|
||
});
|
||
}
|
||
|
||
// calculates the positions of the rooms
|
||
// calculates the dimensions of the rooms
|
||
// calculates the positions of the rooms based on the dimensions and overlaps
|
||
function calculateRoomPositions() {
|
||
const OVERLAP = 96;
|
||
const positions = {};
|
||
|
||
console.log('=== Starting Room Position Calculations ===');
|
||
|
||
// Get room dimensions from tilemaps
|
||
const roomDimensions = {};
|
||
Object.entries(gameScenario.rooms).forEach(([roomId, roomData]) => {
|
||
const map = game.cache.tilemap.get(roomData.type);
|
||
console.log(`Debug - Room ${roomId}:`, {
|
||
mapData: map,
|
||
fullData: map?.data,
|
||
json: map?.json
|
||
});
|
||
|
||
// Try different ways to access the data
|
||
if (map) {
|
||
let width, height;
|
||
if (map.json) {
|
||
width = map.json.width;
|
||
height = map.json.height;
|
||
} else if (map.data) {
|
||
width = map.data.width;
|
||
height = map.data.height;
|
||
} else {
|
||
width = map.width;
|
||
height = map.height;
|
||
}
|
||
|
||
roomDimensions[roomId] = {
|
||
width: width * 48, // tile width is 48
|
||
height: height * 48 // tile height is 48
|
||
};
|
||
debugLog('ROOM DIMENSIONS', { roomId, dimensions: roomDimensions[roomId] }, 3);
|
||
} else {
|
||
console.error(`Could not find tilemap data for room ${roomId}`);
|
||
// Fallback to default dimensions if needed
|
||
roomDimensions[roomId] = {
|
||
width: 800, // default width
|
||
height: 600 // default height
|
||
};
|
||
}
|
||
});
|
||
|
||
// Start with reception room at origin
|
||
positions[gameScenario.startRoom] = { x: 0, y: 0 };
|
||
console.log(`Starting room ${gameScenario.startRoom} position:`, positions[gameScenario.startRoom]);
|
||
|
||
// Process rooms level by level, starting from reception
|
||
const processed = new Set([gameScenario.startRoom]);
|
||
const queue = [gameScenario.startRoom];
|
||
|
||
while (queue.length > 0) {
|
||
const currentRoomId = queue.shift();
|
||
const currentRoom = gameScenario.rooms[currentRoomId];
|
||
const currentPos = positions[currentRoomId];
|
||
const currentDimensions = roomDimensions[currentRoomId];
|
||
|
||
console.log(`\nProcessing room ${currentRoomId}`);
|
||
console.log('Current position:', currentPos);
|
||
console.log('Connections:', currentRoom.connections);
|
||
|
||
Object.entries(currentRoom.connections).forEach(([direction, connected]) => {
|
||
console.log(`\nProcessing ${direction} connection:`, connected);
|
||
|
||
if (Array.isArray(connected)) {
|
||
const rooms = connected.filter(r => !processed.has(r));
|
||
console.log('Unprocessed connected rooms:', rooms);
|
||
if (rooms.length === 0) return;
|
||
|
||
if (direction === 'north' || direction === 'south') {
|
||
const firstRoom = rooms[0];
|
||
const firstRoomWidth = roomDimensions[firstRoom].width;
|
||
const firstRoomHeight = roomDimensions[firstRoom].height;
|
||
|
||
const secondRoom = rooms[1];
|
||
const secondRoomWidth = roomDimensions[secondRoom].width;
|
||
const secondRoomHeight = roomDimensions[secondRoom].height;
|
||
|
||
if (direction === 'north') {
|
||
// First room - right edge aligns with current room's left edge
|
||
positions[firstRoom] = {
|
||
x: currentPos.x - firstRoomWidth + DOOR_ALIGN_OVERLAP,
|
||
y: currentPos.y - firstRoomHeight + OVERLAP
|
||
};
|
||
|
||
// Second room - left edge aligns with current room's right edge
|
||
positions[secondRoom] = {
|
||
x: currentPos.x + currentDimensions.width - DOOR_ALIGN_OVERLAP,
|
||
y: currentPos.y - secondRoomHeight + OVERLAP
|
||
};
|
||
} else if (direction === 'south') {
|
||
// First room - left edge aligns with current room's right edge
|
||
positions[firstRoom] = {
|
||
x: currentPos.x - firstRoomWidth + DOOR_ALIGN_OVERLAP,
|
||
y: currentPos.y + currentDimensions.height - OVERLAP
|
||
};
|
||
|
||
// Second room - right edge aligns with current room's left edge
|
||
positions[secondRoom] = {
|
||
x: currentPos.x + currentDimensions.width - DOOR_ALIGN_OVERLAP,
|
||
y: currentPos.y + currentDimensions.height - secondRoomHeight - OVERLAP
|
||
};
|
||
}
|
||
|
||
rooms.forEach(roomId => {
|
||
processed.add(roomId);
|
||
queue.push(roomId);
|
||
console.log(`Positioned room ${roomId} at:`, positions[roomId]);
|
||
});
|
||
}
|
||
} else {
|
||
if (processed.has(connected)) {
|
||
debugLog('ROOM ALREADY PROCESSED', { roomId: connected }, 3);
|
||
return;
|
||
}
|
||
|
||
const connectedDimensions = roomDimensions[connected];
|
||
|
||
// Center the connected room
|
||
const x = currentPos.x +
|
||
(currentDimensions.width - connectedDimensions.width) / 2;
|
||
const y = direction === 'north'
|
||
? currentPos.y - connectedDimensions.height + OVERLAP
|
||
: currentPos.y + currentDimensions.height - OVERLAP;
|
||
|
||
positions[connected] = { x, y };
|
||
processed.add(connected);
|
||
queue.push(connected);
|
||
|
||
console.log(`Positioned single room ${connected} at:`, positions[connected]);
|
||
}
|
||
});
|
||
}
|
||
|
||
console.log('\n=== Final Room Positions ===');
|
||
Object.entries(positions).forEach(([roomId, pos]) => {
|
||
console.log(`${roomId}:`, pos);
|
||
});
|
||
|
||
return positions;
|
||
}
|
||
|
||
// creates a room
|
||
// creates the tilemap for the room
|
||
// creates the layers for the room
|
||
// adds the objects to the room
|
||
function createRoom(roomId, roomData, position) {
|
||
try {
|
||
console.log(`Creating room ${roomId} of type ${roomData.type}`);
|
||
|
||
const map = this.make.tilemap({ key: roomData.type });
|
||
const tilesets = [];
|
||
|
||
// Add tilesets
|
||
const regularTilesets = map.tilesets.filter(t => !t.name.includes('Interiors_48x48'));
|
||
regularTilesets.forEach(tileset => {
|
||
const loadedTileset = map.addTilesetImage(tileset.name, tileset.name);
|
||
if (loadedTileset) {
|
||
tilesets.push(loadedTileset);
|
||
console.log(`Added regular tileset: ${tileset.name}`);
|
||
}
|
||
});
|
||
|
||
// Initialize room data structure first
|
||
rooms[roomId] = {
|
||
map,
|
||
layers: {},
|
||
wallsLayers: [],
|
||
position
|
||
};
|
||
|
||
const layers = rooms[roomId].layers;
|
||
const wallsLayers = rooms[roomId].wallsLayers;
|
||
|
||
// IMPORTANT: This counter ensures unique layer IDs across ALL rooms and should not be removed
|
||
if (!window.globalLayerCounter) window.globalLayerCounter = 0;
|
||
|
||
// Calculate base depth for this room's layers
|
||
const roomDepth = position.y * 100;
|
||
|
||
// Create doors layer first with a specific depth
|
||
const doorsLayerIndex = map.layers.findIndex(layer =>
|
||
layer.name.toLowerCase().includes('doors'));
|
||
let doorsLayer = null;
|
||
if (doorsLayerIndex !== -1) {
|
||
window.globalLayerCounter++;
|
||
const uniqueDoorsId = `${roomId}_doors_${window.globalLayerCounter}`;
|
||
doorsLayer = map.createLayer(doorsLayerIndex, tilesets, position.x, position.y);
|
||
if (doorsLayer) {
|
||
doorsLayer.name = uniqueDoorsId;
|
||
// Set doors layer depth higher than other layers
|
||
doorsLayer.setDepth(roomDepth + 500);
|
||
layers[uniqueDoorsId] = doorsLayer;
|
||
rooms[roomId].doorsLayer = doorsLayer;
|
||
}
|
||
}
|
||
|
||
// Create other layers with appropriate depths
|
||
map.layers.forEach((layerData, index) => {
|
||
// Skip the doors layer as we already created it
|
||
if (index === doorsLayerIndex) return;
|
||
|
||
window.globalLayerCounter++;
|
||
const uniqueLayerId = `${roomId}_${layerData.name}_${window.globalLayerCounter}`;
|
||
|
||
const layer = map.createLayer(index, tilesets, position.x, position.y);
|
||
if (layer) {
|
||
layer.name = uniqueLayerId;
|
||
|
||
// Set depth based on layer type and room position
|
||
if (layerData.name.toLowerCase().includes('floor')) {
|
||
layer.setDepth(roomDepth + 100);
|
||
} else if (layerData.name.toLowerCase().includes('walls')) {
|
||
layer.setDepth(roomDepth + 200);
|
||
// Handle walls layer collision
|
||
try {
|
||
layer.setCollisionByExclusion([-1]);
|
||
|
||
if (doorsLayer) {
|
||
const doorTiles = doorsLayer.getTilesWithin()
|
||
.filter(tile => tile.index !== -1);
|
||
|
||
doorTiles.forEach(doorTile => {
|
||
const wallTile = layer.getTileAt(doorTile.x, doorTile.y);
|
||
if (wallTile) {
|
||
if (!doorTile.properties?.locked) {
|
||
wallTile.setCollision(false);
|
||
}
|
||
}
|
||
});
|
||
}
|
||
|
||
wallsLayers.push(layer);
|
||
console.log(`Added collision to wall layer: ${uniqueLayerId}`);
|
||
} catch (e) {
|
||
console.warn(`Error setting up collisions for ${uniqueLayerId}:`, e);
|
||
}
|
||
} else if (layerData.name.toLowerCase().includes('props')) {
|
||
layer.setDepth(roomDepth + 300);
|
||
} else {
|
||
layer.setDepth(roomDepth + 400);
|
||
}
|
||
|
||
layers[uniqueLayerId] = layer;
|
||
layer.setVisible(false);
|
||
layer.setAlpha(0);
|
||
}
|
||
});
|
||
|
||
// Add collisions between player and wall layers
|
||
if (player && player.body) {
|
||
wallsLayers.forEach(wallLayer => {
|
||
if (wallLayer) {
|
||
this.physics.add.collider(player, wallLayer);
|
||
console.log(`Added collision between player and wall layer: ${wallLayer.name}`);
|
||
}
|
||
});
|
||
}
|
||
|
||
// Store door layer reference for later processing
|
||
if (doorsLayer) {
|
||
rooms[roomId].doorsLayer = doorsLayer;
|
||
}
|
||
|
||
// Update object creation to handle new structure
|
||
const objectsLayer = map.getObjectLayer('Object Layer 1');
|
||
if (objectsLayer && objectsLayer.objects) {
|
||
rooms[roomId].objects = {};
|
||
|
||
objectsLayer.objects.forEach(obj => {
|
||
// Find matching object in scenario data
|
||
const scenarioObject = gameScenario.rooms[roomId].objects.find(
|
||
item => item.type === obj.name
|
||
);
|
||
|
||
// Check if this object should be active in the current scenario
|
||
const isActiveObject = scenarioObject !== undefined;
|
||
|
||
const sprite = this.add.sprite(
|
||
position.x + obj.x,
|
||
position.y + (obj.gid !== undefined ? obj.y - obj.height : obj.y),
|
||
obj.name
|
||
);
|
||
|
||
sprite.setOrigin(0, 0);
|
||
sprite.name = obj.name;
|
||
sprite.setInteractive({ useHandCursor: true });
|
||
sprite.setDepth(1001);
|
||
sprite.originalAlpha = 1;
|
||
sprite.active = isActiveObject;
|
||
|
||
// Store scenario data with sprite for later use
|
||
if (isActiveObject) {
|
||
sprite.scenarioData = scenarioObject;
|
||
}
|
||
|
||
// Initially hide all objects - they'll be shown when room is revealed
|
||
sprite.setVisible(false);
|
||
|
||
if (obj.rotation) {
|
||
sprite.setRotation(Phaser.Math.DegToRad(obj.rotation));
|
||
}
|
||
|
||
rooms[roomId].objects[obj.name] = sprite;
|
||
|
||
// Add click handler for all objects
|
||
sprite.on('pointerdown', () => {
|
||
if (isActiveObject) {
|
||
debugLog('OBJECT CLICKED', { name: obj.name }, 2);
|
||
handleObjectInteraction(sprite);
|
||
} else {
|
||
gameAlert("Nothing of note here", 'info', '', 2000);
|
||
}
|
||
});
|
||
});
|
||
}
|
||
|
||
} catch (error) {
|
||
console.error(`Error creating room ${roomId}:`, error);
|
||
console.error('Error details:', error.stack);
|
||
}
|
||
}
|
||
|
||
// reveals a room
|
||
// reveals all layers and objects in the room
|
||
function revealRoom(roomId) {
|
||
if (rooms[roomId]) {
|
||
const room = rooms[roomId];
|
||
|
||
// Reveal all layers
|
||
Object.values(room.layers).forEach(layer => {
|
||
if (layer && layer.setVisible) {
|
||
layer.setVisible(true);
|
||
layer.setAlpha(1);
|
||
}
|
||
});
|
||
|
||
// Explicitly reveal doors layer if it exists
|
||
if (room.doorsLayer) {
|
||
room.doorsLayer.setVisible(true);
|
||
room.doorsLayer.setAlpha(1);
|
||
}
|
||
|
||
// Show all objects
|
||
if (room.objects) {
|
||
Object.values(room.objects).forEach(obj => {
|
||
if (obj && obj.setVisible && obj.active) { // Only show active objects
|
||
obj.setVisible(true);
|
||
obj.alpha = obj.active ? (obj.originalAlpha || 1) : 0.3;
|
||
}
|
||
});
|
||
}
|
||
|
||
discoveredRooms.add(roomId);
|
||
}
|
||
currentRoom = roomId;
|
||
}
|
||
|
||
// moves the player to a point
|
||
// ensures the coordinates are within the world bounds
|
||
function movePlayerToPoint(x, y) {
|
||
const worldBounds = this.physics.world.bounds;
|
||
|
||
// Ensure coordinates are within bounds
|
||
x = Phaser.Math.Clamp(x, worldBounds.x, worldBounds.x + worldBounds.width);
|
||
y = Phaser.Math.Clamp(y, worldBounds.y, worldBounds.y + worldBounds.height);
|
||
|
||
targetPoint = { x, y };
|
||
isMoving = true;
|
||
}
|
||
|
||
// updates the player's movement
|
||
// moves the player towards the target point
|
||
// stops if a collision is detected
|
||
function updatePlayerMovement() {
|
||
if (!isMoving || !targetPoint) {
|
||
if (player.body.velocity.x !== 0 || player.body.velocity.y !== 0) {
|
||
player.body.setVelocity(0, 0);
|
||
}
|
||
return;
|
||
}
|
||
|
||
// Cache player position
|
||
const px = player.x;
|
||
const py = player.y;
|
||
|
||
// Use squared distance for performance
|
||
const dx = targetPoint.x - px;
|
||
const dy = targetPoint.y - py;
|
||
const distanceSq = dx * dx + dy * dy;
|
||
|
||
// Reached target point
|
||
if (distanceSq < ARRIVAL_THRESHOLD * ARRIVAL_THRESHOLD) {
|
||
isMoving = false;
|
||
player.body.setVelocity(0, 0);
|
||
return;
|
||
}
|
||
|
||
// Only check room transitions periodically
|
||
const movedX = Math.abs(px - lastPlayerPosition.x);
|
||
const movedY = Math.abs(py - lastPlayerPosition.y);
|
||
|
||
if (movedX > ROOM_CHECK_THRESHOLD || movedY > ROOM_CHECK_THRESHOLD) {
|
||
updatePlayerRoom();
|
||
lastPlayerPosition.x = px;
|
||
lastPlayerPosition.y = py;
|
||
}
|
||
|
||
// Normalize movement vector for consistent speed
|
||
const distance = Math.sqrt(distanceSq);
|
||
const velocityX = (dx / distance) * MOVEMENT_SPEED;
|
||
const velocityY = (dy / distance) * MOVEMENT_SPEED;
|
||
|
||
// Only update velocity if it changed significantly
|
||
const currentVX = player.body.velocity.x;
|
||
const currentVY = player.body.velocity.y;
|
||
const velocityDiffX = Math.abs(currentVX - velocityX);
|
||
const velocityDiffY = Math.abs(currentVY - velocityY);
|
||
|
||
if (velocityDiffX > 1 || velocityDiffY > 1) {
|
||
player.body.setVelocity(velocityX, velocityY);
|
||
}
|
||
|
||
// Stop if collision detected
|
||
if (player.body.blocked.none === false) {
|
||
isMoving = false;
|
||
player.body.setVelocity(0, 0);
|
||
}
|
||
}
|
||
|
||
// creates the inventory display
|
||
// creates the background and slot outlines
|
||
function createInventoryDisplay() {
|
||
|
||
// Create slot outlines
|
||
const slotsContainer = this.add.container(110, this.cameras.main.height - 60)
|
||
.setScrollFactor(0)
|
||
.setDepth(2001);
|
||
|
||
// Create 10 slot outlines
|
||
for (let i = 0; i < 10; i++) {
|
||
const outline = this.add.rectangle(
|
||
i * 60,
|
||
0,
|
||
50,
|
||
50,
|
||
0x666666,
|
||
0.3
|
||
);
|
||
outline.setStrokeStyle(1, 0x666666);
|
||
slotsContainer.add(outline);
|
||
}
|
||
|
||
// Initialize inventory container with highest depth
|
||
inventory.container = this.add.container(110, this.cameras.main.height - 60)
|
||
.setScrollFactor(0)
|
||
.setDepth(2002);
|
||
|
||
// Modify the input event to check if clicking on inventory
|
||
this.input.on('pointerdown', (pointer) => {
|
||
// Convert pointer position to world coordinates
|
||
const worldPoint = this.cameras.main.getWorldPoint(pointer.x, pointer.y);
|
||
|
||
// Check if click is in inventory area
|
||
const inventoryArea = {
|
||
x: 100,
|
||
y: this.cameras.main.height - 70,
|
||
width: this.cameras.main.width - 200,
|
||
height: 70
|
||
};
|
||
|
||
if (pointer.y > inventoryArea.y) {
|
||
// Click is in inventory area, let the inventory sprites handle it
|
||
return;
|
||
}
|
||
|
||
// Otherwise, handle as movement click
|
||
debugLog('CLICK DETECTED', { x: worldPoint.x, y: worldPoint.y }, 3);
|
||
movePlayerToPoint.call(this, worldPoint.x, worldPoint.y);
|
||
});
|
||
}
|
||
|
||
// checks for object interactions
|
||
// highlights the object if the player is in range
|
||
// handles the click event for the object
|
||
function checkObjectInteractions() {
|
||
// Skip if not enough time has passed since last check
|
||
const currentTime = performance.now();
|
||
if (this.lastInteractionCheck &&
|
||
currentTime - this.lastInteractionCheck < INTERACTION_CHECK_INTERVAL) {
|
||
return;
|
||
}
|
||
this.lastInteractionCheck = currentTime;
|
||
|
||
const playerRoom = currentPlayerRoom;
|
||
if (!playerRoom || !rooms[playerRoom].objects) return;
|
||
|
||
// Cache player position
|
||
const px = player.x;
|
||
const py = player.y;
|
||
|
||
// Get only objects within viewport bounds plus some margin
|
||
const camera = this.cameras.main;
|
||
const margin = INTERACTION_RANGE;
|
||
const viewBounds = {
|
||
left: camera.scrollX - margin,
|
||
right: camera.scrollX + camera.width + margin,
|
||
top: camera.scrollY - margin,
|
||
bottom: camera.scrollY + camera.height + margin
|
||
};
|
||
|
||
Object.values(rooms[playerRoom].objects).forEach(obj => {
|
||
// Skip inactive objects and those outside viewport
|
||
if (!obj.active ||
|
||
obj.x < viewBounds.left ||
|
||
obj.x > viewBounds.right ||
|
||
obj.y < viewBounds.top ||
|
||
obj.y > viewBounds.bottom) {
|
||
return;
|
||
}
|
||
|
||
// Use squared distance for performance
|
||
const dx = px - obj.x;
|
||
const dy = py - obj.y;
|
||
const distanceSq = dx * dx + dy * dy;
|
||
|
||
if (distanceSq <= INTERACTION_RANGE_SQ) {
|
||
if (!obj.isHighlighted) {
|
||
obj.isHighlighted = true;
|
||
obj.setTint(0xdddddd); // Simple highlight without tween
|
||
}
|
||
} else if (obj.isHighlighted) {
|
||
obj.isHighlighted = false;
|
||
obj.clearTint();
|
||
}
|
||
});
|
||
}
|
||
|
||
// checks for room transitions
|
||
function checkRoomTransitions() {
|
||
// Now handled by physics overlap
|
||
}
|
||
|
||
// calculates the world bounds
|
||
function calculateWorldBounds() {
|
||
if (!gameScenario || !gameScenario.rooms) {
|
||
console.error('Game scenario not loaded properly');
|
||
// Return default bounds
|
||
return {
|
||
x: -1800,
|
||
y: -1800,
|
||
width: 3600,
|
||
height: 3600
|
||
};
|
||
}
|
||
|
||
let minX = -1800, minY = -1800, maxX = 1800, maxY = 1800;
|
||
|
||
// Check all room positions to determine world bounds
|
||
Object.values(gameScenario.rooms).forEach(room => {
|
||
const position = calculateRoomPositions()[room.id];
|
||
if (position) {
|
||
// Assuming each room is 800x600
|
||
minX = Math.min(minX, position.x);
|
||
minY = Math.min(minY, position.y);
|
||
maxX = Math.max(maxX, position.x + 800);
|
||
maxY = Math.max(maxY, position.y + 600);
|
||
}
|
||
});
|
||
|
||
// Add some padding
|
||
const padding = 200;
|
||
return {
|
||
x: minX - padding,
|
||
y: minY - padding,
|
||
width: (maxX - minX) + (padding * 2),
|
||
height: (maxY - minY) + (padding * 2)
|
||
};
|
||
}
|
||
|
||
// processes all door-wall interactions
|
||
function processAllDoorCollisions() {
|
||
Object.entries(rooms).forEach(([roomId, room]) => {
|
||
if (room.doorsLayer) {
|
||
const doorTiles = room.doorsLayer.getTilesWithin()
|
||
.filter(tile => tile.index !== -1);
|
||
|
||
// Find all rooms that overlap with this room
|
||
Object.entries(rooms).forEach(([otherId, otherRoom]) => {
|
||
if (roomsOverlap(room.position, otherRoom.position)) {
|
||
otherRoom.wallsLayers.forEach(wallLayer => {
|
||
processDoorCollisions(doorTiles, wallLayer, room.doorsLayer);
|
||
});
|
||
}
|
||
});
|
||
}
|
||
});
|
||
}
|
||
|
||
// processes door collisions
|
||
// sets the collision of the door tile to false
|
||
// visually indicates the door opening
|
||
function processDoorCollisions(doorTiles, wallLayer, doorsLayer) {
|
||
doorTiles.forEach(doorTile => {
|
||
// Convert door tile coordinates to world coordinates
|
||
const worldX = doorsLayer.x + (doorTile.x * doorsLayer.tilemap.tileWidth);
|
||
const worldY = doorsLayer.y + (doorTile.y * doorsLayer.tilemap.tileHeight);
|
||
|
||
// Convert world coordinates back to the wall layer's local coordinates
|
||
const wallX = Math.floor((worldX - wallLayer.x) / wallLayer.tilemap.tileWidth);
|
||
const wallY = Math.floor((worldY - wallLayer.y) / wallLayer.tilemap.tileHeight);
|
||
|
||
const wallTile = wallLayer.getTileAt(wallX, wallY);
|
||
if (wallTile) {
|
||
if (doorTile.properties?.locked) {
|
||
wallTile.setCollision(true);
|
||
} else {
|
||
wallTile.setCollision(false);
|
||
}
|
||
}
|
||
});
|
||
}
|
||
|
||
// checks if two rooms overlap
|
||
function roomsOverlap(pos1, pos2) {
|
||
// Add some tolerance for overlap detection
|
||
const OVERLAP_TOLERANCE = 48; // One tile width
|
||
const ROOM_WIDTH = 800;
|
||
const ROOM_HEIGHT = 600;
|
||
|
||
return !(pos1.x + ROOM_WIDTH - OVERLAP_TOLERANCE < pos2.x ||
|
||
pos1.x > pos2.x + ROOM_WIDTH - OVERLAP_TOLERANCE ||
|
||
pos1.y + ROOM_HEIGHT - OVERLAP_TOLERANCE < pos2.y ||
|
||
pos1.y > pos2.y + ROOM_HEIGHT - OVERLAP_TOLERANCE);
|
||
}
|
||
|
||
// initializes the pathfinder
|
||
// creates a grid of the world
|
||
function initializePathfinder() {
|
||
const worldBounds = this.physics.world.bounds;
|
||
const gridWidth = Math.ceil(worldBounds.width / GRID_SIZE);
|
||
const gridHeight = Math.ceil(worldBounds.height / GRID_SIZE);
|
||
|
||
try {
|
||
pathfinder = new EasyStar.js();
|
||
const grid = Array(gridHeight).fill().map(() => Array(gridWidth).fill(0));
|
||
|
||
// Mark walls
|
||
Object.values(rooms).forEach(room => {
|
||
room.wallsLayers.forEach(wallLayer => {
|
||
wallLayer.getTilesWithin().forEach(tile => {
|
||
// Only mark as unwalkable if the tile collides AND hasn't been disabled for doors
|
||
if (tile.collides && tile.canCollide) { // Add check for canCollide
|
||
const gridX = Math.floor((tile.x * TILE_SIZE + wallLayer.x - worldBounds.x) / GRID_SIZE);
|
||
const gridY = Math.floor((tile.y * TILE_SIZE + wallLayer.y - worldBounds.y) / GRID_SIZE);
|
||
|
||
if (gridX >= 0 && gridX < gridWidth && gridY >= 0 && gridY < gridHeight) {
|
||
grid[gridY][gridX] = 1;
|
||
}
|
||
}
|
||
});
|
||
});
|
||
});
|
||
|
||
pathfinder.setGrid(grid);
|
||
pathfinder.setAcceptableTiles([0]);
|
||
pathfinder.enableDiagonals();
|
||
|
||
console.log('Pathfinding initialized successfully');
|
||
} catch (error) {
|
||
console.error('Error initializing pathfinder:', error);
|
||
}
|
||
}
|
||
|
||
// smooths the path
|
||
function smoothPath(path) {
|
||
if (path.length <= 2) return path;
|
||
|
||
const smoothed = [path[0]];
|
||
for (let i = 1; i < path.length - 1; i++) {
|
||
const prev = path[i - 1];
|
||
const current = path[i];
|
||
const next = path[i + 1];
|
||
|
||
// Calculate the angle change
|
||
const angle1 = Phaser.Math.Angle.Between(prev.x, prev.y, current.x, current.y);
|
||
const angle2 = Phaser.Math.Angle.Between(current.x, current.y, next.x, next.y);
|
||
const angleDiff = Math.abs(Phaser.Math.Angle.Wrap(angle1 - angle2));
|
||
|
||
// Only keep points where there's a significant direction change
|
||
if (angleDiff > 0.2) { // About 11.5 degrees
|
||
smoothed.push(current);
|
||
}
|
||
}
|
||
smoothed.push(path[path.length - 1]);
|
||
|
||
return smoothed;
|
||
}
|
||
|
||
// debugs the path
|
||
function debugPath(path) {
|
||
if (!path) return;
|
||
console.log('Current path:', {
|
||
pathLength: path.length,
|
||
currentTarget: path[0],
|
||
playerPos: { x: player.x, y: player.y },
|
||
isMoving: isMoving
|
||
});
|
||
}
|
||
|
||
// optimizes the path
|
||
function optimizePath(path) {
|
||
if (path.length <= 2) return path;
|
||
|
||
const optimized = [path[0]];
|
||
let currentPoint = 0;
|
||
|
||
while (currentPoint < path.length - 1) {
|
||
// Look ahead as far as possible along a straight line
|
||
let furthestVisible = currentPoint + 1;
|
||
for (let i = currentPoint + 2; i < path.length; i++) {
|
||
if (canMoveDirectly(path[currentPoint], path[i])) {
|
||
furthestVisible = i;
|
||
} else {
|
||
break;
|
||
}
|
||
}
|
||
|
||
// Add the furthest visible point to our optimized path
|
||
optimized.push(path[furthestVisible]);
|
||
currentPoint = furthestVisible;
|
||
}
|
||
|
||
return optimized;
|
||
}
|
||
|
||
// checks if direct movement is possible
|
||
function canMoveDirectly(start, end) {
|
||
// Check if there are any walls between start and end points
|
||
const distance = Phaser.Math.Distance.Between(start.x, start.y, end.x, end.y);
|
||
const angle = Phaser.Math.Angle.Between(start.x, start.y, end.x, end.y);
|
||
|
||
// Check several points along the line
|
||
const steps = Math.ceil(distance / (GRID_SIZE / 2));
|
||
const stepSize = distance / steps;
|
||
|
||
for (let i = 1; i < steps; i++) {
|
||
const pointX = start.x + Math.cos(angle) * (stepSize * i);
|
||
const pointY = start.y + Math.sin(angle) * (stepSize * i);
|
||
|
||
// Check if this point intersects with any walls
|
||
let collision = false;
|
||
Object.values(rooms).forEach(room => {
|
||
room.wallsLayers.forEach(wallLayer => {
|
||
const tile = wallLayer.getTileAtWorldXY(pointX, pointY);
|
||
if (tile && tile.collides) {
|
||
collision = true;
|
||
}
|
||
});
|
||
});
|
||
|
||
if (collision) {
|
||
return false;
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
// updates the player's room
|
||
function updatePlayerRoom() {
|
||
// Update last position
|
||
lastPlayerPosition = { x: player.x, y: player.y };
|
||
|
||
let overlappingRooms = [];
|
||
|
||
// Check all rooms for overlap
|
||
for (const [roomId, room] of Object.entries(rooms)) {
|
||
const bounds = getRoomBounds(roomId);
|
||
if (isPlayerInBounds(bounds)) {
|
||
overlappingRooms.push(roomId);
|
||
|
||
// Reveal room if not already visible
|
||
if (!discoveredRooms.has(roomId)) {
|
||
console.log(`Player overlapping room: ${roomId}`);
|
||
revealRoom(roomId);
|
||
}
|
||
}
|
||
}
|
||
|
||
// If we're not overlapping any rooms
|
||
if (overlappingRooms.length === 0) {
|
||
console.log('Player not in any room');
|
||
currentPlayerRoom = null;
|
||
return null;
|
||
}
|
||
|
||
// Update current room (use the first overlapping room as the "main" room)
|
||
if (currentPlayerRoom !== overlappingRooms[0]) {
|
||
console.log(`Player's main room changed to: ${overlappingRooms[0]}`);
|
||
currentPlayerRoom = overlappingRooms[0];
|
||
onRoomChange(overlappingRooms[0]);
|
||
}
|
||
|
||
return currentPlayerRoom;
|
||
}
|
||
|
||
// gets the bounds of a room
|
||
function getRoomBounds(roomId) {
|
||
const room = rooms[roomId];
|
||
return {
|
||
x: room.position.x,
|
||
y: room.position.y,
|
||
width: room.map.widthInPixels,
|
||
height: room.map.heightInPixels
|
||
};
|
||
}
|
||
|
||
// checks if the player is in bounds
|
||
function isPlayerInBounds(bounds) {
|
||
const buffer = 0; // Changed from TILE_SIZE (48) to 0
|
||
return (
|
||
player.x >= bounds.x - buffer &&
|
||
player.x <= bounds.x + bounds.width + buffer &&
|
||
player.y >= bounds.y - buffer &&
|
||
player.y <= bounds.y + bounds.height + buffer
|
||
);
|
||
}
|
||
|
||
// handles room changes
|
||
// reveals the new room
|
||
// hides rooms that aren't connected and aren't currently being overlapped
|
||
function onRoomChange(newRoomId) {
|
||
// Reveal the new room (although it should already be revealed)
|
||
revealRoom.call(this, newRoomId);
|
||
|
||
// Only hide rooms that aren't connected AND aren't currently being overlapped
|
||
Object.keys(rooms).forEach(roomId => {
|
||
const bounds = getRoomBounds(roomId);
|
||
const playerOverlapping = isPlayerInBounds(bounds);
|
||
|
||
if (hideNonAdjacentRooms && !playerOverlapping && !isConnectedRoom(newRoomId, roomId)) {
|
||
hideRoom.call(this, roomId);
|
||
}
|
||
});
|
||
}
|
||
|
||
// hides a room
|
||
function hideRoom(roomId) {
|
||
if (rooms[roomId]) {
|
||
const room = rooms[roomId];
|
||
|
||
// Hide all layers
|
||
Object.values(room.layers).forEach(layer => {
|
||
if (layer && layer.setVisible) {
|
||
layer.setVisible(false);
|
||
layer.setAlpha(0);
|
||
}
|
||
});
|
||
|
||
// Hide all objects (both active and inactive)
|
||
if (room.objects) {
|
||
Object.values(room.objects).forEach(obj => {
|
||
if (obj && obj.setVisible) {
|
||
obj.setVisible(false);
|
||
}
|
||
});
|
||
}
|
||
}
|
||
}
|
||
|
||
// checks if rooms are connected
|
||
function isConnectedRoom(currentRoomId, checkRoomId) {
|
||
const currentRoom = gameScenario.rooms[currentRoomId];
|
||
if (!currentRoom || !currentRoom.connections) return false;
|
||
|
||
// Check all connections
|
||
return Object.values(currentRoom.connections).some(connection => {
|
||
if (Array.isArray(connection)) {
|
||
return connection.includes(checkRoomId);
|
||
}
|
||
return connection === checkRoomId;
|
||
});
|
||
}
|
||
|
||
// handles interactions with objects
|
||
// displays the object's data in an alert
|
||
function handleObjectInteraction(sprite) {
|
||
// Only log detailed object interactions at debug level 2+
|
||
debugLog('OBJECT INTERACTION', {
|
||
name: sprite.name,
|
||
type: sprite.scenarioData?.type
|
||
}, 2);
|
||
|
||
if (!sprite || !sprite.scenarioData) {
|
||
console.warn('Invalid sprite or missing scenario data');
|
||
return;
|
||
}
|
||
|
||
// Handle the Crypto Workstation
|
||
if (sprite.scenarioData.type === "workstation") {
|
||
openCryptoWorkstation();
|
||
return;
|
||
}
|
||
|
||
// Skip range check for inventory items
|
||
const isInventoryItem = inventory.items.includes(sprite);
|
||
if (!isInventoryItem) {
|
||
// Check if player is in range
|
||
const dx = player.x - sprite.x;
|
||
const dy = player.y - sprite.y;
|
||
const distanceSq = dx * dx + dy * dy;
|
||
|
||
if (distanceSq > INTERACTION_RANGE_SQ) {
|
||
// Player is too far away to interact
|
||
debugLog('INTERACTION_OUT_OF_RANGE', {
|
||
objectName: sprite.name,
|
||
distance: Math.sqrt(distanceSq),
|
||
maxRange: Math.sqrt(INTERACTION_RANGE_SQ)
|
||
}, 2);
|
||
return;
|
||
}
|
||
}
|
||
|
||
const data = sprite.scenarioData;
|
||
|
||
// Add inside handleObjectInteraction before the fingerprint check
|
||
if (data.biometricType === 'fingerprint') {
|
||
handleBiometricScan(sprite, player);
|
||
return;
|
||
}
|
||
|
||
// Check for fingerprint collection possibility
|
||
if (data.hasFingerprint) {
|
||
// Check if player has fingerprint kit
|
||
const hasKit = inventory.items.some(item =>
|
||
item && item.scenarioData &&
|
||
item.scenarioData.type === 'fingerprint_kit'
|
||
);
|
||
|
||
if (hasKit) {
|
||
const sample = collectFingerprint(sprite);
|
||
if (sample) {
|
||
return; // Exit after collecting fingerprint
|
||
}
|
||
}
|
||
}
|
||
|
||
// Check if this is an unlocked container that hasn't been collected yet
|
||
if (data.isUnlockedButNotCollected && data.contents) {
|
||
let message = `You found the following items:\n`;
|
||
data.contents.forEach(item => {
|
||
message += `- ${item.name}\n`;
|
||
});
|
||
|
||
// Show notification instead of alert
|
||
gameAlert(message, 'success', 'Items Found', 5000);
|
||
|
||
// Add all contents to inventory
|
||
data.contents.forEach(item => {
|
||
const contentSprite = createInventorySprite({
|
||
...item,
|
||
type: item.type.toLowerCase()
|
||
});
|
||
if (contentSprite) {
|
||
addToInventory(contentSprite);
|
||
}
|
||
});
|
||
|
||
// Clear contents after adding to inventory
|
||
data.contents = [];
|
||
data.isUnlockedButNotCollected = false;
|
||
return;
|
||
}
|
||
|
||
// Check if item is locked
|
||
if (data.locked === true) {
|
||
debugLog('ITEM LOCKED', data, 2);
|
||
handleUnlock(sprite, 'item');
|
||
return;
|
||
}
|
||
|
||
let message = `${data.name}\n\n`;
|
||
message += `Observations: ${data.observations}\n\n`;
|
||
|
||
if (data.readable && data.text) {
|
||
message += `Text: ${data.text}\n\n`;
|
||
|
||
// Add readable text as a note
|
||
if (data.text.trim().length > 0) {
|
||
const addedNote = addNote(data.name, data.text, data.important || false);
|
||
|
||
// Only show notification if a new note was actually added (not a duplicate)
|
||
if (addedNote) {
|
||
gameAlert(`Added "${data.name}" to your notes.`, 'info', 'Note Added', 3000);
|
||
|
||
// If this is a note in the inventory, remove it after adding to notes list
|
||
if (isInventoryItem && data.type === 'notes') {
|
||
// Remove from inventory after a short delay to allow the player to see the message
|
||
setTimeout(() => {
|
||
if (removeFromInventory(sprite)) {
|
||
gameAlert(`Removed "${data.name}" from inventory after recording in notes.`, 'success', 'Inventory Updated', 3000);
|
||
}
|
||
}, 1000);
|
||
}
|
||
} else {
|
||
// If the note was a duplicate and it's a note in the room (not inventory),
|
||
// still remove it from the room even though we didn't add it to notes again
|
||
if (!isInventoryItem && data.type === 'notes' && currentRoom &&
|
||
rooms[currentRoom] && rooms[currentRoom].objects &&
|
||
rooms[currentRoom].objects[sprite.name]) {
|
||
|
||
const roomObj = rooms[currentRoom].objects[sprite.name];
|
||
roomObj.setVisible(false);
|
||
roomObj.active = false;
|
||
debugLog(`Note "${data.name}" was a duplicate, but still removed from room`, 2);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if (data.takeable) {
|
||
// If it's a note type item that's already been read and added to notes,
|
||
// don't add it to inventory unless it has a special purpose
|
||
const isJustInformationalNote =
|
||
data.type === 'notes' &&
|
||
data.readable &&
|
||
data.text &&
|
||
!data.hasSpecialPurpose; // Add this flag to notes that need to be in inventory
|
||
|
||
if (!isJustInformationalNote) {
|
||
message += `This item can be taken\n\n`;
|
||
|
||
if (!inventory || !Array.isArray(inventory.items)) {
|
||
console.error('Inventory not properly initialized');
|
||
return;
|
||
}
|
||
|
||
const isInRoom = currentRoom &&
|
||
rooms[currentRoom] &&
|
||
rooms[currentRoom].objects &&
|
||
rooms[currentRoom].objects[sprite.name];
|
||
|
||
const itemIdentifier = createItemIdentifier(sprite.scenarioData);
|
||
|
||
const isInInventory = inventory.items.some(item =>
|
||
item && createItemIdentifier(item.scenarioData) === itemIdentifier
|
||
);
|
||
|
||
if (isInRoom && !isInInventory) {
|
||
debugLog('INVENTORY ITEM ADDED', { item: itemIdentifier }, 2);
|
||
addToInventory(sprite);
|
||
}
|
||
} else {
|
||
// For informational notes, just remove them from the room after reading
|
||
if (currentRoom &&
|
||
rooms[currentRoom] &&
|
||
rooms[currentRoom].objects &&
|
||
rooms[currentRoom].objects[sprite.name]) {
|
||
|
||
const roomObj = rooms[currentRoom].objects[sprite.name];
|
||
roomObj.setVisible(false);
|
||
roomObj.active = false;
|
||
|
||
// Also set the internal property to indicate it's been collected
|
||
sprite.collected = true;
|
||
|
||
// Show notification about adding to notes instead of inventory
|
||
gameAlert(`Information recorded in your notes.`, 'success', 'Note Recorded', 3000);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Show notification instead of alert
|
||
gameAlert(message, 'info', data.name, 7000);
|
||
}
|
||
|
||
// adds an item to the inventory
|
||
// removes the item from the room if it exists
|
||
// creates a new sprite for the item in the inventory
|
||
function addToInventory(sprite) {
|
||
if (!sprite || !sprite.scenarioData) {
|
||
console.warn('Invalid sprite for inventory');
|
||
return;
|
||
}
|
||
|
||
try {
|
||
// Check if the item is already in the inventory using the unique identifier
|
||
const itemIdentifier = createItemIdentifier(sprite.scenarioData);
|
||
console.log(`Checking if item ${itemIdentifier} is already in inventory`);
|
||
|
||
const isAlreadyInInventory = inventory.items.some(item =>
|
||
createItemIdentifier(item.scenarioData) === itemIdentifier
|
||
);
|
||
|
||
if (isAlreadyInInventory) {
|
||
console.log(`Item ${itemIdentifier} is already in inventory, not adding again`);
|
||
return false;
|
||
}
|
||
|
||
// Remove from room if it exists
|
||
if (currentRoom &&
|
||
rooms[currentRoom] &&
|
||
rooms[currentRoom].objects &&
|
||
rooms[currentRoom].objects[sprite.name]) {
|
||
|
||
const roomObj = rooms[currentRoom].objects[sprite.name];
|
||
roomObj.setVisible(false);
|
||
roomObj.active = false;
|
||
}
|
||
|
||
const scene = sprite.scene;
|
||
|
||
// Create new sprite for inventory
|
||
const inventorySprite = scene.add.sprite(
|
||
inventory.items.length * 60 + 100,
|
||
0,
|
||
sprite.name
|
||
);
|
||
|
||
inventorySprite.setScale(0.8);
|
||
inventorySprite.setInteractive({ useHandCursor: true, pixelPerfect: true });
|
||
inventorySprite.scenarioData = {
|
||
...sprite.scenarioData,
|
||
foundIn: currentRoom ? gameScenario.rooms[currentRoom].name || currentRoom : 'unknown location'
|
||
};
|
||
inventorySprite.name = sprite.name;
|
||
|
||
// Set depth higher than container
|
||
inventorySprite.setDepth(2003);
|
||
|
||
// Add pointer events
|
||
inventorySprite.on('pointerdown', function(pointer) {
|
||
// Check if this is the Bluetooth scanner
|
||
if (this.scenarioData.type === "bluetooth_scanner") {
|
||
// Toggle the Bluetooth scanner panel
|
||
toggleBluetoothPanel();
|
||
return;
|
||
}
|
||
|
||
// Handle other inventory items as before
|
||
handleObjectInteraction(this);
|
||
});
|
||
|
||
inventorySprite.on('pointerover', function() {
|
||
this.setTint(0xdddddd);
|
||
|
||
// Show tooltip with item name
|
||
const tooltipText = scene.add.text(
|
||
this.x,
|
||
this.y - 40,
|
||
this.scenarioData.name,
|
||
{
|
||
fontSize: '14px',
|
||
backgroundColor: '#000',
|
||
padding: { x: 5, y: 3 },
|
||
fixedWidth: 150,
|
||
align: 'center'
|
||
}
|
||
).setOrigin(0.5, 0.5).setDepth(2004);
|
||
|
||
this.tooltip = tooltipText;
|
||
});
|
||
|
||
inventorySprite.on('pointerout', function() {
|
||
this.clearTint();
|
||
|
||
if (this.tooltip) {
|
||
this.tooltip.destroy();
|
||
this.tooltip = null;
|
||
}
|
||
});
|
||
|
||
// Add to inventory array
|
||
inventory.items.push(inventorySprite);
|
||
|
||
// Add to container
|
||
inventory.container.add(inventorySprite);
|
||
|
||
// Show notification
|
||
gameAlert(`Added ${sprite.scenarioData.name} to inventory`, 'success', 'Item Collected', 3000);
|
||
|
||
// If this is the Bluetooth scanner, show the toggle button
|
||
if (sprite.scenarioData.type === "bluetooth_scanner") {
|
||
const bluetoothToggle = document.getElementById('bluetooth-toggle');
|
||
bluetoothToggle.style.display = 'flex';
|
||
}
|
||
|
||
// If this is the fingerprint kit, show the biometrics toggle button
|
||
if (sprite.scenarioData.type === "fingerprint_kit") {
|
||
const biometricsToggle = document.getElementById('biometrics-toggle');
|
||
biometricsToggle.style.display = 'flex';
|
||
}
|
||
|
||
return true;
|
||
} catch (error) {
|
||
console.error('Error adding to inventory:', error);
|
||
return false;
|
||
}
|
||
}
|
||
|
||
// initializes inventory
|
||
// creates the background and slot outlines
|
||
function initializeInventory() {
|
||
// Reset inventory state
|
||
inventory.items = [];
|
||
|
||
// Create slot outlines
|
||
const slotsContainer = this.add.container(110, this.cameras.main.height - 60) // Shifted 100px to the right
|
||
.setScrollFactor(0)
|
||
.setDepth(2001);
|
||
|
||
// Create 10 slot outlines
|
||
for (let i = 0; i < 10; i++) {
|
||
const outline = this.add.rectangle(
|
||
i * 60,
|
||
0,
|
||
50, // slightly smaller than spacing
|
||
50,
|
||
0x666666,
|
||
0.3
|
||
);
|
||
outline.setStrokeStyle(1, 0x666666);
|
||
slotsContainer.add(outline);
|
||
}
|
||
|
||
// Initialize inventory container
|
||
inventory.container = this.add.container(10, this.cameras.main.height - 60)
|
||
.setScrollFactor(0)
|
||
.setDepth(2001);
|
||
|
||
debugLog('INVENTORY INITIALIZED', inventory, 2); // Debug log at level 2
|
||
}
|
||
|
||
// Process all items marked with inInventory: true in the scenario data
|
||
function processInitialInventoryItems() {
|
||
debugLog('PROCESSING INITIAL INVENTORY ITEMS', null, 2);
|
||
|
||
// Loop through all rooms in the scenario
|
||
Object.entries(gameScenario.rooms).forEach(([roomId, roomData]) => {
|
||
if (!roomData.objects) return;
|
||
|
||
// Check each object in the room
|
||
roomData.objects.forEach(objectData => {
|
||
// If the object has inInventory: true, add it to the player's inventory
|
||
if (objectData.takeable && objectData.inInventory === true) {
|
||
debugLog('ADDING INITIAL INVENTORY ITEM', objectData, 2);
|
||
|
||
// Create a sprite for the item
|
||
let sprite;
|
||
|
||
// Special handling for workstation type
|
||
if (objectData.type === "workstation") {
|
||
sprite = createCryptoWorkstation.call(this, objectData);
|
||
} else {
|
||
sprite = createInventorySprite(objectData);
|
||
}
|
||
|
||
if (sprite) {
|
||
// Add to inventory
|
||
addToInventory(sprite);
|
||
}
|
||
}
|
||
});
|
||
});
|
||
}
|
||
|
||
// runs after rooms are fully set up
|
||
// checks if doors are overlapping rooms and removes them if they are not
|
||
function validateDoorsByRoomOverlap() {
|
||
// First, run the existing door validation
|
||
Object.entries(rooms).forEach(([roomId, room]) => {
|
||
if (!room.doorsLayer) return;
|
||
|
||
const doorTiles = room.doorsLayer.getTilesWithin().filter(tile => tile.index !== -1);
|
||
|
||
doorTiles.forEach(doorTile => {
|
||
// Calculate world coordinates for this door tile
|
||
const doorWorldX = room.doorsLayer.x + (doorTile.x * TILE_SIZE);
|
||
const doorWorldY = room.doorsLayer.y + (doorTile.y * TILE_SIZE);
|
||
|
||
// Create a door check area that extends in all directions
|
||
const doorCheckArea = {
|
||
x: doorWorldX - DOOR_ALIGN_OVERLAP,
|
||
y: doorWorldY - DOOR_ALIGN_OVERLAP,
|
||
width: DOOR_ALIGN_OVERLAP * 2,
|
||
height: DOOR_ALIGN_OVERLAP * 2
|
||
};
|
||
|
||
// Track overlapping rooms and their data
|
||
let overlappingRoomData = [];
|
||
|
||
Object.entries(rooms).forEach(([otherId, otherRoom]) => {
|
||
const otherBounds = {
|
||
x: otherRoom.position.x,
|
||
y: otherRoom.position.y,
|
||
width: otherRoom.map.widthInPixels,
|
||
height: otherRoom.map.heightInPixels
|
||
};
|
||
|
||
// Check if the door's check area overlaps with this room
|
||
if (boundsOverlap(doorCheckArea, otherBounds)) {
|
||
overlappingRoomData.push({
|
||
id: otherId,
|
||
locked: gameScenario.rooms[otherId].locked,
|
||
lockType: gameScenario.rooms[otherId].lockType,
|
||
requires: gameScenario.rooms[otherId].requires
|
||
});
|
||
console.log(`Door at (${doorWorldX}, ${doorWorldY}) overlaps with room ${otherId}`);
|
||
}
|
||
});
|
||
|
||
// If door doesn't overlap exactly 2 rooms, remove it
|
||
if (overlappingRoomData.length < 2) {
|
||
console.log(`Removing door at (${doorWorldX}, ${doorWorldY}) - overlaps ${overlappingRoomData.length} rooms`);
|
||
doorTile.index = -1; // Remove the door tile
|
||
|
||
// Restore wall collision where door was removed
|
||
room.wallsLayers.forEach(wallLayer => {
|
||
const wallTile = wallLayer.getTileAt(doorTile.x, doorTile.y);
|
||
if (wallTile) {
|
||
wallTile.setCollision(true);
|
||
}
|
||
});
|
||
} else {
|
||
// Check if any of the overlapping rooms are locked
|
||
const lockedRoom = overlappingRoomData.find(room => room.locked);
|
||
|
||
if (lockedRoom) {
|
||
// Set the door tile properties to match the locked room
|
||
if (!doorTile.properties) doorTile.properties = {};
|
||
doorTile.properties.locked = true;
|
||
doorTile.properties.lockType = lockedRoom.lockType;
|
||
doorTile.properties.requires = lockedRoom.requires;
|
||
console.log(`Door at (${doorWorldX}, ${doorWorldY}) marked as locked:`, doorTile.properties);
|
||
|
||
// Ensure wall collision remains for locked doors
|
||
room.wallsLayers.forEach(wallLayer => {
|
||
const wallTile = wallLayer.getTileAt(doorTile.x, doorTile.y);
|
||
if (wallTile) {
|
||
wallTile.setCollision(true);
|
||
}
|
||
});
|
||
} else {
|
||
// Valid unlocked door - ensure no wall collision
|
||
room.wallsLayers.forEach(wallLayer => {
|
||
const wallTile = wallLayer.getTileAt(doorTile.x, doorTile.y);
|
||
if (wallTile) {
|
||
wallTile.setCollision(false);
|
||
}
|
||
});
|
||
}
|
||
}
|
||
});
|
||
});
|
||
}
|
||
|
||
function pointInRoomBounds(x, y, bounds) {
|
||
return (x >= bounds.x &&
|
||
x <= bounds.x + bounds.width &&
|
||
y >= bounds.y &&
|
||
y <= bounds.height);
|
||
}
|
||
|
||
// Add this helper function to check if two bounds overlap
|
||
function boundsOverlap(bounds1, bounds2) {
|
||
return !(bounds1.x + bounds1.width < bounds2.x ||
|
||
bounds1.x > bounds2.x + bounds2.width ||
|
||
bounds1.y + bounds1.height < bounds2.y ||
|
||
bounds1.y > bounds2.y + bounds2.height);
|
||
}
|
||
|
||
// Add this new helper function:
|
||
function createItemIdentifier(scenarioData) {
|
||
// Combine multiple properties to create a unique identifier
|
||
const identifierParts = [
|
||
scenarioData.type,
|
||
scenarioData.name,
|
||
// Add more unique properties if available
|
||
scenarioData.key_id, // For keys
|
||
scenarioData.requires, // For locks
|
||
scenarioData.text // For readable items
|
||
].filter(Boolean); // Remove any undefined/null values
|
||
|
||
return identifierParts.join('|');
|
||
}
|
||
|
||
// Add this new function after the other function definitions
|
||
function setupDoorOverlapChecks() {
|
||
const DOOR_INTERACTION_RANGE = 2 * TILE_SIZE;
|
||
|
||
Object.entries(rooms).forEach(([roomId, room]) => {
|
||
if (!room.doorsLayer) return;
|
||
|
||
const doorTiles = room.doorsLayer.getTilesWithin().filter(tile => tile.index !== -1);
|
||
|
||
doorTiles.forEach(doorTile => {
|
||
const worldX = room.doorsLayer.x + (doorTile.x * TILE_SIZE);
|
||
const worldY = room.doorsLayer.y + (doorTile.y * TILE_SIZE);
|
||
|
||
const zone = this.add.zone(worldX + TILE_SIZE/2, worldY + TILE_SIZE/2, TILE_SIZE, TILE_SIZE);
|
||
zone.setInteractive({ useHandCursor: true });
|
||
|
||
zone.on('pointerdown', () => {
|
||
console.log('Door clicked:', { doorTile, room });
|
||
const distance = Phaser.Math.Distance.Between(
|
||
player.x, player.y,
|
||
worldX + TILE_SIZE/2, worldY + TILE_SIZE/2
|
||
);
|
||
|
||
if (distance <= DOOR_INTERACTION_RANGE) {
|
||
if (doorTile.properties?.locked) {
|
||
debugLog('DOOR LOCKED - ATTEMPTING UNLOCK', null, 2);
|
||
colorDoorTiles(doorTile, room);
|
||
handleDoorUnlock(doorTile, room);
|
||
} else {
|
||
debugLog('DOOR NOT LOCKED', null, 2);
|
||
}
|
||
} else {
|
||
debugLog('DOOR TOO FAR TO INTERACT', null, 2);
|
||
}
|
||
});
|
||
|
||
this.physics.world.enable(zone);
|
||
this.physics.add.overlap(player, zone, () => {
|
||
colorDoorTiles(doorTile, room);
|
||
}, null, this);
|
||
});
|
||
});
|
||
}
|
||
|
||
function colorDoorTiles(doorTile, room) {
|
||
// Visual feedback for door tiles
|
||
const doorTiles = [
|
||
room.doorsLayer.getTileAt(doorTile.x, doorTile.y - 1),
|
||
room.doorsLayer.getTileAt(doorTile.x, doorTile.y),
|
||
room.doorsLayer.getTileAt(doorTile.x, doorTile.y + 1)
|
||
];
|
||
doorTiles.forEach(tile => {
|
||
if (tile) {
|
||
// Use red tint for locked doors, black for unlocked
|
||
const tintColor = doorTile.properties?.locked ? 0xff0000 : 0x000000;
|
||
tile.tint = tintColor;
|
||
tile.tintFill = true;
|
||
}
|
||
});
|
||
}
|
||
|
||
function handleDoorUnlock(doorTile, room) {
|
||
// No need to log here since handleUnlock will log 'UNLOCK ATTEMPT'
|
||
doorTile.layer = room.doorsLayer; // Ensure layer reference is set
|
||
handleUnlock(doorTile, 'door');
|
||
}
|
||
|
||
function handleUnlock(lockable, type) {
|
||
debugLog('UNLOCK ATTEMPT', null, 2);
|
||
|
||
// Check locked state in scenarioData for items
|
||
const isLocked = type === 'door' ?
|
||
lockable.properties?.locked :
|
||
lockable.scenarioData?.locked;
|
||
|
||
if (!isLocked) {
|
||
debugLog('OBJECT NOT LOCKED', null, 2);
|
||
return;
|
||
}
|
||
|
||
// Get lock requirements based on type
|
||
// lockRequirements should contain:
|
||
// - lockType: 'key', 'pin', 'password', 'bluetooth', or 'biometric'
|
||
// - requires: Key ID, PIN code, password, MAC address, or fingerprint owner name
|
||
const lockRequirements = type === 'door'
|
||
? getLockRequirementsForDoor(lockable)
|
||
: getLockRequirementsForItem(lockable);
|
||
|
||
// Don't log lock requirements here since it's already logged in the getter functions
|
||
|
||
if (!lockRequirements) {
|
||
// Don't log here since it's already logged in the getter functions if applicable
|
||
return;
|
||
}
|
||
|
||
switch(lockRequirements.lockType) {
|
||
case 'key':
|
||
const requiredKey = lockRequirements.requires;
|
||
debugLog('KEY REQUIRED', requiredKey, 2);
|
||
const hasKey = inventory.items.some(item =>
|
||
item && item.scenarioData &&
|
||
item.scenarioData.key_id === requiredKey
|
||
);
|
||
|
||
if (hasKey) {
|
||
const keyItem = inventory.items.find(item =>
|
||
item && item.scenarioData &&
|
||
item.scenarioData.key_id === requiredKey
|
||
);
|
||
const keyName = keyItem?.scenarioData?.name || 'key';
|
||
const keyLocation = keyItem?.scenarioData?.foundIn || 'your inventory';
|
||
|
||
debugLog('KEY UNLOCK SUCCESS', null, 1);
|
||
unlockTarget(lockable, type, lockable.layer);
|
||
gameAlert(`You used the ${keyName} that you found in ${keyLocation} to unlock the ${type}.`, 'success', 'Unlock Successful', 5000);
|
||
} else {
|
||
// Check for lockpick kit
|
||
const hasLockpick = inventory.items.some(item =>
|
||
item && item.scenarioData &&
|
||
item.scenarioData.type === 'lockpick'
|
||
);
|
||
|
||
if (hasLockpick) {
|
||
debugLog('LOCKPICK AVAILABLE', null, 2);
|
||
if (confirm("Would you like to attempt picking this lock?")) {
|
||
let difficulty;
|
||
|
||
// If this is a room-level lock, get difficulty from gameScenario
|
||
if (lockable.properties?.requires) {
|
||
// Find which room this lock belongs to
|
||
const roomId = Object.keys(gameScenario.rooms).find(roomId => {
|
||
const room = gameScenario.rooms[roomId];
|
||
return room.requires === lockable.properties.requires;
|
||
});
|
||
difficulty = roomId ? gameScenario.rooms[roomId].difficulty : null;
|
||
}
|
||
|
||
// If not found, try object-level difficulty
|
||
difficulty = difficulty || lockable.scenarioData?.difficulty || lockable.properties?.difficulty;
|
||
debugLog('STARTING LOCKPICK MINIGAME', { difficulty }, 2);
|
||
startLockpickingMinigame(lockable, game.scene.scenes[0], difficulty);
|
||
}
|
||
} else {
|
||
debugLog('KEY NOT FOUND - FAIL', null, 2);
|
||
gameAlert(`Requires key: ${requiredKey}`, 'error', 'Locked', 4000);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case 'pin':
|
||
debugLog('PIN CODE REQUESTED', null, 2);
|
||
const pinInput = prompt(`Enter PIN code:`);
|
||
if (pinInput === lockRequirements.requires) {
|
||
unlockTarget(lockable, type, lockable.layer); // Pass the layer here
|
||
debugLog('PIN CODE SUCCESS', null, 1);
|
||
gameAlert(`Correct PIN! The ${type} is now unlocked.`, 'success', 'PIN Accepted', 4000);
|
||
} else if (pinInput !== null) {
|
||
debugLog('PIN CODE FAIL', null, 2);
|
||
gameAlert("Incorrect PIN code.", 'error', 'PIN Rejected', 3000);
|
||
}
|
||
break;
|
||
|
||
case 'password':
|
||
debugLog('PASSWORD REQUESTED', null, 2);
|
||
const passwordInput = prompt(`Enter password:`);
|
||
if (passwordInput === lockRequirements.requires) {
|
||
unlockTarget(lockable, type, lockable.layer); // Pass the layer here
|
||
debugLog('PASSWORD SUCCESS', null, 1);
|
||
gameAlert(`Correct password! The ${type} is now unlocked.`, 'success', 'Password Accepted', 4000);
|
||
} else if (passwordInput !== null) {
|
||
debugLog('PASSWORD FAIL', null, 2);
|
||
gameAlert("Incorrect password.", 'error', 'Password Rejected', 3000);
|
||
}
|
||
break;
|
||
|
||
case 'biometric':
|
||
const requiredFingerprint = lockRequirements.requires;
|
||
debugLog('BIOMETRIC LOCK REQUIRES', requiredFingerprint, 2);
|
||
|
||
// Check if the player has collected the required fingerprint
|
||
if (gameState.collectedFingerprints && gameState.collectedFingerprints[requiredFingerprint]) {
|
||
const fingerprintQuality = gameState.collectedFingerprints[requiredFingerprint];
|
||
|
||
// Get the required match threshold from the object or use default
|
||
const requiredThreshold = lockable.biometricMatchThreshold || 0.75;
|
||
|
||
// Get scenario difficulty and adjust threshold accordingly
|
||
const scenarioDifficulty = gameState.activeScenario?.difficulty || "medium";
|
||
let adjustedThreshold = requiredThreshold;
|
||
|
||
// Apply difficulty-based adjustments
|
||
if (scenarioDifficulty === "easy") {
|
||
// Make it easier to unlock on easy difficulty
|
||
adjustedThreshold = Math.max(0.5, adjustedThreshold - 0.1);
|
||
} else if (scenarioDifficulty === "hard") {
|
||
// Make it harder to unlock on hard difficulty
|
||
adjustedThreshold = Math.min(0.95, adjustedThreshold + 0.1);
|
||
}
|
||
|
||
debugLog('BIOMETRIC CHECK',
|
||
`Required: ${requiredFingerprint}, Quality: ${fingerprintQuality}, Base Threshold: ${requiredThreshold}, Adjusted for ${scenarioDifficulty}: ${adjustedThreshold}`, 2);
|
||
|
||
// Check if the fingerprint quality meets the adjusted threshold
|
||
if (fingerprintQuality >= adjustedThreshold) {
|
||
debugLog('BIOMETRIC UNLOCK SUCCESS', null, 1);
|
||
unlockTarget(lockable, type, lockable.layer);
|
||
gameAlert(`You successfully unlocked the ${type} with ${requiredFingerprint}'s fingerprint.`,
|
||
'success', 'Biometric Unlock Successful', 5000);
|
||
|
||
// Log the successful biometric unlock
|
||
if (!gameState.biometricUnlocks) {
|
||
gameState.biometricUnlocks = [];
|
||
}
|
||
gameState.biometricUnlocks.push({
|
||
location: type,
|
||
fingerprint: requiredFingerprint,
|
||
quality: fingerprintQuality,
|
||
threshold: adjustedThreshold,
|
||
timestamp: new Date().toISOString()
|
||
});
|
||
} else {
|
||
debugLog('BIOMETRIC QUALITY TOO LOW', `${fingerprintQuality} < ${adjustedThreshold}`, 2);
|
||
gameAlert(`The fingerprint quality (${Math.round(fingerprintQuality * 100)}%) is too low for this lock.
|
||
It requires at least ${Math.round(adjustedThreshold * 100)}% quality.`,
|
||
'error', 'Biometric Authentication Failed', 5000);
|
||
}
|
||
} else {
|
||
debugLog('MISSING REQUIRED FINGERPRINT', requiredFingerprint, 2);
|
||
gameAlert(`This ${type} requires ${requiredFingerprint}'s fingerprint, which you haven't collected yet.`,
|
||
'error', 'Biometric Authentication Failed', 5000);
|
||
}
|
||
break;
|
||
|
||
case 'bluetooth':
|
||
if (lockable.scenarioData?.locked) {
|
||
// Try to spoof the Bluetooth device
|
||
const spoofResult = spoofBluetoothDevice(lockable);
|
||
|
||
if (spoofResult) {
|
||
// If spoofing was successful, unlock the target
|
||
unlockTarget(lockable, type, lockable.layer);
|
||
}
|
||
|
||
// Allow the item to be picked up even if locked
|
||
if (type === 'item' && lockable.scenarioData?.takeable) {
|
||
// Check if the item is already in the inventory before adding it
|
||
const isAlreadyInInventory = inventory.items.some(item => item.name === lockable.name);
|
||
|
||
if (!isAlreadyInInventory) {
|
||
addToInventory(lockable);
|
||
// Remove from room objects if it exists there
|
||
if (currentRoom && rooms[currentRoom].objects) {
|
||
delete rooms[currentRoom].objects[lockable.name];
|
||
}
|
||
}
|
||
}
|
||
return;
|
||
}
|
||
break;
|
||
|
||
default:
|
||
gameAlert(`Requires: ${lockRequirements.requires}`, 'warning', 'Locked', 4000);
|
||
}
|
||
}
|
||
|
||
// Modify the unlockTarget function
|
||
function unlockTarget(lockable, type, layer) {
|
||
if (type === 'door') {
|
||
if (!layer) {
|
||
console.error('Missing layer for door unlock');
|
||
return;
|
||
}
|
||
unlockDoor(lockable, layer);
|
||
} else {
|
||
// Handle item unlocking
|
||
if (lockable.scenarioData) {
|
||
lockable.scenarioData.locked = false;
|
||
// Set new state for containers with contents
|
||
if (lockable.scenarioData.contents) {
|
||
lockable.scenarioData.isUnlockedButNotCollected = true;
|
||
return; // Return early to prevent automatic collection
|
||
}
|
||
} else {
|
||
lockable.locked = false;
|
||
if (lockable.contents) {
|
||
lockable.isUnlockedButNotCollected = true;
|
||
return; // Return early to prevent automatic collection
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Helper function to create inventory sprites for unlocked container contents
|
||
function createInventorySprite(itemData) {
|
||
const scene = game.scene.scenes[0]; // Get the main scene
|
||
if (!scene) return null;
|
||
|
||
// Create sprite with proper texture key based on item type
|
||
const sprite = scene.add.sprite(0, 0, itemData.type.toLowerCase());
|
||
sprite.scenarioData = itemData;
|
||
sprite.name = itemData.type;
|
||
|
||
// Set interactive properties
|
||
sprite.setInteractive({ useHandCursor: true, pixelPerfect: true });
|
||
sprite.on('pointerdown', function(event) {
|
||
event.stopPropagation();
|
||
handleObjectInteraction(this);
|
||
});
|
||
|
||
sprite.on('pointerover', function() {
|
||
this.setTint(0xdddddd);
|
||
});
|
||
|
||
sprite.on('pointerout', function() {
|
||
this.clearTint();
|
||
});
|
||
|
||
return sprite;
|
||
}
|
||
|
||
function unlockDoor(doorTile, doorsLayer) {
|
||
if (!doorsLayer) {
|
||
console.error('Missing doorsLayer in unlockDoor');
|
||
return;
|
||
}
|
||
|
||
// Remove lock properties from this door and adjacent door tiles
|
||
const doorTiles = [
|
||
doorsLayer.getTileAt(doorTile.x, doorTile.y - 1),
|
||
doorsLayer.getTileAt(doorTile.x, doorTile.y),
|
||
doorsLayer.getTileAt(doorTile.x, doorTile.y + 1),
|
||
doorsLayer.getTileAt(doorTile.x - 1, doorTile.y),
|
||
doorsLayer.getTileAt(doorTile.x + 1, doorTile.y)
|
||
].filter(tile => tile && tile.index !== -1);
|
||
|
||
doorTiles.forEach(tile => {
|
||
if (tile.properties) {
|
||
tile.properties.locked = false;
|
||
}
|
||
});
|
||
|
||
// Find the room that contains this doors layer
|
||
const room = Object.values(rooms).find(r => r.doorsLayer === doorsLayer);
|
||
if (!room) {
|
||
console.error('Could not find room for doors layer');
|
||
return;
|
||
}
|
||
|
||
// Process each door tile's position to remove wall collisions
|
||
doorTiles.forEach(tile => {
|
||
const worldX = doorsLayer.x + (tile.x * TILE_SIZE);
|
||
const worldY = doorsLayer.y + (tile.y * TILE_SIZE);
|
||
|
||
const doorCheckArea = {
|
||
x: worldX - DOOR_ALIGN_OVERLAP,
|
||
y: worldY - DOOR_ALIGN_OVERLAP,
|
||
width: DOOR_ALIGN_OVERLAP * 2,
|
||
height: DOOR_ALIGN_OVERLAP * 2
|
||
};
|
||
|
||
// Remove collision for this door in ALL overlapping rooms' wall layers
|
||
Object.entries(rooms).forEach(([otherId, otherRoom]) => {
|
||
const otherBounds = {
|
||
x: otherRoom.position.x,
|
||
y: otherRoom.position.y,
|
||
width: otherRoom.map.widthInPixels,
|
||
height: otherRoom.map.heightInPixels
|
||
};
|
||
|
||
if (boundsOverlap(doorCheckArea, otherBounds)) {
|
||
otherRoom.wallsLayers.forEach(wallLayer => {
|
||
const wallX = Math.floor((worldX - wallLayer.x) / TILE_SIZE);
|
||
const wallY = Math.floor((worldY - wallLayer.y) / TILE_SIZE);
|
||
|
||
const wallTile = wallLayer.getTileAt(wallX, wallY);
|
||
if (wallTile) {
|
||
wallTile.setCollision(false);
|
||
}
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
// Update door visuals for all affected tiles
|
||
doorTiles.forEach(tile => {
|
||
colorDoorTiles(tile, room);
|
||
});
|
||
}
|
||
|
||
function getLockRequirementsForDoor(doorTile) {
|
||
debugLog('CHECKING DOOR REQUIREMENTS', null, 3);
|
||
|
||
if (!doorTile.layer) {
|
||
console.error('Door tile missing layer reference');
|
||
return null;
|
||
}
|
||
|
||
const doorWorldX = doorTile.layer.x + (doorTile.x * TILE_SIZE);
|
||
const doorWorldY = doorTile.layer.y + (doorTile.y * TILE_SIZE);
|
||
|
||
debugLog('DOOR COORDINATES', { doorWorldX, doorWorldY }, 3);
|
||
|
||
const overlappingRooms = [];
|
||
Object.entries(rooms).forEach(([roomId, otherRoom]) => {
|
||
const doorCheckArea = {
|
||
x: doorWorldX - DOOR_ALIGN_OVERLAP,
|
||
y: doorWorldY - DOOR_ALIGN_OVERLAP,
|
||
width: DOOR_ALIGN_OVERLAP * 2,
|
||
height: DOOR_ALIGN_OVERLAP * 2
|
||
};
|
||
|
||
const roomBounds = {
|
||
x: otherRoom.position.x,
|
||
y: otherRoom.position.y,
|
||
width: otherRoom.map.widthInPixels,
|
||
height: otherRoom.map.heightInPixels
|
||
};
|
||
|
||
if (boundsOverlap(doorCheckArea, roomBounds)) {
|
||
debugLog(`ROOM ${roomId} OVERLAPS WITH DOOR`, null, 3);
|
||
const roomCenterX = roomBounds.x + (roomBounds.width / 2);
|
||
const roomCenterY = roomBounds.y + (roomBounds.height / 2);
|
||
const distanceToPlayer = Phaser.Math.Distance.Between(
|
||
player.x, player.y,
|
||
roomCenterX, roomCenterY
|
||
);
|
||
|
||
overlappingRooms.push({
|
||
id: roomId,
|
||
room: otherRoom,
|
||
distance: distanceToPlayer,
|
||
lockType: gameScenario.rooms[roomId].lockType,
|
||
requires: gameScenario.rooms[roomId].requires,
|
||
locked: gameScenario.rooms[roomId].locked
|
||
});
|
||
}
|
||
});
|
||
|
||
debugLog('OVERLAPPING ROOMS', overlappingRooms, 3);
|
||
|
||
const lockedRooms = overlappingRooms
|
||
.filter(r => r.locked)
|
||
.sort((a, b) => b.distance - a.distance);
|
||
|
||
debugLog('LOCKED ROOMS', lockedRooms, 3);
|
||
|
||
if (lockedRooms.length > 0) {
|
||
const targetRoom = lockedRooms[0];
|
||
const requirements = {
|
||
lockType: targetRoom.lockType, // Can be: 'key', 'pin', 'password', 'bluetooth', or 'biometric'
|
||
requires: targetRoom.requires // Key ID, PIN code, password, BT MAC address, or fingerprint owner name
|
||
};
|
||
debugLog('LOCK REQUIREMENTS', requirements, 2);
|
||
return requirements;
|
||
}
|
||
|
||
debugLog('NO LOCK REQUIREMENTS FOUND', null, 2);
|
||
return null;
|
||
}
|
||
|
||
function getLockRequirementsForItem(item) {
|
||
return {
|
||
lockType: item.lockType || item.scenarioData?.lockType, // Can be: 'key', 'pin', 'password', 'bluetooth', or 'biometric'
|
||
requires: item.requires || item.scenarioData?.requires, // Key ID, PIN code, password, BT MAC address, or fingerprint owner name
|
||
isUnlockedButNotCollected: false
|
||
};
|
||
}
|
||
|
||
function collectContainerContents(container) {
|
||
if (!container.scenarioData?.contents ||
|
||
!container.scenarioData?.isUnlockedButNotCollected) {
|
||
return;
|
||
}
|
||
|
||
container.scenarioData.contents.forEach(item => {
|
||
const sprite = createInventorySprite(item);
|
||
if (sprite) {
|
||
addToInventory(sprite);
|
||
}
|
||
});
|
||
|
||
container.scenarioData.isUnlockedButNotCollected = false;
|
||
gameAlert('You collected the items from the container.', 'success', 'Items Collected', 4000);
|
||
}
|
||
|
||
// Add a throttle mechanism for Bluetooth panel updates
|
||
let lastBluetoothPanelUpdate = 0;
|
||
const BLUETOOTH_UPDATE_THROTTLE = 500; // milliseconds
|
||
|
||
function checkBluetoothDevices() {
|
||
// Find scanner in inventory
|
||
const scanner = inventory.items.find(item =>
|
||
item.scenarioData?.type === "bluetooth_scanner"
|
||
);
|
||
|
||
if (!scanner) return;
|
||
|
||
// Show the Bluetooth toggle button if it's not already visible
|
||
const bluetoothToggle = document.getElementById('bluetooth-toggle');
|
||
if (bluetoothToggle.style.display === 'none') {
|
||
bluetoothToggle.style.display = 'flex';
|
||
}
|
||
|
||
// Find all Bluetooth devices in the current room
|
||
if (!currentRoom || !rooms[currentRoom] || !rooms[currentRoom].objects) return;
|
||
|
||
// Keep track of devices detected in this scan
|
||
const detectedDevices = new Set();
|
||
let needsUpdate = false;
|
||
|
||
Object.values(rooms[currentRoom].objects).forEach(obj => {
|
||
if (obj.scenarioData?.lockType === "bluetooth") {
|
||
const distance = Phaser.Math.Distance.Between(
|
||
player.x, player.y,
|
||
obj.x, obj.y
|
||
);
|
||
|
||
const deviceMac = obj.scenarioData?.mac || "Unknown";
|
||
|
||
if (distance <= BLUETOOTH_SCAN_RANGE) {
|
||
detectedDevices.add(deviceMac);
|
||
|
||
debugLog('BLUETOOTH DEVICE DETECTED', {
|
||
deviceName: obj.scenarioData?.name,
|
||
deviceMac: deviceMac,
|
||
distance: Math.round(distance),
|
||
range: BLUETOOTH_SCAN_RANGE
|
||
}, 2);
|
||
|
||
// Add to Bluetooth scanner panel
|
||
const deviceName = obj.scenarioData?.name || "Unknown Device";
|
||
const signalStrength = Math.max(0, Math.round(100 - (distance / BLUETOOTH_SCAN_RANGE * 100)));
|
||
const details = `Type: ${obj.scenarioData?.type || "Unknown"}\nDistance: ${Math.round(distance)} units\nSignal Strength: ${signalStrength}%`;
|
||
|
||
// Check if device already exists in our list
|
||
const existingDevice = bluetoothDevices.find(device => device.mac === deviceMac);
|
||
|
||
if (existingDevice) {
|
||
// Update existing device details with real-time data
|
||
const oldSignalStrength = existingDevice.signalStrength;
|
||
existingDevice.details = details;
|
||
existingDevice.lastSeen = new Date();
|
||
existingDevice.nearby = true;
|
||
existingDevice.signalStrength = signalStrength;
|
||
|
||
// Only mark for update if signal strength changed significantly
|
||
if (Math.abs(oldSignalStrength - signalStrength) > 5) {
|
||
needsUpdate = true;
|
||
}
|
||
} else {
|
||
// Add as new device if not already in our list
|
||
const newDevice = addBluetoothDevice(deviceName, deviceMac, details, true);
|
||
if (newDevice) {
|
||
newDevice.signalStrength = signalStrength;
|
||
gameAlert(`Bluetooth device detected: ${deviceName} (MAC: ${deviceMac})`, 'info', 'Bluetooth Scanner', 4000);
|
||
needsUpdate = true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
});
|
||
|
||
// Mark devices that weren't detected in this scan as not nearby
|
||
bluetoothDevices.forEach(device => {
|
||
if (device.nearby && !detectedDevices.has(device.mac)) {
|
||
device.nearby = false;
|
||
device.lastSeen = new Date();
|
||
needsUpdate = true;
|
||
}
|
||
});
|
||
|
||
// Only update the panel if needed and not too frequently
|
||
const now = Date.now();
|
||
if (needsUpdate && now - lastBluetoothPanelUpdate > BLUETOOTH_UPDATE_THROTTLE) {
|
||
updateBluetoothPanel();
|
||
updateBluetoothCount();
|
||
lastBluetoothPanelUpdate = now;
|
||
}
|
||
}
|
||
|
||
function spoofBluetoothDevice(target) {
|
||
// Find spoofer in inventory
|
||
const spoofer = inventory.items.find(item =>
|
||
item.scenarioData?.type === "bluetooth_spoofer"
|
||
);
|
||
|
||
if (!spoofer) {
|
||
gameAlert("You need a Bluetooth spoofer to unlock this device.", 'warning', 'Bluetooth Spoofer Required', 4000);
|
||
return false;
|
||
}
|
||
|
||
// Check if target is in inventory or in the environment
|
||
const isInventoryItem = inventory.items.includes(target);
|
||
|
||
// If it's an environment object, check distance
|
||
if (!isInventoryItem) {
|
||
// Calculate distance between player and target device
|
||
const distance = Phaser.Math.Distance.Between(
|
||
player.x, player.y,
|
||
target.x, target.y
|
||
);
|
||
|
||
debugLog('BLUETOOTH SPOOF ATTEMPT', {
|
||
deviceName: target.scenarioData?.name,
|
||
deviceMac: target.scenarioData?.mac,
|
||
spooferMac: spoofer.scenarioData?.macPaired,
|
||
distance: Math.round(distance),
|
||
isInventoryItem: false
|
||
}, 2);
|
||
|
||
// Check if player is within range
|
||
if (distance > BLUETOOTH_SCAN_RANGE) {
|
||
gameAlert("Too far from device to establish Bluetooth connection.", 'error', 'Connection Failed', 3000);
|
||
return false;
|
||
}
|
||
} else {
|
||
// Log attempt for inventory item
|
||
debugLog('BLUETOOTH SPOOF ATTEMPT', {
|
||
deviceName: target.scenarioData?.name,
|
||
deviceMac: target.scenarioData?.mac,
|
||
spooferMac: spoofer.scenarioData?.macPaired,
|
||
isInventoryItem: true,
|
||
distance: 0 // Inventory items are always at distance 0
|
||
}, 2);
|
||
}
|
||
|
||
// Normalize MAC addresses for comparison
|
||
const targetMac = target.scenarioData?.mac?.toLowerCase() || "";
|
||
const spooferMac = spoofer.scenarioData?.macPaired?.toLowerCase() || "";
|
||
|
||
// Check if the spoofer has the correct MAC address
|
||
if (spooferMac && targetMac && spooferMac === targetMac) {
|
||
debugLog('BLUETOOTH SPOOF SUCCESS', {
|
||
deviceName: target.scenarioData?.name,
|
||
mac: target.scenarioData?.mac,
|
||
isInventoryItem: isInventoryItem
|
||
}, 1);
|
||
|
||
// Unlock the device
|
||
target.scenarioData.locked = false;
|
||
|
||
// If it's an inventory item, update its appearance if needed
|
||
if (isInventoryItem) {
|
||
// Update the item's texture if it has an unlocked version
|
||
if (target.scenarioData?.unlockedTexture) {
|
||
target.setTexture(target.scenarioData.unlockedTexture);
|
||
}
|
||
|
||
// If the item has contents, allow them to be collected
|
||
if (target.scenarioData?.contents) {
|
||
target.scenarioData.isUnlockedButNotCollected = true;
|
||
collectContainerContents(target);
|
||
|
||
// Remove the device from the bluetoothDevices array
|
||
const deviceIndex = bluetoothDevices.findIndex(device =>
|
||
device.mac.toLowerCase() === targetMac && device.inInventory
|
||
);
|
||
|
||
if (deviceIndex !== -1) {
|
||
bluetoothDevices.splice(deviceIndex, 1);
|
||
}
|
||
}
|
||
}
|
||
|
||
gameAlert("Bluetooth connection spoofed. Device unlocked.", 'success', 'Spoofing Successful', 4000);
|
||
|
||
// Update the Bluetooth panel to reflect the unlocked state
|
||
updateBluetoothPanel();
|
||
|
||
return true;
|
||
} else {
|
||
gameAlert("Bluetooth spoofer MAC address doesn't match the target device.", 'error', 'Spoofing Failed', 4000);
|
||
return false;
|
||
}
|
||
}
|
||
|
||
// Add helper function to generate fingerprint data
|
||
function generateFingerprintData(item) {
|
||
// For original samples from items, we use the item's data
|
||
if (item.scenarioData?.fingerprintOwner) {
|
||
return `fp_${item.scenarioData.fingerprintOwner}_${Date.now()}`;
|
||
}
|
||
|
||
// Fallback unique identifier
|
||
return `fp_unknown_${Date.now()}`;
|
||
}
|
||
|
||
// Add helper function to check if player has required collection tools
|
||
function hasItemInInventory(itemType) {
|
||
return inventory.items.some(item =>
|
||
item && item.scenarioData &&
|
||
item.scenarioData.type === itemType
|
||
);
|
||
}
|
||
|
||
// Add this function after the other utility functions
|
||
function handleBiometricScan(scanner, player) {
|
||
const scannerId = scanner.scenarioData.id || scanner.name;
|
||
|
||
// Check if scanner is locked out
|
||
if (scannerState.lockoutTimers[scannerId] &&
|
||
Date.now() < scannerState.lockoutTimers[scannerId]) {
|
||
const remainingTime = Math.ceil((scannerState.lockoutTimers[scannerId] - Date.now()) / 1000);
|
||
gameAlert(`Scanner locked out. Try again in ${remainingTime} seconds.`, 'error', 'Scanner Locked', 4000);
|
||
return false;
|
||
}
|
||
|
||
if (!scanner.scenarioData?.biometricType === 'fingerprint') {
|
||
debugLog('SCANNER TYPE ERROR - FAIL', scanner.scenarioData, 2);
|
||
gameAlert('Invalid scanner type', 'error', 'Scanner Error', 3000);
|
||
return false;
|
||
}
|
||
|
||
// Check if player has valid fingerprint sample
|
||
const validSample = gameState.biometricSamples.find(sample =>
|
||
sample.type === 'fingerprint' &&
|
||
scanner.scenarioData.acceptedSamples.includes(sample.owner)
|
||
);
|
||
|
||
if (!validSample) {
|
||
handleScannerFailure(scannerId);
|
||
gameAlert("No valid fingerprint sample found.", 'error', 'Scan Failed', 4000);
|
||
return false;
|
||
}
|
||
|
||
// Check sample quality
|
||
const qualityThreshold = 0.7;
|
||
if (validSample.quality < qualityThreshold) {
|
||
handleScannerFailure(scannerId);
|
||
gameAlert("Fingerprint sample quality too poor for scanning.", 'error', 'Scan Failed', 4000);
|
||
return false;
|
||
}
|
||
|
||
// Success case - reset failed attempts
|
||
scannerState.failedAttempts[scannerId] = 0;
|
||
gameAlert("Biometric scan successful!", 'success', 'Scan Successful', 4000);
|
||
|
||
// Add visual feedback
|
||
const successEffect = scanner.scene.add.circle(
|
||
scanner.x,
|
||
scanner.y,
|
||
32,
|
||
0x00ff00,
|
||
0.5
|
||
);
|
||
scanner.scene.tweens.add({
|
||
targets: successEffect,
|
||
alpha: 0,
|
||
scale: 2,
|
||
duration: 1000,
|
||
onComplete: () => successEffect.destroy()
|
||
});
|
||
|
||
// If the scanner is protecting something, unlock it
|
||
if (scanner.scenarioData.unlocks) {
|
||
const targetObject = rooms[currentRoom].objects[scanner.scenarioData.unlocks];
|
||
if (targetObject) {
|
||
targetObject.scenarioData.locked = false;
|
||
targetObject.scenarioData.isUnlockedButNotCollected = true;
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
// Add this new function to handle scanner failures
|
||
function handleScannerFailure(scannerId) {
|
||
// Initialize failed attempts if not exists
|
||
if (!scannerState.failedAttempts[scannerId]) {
|
||
scannerState.failedAttempts[scannerId] = 0;
|
||
}
|
||
|
||
// Increment failed attempts
|
||
scannerState.failedAttempts[scannerId]++;
|
||
|
||
// Check if we should lockout
|
||
if (scannerState.failedAttempts[scannerId] >= MAX_FAILED_ATTEMPTS) {
|
||
scannerState.lockoutTimers[scannerId] = Date.now() + SCANNER_LOCKOUT_TIME;
|
||
gameAlert(`Too many failed attempts. Scanner locked for ${SCANNER_LOCKOUT_TIME/1000} seconds.`, 'error', 'Scanner Locked', 5000);
|
||
} else {
|
||
const remainingAttempts = MAX_FAILED_ATTEMPTS - scannerState.failedAttempts[scannerId];
|
||
gameAlert(`Scan failed. ${remainingAttempts} attempts remaining before lockout.`, 'warning', 'Scan Failed', 4000);
|
||
}
|
||
}
|
||
|
||
// Modify collectFingerprint to include visual feedback
|
||
function collectFingerprint(item) {
|
||
if (!item.scenarioData?.hasFingerprint) {
|
||
gameAlert("No fingerprints found on this surface.", 'info', 'No Fingerprints', 3000);
|
||
return null;
|
||
}
|
||
|
||
// Check if player has required items
|
||
if (!hasItemInInventory('fingerprint_kit')) {
|
||
gameAlert("You need a fingerprint kit to collect samples!", 'warning', 'Missing Equipment', 4000);
|
||
return null;
|
||
}
|
||
|
||
// Start the dusting minigame
|
||
startDustingMinigame(item);
|
||
return true;
|
||
}
|
||
|
||
// Add this function to check for object interactions
|
||
function checkObjectInteractions() {
|
||
// Skip if not enough time has passed since last check
|
||
const currentTime = performance.now();
|
||
if (this.lastInteractionCheck &&
|
||
currentTime - this.lastInteractionCheck < INTERACTION_CHECK_INTERVAL) {
|
||
return;
|
||
}
|
||
this.lastInteractionCheck = currentTime;
|
||
|
||
const playerRoom = currentPlayerRoom;
|
||
if (!playerRoom || !rooms[playerRoom].objects) return;
|
||
|
||
// Cache player position
|
||
const px = player.x;
|
||
const py = player.y;
|
||
|
||
// Get only objects within viewport bounds plus some margin
|
||
const camera = this.cameras.main;
|
||
const margin = INTERACTION_RANGE;
|
||
const viewBounds = {
|
||
left: camera.scrollX - margin,
|
||
right: camera.scrollX + camera.width + margin,
|
||
top: camera.scrollY - margin,
|
||
bottom: camera.scrollY + camera.height + margin
|
||
};
|
||
|
||
Object.values(rooms[playerRoom].objects).forEach(obj => {
|
||
// Skip inactive objects and those outside viewport
|
||
if (!obj.active ||
|
||
obj.x < viewBounds.left ||
|
||
obj.x > viewBounds.right ||
|
||
obj.y < viewBounds.top ||
|
||
obj.y > viewBounds.bottom) {
|
||
return;
|
||
}
|
||
|
||
// Use squared distance for performance
|
||
const dx = px - obj.x;
|
||
const dy = py - obj.y;
|
||
const distanceSq = dx * dx + dy * dy;
|
||
|
||
if (distanceSq <= INTERACTION_RANGE_SQ) {
|
||
if (!obj.isHighlighted) {
|
||
obj.isHighlighted = true;
|
||
obj.setTint(0xdddddd); // Simple highlight without tween
|
||
}
|
||
} else if (obj.isHighlighted) {
|
||
obj.isHighlighted = false;
|
||
obj.clearTint();
|
||
}
|
||
});
|
||
}
|
||
|
||
// Add this function to setup scanner interactions
|
||
function setupScannerInteractions() {
|
||
Object.values(rooms).forEach(room => {
|
||
if (!room.objects) return;
|
||
|
||
Object.values(room.objects).forEach(obj => {
|
||
if (obj.scenarioData?.biometricType === 'fingerprint') {
|
||
// Add visual indicator for scanner
|
||
const indicator = obj.scene.add.circle(
|
||
obj.x,
|
||
obj.y,
|
||
20,
|
||
0x0000ff,
|
||
0.3
|
||
);
|
||
|
||
// Add pulsing effect
|
||
obj.scene.tweens.add({
|
||
targets: indicator,
|
||
alpha: { from: 0.3, to: 0.1 },
|
||
scale: { from: 1, to: 1.2 },
|
||
duration: 1000,
|
||
yoyo: true,
|
||
repeat: -1
|
||
});
|
||
|
||
// Store reference to indicator
|
||
obj.scannerIndicator = indicator;
|
||
|
||
// Add hover effect
|
||
obj.on('pointerover', function() {
|
||
if (this.scannerIndicator) {
|
||
this.scannerIndicator.setAlpha(0.5);
|
||
}
|
||
});
|
||
|
||
obj.on('pointerout', function() {
|
||
if (this.scannerIndicator) {
|
||
this.scannerIndicator.setAlpha(0.3);
|
||
}
|
||
});
|
||
}
|
||
});
|
||
});
|
||
}
|
||
|
||
// Add this to your scene initialization
|
||
function initializeBiometricSystem() {
|
||
// Initialize gameState if not exists
|
||
if (!window.gameState) {
|
||
window.gameState = {
|
||
biometricSamples: []
|
||
};
|
||
}
|
||
|
||
// Initialize scanner state
|
||
if (!window.scannerState) {
|
||
window.scannerState = {
|
||
failedAttempts: {},
|
||
lockoutTimers: {}
|
||
};
|
||
}
|
||
|
||
// Setup scanner visuals and interactions
|
||
setupScannerInteractions();
|
||
|
||
// Add periodic interaction checks
|
||
this.time.addEvent({
|
||
delay: 100, // Check every 100ms
|
||
callback: checkObjectInteractions,
|
||
callbackScope: this,
|
||
loop: true
|
||
});
|
||
}
|
||
|
||
// Add function to create and manage the samples UI
|
||
function createSamplesUI() {
|
||
// Create container for samples UI if it doesn't exist
|
||
let samplesUI = document.getElementById('biometric-samples-ui');
|
||
if (!samplesUI) {
|
||
samplesUI = document.createElement('div');
|
||
samplesUI.id = 'biometric-samples-ui';
|
||
|
||
// Apply styles
|
||
Object.assign(samplesUI.style, SAMPLE_UI_STYLES);
|
||
|
||
// Add close button
|
||
const closeButton = document.createElement('button');
|
||
closeButton.textContent = '×';
|
||
closeButton.style.cssText = `
|
||
position: absolute;
|
||
right: 10px;
|
||
top: 10px;
|
||
background: none;
|
||
border: none;
|
||
color: white;
|
||
font-size: 20px;
|
||
cursor: pointer;
|
||
`;
|
||
closeButton.onclick = () => hideSamplesUI();
|
||
samplesUI.appendChild(closeButton);
|
||
|
||
document.body.appendChild(samplesUI);
|
||
}
|
||
return samplesUI;
|
||
}
|
||
|
||
// Function to show samples UI
|
||
function showSamplesUI() {
|
||
const samplesUI = createSamplesUI();
|
||
samplesUI.style.display = 'block';
|
||
|
||
// Clear existing content
|
||
while (samplesUI.children.length > 1) { // Keep close button
|
||
samplesUI.removeChild(samplesUI.lastChild);
|
||
}
|
||
|
||
// Add title
|
||
const title = document.createElement('h2');
|
||
title.textContent = 'Collected Biometric Samples';
|
||
title.style.cssText = 'margin-top: 0; color: #fff; text-align: center;';
|
||
samplesUI.appendChild(title);
|
||
|
||
// Add samples
|
||
if (!gameState.biometricSamples || gameState.biometricSamples.length === 0) {
|
||
const noSamples = document.createElement('p');
|
||
noSamples.textContent = 'No samples collected yet.';
|
||
noSamples.style.textAlign = 'center';
|
||
samplesUI.appendChild(noSamples);
|
||
return;
|
||
}
|
||
|
||
gameState.biometricSamples.forEach(sample => {
|
||
const sampleElement = document.createElement('div');
|
||
sampleElement.style.cssText = `
|
||
margin: 10px 0;
|
||
padding: 10px;
|
||
background: rgba(255, 255, 255, 0.1);
|
||
border-radius: 5px;
|
||
`;
|
||
|
||
const qualityPercentage = Math.round(sample.quality * 100);
|
||
sampleElement.innerHTML = `
|
||
<strong>Type:</strong> ${sample.type}<br>
|
||
<strong>Owner:</strong> ${sample.owner}<br>
|
||
<strong>Quality:</strong> ${qualityPercentage}%<br>
|
||
<strong>ID:</strong> ${sample.id}<br>
|
||
`;
|
||
|
||
// Add quality bar
|
||
const qualityBar = document.createElement('div');
|
||
qualityBar.style.cssText = `
|
||
width: 100%;
|
||
height: 5px;
|
||
background: #333;
|
||
margin-top: 5px;
|
||
border-radius: 2px;
|
||
`;
|
||
|
||
const qualityFill = document.createElement('div');
|
||
qualityFill.style.cssText = `
|
||
width: ${qualityPercentage}%;
|
||
height: 100%;
|
||
background: ${getQualityColor(sample.quality)};
|
||
border-radius: 2px;
|
||
transition: width 0.3s ease;
|
||
`;
|
||
|
||
qualityBar.appendChild(qualityFill);
|
||
sampleElement.appendChild(qualityBar);
|
||
samplesUI.appendChild(sampleElement);
|
||
});
|
||
}
|
||
|
||
// Helper function to hide samples UI
|
||
function hideSamplesUI() {
|
||
const biometricsPanel = document.getElementById('biometrics-panel');
|
||
biometricsPanel.style.display = 'none';
|
||
}
|
||
|
||
// Helper function to get color based on quality
|
||
function getQualityColor(quality) {
|
||
if (quality >= 0.8) return '#00ff00';
|
||
if (quality >= 0.6) return '#ffff00';
|
||
return '#ff0000';
|
||
}
|
||
|
||
// Add keyboard shortcut to view samples (press 'B')
|
||
function setupSamplesUIControls() {
|
||
document.addEventListener('keydown', (event) => {
|
||
if (event.key.toLowerCase() === 'b') {
|
||
showSamplesUI();
|
||
}
|
||
if (event.key === 'Escape') {
|
||
hideSamplesUI();
|
||
}
|
||
});
|
||
}
|
||
|
||
// Add this to your scene's create function
|
||
function initializeSamplesUI() {
|
||
createSamplesUI();
|
||
setupSamplesUIControls();
|
||
}
|
||
|
||
function generateFingerprintData(sample) {
|
||
// For original samples from items, we use the item's data
|
||
if (sample.scenarioData?.fingerprintOwner) {
|
||
return `fp_${sample.scenarioData.fingerprintOwner}_${Date.now()}`;
|
||
}
|
||
|
||
// Fallback unique identifier
|
||
return `fp_unknown_${Date.now()}`;
|
||
}
|
||
|
||
// Add dusting minigame
|
||
function startDustingMinigame(item) {
|
||
// Create iframe container
|
||
const iframe = document.createElement('div');
|
||
iframe.style.cssText = `
|
||
position: fixed;
|
||
top: 50%;
|
||
left: 50%;
|
||
transform: translate(-50%, -50%);
|
||
width: 75%;
|
||
height: 75%;
|
||
background: rgba(0, 0, 0, 0.9);
|
||
border: 1px solid #444;
|
||
z-index: 1000;
|
||
padding: 20px;
|
||
border-radius: 5px;
|
||
display: flex;
|
||
flex-direction: column;
|
||
overflow: hidden;
|
||
`;
|
||
|
||
// Create game container
|
||
const gameContainer = document.createElement('div');
|
||
gameContainer.style.cssText = `
|
||
width: 80%;
|
||
height: 80%;
|
||
max-width: 600px;
|
||
max-height: 600px;
|
||
display: grid;
|
||
grid-template-columns: repeat(30, 1fr);
|
||
grid-template-rows: repeat(30, 1fr);
|
||
gap: 1px;
|
||
background: #1a1a1a;
|
||
padding: 5px;
|
||
margin: 70px auto 20px auto;
|
||
border-radius: 5px;
|
||
box-shadow: 0 0 15px rgba(0, 0, 0, 0.5) inset;
|
||
position: relative;
|
||
overflow: hidden;
|
||
`;
|
||
|
||
// Add background texture/pattern for a more realistic surface
|
||
const gridBackground = document.createElement('div');
|
||
gridBackground.style.cssText = `
|
||
position: absolute;
|
||
top: 0;
|
||
left: 0;
|
||
width: 100%;
|
||
height: 100%;
|
||
opacity: 0.3;
|
||
pointer-events: none;
|
||
z-index: 0;
|
||
`;
|
||
|
||
// Create the grid pattern using encoded SVG
|
||
const svgGrid = `data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' width='100' height='100' viewBox='0 0 100 100'%3E%3Crect width='100' height='100' fill='%23111'/%3E%3Cpath d='M0 50h100M50 0v100' stroke='%23222' stroke-width='0.5'/%3E%3Cpath d='M25 0v100M75 0v100M0 25h100M0 75h100' stroke='%23191919' stroke-width='0.3'/%3E%3C/svg%3E`;
|
||
|
||
gridBackground.style.backgroundImage = `url('${svgGrid}')`;
|
||
gameContainer.appendChild(gridBackground);
|
||
|
||
// Add instructions and header with difficulty selection
|
||
const header = document.createElement('div');
|
||
header.style.cssText = `
|
||
position: absolute;
|
||
top: 0;
|
||
left: 0;
|
||
width: 100%;
|
||
background: rgba(30, 30, 30, 0.9);
|
||
padding: 10px;
|
||
display: flex;
|
||
flex-direction: column;
|
||
align-items: center;
|
||
`;
|
||
|
||
header.innerHTML = `
|
||
<h3 style="margin: 0 0 8px 0; color: #fff; text-align: center;">Fingerprint Dusting</h3>
|
||
<p style="margin: 5px 0; color: #ccc; text-align: center; font-size: 12px;">
|
||
Drag to dust the surface and reveal fingerprints. Avoid over-dusting!
|
||
</p>
|
||
`;
|
||
|
||
// Add progress display
|
||
const progressText = document.createElement('div');
|
||
progressText.style.cssText = `
|
||
position: absolute;
|
||
bottom: 15px;
|
||
left: 50%;
|
||
transform: translateX(-50%);
|
||
color: white;
|
||
text-align: center;
|
||
font-size: 16px;
|
||
background: rgba(0, 0, 0, 0.6);
|
||
padding: 5px 15px;
|
||
border-radius: 15px;
|
||
z-index: 10;
|
||
width: 80%;
|
||
max-width: 500px;
|
||
`;
|
||
|
||
// Add tool selection
|
||
const toolsContainer = document.createElement('div');
|
||
toolsContainer.style.cssText = `
|
||
position: absolute;
|
||
bottom: 15px;
|
||
left: 15px;
|
||
display: flex;
|
||
gap: 10px;
|
||
z-index: 10;
|
||
flex-wrap: wrap;
|
||
max-width: 30%;
|
||
`;
|
||
|
||
const tools = [
|
||
{ name: 'Fine', size: 1, color: '#3498db', radius: 0 }, // Only affects current cell
|
||
{ name: 'Medium', size: 2, color: '#2ecc71', radius: 1 }, // Affects current cell and adjacent
|
||
{ name: 'Wide', size: 3, color: '#e67e22', radius: 2 } // Affects current cell and 2 cells around
|
||
];
|
||
|
||
let currentTool = tools[1]; // Start with medium brush
|
||
|
||
tools.forEach(tool => {
|
||
const toolButton = document.createElement('button');
|
||
toolButton.className = tool.name === currentTool.name ? 'tool-button active' : 'tool-button';
|
||
toolButton.textContent = tool.name;
|
||
toolButton.style.cssText = `
|
||
background: ${tool.color};
|
||
color: white;
|
||
border: none;
|
||
border-radius: 3px;
|
||
padding: 5px 10px;
|
||
cursor: pointer;
|
||
opacity: ${tool.name === currentTool.name ? '1' : '0.7'};
|
||
`;
|
||
|
||
toolButton.addEventListener('click', () => {
|
||
document.querySelectorAll('.tool-button').forEach(btn => {
|
||
btn.classList.remove('active');
|
||
btn.style.opacity = '0.7';
|
||
});
|
||
toolButton.classList.add('active');
|
||
toolButton.style.opacity = '1';
|
||
currentTool = tool;
|
||
});
|
||
|
||
toolsContainer.appendChild(toolButton);
|
||
});
|
||
|
||
// Generate fingerprint pattern
|
||
const gridSize = 30; // Increased from 20 to 30
|
||
let fingerprintCells = new Set();
|
||
const centerX = Math.floor(gridSize / 2);
|
||
const centerY = Math.floor(gridSize / 2);
|
||
|
||
// Game state variables
|
||
let difficultySettings = {
|
||
easy: {
|
||
requiredCoverage: 0.3, // 30% of prints
|
||
maxOverDusted: 50, // Increased due to more cells
|
||
fingerprints: 60, // Increased proportionally
|
||
pattern: 'simple'
|
||
},
|
||
medium: {
|
||
requiredCoverage: 0.4, // 40% of prints
|
||
maxOverDusted: 40, // Increased due to more cells
|
||
fingerprints: 75, // Increased proportionally
|
||
pattern: 'medium'
|
||
},
|
||
hard: {
|
||
requiredCoverage: 0.5, // 50% of prints
|
||
maxOverDusted: 25, // Increased due to more cells
|
||
fingerprints: 90, // Increased proportionally
|
||
pattern: 'complex'
|
||
}
|
||
};
|
||
|
||
let currentDifficulty = item.scenarioData.fingerprintDifficulty;
|
||
|
||
// Generate fingerprint pattern based on difficulty
|
||
function generateFingerprint(difficulty) {
|
||
const pattern = difficultySettings[difficulty].pattern;
|
||
const numPrints = difficultySettings[difficulty].fingerprints;
|
||
const newFingerprintCells = new Set();
|
||
|
||
if (pattern === 'simple') {
|
||
// Simple oval-like pattern
|
||
for (let i = 0; i < numPrints; i++) {
|
||
const angle = (i / numPrints) * Math.PI * 2;
|
||
const distance = 5 + Math.random() * 3;
|
||
const x = Math.floor(centerX + Math.cos(angle) * distance);
|
||
const y = Math.floor(centerY + Math.sin(angle) * distance);
|
||
|
||
if (x >= 0 && x < gridSize && y >= 0 && y < gridSize) {
|
||
newFingerprintCells.add(`${x},${y}`);
|
||
|
||
// Add a few adjacent cells to make it less sparse
|
||
for (let j = 0; j < 2; j++) {
|
||
const nx = x + Math.floor(Math.random() * 3) - 1;
|
||
const ny = y + Math.floor(Math.random() * 3) - 1;
|
||
if (nx >= 0 && nx < gridSize && ny >= 0 && ny < gridSize) {
|
||
newFingerprintCells.add(`${nx},${ny}`);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
} else if (pattern === 'medium') {
|
||
// Medium complexity - spiral pattern with variations
|
||
for (let i = 0; i < numPrints; i++) {
|
||
const t = i / numPrints * 5;
|
||
const distance = 2 + t * 0.8;
|
||
const noise = Math.random() * 2 - 1;
|
||
const x = Math.floor(centerX + Math.cos(t * Math.PI * 2) * (distance + noise));
|
||
const y = Math.floor(centerY + Math.sin(t * Math.PI * 2) * (distance + noise));
|
||
|
||
if (x >= 0 && x < gridSize && y >= 0 && y < gridSize) {
|
||
newFingerprintCells.add(`${x},${y}`);
|
||
}
|
||
}
|
||
|
||
// Add whorls and arches
|
||
for (let i = 0; i < 20; i++) {
|
||
const angle = (i / 20) * Math.PI * 2;
|
||
const distance = 7;
|
||
const x = Math.floor(centerX + Math.cos(angle) * distance);
|
||
const y = Math.floor(centerY + Math.sin(angle) * distance);
|
||
|
||
if (x >= 0 && x < gridSize && y >= 0 && y < gridSize) {
|
||
newFingerprintCells.add(`${x},${y}`);
|
||
|
||
// Add ridge-like pattern
|
||
for (let j = 1; j <= 3; j++) {
|
||
const ridgeX = Math.floor(centerX + Math.cos(angle) * (distance - j));
|
||
const ridgeY = Math.floor(centerY + Math.sin(angle) * (distance - j));
|
||
if (ridgeX >= 0 && ridgeX < gridSize && ridgeY >= 0 && ridgeY < gridSize) {
|
||
newFingerprintCells.add(`${ridgeX},${ridgeY}`);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
} else {
|
||
// Complex pattern - detailed whorls and ridge patterns
|
||
for (let i = 0; i < numPrints; i++) {
|
||
// Main loop - create a complex whorl pattern
|
||
const t = i / numPrints * 8;
|
||
const distance = 2 + t * 0.6;
|
||
const noise = Math.sin(t * 5) * 1.5;
|
||
const x = Math.floor(centerX + Math.cos(t * Math.PI * 2) * (distance + noise));
|
||
const y = Math.floor(centerY + Math.sin(t * Math.PI * 2) * (distance + noise));
|
||
|
||
if (x >= 0 && x < gridSize && y >= 0 && y < gridSize) {
|
||
newFingerprintCells.add(`${x},${y}`);
|
||
}
|
||
|
||
// Add bifurcations and ridge endings
|
||
if (i % 5 === 0) {
|
||
const bifAngle = t * Math.PI * 2 + Math.PI/4;
|
||
const bx = Math.floor(x + Math.cos(bifAngle) * 1);
|
||
const by = Math.floor(y + Math.sin(bifAngle) * 1);
|
||
if (bx >= 0 && bx < gridSize && by >= 0 && by < gridSize) {
|
||
newFingerprintCells.add(`${bx},${by}`);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Add delta patterns
|
||
for (let d = 0; d < 3; d++) {
|
||
const deltaAngle = (d / 3) * Math.PI * 2;
|
||
const deltaX = Math.floor(centerX + Math.cos(deltaAngle) * 8);
|
||
const deltaY = Math.floor(centerY + Math.sin(deltaAngle) * 8);
|
||
|
||
for (let r = 0; r < 5; r++) {
|
||
for (let a = 0; a < 3; a++) {
|
||
const rayAngle = deltaAngle + (a - 1) * Math.PI/4;
|
||
const rx = Math.floor(deltaX + Math.cos(rayAngle) * r);
|
||
const ry = Math.floor(deltaY + Math.sin(rayAngle) * r);
|
||
if (rx >= 0 && rx < gridSize && ry >= 0 && ry < gridSize) {
|
||
newFingerprintCells.add(`${rx},${ry}`);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Ensure we have at least the minimum number of cells
|
||
while (newFingerprintCells.size < numPrints) {
|
||
const x = centerX + Math.floor(Math.random() * 12 - 6);
|
||
const y = centerY + Math.floor(Math.random() * 12 - 6);
|
||
if (x >= 0 && x < gridSize && y >= 0 && y < gridSize) {
|
||
newFingerprintCells.add(`${x},${y}`);
|
||
}
|
||
}
|
||
|
||
return newFingerprintCells;
|
||
}
|
||
|
||
// Initialize with medium difficulty
|
||
fingerprintCells = generateFingerprint(currentDifficulty);
|
||
|
||
// Create particle container for dust effects
|
||
const particleContainer = document.createElement('div');
|
||
particleContainer.style.cssText = `
|
||
position: absolute;
|
||
top: 0;
|
||
left: 0;
|
||
width: 100%;
|
||
height: 100%;
|
||
pointer-events: none;
|
||
z-index: 5;
|
||
overflow: hidden;
|
||
`;
|
||
|
||
// Create function to add dust particles
|
||
function createDustParticles(x, y, intensity, color) {
|
||
const numParticles = Math.floor(5 + intensity * 5); // 5-10 particles based on intensity
|
||
|
||
for (let i = 0; i < numParticles; i++) {
|
||
const particle = document.createElement('div');
|
||
const size = Math.random() * 3 + 1; // 1-4px
|
||
const angle = Math.random() * Math.PI * 2;
|
||
const distance = Math.random() * 20 * intensity;
|
||
const duration = Math.random() * 1000 + 500; // 500-1500ms
|
||
|
||
particle.style.cssText = `
|
||
position: absolute;
|
||
width: ${size}px;
|
||
height: ${size}px;
|
||
background: ${color};
|
||
border-radius: 50%;
|
||
opacity: ${Math.random() * 0.3 + 0.3};
|
||
top: ${y}px;
|
||
left: ${x}px;
|
||
transform: translate(-50%, -50%);
|
||
pointer-events: none;
|
||
z-index: 6;
|
||
`;
|
||
|
||
particleContainer.appendChild(particle);
|
||
|
||
// Animate the particle
|
||
const animation = particle.animate([
|
||
{
|
||
transform: 'translate(-50%, -50%)',
|
||
opacity: particle.style.opacity
|
||
},
|
||
{
|
||
transform: `translate(
|
||
calc(-50% + ${Math.cos(angle) * distance}px),
|
||
calc(-50% + ${Math.sin(angle) * distance}px)
|
||
)`,
|
||
opacity: 0
|
||
}
|
||
], {
|
||
duration: duration,
|
||
easing: 'cubic-bezier(0.25, 1, 0.5, 1)'
|
||
});
|
||
|
||
animation.onfinish = () => {
|
||
particle.remove();
|
||
};
|
||
}
|
||
}
|
||
|
||
// Track progress
|
||
let revealedPrints = 0;
|
||
let totalPrints = fingerprintCells.size;
|
||
let overDusted = 0;
|
||
let requiredPrints = Math.ceil(totalPrints * difficultySettings[currentDifficulty].requiredCoverage);
|
||
|
||
// Create grid cells
|
||
for (let y = 0; y < gridSize; y++) {
|
||
for (let x = 0; x < gridSize; x++) {
|
||
const cell = document.createElement('div');
|
||
cell.style.cssText = `
|
||
width: 100%;
|
||
height: 100%;
|
||
background: black;
|
||
position: relative;
|
||
transition: background-color 0.1s;
|
||
cursor: pointer;
|
||
`;
|
||
cell.dataset.x = x;
|
||
cell.dataset.y = y;
|
||
cell.dataset.dustLevel = '0';
|
||
cell.dataset.hasFingerprint = fingerprintCells.has(`${x},${y}`) ? 'true' : 'false';
|
||
|
||
gameContainer.appendChild(cell);
|
||
}
|
||
}
|
||
|
||
// Add dragging interaction
|
||
let isDragging = false;
|
||
let lastDustTime = {}; // Track last dust time for each cell
|
||
|
||
gameContainer.addEventListener('mousedown', () => isDragging = true);
|
||
gameContainer.addEventListener('mouseup', () => isDragging = false);
|
||
gameContainer.addEventListener('mouseleave', () => isDragging = false);
|
||
gameContainer.addEventListener('mousemove', (e) => {
|
||
if (!isDragging) return;
|
||
|
||
// Get the cell element under the cursor
|
||
const cell = document.elementFromPoint(e.clientX, e.clientY);
|
||
if (cell && cell.dataset.dustLevel !== undefined) {
|
||
// Get current cell coordinates
|
||
const centerX = parseInt(cell.dataset.x);
|
||
const centerY = parseInt(cell.dataset.y);
|
||
|
||
// Get a list of cells to dust based on the brush radius
|
||
const cellsToDust = [];
|
||
const radius = currentTool.radius;
|
||
|
||
// Add the current cell and cells within radius
|
||
for (let y = centerY - radius; y <= centerY + radius; y++) {
|
||
for (let x = centerX - radius; x <= centerX + radius; x++) {
|
||
// Skip cells outside the grid
|
||
if (x < 0 || x >= gridSize || y < 0 || y >= gridSize) continue;
|
||
|
||
// For medium brush, use a diamond pattern (taxicab distance)
|
||
if (currentTool.size === 2) {
|
||
// Manhattan distance: |x1-x2| + |y1-y2|
|
||
const distance = Math.abs(x - centerX) + Math.abs(y - centerY);
|
||
if (distance > radius) continue; // Skip if too far away
|
||
}
|
||
// For wide brush, use a circle pattern (Euclidean distance)
|
||
else if (currentTool.size === 3) {
|
||
// Euclidean distance: √[(x1-x2)² + (y1-y2)²]
|
||
const distance = Math.sqrt(Math.pow(x - centerX, 2) + Math.pow(y - centerY, 2));
|
||
if (distance > radius) continue; // Skip if too far away
|
||
}
|
||
|
||
// Find this cell in the DOM
|
||
const targetCell = gameContainer.querySelector(`[data-x="${x}"][data-y="${y}"]`);
|
||
if (targetCell) {
|
||
cellsToDust.push(targetCell);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Get cell position for particles (center cell)
|
||
const cellRect = cell.getBoundingClientRect();
|
||
const particleContainerRect = particleContainer.getBoundingClientRect();
|
||
const cellCenterX = (cellRect.left + cellRect.width / 2) - particleContainerRect.left;
|
||
const cellCenterY = (cellRect.top + cellRect.height / 2) - particleContainerRect.top;
|
||
|
||
// Process all cells to dust
|
||
cellsToDust.forEach(targetCell => {
|
||
const cellId = `${targetCell.dataset.x},${targetCell.dataset.y}`;
|
||
const currentTime = Date.now();
|
||
const dustLevel = parseInt(targetCell.dataset.dustLevel);
|
||
|
||
// Tool intensity affects dusting rate and particle effects
|
||
const toolIntensity = currentTool.size / 3; // 0.33 to 1
|
||
|
||
// Only allow dusting every 50-150ms for each cell (based on tool size)
|
||
const cooldown = 150 - (toolIntensity * 100); // 50ms for wide brush, 150ms for fine
|
||
|
||
if (!lastDustTime[cellId] || currentTime - lastDustTime[cellId] > cooldown) {
|
||
if (dustLevel < 3) {
|
||
// Increment dust level with a probability based on tool intensity
|
||
const dustProbability = toolIntensity * 0.5 + 0.1; // 0.1-0.6 chance based on tool
|
||
|
||
if (dustLevel < 1 || Math.random() < dustProbability) {
|
||
targetCell.dataset.dustLevel = (dustLevel + 1).toString();
|
||
updateCellColor(targetCell);
|
||
|
||
// Create dust particles for the current cell or at a position calculated for surrounding cells
|
||
if (targetCell === cell) {
|
||
// Center cell - use the already calculated position
|
||
const hasFingerprint = targetCell.dataset.hasFingerprint === 'true';
|
||
let particleColor = dustLevel === 1 ? '#666' : (hasFingerprint ? '#1aff1a' : '#aaa');
|
||
createDustParticles(cellCenterX, cellCenterY, toolIntensity, particleColor);
|
||
} else {
|
||
// For surrounding cells, calculate their relative position from the center cell
|
||
const targetCellRect = targetCell.getBoundingClientRect();
|
||
const targetCellX = (targetCellRect.left + targetCellRect.width / 2) - particleContainerRect.left;
|
||
const targetCellY = (targetCellRect.top + targetCellRect.height / 2) - particleContainerRect.top;
|
||
|
||
const hasFingerprint = targetCell.dataset.hasFingerprint === 'true';
|
||
let particleColor = dustLevel === 1 ? '#666' : (hasFingerprint ? '#1aff1a' : '#aaa');
|
||
|
||
// Create fewer particles for surrounding cells
|
||
const reducedIntensity = toolIntensity * 0.6;
|
||
createDustParticles(targetCellX, targetCellY, reducedIntensity, particleColor);
|
||
}
|
||
}
|
||
lastDustTime[cellId] = currentTime;
|
||
}
|
||
}
|
||
});
|
||
|
||
// Update progress after dusting
|
||
checkProgress();
|
||
}
|
||
});
|
||
|
||
function updateCellColor(cell) {
|
||
const dustLevel = parseInt(cell.dataset.dustLevel);
|
||
const hasFingerprint = cell.dataset.hasFingerprint === 'true';
|
||
|
||
if (dustLevel === 0) {
|
||
cell.style.background = 'black';
|
||
cell.style.boxShadow = 'none';
|
||
}
|
||
else if (dustLevel === 1) {
|
||
cell.style.background = '#444';
|
||
cell.style.boxShadow = 'inset 0 0 3px rgba(255,255,255,0.2)';
|
||
}
|
||
else if (dustLevel === 2) {
|
||
if (hasFingerprint) {
|
||
cell.style.background = '#0f0';
|
||
cell.style.boxShadow = 'inset 0 0 5px rgba(0,255,0,0.5), 0 0 5px rgba(0,255,0,0.3)';
|
||
} else {
|
||
cell.style.background = '#888';
|
||
cell.style.boxShadow = 'inset 0 0 4px rgba(255,255,255,0.3)';
|
||
}
|
||
}
|
||
else {
|
||
cell.style.background = '#ccc';
|
||
cell.style.boxShadow = 'inset 0 0 5px rgba(255,255,255,0.5)';
|
||
}
|
||
}
|
||
|
||
function checkProgress() {
|
||
revealedPrints = 0;
|
||
overDusted = 0;
|
||
|
||
gameContainer.childNodes.forEach(cell => {
|
||
if (cell.dataset) { // Check if it's a cell element
|
||
const dustLevel = parseInt(cell.dataset.dustLevel || '0');
|
||
const hasFingerprint = cell.dataset.hasFingerprint === 'true';
|
||
|
||
if (hasFingerprint && dustLevel === 2) revealedPrints++;
|
||
if (dustLevel === 3) overDusted++;
|
||
}
|
||
});
|
||
|
||
// Update progress display
|
||
progressText.innerHTML = `
|
||
<div style="margin-bottom: 5px;">
|
||
<span style="color: #2ecc71;">Found: ${revealedPrints}/${requiredPrints} required prints</span>
|
||
<span style="margin-left: 15px; color: ${overDusted > difficultySettings[currentDifficulty].maxOverDusted * 0.7 ? '#e74c3c' : '#fff'};">
|
||
Over-dusted: ${overDusted}/${difficultySettings[currentDifficulty].maxOverDusted} max
|
||
</span>
|
||
</div>
|
||
<div style="height: 6px; width: 100%; background: #333; border-radius: 3px; overflow: hidden;">
|
||
<div style="height: 100%; width: ${(revealedPrints/requiredPrints)*100}%; background: #2ecc71; transition: width 0.3s;"></div>
|
||
</div>
|
||
`;
|
||
|
||
// Check fail condition first
|
||
if (overDusted >= difficultySettings[currentDifficulty].maxOverDusted) {
|
||
showFailure("Too many over-dusted areas!");
|
||
return;
|
||
}
|
||
|
||
// Check win condition
|
||
if (revealedPrints >= requiredPrints) {
|
||
showSuccess();
|
||
}
|
||
}
|
||
|
||
function showSuccess() {
|
||
// Calculate quality based on dusting precision
|
||
const dustPenalty = overDusted / difficultySettings[currentDifficulty].maxOverDusted; // 0-1
|
||
const coverageBonus = revealedPrints / totalPrints; // 0-1
|
||
|
||
// Higher quality for more coverage and less over-dusting
|
||
const quality = 0.7 + (coverageBonus * 0.25) - (dustPenalty * 0.15);
|
||
|
||
// Show success message
|
||
const successMessage = document.createElement('div');
|
||
successMessage.style.cssText = `
|
||
position: absolute;
|
||
top: 50%;
|
||
left: 50%;
|
||
transform: translate(-50%, -50%);
|
||
background: rgba(0, 0, 0, 0.9);
|
||
padding: 20px;
|
||
border-radius: 5px;
|
||
color: #0f0;
|
||
font-size: 20px;
|
||
text-align: center;
|
||
z-index: 1001;
|
||
box-shadow: 0 0 20px rgba(0, 255, 0, 0.3);
|
||
`;
|
||
|
||
const qualityPercentage = Math.round(quality * 100);
|
||
const qualityRating = qualityPercentage >= 95 ? 'Perfect' :
|
||
qualityPercentage >= 85 ? 'Excellent' :
|
||
qualityPercentage >= 75 ? 'Good' : 'Acceptable';
|
||
|
||
successMessage.innerHTML = `
|
||
<div style="font-weight: bold; font-size: 24px; margin-bottom: 10px;">Fingerprint successfully collected!</div>
|
||
<div style="font-size: 18px; margin-bottom: 15px;">Quality: ${qualityRating} (${qualityPercentage}%)</div>
|
||
<div style="font-size: 14px; color: #aaa;">
|
||
Prints revealed: ${revealedPrints}/${totalPrints}<br>
|
||
Over-dusted areas: ${overDusted}<br>
|
||
Difficulty: ${currentDifficulty.charAt(0).toUpperCase() + currentDifficulty.slice(1)}
|
||
</div>
|
||
`;
|
||
|
||
iframe.appendChild(successMessage);
|
||
|
||
// Disable further interaction
|
||
isDragging = false;
|
||
gameContainer.style.pointerEvents = 'none';
|
||
|
||
setTimeout(() => {
|
||
// Add fingerprint to gameState
|
||
if (!gameState.biometricSamples) {
|
||
gameState.biometricSamples = [];
|
||
}
|
||
|
||
const sample = {
|
||
id: generateFingerprintData(item),
|
||
type: 'fingerprint',
|
||
owner: item.scenarioData.fingerprintOwner,
|
||
quality: quality, // Quality between 0.7 and ~1.0
|
||
data: generateFingerprintData(item),
|
||
timestamp: Date.now()
|
||
};
|
||
|
||
gameState.biometricSamples.push(sample);
|
||
|
||
// Remove the minigame
|
||
document.body.removeChild(iframe);
|
||
scene.input.mouse.enabled = true;
|
||
|
||
// Mark item as collected
|
||
if (item.scenarioData) {
|
||
item.scenarioData.hasFingerprint = false;
|
||
}
|
||
|
||
// Update the biometrics panel and count
|
||
updateBiometricsPanel();
|
||
updateBiometricsCount();
|
||
|
||
// Show notification
|
||
gameAlert(`Collected ${sample.owner}'s fingerprint sample (${qualityRating} quality)`, 'success', 'Sample Acquired', 3000);
|
||
}, 2000);
|
||
}
|
||
|
||
function showFailure(reason) {
|
||
// Show failure message
|
||
const failureMessage = document.createElement('div');
|
||
failureMessage.style.cssText = `
|
||
position: absolute;
|
||
top: 50%;
|
||
left: 50%;
|
||
transform: translate(-50%, -50%);
|
||
background: rgba(0, 0, 0, 0.9);
|
||
padding: 20px;
|
||
border-radius: 5px;
|
||
color: #f00;
|
||
font-size: 20px;
|
||
text-align: center;
|
||
z-index: 1001;
|
||
box-shadow: 0 0 20px rgba(255, 0, 0, 0.3);
|
||
`;
|
||
failureMessage.innerHTML = `
|
||
<div style="font-weight: bold; margin-bottom: 10px;">${reason}</div>
|
||
<div style="font-size: 16px; margin-top: 5px;">Try again with more careful dusting.</div>
|
||
`;
|
||
|
||
iframe.appendChild(failureMessage);
|
||
|
||
// Disable further interaction
|
||
isDragging = false;
|
||
gameContainer.style.pointerEvents = 'none';
|
||
|
||
setTimeout(() => {
|
||
document.body.removeChild(iframe);
|
||
scene.input.mouse.enabled = true;
|
||
}, 2000);
|
||
}
|
||
|
||
// Handle difficulty buttons
|
||
iframe.addEventListener('click', (e) => {
|
||
if (e.target.classList.contains('difficulty-button')) {
|
||
// Get difficulty from button
|
||
const newDifficulty = e.target.id.split('-')[0]; // easy, medium, or hard
|
||
|
||
// Only change if different
|
||
if (newDifficulty !== currentDifficulty) {
|
||
currentDifficulty = newDifficulty;
|
||
|
||
// Update active button
|
||
document.querySelectorAll('.difficulty-button').forEach(btn => {
|
||
btn.classList.remove('active');
|
||
btn.style.opacity = '0.7';
|
||
});
|
||
e.target.classList.add('active');
|
||
e.target.style.opacity = '1';
|
||
|
||
// Reset the game with new difficulty
|
||
resetGame();
|
||
}
|
||
}
|
||
});
|
||
|
||
function resetGame() {
|
||
// Reset game state
|
||
fingerprintCells = generateFingerprint(currentDifficulty);
|
||
totalPrints = fingerprintCells.size;
|
||
requiredPrints = Math.ceil(totalPrints * difficultySettings[currentDifficulty].requiredCoverage);
|
||
revealedPrints = 0;
|
||
overDusted = 0;
|
||
|
||
// Reset cells
|
||
gameContainer.childNodes.forEach(node => {
|
||
if (node.dataset && node.dataset.x !== undefined) {
|
||
const x = parseInt(node.dataset.x);
|
||
const y = parseInt(node.dataset.y);
|
||
node.dataset.hasFingerprint = fingerprintCells.has(`${x},${y}`) ? 'true' : 'false';
|
||
node.dataset.dustLevel = '0';
|
||
updateCellColor(node);
|
||
}
|
||
});
|
||
// Update progress
|
||
checkProgress();
|
||
}
|
||
|
||
// Add close button
|
||
const closeButton = document.createElement('button');
|
||
closeButton.textContent = '✕';
|
||
closeButton.style.cssText = `
|
||
position: absolute;
|
||
right: 10px;
|
||
top: 10px;
|
||
background: none;
|
||
border: none;
|
||
color: white;
|
||
font-size: 20px;
|
||
cursor: pointer;
|
||
z-index: 10;
|
||
`;
|
||
closeButton.onclick = () => {
|
||
document.body.removeChild(iframe);
|
||
scene.input.mouse.enabled = true;
|
||
};
|
||
|
||
// Assemble the interface
|
||
iframe.appendChild(closeButton);
|
||
iframe.appendChild(header);
|
||
iframe.appendChild(gameContainer);
|
||
iframe.appendChild(particleContainer);
|
||
iframe.appendChild(progressText);
|
||
iframe.appendChild(toolsContainer);
|
||
document.body.appendChild(iframe);
|
||
|
||
// Start the game
|
||
checkProgress();
|
||
|
||
// Disable game movement
|
||
const scene = item.scene;
|
||
scene.input.mouse.enabled = false;
|
||
}
|
||
|
||
function startLockpickingMinigame(lockable, currentScene, difficulty) {
|
||
// Create iframe container
|
||
const iframe = document.createElement('div');
|
||
iframe.style.cssText = `
|
||
position: fixed;
|
||
top: 50%;
|
||
left: 50%;
|
||
transform: translate(-50%, -50%);
|
||
width: 60%;
|
||
height: 60%;
|
||
background: rgba(0, 0, 0, 0.9);
|
||
border: 1px solid #444;
|
||
z-index: 1000;
|
||
padding: 20px;
|
||
border-radius: 5px;
|
||
`;
|
||
|
||
// Add instructions
|
||
const instructions = document.createElement('div');
|
||
instructions.innerHTML = `
|
||
<h3 style="margin: 0; color: #fff; text-align: center;">Lock Picking</h3>
|
||
<p style="margin: 5px 0; color: #ccc; text-align: center; font-size: 14px;">
|
||
Use spacebar or click to toggle tension levels. Each pin requires the right amount of tension.<br>
|
||
🔵 Blue = Pin moving<br>
|
||
🟢 Green = Pin set correctly<br>
|
||
🔴 Red = Over-pushed (reset)<br>
|
||
Set all pins in the correct order with the right tension without resetting.
|
||
</p>
|
||
`;
|
||
instructions.style.cssText = `
|
||
position: absolute;
|
||
top: 10px;
|
||
left: 50%;
|
||
transform: translateX(-50%);
|
||
width: 90%;
|
||
`;
|
||
|
||
// Create game container
|
||
const gameContainer = document.createElement('div');
|
||
gameContainer.style.cssText = `
|
||
width: 100%;
|
||
height: calc(100% - 60px);
|
||
display: flex;
|
||
flex-direction: column;
|
||
justify-content: center;
|
||
align-items: center;
|
||
gap: 20px;
|
||
margin-top: 40px;
|
||
background: #222;
|
||
padding: 10px;
|
||
`;
|
||
|
||
// Add difficulty selection
|
||
const difficultySelect = document.createElement('select');
|
||
difficultySelect.style.cssText = `
|
||
margin-bottom: 10px;
|
||
padding: 5px;
|
||
background: #444;
|
||
color: white;
|
||
border: 1px solid #666;
|
||
border-radius: 3px;
|
||
`;
|
||
const difficulties = ['Easy - Pins Visible', 'Hard - Audio Only'];
|
||
difficulties.forEach(diff => {
|
||
const option = document.createElement('option');
|
||
option.value = diff;
|
||
option.textContent = diff;
|
||
difficultySelect.appendChild(option);
|
||
});
|
||
|
||
// Add audio feedback
|
||
const lockSounds = {
|
||
click: null, // Basic pin movement sound
|
||
binding: null, // Sound when a pin is binding (correct tension)
|
||
set: null, // Sound when a pin is successfully set
|
||
reset: null, // Sound when pins are reset
|
||
wrong: null, // Sound when wrong tension or wrong pin
|
||
tension: null, // Sound when changing tension
|
||
success: null, // Sound when successfully picking the lock
|
||
overTension: null // Sound when over-tensioning the lock
|
||
};
|
||
|
||
const initAudio = () => {
|
||
if (!lockSounds.click) {
|
||
// Basic click sound (when pressing a pin)
|
||
lockSounds.click = new Audio('assets/sounds/lockpick_click.mp3');
|
||
|
||
// Binding sound (when a pin is binding with correct tension)
|
||
lockSounds.binding = new Audio('assets/sounds/lockpick_binding.mp3');
|
||
|
||
// Set sound (when a pin is successfully set)
|
||
lockSounds.set = new Audio('assets/sounds/lockpick_set.mp3');
|
||
|
||
// Reset sound (when pins are reset)
|
||
lockSounds.reset = new Audio('assets/sounds/lockpick_reset.mp3');
|
||
|
||
// Wrong sound (when using wrong tension or pressing wrong pin)
|
||
lockSounds.wrong = new Audio('assets/sounds/lockpick_wrong.mp3');
|
||
|
||
// Tension sound (when changing tension levels)
|
||
lockSounds.tension = new Audio('assets/sounds/lockpick_tension.mp3');
|
||
|
||
// Success sound (when successfully picking the lock)
|
||
lockSounds.success = new Audio('assets/sounds/lockpick_success.mp3');
|
||
|
||
// Over-tension sound (when applying too much tension)
|
||
lockSounds.overTension = new Audio('assets/sounds/lockpick_overtension.mp3');
|
||
}
|
||
};
|
||
|
||
// Initialize audio on first interaction
|
||
gameContainer.addEventListener('mousedown', initAudio, { once: true });
|
||
|
||
// Add pin binding order and game state
|
||
const numPins = getPinCountForDifficulty(difficulty);
|
||
const bindingOrder = Array.from({length: numPins}, (_, i) => i)
|
||
.sort(() => Math.random() - 0.5);
|
||
|
||
const gameState = {
|
||
tensionLevel: 1, // Start with light tension (1)
|
||
pinStates: Array(numPins).fill(0), // 0 = down, 1 = moving, 2 = set
|
||
pinPressTime: Array(numPins).fill(0), // Track how long each pin is pressed
|
||
currentBindingIndex: 0,
|
||
hardMode: false,
|
||
maxPressTime: 1000, // Max time to hold a pin (ms)
|
||
failCount: 0,
|
||
maxFails: 3,
|
||
overTensioned: false,
|
||
lastPinSetTime: 0, // Track when the last pin was set
|
||
isActivelyPickingPin: false, // Track if we're actively working on a pin
|
||
tensionRequirements: Array(numPins).fill(0).map(() => {
|
||
// Each pin requires a specific tension level (1, 2, or 3)
|
||
const randomValue = Math.random();
|
||
if (randomValue < 0.33) return 1; // Light tension
|
||
if (randomValue < 0.66) return 2; // Medium tension
|
||
return 3; // Heavy tension
|
||
})
|
||
};
|
||
|
||
// Create tension wrench toggle
|
||
const tensionWrench = document.createElement('div');
|
||
tensionWrench.style.cssText = `
|
||
width: 100px;
|
||
height: 30px;
|
||
background: #666;
|
||
border: 2px solid #888;
|
||
border-radius: 5px;
|
||
cursor: pointer;
|
||
margin-bottom: 20px;
|
||
text-align: center;
|
||
line-height: 30px;
|
||
color: white;
|
||
transform: rotate(2deg);
|
||
`;
|
||
tensionWrench.textContent = 'Tension: LIGHT';
|
||
|
||
// Function to reset pins
|
||
function resetPins(showVisual = true) {
|
||
gameState.pinStates.fill(0);
|
||
gameState.pinPressTime.fill(0);
|
||
gameState.currentBindingIndex = 0;
|
||
gameState.failCount++;
|
||
|
||
if (showVisual) {
|
||
Array.from(pinsContainer.children).forEach(pin => {
|
||
pin.style.background = '#555';
|
||
if (!gameState.hardMode) {
|
||
pin.style.transition = 'background-color 0.3s';
|
||
pin.style.background = '#f00';
|
||
setTimeout(() => pin.style.background = '#555', 300);
|
||
}
|
||
});
|
||
}
|
||
|
||
if (gameState.failCount >= gameState.maxFails) {
|
||
alert("Lock picking failed! The lock is now jammed.");
|
||
// Safely remove iframe if it exists in the document
|
||
const existingIframe = document.querySelector('div[style*="z-index: 1000"]');
|
||
if (existingIframe && existingIframe.parentNode) {
|
||
existingIframe.parentNode.removeChild(existingIframe);
|
||
}
|
||
if (currentScene && currentScene.input && currentScene.input.mouse) {
|
||
currentScene.input.mouse.enabled = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
// Create a single function for toggling tension
|
||
function toggleTension() {
|
||
// Toggle between 3 tension levels (light -> medium -> heavy -> light)
|
||
const previousTensionLevel = gameState.tensionLevel;
|
||
gameState.tensionLevel = (gameState.tensionLevel % 3) + 1;
|
||
|
||
// Play tension change sound
|
||
if (lockSounds.tension) {
|
||
lockSounds.tension.currentTime = 0;
|
||
lockSounds.tension.play().catch(e => console.log('Audio play failed:', e));
|
||
}
|
||
|
||
updateTensionWrench();
|
||
|
||
// Check if we're over-tensioning - but only if we've started interacting with pins
|
||
// AND only if we're actively working on a pin (not just changing tension)
|
||
const timeSinceLastPinSet = Date.now() - gameState.lastPinSetTime;
|
||
const isActivelyPickingLock = gameState.isActivelyPickingPin;
|
||
|
||
if (gameState.tensionLevel === 3 &&
|
||
gameState.currentBindingIndex > 0 &&
|
||
timeSinceLastPinSet > 1000 &&
|
||
isActivelyPickingLock) {
|
||
|
||
// 30% chance of over-tensioning with heavy pressure
|
||
if (Math.random() < 0.3) {
|
||
gameState.overTensioned = true;
|
||
tensionWrench.style.background = '#ff3333';
|
||
tensionWrench.style.transform = 'rotate(15deg)';
|
||
|
||
// Play over-tension sound
|
||
if (lockSounds.overTension) {
|
||
lockSounds.overTension.currentTime = 0;
|
||
lockSounds.overTension.play().catch(e => console.log('Audio play failed:', e));
|
||
}
|
||
|
||
setTimeout(() => {
|
||
alert("You applied too much tension and jammed the lock!");
|
||
resetPins();
|
||
}, 500);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Add this new function to update tension wrench visuals
|
||
function updateTensionWrench() {
|
||
// Update tension wrench appearance based on level
|
||
switch(gameState.tensionLevel) {
|
||
case 1: // Light
|
||
tensionWrench.style.background = '#666';
|
||
tensionWrench.style.transform = 'rotate(2deg)';
|
||
tensionWrench.textContent = 'Tension: LIGHT';
|
||
break;
|
||
case 2: // Medium
|
||
tensionWrench.style.background = '#888';
|
||
tensionWrench.style.transform = 'rotate(5deg)';
|
||
tensionWrench.textContent = 'Tension: MEDIUM';
|
||
break;
|
||
case 3: // Heavy
|
||
tensionWrench.style.background = '#aaa';
|
||
tensionWrench.style.transform = 'rotate(8deg)';
|
||
tensionWrench.textContent = 'Tension: HEAVY';
|
||
break;
|
||
}
|
||
}
|
||
|
||
// Create pins container
|
||
const pinsContainer = document.createElement('div');
|
||
pinsContainer.style.cssText = `
|
||
display: flex;
|
||
gap: 10px;
|
||
background: #333;
|
||
padding: 20px;
|
||
border-radius: 10px;
|
||
`;
|
||
|
||
// Create individual pins
|
||
for (let i = 0; i < numPins; i++) {
|
||
const pin = document.createElement('div');
|
||
pin.style.cssText = `
|
||
width: 30px;
|
||
height: 100px;
|
||
background: #555;
|
||
border: 2px solid #777;
|
||
border-radius: 5px;
|
||
cursor: pointer;
|
||
position: relative;
|
||
transition: transform 0.1s, background-color 0.3s;
|
||
`;
|
||
|
||
// Add a subtle indicator at the bottom of each pin
|
||
const pinIndicator = document.createElement('div');
|
||
pinIndicator.style.cssText = `
|
||
position: absolute;
|
||
bottom: 0;
|
||
left: 0;
|
||
width: 100%;
|
||
height: 5px;
|
||
background: #555;
|
||
transition: background-color 0.3s;
|
||
`;
|
||
pin.appendChild(pinIndicator);
|
||
|
||
const pinNumber = document.createElement('div');
|
||
pinNumber.style.cssText = `
|
||
position: absolute;
|
||
top: -20px;
|
||
width: 100%;
|
||
text-align: center;
|
||
color: white;
|
||
`;
|
||
pinNumber.textContent = (i + 1).toString();
|
||
pin.appendChild(pinNumber);
|
||
|
||
// Function to update pin appearance based on its state and binding status
|
||
function updatePinAppearance() {
|
||
// Reset to default first
|
||
pin.style.background = '#555';
|
||
pinIndicator.style.background = '#555';
|
||
pin.style.animation = '';
|
||
pin.style.borderColor = '#777';
|
||
|
||
// If the pin is set, show it as green
|
||
if (gameState.pinStates[i] === 2) {
|
||
pin.style.background = '#0f0';
|
||
pin.style.cursor = 'default';
|
||
pinIndicator.style.background = '#0f0';
|
||
return;
|
||
}
|
||
|
||
// Get the current binding pin
|
||
const bindingPin = bindingOrder[gameState.currentBindingIndex];
|
||
|
||
// Generate consistent red herrings based on the current binding index
|
||
// This ensures the same pins are highlighted as red herrings until the next pin is set
|
||
const redHerringSeeds = [
|
||
(bindingPin * 3 + 7) % numPins,
|
||
(bindingPin * 5 + 3) % numPins
|
||
];
|
||
|
||
// Filter out the binding pin and already set pins from red herrings
|
||
const redHerrings = redHerringSeeds.filter(index =>
|
||
index !== bindingPin && gameState.pinStates[index] !== 2);
|
||
|
||
// If this is the current binding pin, give a subtle hint based on difficulty
|
||
if (i === bindingPin) {
|
||
// For easy difficulty, make the binding pin more obvious
|
||
if (difficulty === 'easy') {
|
||
pinIndicator.style.background = '#ff9900'; // Orange indicator for binding pin
|
||
|
||
// Also show the required tension level with a color hint
|
||
const requiredTension = gameState.tensionRequirements[i];
|
||
if (requiredTension === 1) {
|
||
pin.style.borderColor = '#66ccff'; // Light blue for light tension
|
||
} else if (requiredTension === 2) {
|
||
pin.style.borderColor = '#9966ff'; // Purple for medium tension
|
||
} else {
|
||
pin.style.borderColor = '#ff6666'; // Red for heavy tension
|
||
}
|
||
|
||
// Add a subtle animation
|
||
pin.style.animation = 'pinWiggle 2s infinite';
|
||
}
|
||
// For medium difficulty, just show which pin is binding with less obvious cues
|
||
else if (difficulty === 'medium') {
|
||
pinIndicator.style.background = '#ff9900'; // Orange indicator for binding pin
|
||
pin.style.animation = 'pinWiggle 3s infinite';
|
||
}
|
||
// For hard difficulty, very subtle indication
|
||
else if (difficulty === 'hard') {
|
||
pin.style.animation = 'pinWiggle 4s infinite 0.5s';
|
||
}
|
||
}
|
||
// If this is a red herring, give misleading feedback
|
||
else if (redHerrings.includes(i) && gameState.currentBindingIndex > 0 && difficulty !== 'easy') {
|
||
// The amount of misleading feedback depends on difficulty
|
||
if (difficulty === 'medium') {
|
||
// For medium, make red herrings somewhat convincing
|
||
pinIndicator.style.background = '#ff9900'; // Same color as real binding pin
|
||
pin.style.animation = 'pinWiggle 3.5s infinite 0.7s'; // Similar wiggle to real pin
|
||
|
||
// Randomly assign fake tension indicators to confuse
|
||
const fakeTension = Math.floor(Math.random() * 3) + 1;
|
||
if (fakeTension === 1) {
|
||
pin.style.borderColor = '#66ccff';
|
||
} else if (fakeTension === 2) {
|
||
pin.style.borderColor = '#9966ff';
|
||
} else {
|
||
pin.style.borderColor = '#ff6666';
|
||
}
|
||
}
|
||
else if (difficulty === 'hard') {
|
||
// For hard, make red herrings very convincing
|
||
pin.style.animation = 'pinWiggle 4s infinite 0.3s';
|
||
|
||
// On hard, sometimes make a red herring more convincing than the real pin
|
||
if (Math.random() < 0.5) {
|
||
pinIndicator.style.background = '#ff9900';
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Add the wiggle animation to the document
|
||
if (!document.getElementById('pinWiggleAnimation')) {
|
||
const style = document.createElement('style');
|
||
style.id = 'pinWiggleAnimation';
|
||
style.textContent = `
|
||
@keyframes pinWiggle {
|
||
0% { transform: translateY(0); }
|
||
15% { transform: translateY(-2px); }
|
||
30% { transform: translateY(0); }
|
||
45% { transform: translateY(-1px); }
|
||
60% { transform: translateY(0); }
|
||
75% { transform: translateY(-0.5px); }
|
||
100% { transform: translateY(0); }
|
||
}
|
||
`;
|
||
document.head.appendChild(style);
|
||
}
|
||
|
||
// Update all pins whenever a pin state changes
|
||
function updateAllPins() {
|
||
// Get the current binding pin
|
||
const bindingPin = bindingOrder[gameState.currentBindingIndex];
|
||
|
||
// Generate consistent red herrings based on the current binding index
|
||
const redHerringSeeds = [
|
||
(bindingPin * 3 + 7) % numPins,
|
||
(bindingPin * 5 + 3) % numPins
|
||
];
|
||
|
||
// Filter out the binding pin and already set pins from red herrings
|
||
const redHerrings = redHerringSeeds.filter(index =>
|
||
index !== bindingPin && gameState.pinStates[index] !== 2);
|
||
|
||
Array.from(pinsContainer.children).forEach((pin, index) => {
|
||
// Find the indicator within this pin
|
||
const indicator = pin.querySelector('div:first-child');
|
||
|
||
// Reset styles first
|
||
pin.style.background = '#555';
|
||
pin.style.animation = '';
|
||
pin.style.borderColor = '#777';
|
||
if (indicator) indicator.style.background = '#555';
|
||
|
||
// Update based on current game state
|
||
if (gameState.pinStates[index] === 2) {
|
||
pin.style.background = '#0f0';
|
||
pin.style.cursor = 'default';
|
||
if (indicator) indicator.style.background = '#0f0';
|
||
} else {
|
||
pin.style.cursor = 'pointer';
|
||
|
||
// Check if this is the binding pin
|
||
if (index === bindingPin && !gameState.hardMode) {
|
||
if (difficulty === 'easy') {
|
||
if (indicator) indicator.style.background = '#ff9900';
|
||
|
||
// Show tension hint
|
||
const requiredTension = gameState.tensionRequirements[index];
|
||
if (requiredTension === 1) {
|
||
pin.style.borderColor = '#66ccff';
|
||
} else if (requiredTension === 2) {
|
||
pin.style.borderColor = '#9966ff';
|
||
} else {
|
||
pin.style.borderColor = '#ff6666';
|
||
}
|
||
|
||
pin.style.animation = 'pinWiggle 2s infinite';
|
||
}
|
||
else if (difficulty === 'medium') {
|
||
if (indicator) indicator.style.background = '#ff9900';
|
||
pin.style.animation = 'pinWiggle 3s infinite';
|
||
}
|
||
else if (difficulty === 'hard') {
|
||
pin.style.animation = 'pinWiggle 4s infinite 0.5s';
|
||
}
|
||
}
|
||
// Check if this is a red herring, but only for medium and hard difficulties
|
||
else if (redHerrings.includes(index) && gameState.currentBindingIndex > 0 && difficulty !== 'easy') {
|
||
if (difficulty === 'medium') {
|
||
if (indicator) indicator.style.background = '#ff9900';
|
||
pin.style.animation = 'pinWiggle 3.5s infinite 0.7s';
|
||
|
||
const fakeTension = Math.floor(Math.random() * 3) + 1;
|
||
if (fakeTension === 1) {
|
||
pin.style.borderColor = '#66ccff';
|
||
} else if (fakeTension === 2) {
|
||
pin.style.borderColor = '#9966ff';
|
||
} else {
|
||
pin.style.borderColor = '#ff6666';
|
||
}
|
||
}
|
||
else if (difficulty === 'hard') {
|
||
pin.style.animation = 'pinWiggle 4s infinite 0.3s';
|
||
if (Math.random() < 0.5 && indicator) {
|
||
indicator.style.background = '#ff9900';
|
||
}
|
||
}
|
||
}
|
||
}
|
||
});
|
||
}
|
||
|
||
// Call updatePinAppearance initially and whenever the game state changes
|
||
updatePinAppearance();
|
||
|
||
let pressStartTime = 0;
|
||
let pressTimer = null;
|
||
|
||
function checkPinPress() {
|
||
if (pressStartTime === 0) return;
|
||
|
||
const pressDuration = Date.now() - pressStartTime;
|
||
if (pressDuration > gameState.maxPressTime) {
|
||
// Clear the timer first before calling resetPins
|
||
clearInterval(pressTimer);
|
||
pressTimer = null;
|
||
resetPins();
|
||
}
|
||
}
|
||
|
||
pin.onmousedown = () => {
|
||
// First check if this pin is already set
|
||
const pinIndex = Array.from(pinsContainer.children).indexOf(pin);
|
||
if (gameState.pinStates[pinIndex] === 2) {
|
||
// Pin is already set, don't allow interaction
|
||
return;
|
||
}
|
||
|
||
// Set the flag to indicate we're actively picking a pin
|
||
gameState.isActivelyPickingPin = true;
|
||
|
||
// Play basic click sound
|
||
if (lockSounds.click) {
|
||
lockSounds.click.currentTime = 0;
|
||
lockSounds.click.play().catch(e => console.log('Audio play failed:', e));
|
||
}
|
||
|
||
pressStartTime = Date.now();
|
||
pressTimer = setInterval(checkPinPress, 100);
|
||
|
||
pin.style.transform = 'translateY(-10px)';
|
||
|
||
// Each pin has different tension requirements
|
||
const bindingPin = bindingOrder[gameState.currentBindingIndex];
|
||
const requiredTension = gameState.tensionRequirements[pinIndex];
|
||
|
||
// Check if this is the current binding pin
|
||
if (pinIndex === bindingPin) {
|
||
// This pin needs exactly the right tension level
|
||
const correctTension = (gameState.tensionLevel === requiredTension);
|
||
|
||
if (correctTension && !gameState.overTensioned) {
|
||
// Play binding sound - correct pin with correct tension
|
||
if (lockSounds.binding) {
|
||
lockSounds.binding.currentTime = 0;
|
||
lockSounds.binding.play().catch(e => console.log('Audio play failed:', e));
|
||
}
|
||
|
||
if (!gameState.hardMode) {
|
||
pin.style.background = '#00f';
|
||
}
|
||
|
||
// Start a timer to set the pin
|
||
setTimeout(() => {
|
||
if (pressStartTime !== 0) { // Still pressing
|
||
// Double-check tension is still correct
|
||
const stillCorrectTension = (gameState.tensionLevel === requiredTension);
|
||
|
||
if (stillCorrectTension && !gameState.overTensioned) {
|
||
gameState.pinStates[pinIndex] = 2;
|
||
gameState.currentBindingIndex++;
|
||
gameState.lastPinSetTime = Date.now();
|
||
|
||
// Play set sound - pin successfully set
|
||
if (lockSounds.set) {
|
||
lockSounds.set.currentTime = 0;
|
||
lockSounds.set.play().catch(e => console.log('Audio play failed:', e));
|
||
}
|
||
|
||
if (!gameState.hardMode) {
|
||
pin.style.background = '#0f0';
|
||
pinIndicator.style.background = '#0f0';
|
||
}
|
||
|
||
// Update all pins to show new binding state
|
||
updateAllPins();
|
||
|
||
checkWinCondition();
|
||
}
|
||
}
|
||
}, 500);
|
||
} else if (gameState.tensionLevel > 0) {
|
||
// Wrong tension but trying - give feedback
|
||
// Play wrong sound - wrong tension on correct pin
|
||
if (lockSounds.wrong) {
|
||
lockSounds.wrong.currentTime = 0;
|
||
lockSounds.wrong.play().catch(e => console.log('Audio play failed:', e));
|
||
}
|
||
|
||
if (!gameState.hardMode) {
|
||
pin.style.background = '#00f';
|
||
}
|
||
|
||
// Start counting towards potential reset
|
||
gameState.pinPressTime[pinIndex] = Date.now();
|
||
}
|
||
} else if (gameState.tensionLevel > 0 && gameState.pinStates[pinIndex] !== 2) {
|
||
// Wrong pin - give feedback
|
||
if (lockSounds.wrong) {
|
||
lockSounds.wrong.currentTime = 0;
|
||
lockSounds.wrong.play().catch(e => console.log('Audio play failed:', e));
|
||
}
|
||
|
||
if (!gameState.hardMode) {
|
||
pin.style.background = '#00f';
|
||
}
|
||
// Start counting towards potential reset
|
||
gameState.pinPressTime[pinIndex] = Date.now();
|
||
}
|
||
};
|
||
|
||
pin.onmouseup = pin.onmouseleave = () => {
|
||
// Clear the flag to indicate we're no longer actively picking a pin
|
||
gameState.isActivelyPickingPin = false;
|
||
|
||
pressStartTime = 0;
|
||
if (pressTimer) {
|
||
clearInterval(pressTimer);
|
||
pressTimer = null;
|
||
}
|
||
|
||
pin.style.transform = 'translateY(0)';
|
||
if (gameState.pinStates[i] !== 2) {
|
||
pin.style.background = '#555';
|
||
// Update appearance to show binding status
|
||
updatePinAppearance();
|
||
}
|
||
};
|
||
|
||
pinsContainer.appendChild(pin);
|
||
}
|
||
|
||
difficultySelect.onchange = () => {
|
||
gameState.hardMode = difficultySelect.value.includes('Hard');
|
||
Array.from(pinsContainer.children).forEach(pin => {
|
||
pin.style.opacity = gameState.hardMode ? '0.1' : '1';
|
||
});
|
||
};
|
||
|
||
// Add components to game container
|
||
gameContainer.appendChild(difficultySelect);
|
||
gameContainer.appendChild(tensionWrench);
|
||
gameContainer.appendChild(pinsContainer);
|
||
|
||
// Add close button
|
||
const closeButton = document.createElement('button');
|
||
closeButton.textContent = 'X';
|
||
closeButton.style.cssText = `
|
||
position: absolute;
|
||
right: 10px;
|
||
top: 10px;
|
||
background: none;
|
||
border: none;
|
||
color: white;
|
||
font-size: 20px;
|
||
cursor: pointer;
|
||
`;
|
||
closeButton.onclick = () => {
|
||
document.body.removeChild(iframe);
|
||
if (currentScene && currentScene.input && currentScene.input.mouse) {
|
||
currentScene.input.mouse.enabled = true;
|
||
}
|
||
};
|
||
|
||
// Assemble the interface
|
||
iframe.appendChild(closeButton);
|
||
iframe.appendChild(instructions);
|
||
iframe.appendChild(gameContainer);
|
||
document.body.appendChild(iframe);
|
||
|
||
// Disable game movement
|
||
if (currentScene && currentScene.input && currentScene.input.mouse) {
|
||
currentScene.input.mouse.enabled = false;
|
||
}
|
||
|
||
// Add this function before the pin creation loop
|
||
function checkWinCondition() {
|
||
if (gameState.currentBindingIndex >= numPins) {
|
||
// Play success sound
|
||
if (lockSounds.success) {
|
||
lockSounds.success.currentTime = 0;
|
||
lockSounds.success.play().catch(e => console.log('Audio play failed:', e));
|
||
}
|
||
|
||
console.log('Lock picked successfully:', lockable);
|
||
|
||
// Create success message
|
||
const successMessage = document.createElement('div');
|
||
successMessage.style.cssText = `
|
||
position: absolute;
|
||
top: 50%;
|
||
left: 50%;
|
||
transform: translate(-50%, -50%);
|
||
background: rgba(0, 0, 0, 0.8);
|
||
color: #0f0;
|
||
padding: 20px;
|
||
border-radius: 10px;
|
||
font-size: 24px;
|
||
text-align: center;
|
||
z-index: 1002;
|
||
`;
|
||
successMessage.textContent = "Lock successfully picked!";
|
||
iframe.appendChild(successMessage);
|
||
|
||
// Disable further interaction
|
||
gameContainer.style.pointerEvents = 'none';
|
||
|
||
setTimeout(() => {
|
||
// For doors, we need to check properties and handle differently
|
||
if (lockable && lockable.properties && lockable.properties.locked) {
|
||
console.log('Unlocking door tile:', lockable);
|
||
unlockDoor(lockable, lockable.layer);
|
||
}
|
||
// For containers and other lockable items
|
||
else if (lockable && lockable.scenarioData) {
|
||
console.log('Unlocking container:', lockable.scenarioData);
|
||
lockable.scenarioData.locked = false;
|
||
|
||
// Set the flag to indicate the container is unlocked but contents not collected
|
||
if (lockable.scenarioData.contents && lockable.scenarioData.contents.length > 0) {
|
||
lockable.scenarioData.isUnlockedButNotCollected = true;
|
||
debugLog('Container unlocked and ready for collection', lockable.scenarioData, 1);
|
||
}
|
||
}
|
||
|
||
// Remove the minigame
|
||
document.body.removeChild(iframe);
|
||
if (currentScene && currentScene.input && currentScene.input.mouse) {
|
||
currentScene.input.mouse.enabled = true;
|
||
}
|
||
}, 1500);
|
||
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
// Use the toggleTension function for both click and keyboard events
|
||
tensionWrench.onclick = toggleTension;
|
||
|
||
document.addEventListener('keydown', function(event) {
|
||
// Only process if the lockpicking minigame is active
|
||
if (!document.querySelector('div[style*="z-index: 1000"]')) return;
|
||
|
||
if (event.code === 'Space') {
|
||
event.preventDefault(); // Prevent page scrolling
|
||
toggleTension();
|
||
}
|
||
});
|
||
|
||
// Keep only the table debug function
|
||
function logTensionDebugInfo() {
|
||
// Only show debug info if debug mode is enabled
|
||
if (!DEBUG_MODE.enabled) return;
|
||
|
||
DEBUG_MODE.log("=== LOCKPICKING DEBUG INFO ===");
|
||
DEBUG_MODE.log("Pin binding order and tension requirements:");
|
||
|
||
const tableData = [];
|
||
|
||
for (let orderIndex = 0; orderIndex < numPins; orderIndex++) {
|
||
const pinIndex = bindingOrder[orderIndex];
|
||
const requiredTension = gameState.tensionRequirements[pinIndex];
|
||
let tensionNeeded;
|
||
|
||
switch(requiredTension) {
|
||
case 1: tensionNeeded = 'Light'; break;
|
||
case 2: tensionNeeded = 'Medium'; break;
|
||
case 3: tensionNeeded = 'Heavy'; break;
|
||
default: tensionNeeded = 'Unknown';
|
||
}
|
||
|
||
tableData.push({
|
||
'Binding Order': orderIndex + 1,
|
||
'Pin #': pinIndex + 1,
|
||
'Tension Required': tensionNeeded
|
||
});
|
||
}
|
||
|
||
console.table(tableData);
|
||
}
|
||
|
||
// Call this function instead of addTensionDebugDisplay
|
||
logTensionDebugInfo();
|
||
}
|
||
|
||
// Add this function to get pin count based on difficulty
|
||
function getPinCountForDifficulty(difficulty) {
|
||
switch(difficulty?.toLowerCase()) {
|
||
case 'easy':
|
||
return 3;
|
||
case 'medium':
|
||
return 5;
|
||
case 'hard':
|
||
return 7;
|
||
default:
|
||
return 5; // Default to medium difficulty
|
||
}
|
||
}
|
||
|
||
// removes an item from the inventory
|
||
function removeFromInventory(sprite) {
|
||
if (!sprite || !inventory.items) {
|
||
return false;
|
||
}
|
||
|
||
try {
|
||
// Find the index of the sprite in the inventory
|
||
const index = inventory.items.indexOf(sprite);
|
||
|
||
if (index === -1) {
|
||
return false; // Item not found in inventory
|
||
}
|
||
|
||
// Remove from container
|
||
inventory.container.remove(sprite);
|
||
|
||
// Remove from items array
|
||
inventory.items.splice(index, 1);
|
||
|
||
// Destroy the sprite
|
||
sprite.destroy();
|
||
|
||
// Rearrange remaining items
|
||
rearrangeInventoryItems();
|
||
|
||
// Log the removal
|
||
debugLog('INVENTORY ITEM REMOVED', {
|
||
name: sprite.name,
|
||
totalItems: inventory.items.length
|
||
}, 2);
|
||
|
||
return true;
|
||
} catch (error) {
|
||
console.error('Error removing item from inventory:', error);
|
||
return false;
|
||
}
|
||
}
|
||
|
||
// Rearrange inventory items after removal
|
||
function rearrangeInventoryItems() {
|
||
inventory.items.forEach((item, index) => {
|
||
item.x = index * 60 + 100;
|
||
});
|
||
}
|
||
|
||
// Bluetooth scanner system
|
||
const bluetoothDevices = [];
|
||
let newBluetoothDevices = 0;
|
||
|
||
// Add a Bluetooth device to the scanner panel
|
||
function addBluetoothDevice(name, mac, details = "", nearby = true) {
|
||
// Check if a device with the same MAC already exists
|
||
const deviceExists = bluetoothDevices.some(device => device.mac === mac);
|
||
|
||
// If the device already exists, update its nearby status
|
||
if (deviceExists) {
|
||
const existingDevice = bluetoothDevices.find(device => device.mac === mac);
|
||
existingDevice.nearby = nearby;
|
||
existingDevice.lastSeen = new Date();
|
||
updateBluetoothPanel();
|
||
return null;
|
||
}
|
||
|
||
const device = {
|
||
id: Date.now(),
|
||
name: name,
|
||
mac: mac,
|
||
details: details,
|
||
nearby: nearby,
|
||
saved: false,
|
||
firstSeen: new Date(),
|
||
lastSeen: new Date()
|
||
};
|
||
|
||
bluetoothDevices.push(device);
|
||
updateBluetoothPanel();
|
||
updateBluetoothCount();
|
||
|
||
// Show notification for new device
|
||
showNotification(`New Bluetooth device detected: ${name}`, 'info', 'Bluetooth Scanner', 3000);
|
||
|
||
return device;
|
||
}
|
||
|
||
// Update the Bluetooth scanner panel with current devices
|
||
function updateBluetoothPanel() {
|
||
const bluetoothContent = document.getElementById('bluetooth-content');
|
||
const searchTerm = document.getElementById('bluetooth-search')?.value?.toLowerCase() || '';
|
||
|
||
// Get active category
|
||
const activeCategory = document.querySelector('.bluetooth-category.active')?.dataset.category || 'all';
|
||
|
||
// Store the currently hovered device, if any
|
||
const hoveredDevice = document.querySelector('.bluetooth-device:hover');
|
||
const hoveredDeviceId = hoveredDevice ? hoveredDevice.dataset.id : null;
|
||
|
||
// Add Bluetooth-locked items from inventory to the main bluetoothDevices array
|
||
inventory.items.forEach(item => {
|
||
if (item.scenarioData?.lockType === "bluetooth" && item.scenarioData?.locked) {
|
||
// Check if this device is already in our list
|
||
const deviceMac = item.scenarioData?.mac || "Unknown";
|
||
|
||
// Normalize MAC address format (ensure lowercase for comparison)
|
||
const normalizedMac = deviceMac.toLowerCase();
|
||
|
||
// Check if device already exists in our list
|
||
const existingDeviceIndex = bluetoothDevices.findIndex(device =>
|
||
device.mac.toLowerCase() === normalizedMac
|
||
);
|
||
|
||
if (existingDeviceIndex === -1) {
|
||
// Add as a new device
|
||
const deviceName = item.scenarioData?.name || item.name || "Unknown Device";
|
||
const details = `Type: ${item.scenarioData?.type || "Unknown"}\nLocation: Inventory\nStatus: Locked`;
|
||
|
||
const newDevice = {
|
||
id: `inv_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`,
|
||
name: deviceName,
|
||
mac: deviceMac,
|
||
details: details,
|
||
lastSeen: new Date(),
|
||
nearby: true, // Always nearby since it's in inventory
|
||
saved: true, // Auto-save inventory items
|
||
signalStrength: 100, // Max strength for inventory items
|
||
inInventory: true // Mark as inventory item
|
||
};
|
||
|
||
// Add to the main bluetoothDevices array
|
||
bluetoothDevices.push(newDevice);
|
||
console.log('Added inventory device to bluetoothDevices:', newDevice);
|
||
} else {
|
||
// Update existing device
|
||
const existingDevice = bluetoothDevices[existingDeviceIndex];
|
||
existingDevice.inInventory = true;
|
||
existingDevice.nearby = true;
|
||
existingDevice.signalStrength = 100;
|
||
existingDevice.lastSeen = new Date();
|
||
existingDevice.details = `Type: ${item.scenarioData?.type || "Unknown"}\nLocation: Inventory\nStatus: Locked`;
|
||
console.log('Updated existing device with inventory info:', existingDevice);
|
||
}
|
||
}
|
||
});
|
||
|
||
// Filter devices based on search and category
|
||
let filteredDevices = [...bluetoothDevices];
|
||
|
||
// Apply category filter
|
||
if (activeCategory === 'nearby') {
|
||
filteredDevices = filteredDevices.filter(device => device.nearby);
|
||
} else if (activeCategory === 'saved') {
|
||
filteredDevices = filteredDevices.filter(device => device.saved);
|
||
}
|
||
|
||
// Apply search filter
|
||
if (searchTerm) {
|
||
filteredDevices = filteredDevices.filter(device =>
|
||
device.name.toLowerCase().includes(searchTerm) ||
|
||
device.mac.toLowerCase().includes(searchTerm) ||
|
||
device.details.toLowerCase().includes(searchTerm)
|
||
);
|
||
}
|
||
|
||
// Sort devices with nearby ones first, then by signal strength (highest first for nearby), then by last seen (newest first)
|
||
filteredDevices.sort((a, b) => {
|
||
// Inventory items first
|
||
if (a.inInventory !== b.inInventory) {
|
||
return a.inInventory ? -1 : 1;
|
||
}
|
||
|
||
// Then nearby items
|
||
if (a.nearby !== b.nearby) {
|
||
return a.nearby ? -1 : 1;
|
||
}
|
||
|
||
// For nearby devices, sort by signal strength
|
||
if (a.nearby && b.nearby && a.signalStrength !== b.signalStrength) {
|
||
return b.signalStrength - a.signalStrength;
|
||
}
|
||
|
||
return new Date(b.lastSeen) - new Date(a.lastSeen);
|
||
});
|
||
|
||
// Clear current content
|
||
bluetoothContent.innerHTML = '';
|
||
|
||
// Add devices
|
||
if (filteredDevices.length === 0) {
|
||
if (searchTerm) {
|
||
bluetoothContent.innerHTML = '<div class="bluetooth-device">No devices match your search.</div>';
|
||
} else if (activeCategory !== 'all') {
|
||
bluetoothContent.innerHTML = `<div class="bluetooth-device">No ${activeCategory} devices found.</div>`;
|
||
} else {
|
||
bluetoothContent.innerHTML = '<div class="bluetooth-device">No devices detected yet.</div>';
|
||
}
|
||
} else {
|
||
filteredDevices.forEach(device => {
|
||
const deviceElement = document.createElement('div');
|
||
deviceElement.className = 'bluetooth-device';
|
||
deviceElement.dataset.id = device.id;
|
||
|
||
// If this was the hovered device, add the hover class
|
||
if (hoveredDeviceId && device.id === hoveredDeviceId) {
|
||
deviceElement.classList.add('hover-preserved');
|
||
}
|
||
|
||
// Format the timestamp
|
||
const timestamp = new Date(device.lastSeen);
|
||
const formattedDate = timestamp.toLocaleDateString();
|
||
const formattedTime = timestamp.toLocaleTimeString([], { hour: '2-digit', minute: '2-digit' });
|
||
|
||
// Get signal color based on strength
|
||
const getSignalColor = (strength) => {
|
||
if (strength >= 80) return '#00cc00'; // Strong - green
|
||
if (strength >= 50) return '#cccc00'; // Medium - yellow
|
||
return '#cc5500'; // Weak - orange
|
||
};
|
||
|
||
let deviceContent = `<div class="bluetooth-device-name">
|
||
<span>${device.name}</span>
|
||
<div class="bluetooth-device-icons">`;
|
||
|
||
if (device.nearby && typeof device.signalStrength === 'number') {
|
||
const signalColor = getSignalColor(device.signalStrength);
|
||
|
||
// Calculate how many bars should be active based on signal strength
|
||
const activeBars = Math.ceil(device.signalStrength / 20); // 0-20% = 1 bar, 21-40% = 2 bars, etc.
|
||
|
||
deviceContent += `<div class="bluetooth-signal-bar-container">
|
||
<div class="bluetooth-signal-bars">`;
|
||
|
||
for (let i = 1; i <= 5; i++) {
|
||
const isActive = i <= activeBars;
|
||
deviceContent += `<div class="bluetooth-signal-bar ${isActive ? 'active' : ''}" style="color: ${signalColor};"></div>`;
|
||
}
|
||
|
||
deviceContent += `</div></div>`;
|
||
} else if (device.nearby) {
|
||
// Fallback if signal strength not available
|
||
deviceContent += `<span class="bluetooth-device-icon">📶</span>`;
|
||
}
|
||
|
||
if (device.saved) {
|
||
deviceContent += `<span class="bluetooth-device-icon">💾</span>`;
|
||
}
|
||
|
||
if (device.inInventory) {
|
||
deviceContent += `<span class="bluetooth-device-icon">🎒</span>`;
|
||
}
|
||
|
||
deviceContent += `</div></div>`;
|
||
deviceContent += `<div class="bluetooth-device-details">MAC: ${device.mac}\n${device.details}</div>`;
|
||
|
||
// Add pairing button only if device is nearby and player has a Bluetooth spoofer
|
||
if (device.nearby) {
|
||
// Check if player has a Bluetooth spoofer in inventory
|
||
const spoofer = inventory.items.find(item =>
|
||
item.scenarioData?.type === "bluetooth_spoofer"
|
||
);
|
||
|
||
if (spoofer) {
|
||
// Check if this device is already paired with (MAC address programmed to spoofer)
|
||
const isPaired = spoofer.scenarioData?.macPaired === device.mac;
|
||
const buttonClass = isPaired ? 'bluetooth-pair-button paired' : 'bluetooth-pair-button';
|
||
const buttonText = isPaired ? 'MAC Address Paired' : 'Pair MAC Address';
|
||
|
||
deviceContent += `<button class="${buttonClass}" data-mac="${device.mac}">${buttonText}</button>`;
|
||
|
||
// If device is paired, add a hint about using it to unlock
|
||
if (isPaired) {
|
||
deviceContent += `<div style="font-size: 11px; color: #27ae60; margin-top: 4px;">
|
||
You can now use this MAC address to unlock matching Bluetooth locks
|
||
</div>`;
|
||
|
||
// If this is an inventory item, add an unlock button
|
||
if (device.inInventory) {
|
||
deviceContent += `<button class="bluetooth-unlock-button" data-mac="${device.mac}">Unlock Device</button>`;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
deviceContent += `<div class="bluetooth-device-timestamp">Last seen: ${formattedDate} ${formattedTime}</div>`;
|
||
|
||
deviceElement.innerHTML = deviceContent;
|
||
|
||
// Toggle expanded state when clicked
|
||
deviceElement.addEventListener('click', (event) => {
|
||
// Don't toggle if clicking on the pair button
|
||
if (event.target.classList.contains('bluetooth-pair-button') ||
|
||
event.target.closest('.bluetooth-pair-button')) {
|
||
return;
|
||
}
|
||
|
||
deviceElement.classList.toggle('expanded');
|
||
|
||
// Mark as saved when expanded
|
||
if (!device.saved && deviceElement.classList.contains('expanded')) {
|
||
device.saved = true;
|
||
updateBluetoothCount();
|
||
updateBluetoothPanel();
|
||
}
|
||
});
|
||
|
||
bluetoothContent.appendChild(deviceElement);
|
||
});
|
||
}
|
||
}
|
||
|
||
// Update the new Bluetooth devices count
|
||
function updateBluetoothCount() {
|
||
const bluetoothCount = document.getElementById('bluetooth-count');
|
||
newBluetoothDevices = bluetoothDevices.filter(device => !device.saved && device.nearby).length;
|
||
|
||
bluetoothCount.textContent = newBluetoothDevices;
|
||
bluetoothCount.style.display = newBluetoothDevices > 0 ? 'flex' : 'none';
|
||
}
|
||
|
||
// Toggle the Bluetooth scanner panel
|
||
function toggleBluetoothPanel() {
|
||
const bluetoothPanel = document.getElementById('bluetooth-panel');
|
||
const isVisible = bluetoothPanel.style.display === 'block';
|
||
|
||
bluetoothPanel.style.display = isVisible ? 'none' : 'block';
|
||
}
|
||
|
||
// Initialize Bluetooth scanner panel
|
||
function initializeBluetoothPanel() {
|
||
// Set up Bluetooth toggle button
|
||
const bluetoothToggle = document.getElementById('bluetooth-toggle');
|
||
bluetoothToggle.addEventListener('click', toggleBluetoothPanel);
|
||
|
||
// Set up Bluetooth close button
|
||
const bluetoothClose = document.getElementById('bluetooth-close');
|
||
bluetoothClose.addEventListener('click', toggleBluetoothPanel);
|
||
|
||
// Set up search functionality
|
||
const bluetoothSearch = document.getElementById('bluetooth-search');
|
||
bluetoothSearch.addEventListener('input', updateBluetoothPanel);
|
||
|
||
// Set up category filters
|
||
const categories = document.querySelectorAll('.bluetooth-category');
|
||
categories.forEach(category => {
|
||
category.addEventListener('click', () => {
|
||
// Remove active class from all categories
|
||
categories.forEach(c => c.classList.remove('active'));
|
||
// Add active class to clicked category
|
||
category.classList.add('active');
|
||
// Update Bluetooth panel
|
||
updateBluetoothPanel();
|
||
});
|
||
});
|
||
|
||
// Set up global event delegation for the pairing buttons
|
||
document.addEventListener('click', function(event) {
|
||
if (event.target.classList.contains('bluetooth-pair-button')) {
|
||
const mac = event.target.dataset.mac;
|
||
console.log('Attempting to pair with device MAC:', mac);
|
||
|
||
// Find the device in our list
|
||
const device = bluetoothDevices.find(device => device.mac === mac);
|
||
console.log('Found device:', device);
|
||
|
||
if (device) {
|
||
attemptPairingWithDevice(mac);
|
||
} else {
|
||
gameAlert("Device not found in Bluetooth devices list.", 'error', 'Pairing Failed', 3000);
|
||
}
|
||
|
||
event.stopPropagation(); // Prevent device expanding/collapsing when clicking the button
|
||
}
|
||
|
||
// Handle unlock button clicks
|
||
if (event.target.classList.contains('bluetooth-unlock-button')) {
|
||
const mac = event.target.dataset.mac;
|
||
console.log('Attempting to unlock device MAC:', mac);
|
||
|
||
// Find the inventory item with this MAC address
|
||
const item = inventory.items.find(item =>
|
||
item.scenarioData?.mac === mac &&
|
||
item.scenarioData?.lockType === "bluetooth" &&
|
||
item.scenarioData?.locked
|
||
);
|
||
console.log('Found inventory item:', item);
|
||
|
||
if (item) {
|
||
unlockInventoryDeviceByMac(mac);
|
||
} else {
|
||
gameAlert("Device not found in inventory.", 'error', 'Unlock Failed', 3000);
|
||
}
|
||
|
||
event.stopPropagation(); // Prevent device expanding/collapsing when clicking the button
|
||
}
|
||
});
|
||
|
||
// Initialize Bluetooth count
|
||
updateBluetoothCount();
|
||
}
|
||
|
||
// Function to unlock a Bluetooth-locked inventory item by MAC address
|
||
function unlockInventoryDeviceByMac(mac) {
|
||
console.log('Attempting to unlock inventory device with MAC:', mac);
|
||
|
||
// Normalize MAC address for comparison
|
||
const normalizedMac = mac.toLowerCase();
|
||
|
||
// Find the inventory item with this MAC address
|
||
const item = inventory.items.find(item =>
|
||
item.scenarioData?.mac?.toLowerCase() === normalizedMac &&
|
||
item.scenarioData?.lockType === "bluetooth" &&
|
||
item.scenarioData?.locked
|
||
);
|
||
|
||
if (!item) {
|
||
console.error('Inventory item not found with MAC:', mac);
|
||
gameAlert("Device not found in inventory.", 'error', 'Unlock Failed', 3000);
|
||
return;
|
||
}
|
||
|
||
console.log('Found inventory item to unlock:', item);
|
||
|
||
// Attempt to spoof the device
|
||
const success = spoofBluetoothDevice(item);
|
||
|
||
// If successful, remove the device from the bluetoothDevices array
|
||
if (success) {
|
||
// Find the device in the bluetoothDevices array
|
||
const deviceIndex = bluetoothDevices.findIndex(device =>
|
||
device.mac.toLowerCase() === normalizedMac && device.inInventory
|
||
);
|
||
|
||
// Remove it if found
|
||
if (deviceIndex !== -1) {
|
||
console.log('Removing unlocked device from bluetoothDevices array');
|
||
bluetoothDevices.splice(deviceIndex, 1);
|
||
|
||
// Update the Bluetooth panel to reflect the changes
|
||
updateBluetoothPanel();
|
||
}
|
||
}
|
||
}
|
||
|
||
// Function to handle pairing attempts with Bluetooth devices
|
||
function attemptPairingWithDevice(mac) {
|
||
console.log('Attempting to pair with MAC:', mac);
|
||
console.log('All Bluetooth devices:', bluetoothDevices);
|
||
|
||
// Find the device in our list (case-insensitive comparison)
|
||
const normalizedMac = mac.toLowerCase();
|
||
const device = bluetoothDevices.find(device => device.mac.toLowerCase() === normalizedMac);
|
||
|
||
if (!device) {
|
||
console.error('Device not found with MAC:', mac);
|
||
gameAlert("Device not found.", 'error', 'Pairing Failed', 3000);
|
||
return;
|
||
}
|
||
|
||
console.log('Found device for pairing:', device);
|
||
|
||
// Find spoofer in inventory
|
||
const spoofer = inventory.items.find(item =>
|
||
item.scenarioData?.type === "bluetooth_spoofer"
|
||
);
|
||
|
||
if (!spoofer) {
|
||
gameAlert("You need a Bluetooth spoofer to pair with this device.", 'warning', 'Spoofer Required', 3000);
|
||
return;
|
||
}
|
||
|
||
// Check if player is close enough to the device (using the proximity from real-time scanning)
|
||
// Skip proximity check for inventory items
|
||
if (!device.nearby && !device.inInventory) {
|
||
gameAlert("You need to be closer to the device to pair with it.", 'warning', 'Too Far', 3000);
|
||
return;
|
||
}
|
||
|
||
// Check if this device is already paired with
|
||
if (spoofer.scenarioData?.macPaired && spoofer.scenarioData.macPaired.toLowerCase() === normalizedMac) {
|
||
gameAlert(`This device's MAC address (${mac}) is already programmed into your spoofer.`, 'info', 'Already Paired', 3000);
|
||
return;
|
||
}
|
||
|
||
// Launch the MAC address pairing minigame
|
||
startBluetoothPairingMinigame(device);
|
||
}
|
||
|
||
// Bluetooth MAC Address Pairing Minigame
|
||
function startBluetoothPairingMinigame(device) {
|
||
// Create minigame container
|
||
const minigameContainer = document.createElement('div');
|
||
minigameContainer.style.cssText = `
|
||
position: fixed;
|
||
top: 50%;
|
||
left: 50%;
|
||
transform: translate(-50%, -50%);
|
||
width: 60%;
|
||
height: 60%;
|
||
background: rgba(0, 0, 0, 0.9);
|
||
border: 1px solid #444;
|
||
z-index: 1000;
|
||
padding: 20px;
|
||
border-radius: 5px;
|
||
display: flex;
|
||
flex-direction: column;
|
||
align-items: center;
|
||
`;
|
||
|
||
// Add instructions
|
||
const instructions = document.createElement('div');
|
||
instructions.innerHTML = `
|
||
<h3 style="margin: 0; color: #fff; text-align: center;">MAC Address Spoofing</h3>
|
||
<p style="margin: 5px 0; color: #ccc; text-align: center; font-size: 14px;">
|
||
Align the signal frequencies to match the target device's MAC address pattern.<br>
|
||
Drag the sliders to adjust each frequency band until all segments turn green.<br>
|
||
When all segments are aligned, the MAC address will be successfully paired.
|
||
</p>
|
||
`;
|
||
instructions.style.cssText = `
|
||
position: absolute;
|
||
top: 10px;
|
||
left: 50%;
|
||
transform: translateX(-50%);
|
||
width: 90%;
|
||
`;
|
||
|
||
// Create device info display
|
||
const deviceInfo = document.createElement('div');
|
||
deviceInfo.innerHTML = `
|
||
<div style="color: #9b59b6; font-weight: bold; margin-bottom: 5px;">Target Device: ${device.name}</div>
|
||
<div style="color: #aaa; font-size: 12px;">MAC Address: ${device.mac}</div>
|
||
`;
|
||
deviceInfo.style.cssText = `
|
||
margin-top: 70px;
|
||
text-align: center;
|
||
width: 100%;
|
||
`;
|
||
|
||
// Create signal visualization
|
||
const signalVisualization = document.createElement('div');
|
||
signalVisualization.style.cssText = `
|
||
width: 90%;
|
||
height: 120px;
|
||
background: #111;
|
||
border: 1px solid #333;
|
||
margin: 20px 0;
|
||
position: relative;
|
||
overflow: hidden;
|
||
`;
|
||
|
||
// Create frequency bands (6 for MAC address octets)
|
||
const frequencyBands = document.createElement('div');
|
||
frequencyBands.style.cssText = `
|
||
display: flex;
|
||
width: 90%;
|
||
justify-content: space-between;
|
||
margin-bottom: 30px;
|
||
`;
|
||
|
||
// Create sliders for each frequency band
|
||
const sliders = [];
|
||
const targetValues = [];
|
||
const currentValues = [];
|
||
const segments = [];
|
||
|
||
// Parse MAC address to generate target values
|
||
const macParts = device.mac.split(':');
|
||
|
||
for (let i = 0; i < 6; i++) {
|
||
// Convert hex to decimal for target value (0-100 range)
|
||
const hexValue = macParts[i] || '00';
|
||
const decimalValue = parseInt(hexValue, 16);
|
||
const targetValue = Math.round((decimalValue / 255) * 100);
|
||
targetValues.push(targetValue);
|
||
|
||
// Start with random values
|
||
const initialValue = Math.floor(Math.random() * 100);
|
||
currentValues.push(initialValue);
|
||
|
||
// Create slider container
|
||
const sliderContainer = document.createElement('div');
|
||
sliderContainer.style.cssText = `
|
||
display: flex;
|
||
flex-direction: column;
|
||
align-items: center;
|
||
width: 40px;
|
||
`;
|
||
|
||
// Create slider
|
||
const slider = document.createElement('input');
|
||
slider.type = 'range';
|
||
slider.min = 0;
|
||
slider.max = 100;
|
||
slider.value = initialValue;
|
||
slider.style.cssText = `
|
||
width: 120px;
|
||
transform: rotate(-90deg);
|
||
margin: 50px 0;
|
||
`;
|
||
|
||
// Create segment in visualization
|
||
const segment = document.createElement('div');
|
||
segment.style.cssText = `
|
||
position: absolute;
|
||
bottom: 0;
|
||
left: ${i * (100/6)}%;
|
||
width: ${100/6}%;
|
||
height: ${initialValue}%;
|
||
background: #cc5500;
|
||
transition: height 0.2s, background-color 0.3s;
|
||
`;
|
||
segments.push(segment);
|
||
signalVisualization.appendChild(segment);
|
||
|
||
// Create label
|
||
const label = document.createElement('div');
|
||
label.textContent = hexValue.toUpperCase();
|
||
label.style.cssText = `
|
||
color: #aaa;
|
||
font-size: 12px;
|
||
margin-top: 10px;
|
||
`;
|
||
|
||
// Add event listener to slider
|
||
slider.addEventListener('input', (e) => {
|
||
const value = parseInt(e.target.value);
|
||
currentValues[i] = value;
|
||
segment.style.height = `${value}%`;
|
||
|
||
// Check if this segment is aligned correctly
|
||
const isAligned = Math.abs(value - targetValues[i]) <= 5;
|
||
segment.style.backgroundColor = isAligned ? '#00cc00' : '#cc5500';
|
||
|
||
// Check if all segments are aligned
|
||
checkCompletion();
|
||
});
|
||
|
||
sliders.push(slider);
|
||
sliderContainer.appendChild(slider);
|
||
sliderContainer.appendChild(label);
|
||
frequencyBands.appendChild(sliderContainer);
|
||
}
|
||
|
||
// Create status message
|
||
const statusMessage = document.createElement('div');
|
||
statusMessage.style.cssText = `
|
||
color: #aaa;
|
||
font-size: 14px;
|
||
margin-top: 15px;
|
||
text-align: center;
|
||
`;
|
||
statusMessage.textContent = 'Align all frequency bands...';
|
||
|
||
// Create cancel button
|
||
const cancelButton = document.createElement('button');
|
||
cancelButton.textContent = 'Cancel';
|
||
cancelButton.style.cssText = `
|
||
background-color: #555;
|
||
color: white;
|
||
border: none;
|
||
border-radius: 3px;
|
||
padding: 8px 15px;
|
||
margin-top: 20px;
|
||
cursor: pointer;
|
||
font-size: 14px;
|
||
`;
|
||
cancelButton.addEventListener('click', () => {
|
||
endMinigame(false);
|
||
});
|
||
|
||
// Add all elements to container
|
||
minigameContainer.appendChild(instructions);
|
||
minigameContainer.appendChild(deviceInfo);
|
||
minigameContainer.appendChild(signalVisualization);
|
||
minigameContainer.appendChild(frequencyBands);
|
||
minigameContainer.appendChild(statusMessage);
|
||
minigameContainer.appendChild(cancelButton);
|
||
|
||
// Add container to document
|
||
document.body.appendChild(minigameContainer);
|
||
|
||
// Function to check if all segments are aligned
|
||
function checkCompletion() {
|
||
const allAligned = currentValues.every((value, index) =>
|
||
Math.abs(value - targetValues[index]) <= 5
|
||
);
|
||
|
||
if (allAligned) {
|
||
statusMessage.textContent = 'MAC Address pattern matched!';
|
||
statusMessage.style.color = '#00cc00';
|
||
|
||
// Add success animation
|
||
segments.forEach(segment => {
|
||
segment.style.backgroundColor = '#00cc00';
|
||
});
|
||
|
||
// End minigame with success after a short delay
|
||
setTimeout(() => {
|
||
endMinigame(true);
|
||
}, 1500);
|
||
}
|
||
}
|
||
|
||
// Function to end minigame
|
||
function endMinigame(success) {
|
||
// Remove minigame container
|
||
document.body.removeChild(minigameContainer);
|
||
|
||
// Call callback with result
|
||
if (success) {
|
||
// Find spoofer in inventory
|
||
const spoofer = inventory.items.find(item =>
|
||
item.scenarioData?.type === "bluetooth_spoofer"
|
||
);
|
||
|
||
if (spoofer) {
|
||
console.log('Programming spoofer with MAC address:', device.mac);
|
||
|
||
// Program the spoofer with the target MAC address
|
||
spoofer.scenarioData.macPaired = device.mac;
|
||
|
||
// Show success message
|
||
gameAlert(`Successfully programmed spoofer with MAC address: ${device.mac}`, 'success', 'Pairing Complete', 4000);
|
||
debugLog('BLUETOOTH SPOOFER PROGRAMMED', {
|
||
deviceName: device.name,
|
||
deviceMac: device.mac
|
||
}, 1);
|
||
|
||
// Update the UI to show the pairing was successful
|
||
device.paired = true;
|
||
|
||
// Update the Bluetooth panel to reflect the pairing
|
||
updateBluetoothPanel();
|
||
}
|
||
} else {
|
||
gameAlert('Pairing canceled.', 'info', 'Pairing Canceled', 3000);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Biometrics Panel System
|
||
// Add this variable to track newly collected samples
|
||
let newBiometricSamples = 0;
|
||
|
||
// Function to update the biometrics panel with current samples
|
||
function updateBiometricsPanel() {
|
||
const biometricsContent = document.getElementById('biometrics-content');
|
||
const searchTerm = document.getElementById('biometrics-search')?.value?.toLowerCase() || '';
|
||
|
||
// Get active category
|
||
const activeCategory = document.querySelector('.biometrics-category.active')?.dataset.category || 'all';
|
||
|
||
// Filter samples based on search and category
|
||
let filteredSamples = [...gameState.biometricSamples || []];
|
||
|
||
// Apply category filter
|
||
if (activeCategory === 'fingerprint') {
|
||
filteredSamples = filteredSamples.filter(sample =>
|
||
sample.type === 'fingerprint'
|
||
);
|
||
}
|
||
// The 'all' category shows everything by default
|
||
|
||
// Apply search filter
|
||
if (searchTerm) {
|
||
filteredSamples = filteredSamples.filter(sample =>
|
||
sample.owner.toLowerCase().includes(searchTerm) ||
|
||
sample.type.toLowerCase().includes(searchTerm)
|
||
);
|
||
}
|
||
|
||
// Sort samples with highest quality first
|
||
filteredSamples.sort((a, b) => b.quality - a.quality);
|
||
|
||
// Clear current content
|
||
biometricsContent.innerHTML = '';
|
||
|
||
// Add samples
|
||
if (filteredSamples.length === 0) {
|
||
const noSamples = document.createElement('p');
|
||
noSamples.textContent = 'No samples found.';
|
||
noSamples.style.textAlign = 'center';
|
||
noSamples.style.color = '#aaa';
|
||
biometricsContent.appendChild(noSamples);
|
||
return;
|
||
}
|
||
|
||
filteredSamples.forEach(sample => {
|
||
const sampleElement = document.createElement('div');
|
||
sampleElement.className = 'biometric-sample';
|
||
sampleElement.dataset.id = sample.id;
|
||
|
||
const timestamp = new Date(sample.timestamp || Date.now());
|
||
const formattedDate = timestamp.toLocaleDateString();
|
||
const formattedTime = timestamp.toLocaleTimeString();
|
||
|
||
const qualityPercentage = Math.round(sample.quality * 100);
|
||
|
||
let sampleContent = `<div class="biometric-sample-name">
|
||
<div>${sample.type.charAt(0).toUpperCase() + sample.type.slice(1)} - ${sample.owner}</div>
|
||
<div class="biometric-sample-icons"></div></div>`;
|
||
|
||
// Add quality bar
|
||
sampleContent += `<div class="biometric-quality-bar">
|
||
<div class="biometric-quality-fill" style="width: ${qualityPercentage}%; background: ${getQualityColor(sample.quality)};"></div>
|
||
</div>`;
|
||
|
||
sampleContent += `<div class="biometric-sample-details">
|
||
<strong>Type:</strong> ${sample.type}<br>
|
||
<strong>Owner:</strong> ${sample.owner}<br>
|
||
<strong>Quality:</strong> ${qualityPercentage}%<br>
|
||
<strong>ID:</strong> ${sample.id}
|
||
</div>`;
|
||
|
||
sampleContent += `<div class="biometric-sample-timestamp">Collected: ${formattedDate} ${formattedTime}</div>`;
|
||
|
||
sampleElement.innerHTML = sampleContent;
|
||
|
||
// Toggle expanded state when clicked
|
||
sampleElement.addEventListener('click', () => {
|
||
sampleElement.classList.toggle('expanded');
|
||
});
|
||
|
||
biometricsContent.appendChild(sampleElement);
|
||
});
|
||
}
|
||
|
||
// Update the biometrics count
|
||
function updateBiometricsCount() {
|
||
const biometricsCount = document.getElementById('biometrics-count');
|
||
if (!biometricsCount) return;
|
||
|
||
// Count all samples
|
||
const sampleCount = gameState.biometricSamples ? gameState.biometricSamples.length : 0;
|
||
|
||
biometricsCount.textContent = sampleCount;
|
||
biometricsCount.style.display = sampleCount > 0 ? 'flex' : 'none';
|
||
}
|
||
|
||
// Toggle the biometrics panel
|
||
function toggleBiometricsPanel() {
|
||
const biometricsPanel = document.getElementById('biometrics-panel');
|
||
const isVisible = biometricsPanel.style.display === 'block';
|
||
|
||
biometricsPanel.style.display = isVisible ? 'none' : 'block';
|
||
|
||
// Update panel on open
|
||
if (!isVisible) {
|
||
updateBiometricsPanel();
|
||
}
|
||
}
|
||
|
||
// Initialize biometrics panel
|
||
function initializeBiometricsPanel() {
|
||
// Set up biometrics toggle button
|
||
const biometricsToggle = document.getElementById('biometrics-toggle');
|
||
if (biometricsToggle) {
|
||
biometricsToggle.addEventListener('click', toggleBiometricsPanel);
|
||
}
|
||
|
||
// Set up biometrics close button
|
||
const biometricsClose = document.getElementById('biometrics-close');
|
||
if (biometricsClose) {
|
||
biometricsClose.addEventListener('click', toggleBiometricsPanel);
|
||
}
|
||
|
||
// Set up search functionality
|
||
const biometricsSearch = document.getElementById('biometrics-search');
|
||
if (biometricsSearch) {
|
||
biometricsSearch.addEventListener('input', updateBiometricsPanel);
|
||
}
|
||
|
||
// Set up category filters
|
||
const categories = document.querySelectorAll('.biometrics-category');
|
||
categories.forEach(category => {
|
||
category.addEventListener('click', () => {
|
||
// Remove active class from all categories
|
||
categories.forEach(c => c.classList.remove('active'));
|
||
// Add active class to clicked category
|
||
category.classList.add('active');
|
||
// Update biometrics panel
|
||
updateBiometricsPanel();
|
||
});
|
||
});
|
||
|
||
// Initialize biometrics count
|
||
updateBiometricsCount();
|
||
|
||
// Override B key functionality to open biometrics panel
|
||
// instead of the old popup
|
||
document.removeEventListener('keydown', setupSamplesUIControls);
|
||
document.addEventListener('keydown', (event) => {
|
||
if (event.key.toLowerCase() === 'b') {
|
||
toggleBiometricsPanel();
|
||
}
|
||
});
|
||
}
|
||
|
||
// Override the existing methods
|
||
function showSamplesUI() {
|
||
toggleBiometricsPanel();
|
||
}
|
||
|
||
function hideSamplesUI() {
|
||
const biometricsPanel = document.getElementById('biometrics-panel');
|
||
biometricsPanel.style.display = 'none';
|
||
}
|
||
|
||
// Function to drop an inventory item
|
||
function dropInventoryItem(item) {
|
||
try {
|
||
if (!item || !item.scenarioData) return false;
|
||
|
||
// Get player position
|
||
const dropPos = {
|
||
x: player.x,
|
||
y: player.y
|
||
};
|
||
|
||
// Create a new sprite at the drop position
|
||
const droppedItem = createInteractiveSprite(
|
||
item.scenarioData,
|
||
dropPos.x,
|
||
dropPos.y,
|
||
currentRoom
|
||
);
|
||
|
||
if (!droppedItem) return false;
|
||
|
||
// Remove from inventory array
|
||
const itemIndex = inventory.items.indexOf(item);
|
||
if (itemIndex !== -1) {
|
||
inventory.items.splice(itemIndex, 1);
|
||
}
|
||
|
||
// Remove from inventory container
|
||
inventory.container.remove(item);
|
||
|
||
// Destroy inventory sprite
|
||
item.destroy();
|
||
|
||
// Recalculate inventory positions
|
||
updateInventoryPositions();
|
||
|
||
// Hide bluetooth toggle if we dropped the bluetooth scanner
|
||
if (item.scenarioData.type === "bluetooth_scanner") {
|
||
const bluetoothToggle = document.getElementById('bluetooth-toggle');
|
||
bluetoothToggle.style.display = 'none';
|
||
}
|
||
|
||
// Hide biometrics toggle if we dropped the fingerprint kit
|
||
if (item.scenarioData.type === "fingerprint_kit") {
|
||
const biometricsToggle = document.getElementById('biometrics-toggle');
|
||
biometricsToggle.style.display = 'none';
|
||
}
|
||
|
||
return true;
|
||
} catch (error) {
|
||
console.error('Error dropping item:', error);
|
||
return false;
|
||
}
|
||
}
|
||
|
||
// Function to initialize the toggle buttons container
|
||
function initializeToggleButtons() {
|
||
// Set up notes toggle button
|
||
const notesToggle = document.getElementById('notes-toggle');
|
||
if (notesToggle) {
|
||
notesToggle.addEventListener('click', toggleNotesPanel);
|
||
}
|
||
|
||
// Set up bluetooth toggle button
|
||
const bluetoothToggle = document.getElementById('bluetooth-toggle');
|
||
if (bluetoothToggle) {
|
||
bluetoothToggle.addEventListener('click', toggleBluetoothPanel);
|
||
}
|
||
|
||
// Set up biometrics toggle button
|
||
const biometricsToggle = document.getElementById('biometrics-toggle');
|
||
if (biometricsToggle) {
|
||
biometricsToggle.addEventListener('click', toggleBiometricsPanel);
|
||
}
|
||
}
|
||
|
||
// Call the initialization function when the game starts
|
||
document.addEventListener('DOMContentLoaded', function() {
|
||
initializeToggleButtons();
|
||
});
|
||
|
||
// Function to open the crypto workstation
|
||
function openCryptoWorkstation() {
|
||
debugLog('OPENING CRYPTO WORKSTATION', null, 1);
|
||
|
||
// Create popup
|
||
let popup = document.getElementById('laptop-popup');
|
||
if (!popup) {
|
||
popup = document.createElement('div');
|
||
popup.id = 'laptop-popup';
|
||
popup.innerHTML = `
|
||
<div class="popup-overlay"></div>
|
||
<div class="laptop-frame">
|
||
<div class="laptop-screen">
|
||
<div class="title-bar">
|
||
<span>CryptoWorkstation</span>
|
||
<button class="close-btn">×</button>
|
||
</div>
|
||
<div id="cyberchef-container"></div>
|
||
</div>
|
||
</div>
|
||
`;
|
||
document.body.appendChild(popup);
|
||
|
||
// Find the CyberChef file
|
||
fetch('assets/cyberchef/')
|
||
.then(response => response.text())
|
||
.then(html => {
|
||
// Use regex to find the CyberChef filename
|
||
const match = html.match(/CyberChef_v[0-9.]+\.html/);
|
||
if (match) {
|
||
const cyberchefPath = `assets/cyberchef/${match[0]}`;
|
||
// Create and append the iframe with the found path
|
||
const iframe = document.createElement('iframe');
|
||
iframe.src = cyberchefPath;
|
||
iframe.frameBorder = "0";
|
||
document.getElementById('cyberchef-container').appendChild(iframe);
|
||
} else {
|
||
console.error('Could not find CyberChef file');
|
||
}
|
||
})
|
||
.catch(error => {
|
||
console.error('Error loading CyberChef:', error);
|
||
});
|
||
|
||
popup.querySelector('.close-btn').addEventListener('click', () => {
|
||
popup.style.display = 'none';
|
||
});
|
||
}
|
||
popup.style.display = 'flex';
|
||
}
|
||
|
||
</script>
|
||
</body>
|
||
</html> |