Refine Archive World navigation and gate progression
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This commit is contained in:
gitea-actions
2026-07-30 10:02:58 +01:00
parent c06af38d80
commit 2f125f32ae
10 changed files with 301 additions and 80 deletions

View File

@@ -5,6 +5,12 @@
return Object.freeze({ x, y, width, height, depth: depth || 2 });
}
function enemy(type, x, y, options) {
return Object.freeze(Object.assign({
type, x, y, leash: 150, engage: 245, requiresSigil: null, questId: null
}, options || {}));
}
function landmark(id, title, eyebrow, x, y, npc, description, links, questId, area) {
return Object.freeze({ id, title, eyebrow, x, y, npc, description, links, questId, area: area || null });
}
@@ -13,22 +19,22 @@
gate: landmark("gate", "Town Gate", "Arrivals", 724, 920, "orin",
"The only opening in Archive Town's old wall. Gatekeeper Orin is trying to restore the erased arrival plaques.",
[["Home", "/"], ["Recently updated", "/recently-updated.html"], ["Contact", "/home/contact.html"]], "gate"),
library: landmark("library", "Grand Library", "Knowledge", 265, 280, "sera",
library: landmark("library", "Grand Library", "Knowledge", 265, 305, "sera",
"Head Archivist Sera guards the sealed vault and a shelf whose symbols no longer remember their order.",
[["Posts", "/posts/posts-list.html"], ["Categories", "/home/categories.html"], ["Posts introduction", "/posts/posts-intro.html"]], "library", "vault"),
study: landmark("study", "Guild Study", "Work", 720, 250, "vale",
study: landmark("study", "Guild Study", "Work", 720, 300, "vale",
"Instructor Vale keeps the guild calm while Nulls gather beyond the practice banners.",
[["Career", "/posts/career/career-list.html"], ["Competency status", "/home/status.html"], ["Probation objectives", "/posts/career/probation-objectives.html"]], "study"),
inn: landmark("inn", "Kitchen Inn", "Daily life", 1110, 285, "mara",
inn: landmark("inn", "Kitchen Inn", "Daily life", 1110, 305, "mara",
"Innkeeper Mara holds three borrowed memories and cannot recall which traveller entrusted each one.",
[["Blogs", "/blogs/blogs-list.html"], ["Weekly reviews", "/tags/review.html"], ["Blogs introduction", "/blogs/blogs-intro.html"]], "inn"),
workshop: landmark("workshop", "Workshop", "Living systems", 1125, 545, "pell",
workshop: landmark("workshop", "Workshop", "Living systems", 1125, 590, "pell",
"Inventor Pell's recall engine has lost its cogs. A Redacted Sentinel occupies the repair yard.",
[["Services", "/home/services.html"], ["Wird tracker", "/home/wird-tracker.html"], ["Countdowns", "/home/countdown.html"], ["Backlog", "/home/backlog.html"]], "workshop", "workshop"),
playroom: landmark("playroom", "Playroom", "Experiments", 1120, 805, "pip",
playroom: landmark("playroom", "Playroom", "Experiments", 1120, 835, "pip",
"Gamekeeper Pip's lantern maze changes whenever a name disappears. Six patient lights still know the route.",
[["Play hub", "/play/play.html"], ["The Rain Index", "/play/the-rain-index.html"], ["House of Pages", "/play/house.html"]], "playroom", "playroom"),
museum: landmark("museum", "Lima Museum", "Keepsakes", 270, 805, "lima",
museum: landmark("museum", "Lima Museum", "Keepsakes", 270, 830, "lima",
"Curator Lima can reveal what the Redactor was before the ink, but the Museum Lens is fractured.",
[["Lima archive", "/lima/index.html"], ["Older writing", "/blogs/2025/2025-list.html"], ["Memory Cabinet", "/play/memory.html"]], "museum"),
garden: landmark("garden", "Notes Garden", "Connections", 255, 545, "rowan",
@@ -115,56 +121,110 @@
const AREAS = Object.freeze({
town: Object.freeze({
width: 1448, height: 1086, background: "town", spawn: { x: 724, y: 965 },
movement: Object.freeze({ speed: 162, acceleration: 1280, deceleration: 1850, bootAcceleration: 1720 }),
safeSpawns: Object.freeze({
gate: { x: 724, y: 965 }, square: { x: 724, y: 555 }, library: { x: 270, y: 350 },
study: { x: 720, y: 330 }, inn: { x: 1110, y: 350 }, workshop: { x: 1060, y: 550 },
playroom: { x: 1060, y: 805 }, museum: { x: 330, y: 805 }, garden: { x: 330, y: 545 }
study: { x: 720, y: 330 }, inn: { x: 1110, y: 350 }, workshop: { x: 1060, y: 615 },
playroom: { x: 1060, y: 840 }, museum: { x: 330, y: 835 }, garden: { x: 330, y: 545 }
}),
safeZones: Object.freeze([
rect(650, 845, 150, 220), rect(585, 455, 280, 190)
]),
gates: Object.freeze([
Object.freeze({ id: "town-gate", x: 672, y: 850, width: 104, height: 102, requiresSigil: "gate" })
]),
collisions: Object.freeze([
rect(0, 0, 1448, 58), rect(0, 0, 58, 1086), rect(1390, 0, 58, 1086),
rect(0, 930, 645, 156), rect(803, 930, 645, 156),
rect(125, 68, 330, 230, 7), rect(580, 70, 285, 210, 7), rect(960, 70, 355, 230, 7),
rect(1010, 420, 335, 210, 7), rect(1000, 690, 345, 225, 7),
rect(105, 685, 340, 230, 7), rect(85, 390, 350, 225, 7),
rect(470, 75, 95, 350), rect(885, 75, 88, 350),
rect(465, 615, 100, 275), rect(885, 615, 98, 275)
/* Outer town wall, with a deliberate walkable opening through the gate. */
rect(0, 0, 1448, 62), rect(0, 0, 54, 1086), rect(1394, 0, 54, 1086),
rect(0, 862, 590, 98), rect(590, 840, 82, 132), rect(776, 840, 86, 132), rect(862, 862, 586, 98),
/* Major buildings. Their steps and front doors remain approachable. */
rect(188, 62, 270, 212, 7), rect(606, 55, 238, 218, 7), rect(964, 58, 292, 218, 7),
rect(1010, 418, 330, 142, 7), rect(1002, 655, 340, 155, 7), rect(218, 620, 220, 178, 7),
/* Rivers. Breaks align with the two east/west bridge routes. */
rect(468, 88, 112, 255), rect(468, 432, 112, 93), rect(468, 610, 112, 250),
rect(868, 88, 112, 255), rect(868, 432, 112, 93), rect(868, 610, 112, 250),
/* Garden pond, dense hedges and corner ink pockets. */
rect(56, 360, 105, 292), rect(160, 382, 286, 45), rect(78, 675, 105, 175),
rect(1260, 310, 130, 108), rect(1270, 572, 120, 92), rect(1270, 812, 120, 80)
]),
npcs: Object.freeze([
["orin", 724, 875], ["sera", 270, 335], ["vale", 720, 315], ["mara", 1110, 335],
["pell", 1045, 545], ["pip", 1045, 800], ["lima", 335, 800], ["rowan", 335, 545],
["pell", 1060, 590], ["pip", 1060, 835], ["lima", 335, 830], ["rowan", 335, 545],
["nell", 760, 720], ["otho", 675, 520], ["remy", 790, 585]
]),
enemies: Object.freeze([
["ink_blot", 510, 490], ["lost_footnote", 930, 640], ["null_scribe", 520, 780],
["ink_blot", 1320, 380], ["lost_footnote", 120, 640]
enemy("ink_blot", 635, 350, { leash: 95, engage: 210, requiresSigil: "gate", questId: "study" }),
enemy("lost_footnote", 805, 350, { leash: 95, engage: 210, requiresSigil: "gate", questId: "study" }),
enemy("null_scribe", 720, 405, { leash: 105, engage: 280, requiresSigil: "gate", questId: "study" }),
enemy("ink_blot", 1110, 625, { leash: 105, engage: 205, requiresSigil: "gate" }),
enemy("lost_footnote", 340, 590, { leash: 75, engage: 175, requiresSigil: "gate" })
])
}),
vault: Object.freeze({
width: 724, height: 543, background: "areas", frame: 0, spawn: { x: 362, y: 485 },
movement: Object.freeze({ speed: 155, acceleration: 1300, deceleration: 1900, bootAcceleration: 1740 }),
safeSpawns: Object.freeze({ entrance: { x: 362, y: 485 } }),
collisions: Object.freeze([rect(0, 0, 724, 55), rect(0, 0, 45, 543), rect(679, 0, 45, 543), rect(0, 500, 300, 43), rect(424, 500, 300, 43)]),
safeZones: Object.freeze([rect(300, 430, 124, 95)]),
collisions: Object.freeze([
rect(0, 0, 724, 32), rect(0, 0, 34, 543), rect(690, 0, 34, 543),
rect(0, 32, 278, 130), rect(446, 32, 278, 130), rect(278, 32, 168, 60),
rect(0, 472, 300, 71), rect(424, 472, 300, 71),
rect(145, 150, 100, 72), rect(479, 150, 100, 72),
rect(72, 272, 95, 70), rect(557, 272, 95, 70),
rect(145, 345, 100, 72), rect(479, 345, 100, 72)
]),
npcs: Object.freeze([]), enemies: Object.freeze([])
}),
workshop: Object.freeze({
width: 724, height: 543, background: "areas", frame: 1, spawn: { x: 362, y: 475 },
movement: Object.freeze({ speed: 155, acceleration: 1300, deceleration: 1900, bootAcceleration: 1740 }),
safeSpawns: Object.freeze({ entrance: { x: 362, y: 475 } }),
collisions: Object.freeze([rect(0, 0, 724, 48), rect(0, 0, 42, 543), rect(682, 0, 42, 543), rect(0, 500, 300, 43), rect(424, 500, 300, 43), rect(50, 50, 220, 105), rect(470, 70, 190, 95)]),
npcs: Object.freeze([]), enemies: Object.freeze([["sentinel", 365, 210]])
safeZones: Object.freeze([rect(300, 430, 124, 95)]),
collisions: Object.freeze([
rect(0, 0, 724, 32), rect(0, 0, 34, 543), rect(690, 0, 34, 543),
rect(34, 32, 656, 115), rect(0, 472, 300, 71), rect(424, 472, 300, 71),
rect(34, 145, 120, 118), rect(570, 145, 120, 125),
rect(34, 342, 218, 130), rect(520, 360, 170, 112)
]),
npcs: Object.freeze([]), enemies: Object.freeze([
enemy("sentinel", 362, 245, { leash: 205, engage: 360 })
])
}),
playroom: Object.freeze({
width: 724, height: 543, background: "areas", frame: 2, spawn: { x: 362, y: 485 },
movement: Object.freeze({ speed: 150, acceleration: 1250, deceleration: 1850, bootAcceleration: 1680 }),
safeSpawns: Object.freeze({ entrance: { x: 362, y: 485 } }),
safeZones: Object.freeze([rect(300, 445, 124, 80)]),
collisions: Object.freeze([
rect(0, 0, 724, 45), rect(0, 0, 42, 543), rect(682, 0, 42, 543), rect(0, 500, 300, 43), rect(424, 500, 300, 43),
rect(100, 95, 210, 42), rect(405, 95, 210, 42), rect(200, 190, 320, 42), rect(90, 285, 220, 42), rect(410, 285, 220, 42), rect(220, 380, 285, 42)
rect(0, 0, 724, 38), rect(0, 0, 28, 543), rect(696, 0, 28, 543),
rect(0, 488, 300, 55), rect(424, 488, 300, 55),
rect(28, 38, 210, 58), rect(294, 38, 186, 58), rect(522, 38, 174, 58),
rect(147, 104, 92, 92), rect(345, 96, 72, 118), rect(520, 106, 96, 94),
rect(28, 220, 128, 72), rect(217, 214, 118, 78), rect(416, 210, 116, 82), rect(615, 220, 81, 72),
rect(112, 315, 126, 78), rect(302, 300, 94, 102), rect(492, 315, 126, 78),
rect(28, 408, 118, 80), rect(205, 408, 105, 80), rect(414, 408, 105, 80), rect(578, 408, 118, 80)
]),
npcs: Object.freeze([]), enemies: Object.freeze([["lost_footnote", 120, 180], ["ink_blot", 590, 360]])
npcs: Object.freeze([]), enemies: Object.freeze([
enemy("lost_footnote", 90, 180, { leash: 60, engage: 150 }),
enemy("ink_blot", 650, 350, { leash: 55, engage: 145 })
])
}),
boss: Object.freeze({
width: 724, height: 543, background: "areas", frame: 3, spawn: { x: 362, y: 470 },
movement: Object.freeze({ speed: 158, acceleration: 1380, deceleration: 1950, bootAcceleration: 1780 }),
safeSpawns: Object.freeze({ entrance: { x: 362, y: 470 } }),
collisions: Object.freeze([rect(0, 0, 724, 35), rect(0, 0, 35, 543), rect(689, 0, 35, 543), rect(0, 508, 285, 35), rect(439, 508, 285, 35)]),
npcs: Object.freeze([]), enemies: Object.freeze([["redactor", 362, 190]])
safeZones: Object.freeze([rect(310, 438, 104, 70)]),
collisions: Object.freeze([
rect(0, 0, 724, 42), rect(0, 0, 34, 543), rect(690, 0, 34, 543),
rect(34, 42, 145, 55), rect(545, 42, 145, 55),
rect(34, 97, 48, 350), rect(642, 97, 48, 350),
rect(34, 447, 245, 64), rect(445, 447, 245, 64),
rect(196, 146, 48, 48), rect(480, 146, 48, 48),
rect(196, 326, 48, 48), rect(480, 326, 48, 48)
]),
npcs: Object.freeze([]), enemies: Object.freeze([
enemy("redactor", 362, 190, { leash: 250, engage: 500 })
])
})
});

View File

@@ -44,6 +44,9 @@
this.enemySerial = 0;
this.bossPuzzle = [];
this.bossPuzzleSolved = false;
this.controlLockedUntil = 0;
this.stepDistance = 0;
this.previousPlayerPosition = null;
}
init(data) {
@@ -55,6 +58,7 @@
const area = Data.AREAS[this.areaId];
this.area = area;
this.physics.world.setBounds(0, 0, area.width, area.height);
this.cameras.main.setBackgroundColor("#0b1518");
if (area.background === "town") this.add.image(0, 0, "town").setOrigin(0).setDepth(0);
else this.add.image(0, 0, "areas", area.frame).setOrigin(0).setDepth(0);
@@ -67,6 +71,17 @@
this.physics.add.existing(block, true);
this.collisions.add(block);
});
this.gateBlocks = [];
(area.gates || []).forEach((gate) => {
if (controller.getState().sigils.includes(gate.requiresSigil)) return;
const block = this.add.rectangle(
gate.x + gate.width / 2, gate.y + gate.height / 2,
gate.width, gate.height, 0xf4c96b, debug ? 0.2 : 0
).setDepth(debug ? 51 : 2);
this.physics.add.existing(block, true);
this.collisions.add(block);
this.gateBlocks.push({ gate, block });
});
this.createAnimations();
this.npcSprites = [];
@@ -78,7 +93,8 @@
this.player = this.physics.add.sprite(safe.x, safe.y, `traveler-${state.palette}`, frameFor(this.lastFacing))
.setScale(0.3).setDepth(20);
this.player.body.setSize(72, 42).setOffset(92, 190);
this.player.setCollideWorldBounds(true).setDrag(900, 900).setMaxVelocity(190, 190);
this.player.setCollideWorldBounds(true).setDrag(0, 0).setMaxVelocity(230, 230);
this.previousPlayerPosition = { x: this.player.x, y: this.player.y };
this.physics.add.collider(this.player, this.collisions);
this.interactables = [];
@@ -98,8 +114,10 @@
});
this.cameras.main.setBounds(0, 0, area.width, area.height);
this.cameras.main.setZoom(this.areaId === "town" ? 1 : 1.32);
this.cameras.main.startFollow(this.player, true,
controller.reducedMotion() ? 1 : 0.14, controller.reducedMotion() ? 1 : 0.14);
controller.reducedMotion() ? 1 : 0.24, controller.reducedMotion() ? 1 : 0.24);
this.cameras.main.setDeadzone(72, 48);
controller.audio.attach(this, this.areaId);
controller.renderHud();
controller.status(this.areaId === "town"
@@ -152,17 +170,17 @@
this.interactables.push(npc.getData("interaction"));
if (!controller.reducedMotion()) this.tweens.add({ targets: npc, y: y - 2, duration: 1200 + Data.NPCS[id].frame * 30, yoyo: true, repeat: -1 });
});
this.addChest("town-garden", 115, 550, "memory_fragment", 2);
this.addChest("town-wall", 1280, 870, "ink_vial", 2);
this.addChest("town-garden", 205, 565, "memory_fragment", 2);
this.addChest("town-wall", 1235, 840, "ink_vial", 2);
} else {
this.addPortal("town", this.area.width / 2, this.area.height - 38, "Return to Archive Town");
if (this.areaId === "vault") {
this.addPortal("boss", this.area.width / 2, 95, controller.getState().story.ending ? "Visit the restored core" : "Confront The Redactor");
this.addPortal("boss", this.area.width / 2, 120, controller.getState().story.ending ? "Visit the restored core" : "Confront The Redactor");
this.addChest("vault-lore", 100, 420, "lore_page", 2);
}
if (this.areaId === "playroom") {
this.interactables.push({ type: "challenge", id: "playroom", x: this.area.width / 2, y: 110 });
this.add.circle(this.area.width / 2, 110, 22, 0xf8d879, 0.45).setDepth(5);
this.interactables.push({ type: "challenge", id: "playroom", x: this.area.width / 2, y: 255 });
this.add.circle(this.area.width / 2, 255, 22, 0xf8d879, 0.45).setDepth(5);
}
if (this.areaId === "boss") this.createBossPedestals();
}
@@ -197,19 +215,26 @@
createEnemies() {
this.enemies = this.physics.add.group();
this.physics.add.collider(this.enemies, this.collisions);
this.area.enemies.forEach(([type, x, y]) => {
this.physics.add.collider(this.enemies, this.enemies);
this.area.enemies.forEach((entry) => {
const spawn = Array.isArray(entry)
? { type: entry[0], x: entry[1], y: entry[2] }
: entry;
const { type, x, y } = spawn;
if ((type === "sentinel" || type === "redactor") && controller.getState().defeatedBosses.includes(type)) return;
this.spawnEnemy(type, x, y);
this.spawnEnemy(type, x, y, spawn);
});
}
spawnEnemy(type, x, y) {
spawnEnemy(type, x, y, spawn) {
const spec = Data.ENEMIES[type];
const enemy = this.physics.add.sprite(x, y, "cast", spec.frame).setScale(spec.boss ? 0.31 : 0.21).setDepth(y + 30);
enemy.body.setSize(spec.boss ? 155 : 115, spec.boss ? 85 : 65).setOffset(spec.boss ? 79 : 99, spec.boss ? 196 : 200);
enemy.setData({
id: `${type}-${++this.enemySerial}`, type, spec, health: spec.health,
originX: x, originY: y, nextAction: this.time.now + 900, phase: 1
originX: x, originY: y, leash: spawn && spawn.leash || 150,
engage: spawn && spawn.engage || 245, requiresSigil: spawn && spawn.requiresSigil || null,
questId: spawn && spawn.questId || null, nextAction: this.time.now + 900, phase: 1
});
this.enemies.add(enemy);
return enemy;
@@ -218,10 +243,15 @@
update(time, delta) {
if (!this.player) return;
if (controller.locked()) {
this.player.setAcceleration(0).setVelocity(0);
this.player.setVelocity(0);
this.player.anims.stop();
return;
}
const traveled = Math.hypot(
this.player.x - this.previousPlayerPosition.x,
this.player.y - this.previousPlayerPosition.y
);
this.previousPlayerPosition = { x: this.player.x, y: this.player.y };
let dx = 0;
let dy = 0;
if (this.cursors.left.isDown || this.keys.left.isDown || controller.move.left) dx -= 1;
@@ -230,20 +260,33 @@
if (this.cursors.down.isDown || this.keys.down.isDown || controller.move.down) dy += 1;
const moving = dx !== 0 || dy !== 0;
const state = controller.getState();
const acceleration = state.equipment.boots ? 980 : 760;
if (moving) {
const vector = Systems.normalizedVector(dx, dy, acceleration);
this.player.setAcceleration(vector.x, vector.y);
this.gateBlocks = this.gateBlocks.filter((entry) => {
if (!state.sigils.includes(entry.gate.requiresSigil)) return true;
entry.block.destroy();
controller.status("The Town Gate opens. Archive Town is ready to be explored.");
return false;
});
const acceptingMovement = time >= this.controlLockedUntil;
if (acceptingMovement) {
const velocity = Systems.approachVelocity(
this.player.body.velocity.x, this.player.body.velocity.y,
dx, dy, this.area.movement, delta, state.equipment.boots
);
this.player.setVelocity(velocity.x, velocity.y);
}
if (moving && acceptingMovement) {
this.lastFacing = Math.abs(dx) > Math.abs(dy) ? (dx < 0 ? "west" : "east") : (dy < 0 ? "north" : "south");
this.player.anims.play(`traveler-${state.palette}-walk-${this.lastFacing}`, true);
if (state.settings.soundEnabled && time - this.lastStepAt > 350) {
this.stepDistance += traveled;
if (state.settings.soundEnabled && this.stepDistance >= 44) {
controller.audio.play("step", { rate: 0.96 + Math.random() * 0.08 });
this.lastStepAt = time;
this.stepDistance = 0;
}
} else {
this.player.setAcceleration(0);
this.player.anims.stop();
this.player.setFrame(frameFor(this.lastFacing));
if (!moving) this.stepDistance = 0;
}
this.player.setDepth(this.player.y + 60);
this.npcSprites.forEach((npc) => npc.setFlipX(this.player.x < npc.x));
@@ -351,7 +394,7 @@
controller.audio.play(type === "redactor" ? "victory" : "defeat");
let state = Systems.grantXp(controller.getState(), spec.xp);
if (type === "sentinel" || type === "redactor") state = Systems.recordBoss(state, type);
if (state.quests.study.status === "active" && this.areaId === "town") {
if (enemy.getData("questId") === "study" && state.quests.study.status === "active") {
state = Systems.progressQuest(state, "study", 1);
if (state.quests.study.count >= Data.QUESTS.study.target) state = Systems.completeQuest(state, "study");
}
@@ -368,22 +411,40 @@
this.enemies.getChildren().forEach((enemy) => {
if (!enemy.active) return;
const spec = enemy.getData("spec");
const required = enemy.getData("requiresSigil");
const available = !required || controller.getState().sigils.includes(required);
enemy.setVisible(available);
enemy.body.enable = available;
if (!available) return;
const distance = Phaser.Math.Distance.Between(enemy.x, enemy.y, this.player.x, this.player.y);
const homeDistance = Phaser.Math.Distance.Between(
enemy.x, enemy.y, enemy.getData("originX"), enemy.getData("originY")
);
const playerInSafeZone = Systems.isCombatSafe(this.areaId, this.player.x, this.player.y);
if (playerInSafeZone || homeDistance > enemy.getData("leash")) {
if (homeDistance > 8) {
this.physics.moveTo(enemy, enemy.getData("originX"), enemy.getData("originY"), spec.speed);
} else {
enemy.setPosition(enemy.getData("originX"), enemy.getData("originY")).setVelocity(0);
}
enemy.setDepth(enemy.y + 50);
return;
}
if (spec.behaviour === "chase") {
if (distance < 280) this.physics.moveToObject(enemy, this.player, spec.speed);
else enemy.setVelocity(0);
if (distance < enemy.getData("engage")) this.physics.moveToObject(enemy, this.player, spec.speed);
else this.returnEnemyHome(enemy, spec.speed);
} else if (spec.behaviour === "wander") {
if (time > enemy.getData("nextAction")) {
if (distance < enemy.getData("engage") && time > enemy.getData("nextAction")) {
enemy.setData("nextAction", time + 650 + Math.random() * 800);
const angle = Math.random() * Math.PI * 2;
enemy.setVelocity(Math.cos(angle) * spec.speed, Math.sin(angle) * spec.speed);
}
} else if (distance >= enemy.getData("engage")) this.returnEnemyHome(enemy, spec.speed);
} else if (spec.behaviour === "ranged") {
if (distance < 340 && time > enemy.getData("nextAction")) {
if (distance < enemy.getData("engage") && time > enemy.getData("nextAction")) {
enemy.setData("nextAction", time + (controller.getState().settings.assist ? 1900 : 1350));
this.fireProjectile(enemy, spec.damage);
} else if (distance < 170) this.physics.moveToObject(enemy, this.player, -spec.speed);
else enemy.setVelocity(0);
else this.returnEnemyHome(enemy, spec.speed);
} else if (spec.behaviour === "charge") {
if (time > enemy.getData("nextAction")) {
enemy.setTint(0xffd36e);
@@ -403,6 +464,14 @@
});
}
returnEnemyHome(enemy, speed) {
const distance = Phaser.Math.Distance.Between(
enemy.x, enemy.y, enemy.getData("originX"), enemy.getData("originY")
);
if (distance > 8) this.physics.moveTo(enemy, enemy.getData("originX"), enemy.getData("originY"), speed);
else enemy.setVelocity(0);
}
updateRedactor(enemy, time, distance) {
const health = enemy.getData("health");
const phase = health > 20 ? 1 : health > 10 ? 2 : 3;
@@ -477,7 +546,7 @@
}
damagePlayer(amount, fromX, fromY) {
if (this.areaId === "town" && isTownSafe(this.player.x, this.player.y)) return;
if (Systems.isCombatSafe(this.areaId, this.player.x, this.player.y)) return;
const result = Systems.takeDamage(controller.getState(), amount, this.time.now, this.lastHitAt);
if (!result.hit) return;
this.lastHitAt = this.time.now;
@@ -485,6 +554,7 @@
controller.audio.play("damage");
const direction = Systems.normalizedVector(this.player.x - fromX, this.player.y - fromY, 220);
this.player.setVelocity(direction.x, direction.y).setTint(0xffb2b2);
this.controlLockedUntil = this.time.now + 180;
this.time.delayedCall(160, () => { if (this.player.active) this.player.clearTint(); });
if (!controller.reducedMotion()) this.cameras.main.shake(90, 0.003);
if (result.defeated) {
@@ -501,8 +571,8 @@
persistPosition(checkpoint) {
if (!this.player) return;
let state = StateWithSafe(controller.getState(), this.areaId, this.player.x, this.player.y, this.lastFacing);
if (checkpoint || this.areaId === "town") {
const safe = Systems.nearestSafeSpawn(this.areaId, this.player.x, this.player.y);
if (checkpoint || Systems.isCombatSafe(this.areaId, this.player.x, this.player.y)) {
const safe = Systems.nearestNamedSafeSpawn(this.areaId, this.player.x, this.player.y);
state = root.ArchiveWorldState.withCheckpoint(state, safe.area, safe.spawn, safe.x, safe.y);
}
controller.setState(state, null, true);
@@ -538,9 +608,5 @@
return String(value).replace(/_/g, " ").replace(/\b\w/g, (letter) => letter.toUpperCase());
}
function isTownSafe(x, y) {
return y > 835 || (x > 570 && x < 875 && y > 405 && y < 690);
}
root.ArchiveWorldScenes = Object.freeze({ createSceneClasses });
}(typeof globalThis !== "undefined" ? globalThis : this));

View File

@@ -18,6 +18,30 @@
return { x: (x / length) * speed, y: (y / length) * speed };
}
function moveToward(value, target, maximumDelta) {
if (Math.abs(target - value) <= maximumDelta) return target;
return value + Math.sign(target - value) * maximumDelta;
}
function approachVelocity(currentX, currentY, inputX, inputY, movement, deltaMs, hasBoots) {
const config = movement || {};
const speed = Math.max(1, Number(config.speed) || 160);
const moving = Boolean(Number(inputX) || Number(inputY));
const target = moving ? normalizedVector(inputX, inputY, speed) : { x: 0, y: 0 };
const rate = moving
? (hasBoots ? Number(config.bootAcceleration) || 1700 : Number(config.acceleration) || 1300)
: Number(config.deceleration) || 1900;
const step = Math.max(0, Math.min(50, Number(deltaMs) || 0)) / 1000 * rate;
let x = moveToward(Number(currentX) || 0, target.x, step);
let y = moveToward(Number(currentY) || 0, target.y, step);
const length = Math.hypot(x, y);
if (length > speed) {
x = x / length * speed;
y = y / length * speed;
}
return { x, y };
}
function discover(state, landmarkId) {
const next = copy(state);
if (!next || !Data.LANDMARK_IDS.includes(landmarkId)) return next;
@@ -164,11 +188,22 @@
return !area.collisions.some((item) => pointInRect(x, y, item, 10));
}
function isCombatSafe(areaId, x, y) {
const area = Data.AREAS[areaId];
return Boolean(area && (area.safeZones || []).some((item) => pointInRect(x, y, item, 0)));
}
function nearestSafeSpawn(areaId, x, y) {
const area = Data.AREAS[areaId] || Data.AREAS.town;
const points = Object.entries(area.safeSpawns || { entrance: area.spawn });
const safeCurrent = isSafe(areaId, x, y);
if (safeCurrent) return { area: areaId, spawn: "saved", x, y };
return nearestNamedSafeSpawn(areaId, x, y);
}
function nearestNamedSafeSpawn(areaId, x, y) {
const area = Data.AREAS[areaId] || Data.AREAS.town;
const points = Object.entries(area.safeSpawns || { entrance: area.spawn });
const best = points.sort((a, b) =>
Math.hypot(a[1].x - x, a[1].y - y) - Math.hypot(b[1].x - x, b[1].y - y))[0];
return { area: areaId, spawn: best[0], x: best[1].x, y: best[1].y };
@@ -186,7 +221,8 @@
}
return Object.freeze({
normalizedVector, discover, startQuest, progressQuest, completeQuest, updateStory, addItem, itemQuantity,
consumeItem, grantXp, takeDamage, respawn, recordBoss, isSafe, nearestSafeSpawn, currentObjective
normalizedVector, approachVelocity, discover, startQuest, progressQuest, completeQuest, updateStory, addItem, itemQuantity,
consumeItem, grantXp, takeDamage, respawn, recordBoss, isSafe, isCombatSafe,
nearestSafeSpawn, nearestNamedSafeSpawn, currentObjective
});
}));

View File

@@ -80,6 +80,8 @@
else if (questState.status === "active") {
action = quest.kind === "combat"
? `<p class="rpg-panel__note">Combat progress: ${questState.count} / ${quest.target}</p><button type="button" data-action="return">Return to the fight</button>`
: id === "playroom"
? `<button type="button" data-action="travel" data-area="playroom">Enter the lantern maze</button>`
: quest.kind === "boss"
? `<button type="button" data-action="travel" data-area="workshop">Enter the repair yard</button>`
: `<button type="button" data-action="challenge" data-id="${place.questId}">Continue challenge</button>`;

View File

@@ -51,7 +51,7 @@
const loaded = loadState();
if (loaded.state) {
controller.state = loaded.state;
controller.state = developmentAreaOverride(loaded.state);
renderHud();
startGame();
if (loaded.message) status(loaded.message);
@@ -60,6 +60,15 @@
}
}
function developmentAreaOverride(state) {
const local = ["localhost", "127.0.0.1"].includes(window.location.hostname);
const params = new URLSearchParams(window.location.search);
const areaId = params.get("collisionDebug") === "1" ? params.get("area") : null;
if (!local || !Data.AREAS[areaId]) return state;
const spawn = Data.AREAS[areaId].spawn;
return State.withPosition(state, areaId, spawn.x, spawn.y, "north", "entrance");
}
function loadState() {
try {
const rawV2 = localStorage.getItem(State.STORAGE_KEY);