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true, + "opacity": 1, + "draworder": "topdown", + "objects": [ + { + "id": 18, + "name": "start", + "type": "spawn", + "x": 496, + "y": 624, + "width": 0, + "height": 0, + "point": true, + "visible": true, + "rotation": 0, + "properties": [] + }, + { + "id": 19, + "name": "square", + "type": "spawn", + "x": 496, + "y": 400, + "width": 0, + "height": 0, + "point": true, + "visible": true, + "rotation": 0, + "properties": [] + }, + { + "id": 20, + "name": "forestRoad", + "type": "spawn", + "x": 496, + "y": 80, + "width": 0, + "height": 0, + "point": true, + "visible": true, + "rotation": 0, + "properties": [] + } + ] + }, + { + "id": 20, + "name": "Audio zones", + "type": "objectgroup", + "visible": true, + "opacity": 1, + "draworder": "topdown", + "objects": [ + { + "id": 21, + "name": "village-ambience", + "type": "audio", + "x": 0, + "y": 0, + "width": 960, + "height": 704, + "visible": true, + "rotation": 0, + "properties": [ + { + "name": "music", + "type": "string", + "value": "village-theme" + } + ] + } + ] + }, + { + "id": 21, + "name": "Optional secrets", + "type": "objectgroup", + "visible": true, + "opacity": 1, + "draworder": "topdown", + "objects": [ + { + "id": 22, + "name": "cellar", + "type": "secret", + "x": 112, + "y": 496, + "width": 0, + "height": 0, + "point": true, + "visible": true, + "rotation": 0, + "properties": [ + { + "name": "observation", + "type": "string", + "value": "A loose foundation stone hides a moon coin." + } + ] + } + ] + } + ], + "nextlayerid": 22, + "nextobjectid": 23, + "orientation": "orthogonal", + "renderorder": "right-down", + "tiledversion": "1.11.2", + "tileheight": 32, + "tilewidth": 32, + "type": "map", + "version": "1.10", + "properties": [ + { + "name": "id", + "type": "string", + "value": "village" + }, + { + "name": "displayName", + "type": "string", + "value": "Broken Village" + }, + { + "name": "schemaVersion", + "type": "float", + "value": 2 + }, + { + "name": "resolvedFlag", + "type": "string", + "value": "village_resolved" + } + ], + "tilesets": [ + { + "firstgid": 1, + "columns": 4, + "image": "../../images/play/princess-lima/world-tiles-v2.png", + "imageheight": 288, + "imagewidth": 128, + "margin": 0, + "name": "Princess Lima World", + "spacing": 0, + "tilecount": 36, + "tileheight": 32, + "tilewidth": 32 + } + ] +} diff --git a/assets/maps/princess-lima/world-tiles.tsj b/assets/maps/princess-lima/world-tiles.tsj new file mode 100644 index 0000000..67d64e3 --- /dev/null +++ b/assets/maps/princess-lima/world-tiles.tsj @@ -0,0 +1,15 @@ +{ + "columns": 4, + "image": "../../images/play/princess-lima/world-tiles-v2.png", + "imageheight": 288, + "imagewidth": 128, + "margin": 0, + "name": "Princess Lima World", + "spacing": 0, + "tilecount": 36, + "tileheight": 32, + "tilewidth": 32, + "tiledversion": "1.11.2", + "type": "tileset", + "version": "1.10" +} diff --git a/assets/scripts/pages/princess-lima-audio.js b/assets/scripts/pages/princess-lima-audio.js index 25e0078..e08e020 100755 --- a/assets/scripts/pages/princess-lima-audio.js +++ b/assets/scripts/pages/princess-lima-audio.js @@ -13,6 +13,7 @@ let ambience = null; let voice = null; let unlocked = false; + let ducked = false; function attach(nextScene, region) { scene = nextScene; @@ -34,7 +35,7 @@ const enabled = Boolean(unlocked && state && state.settings.soundEnabled); scene.sound.mute = !enabled; if (ambience) { - ambience.setVolume(state ? (state.settings.master || 0) * (state.settings.music || 0) : 0); + ambience.setVolume(state ? (state.settings.master || 0) * (state.settings.music || 0) * (ducked ? 0.38 : 1) : 0); if (enabled && !ambience.isPlaying) ambience.play(); if (!enabled && ambience.isPlaying) ambience.pause(); } @@ -73,6 +74,11 @@ apply(); } + function duck(value) { + ducked = Boolean(value); + apply(); + } + function stop() { stopVoice(); if (ambience) ambience.stop(); @@ -80,7 +86,7 @@ scene = null; } - return Object.freeze({ attach, unlock, apply, play, playVoice, stopVoice, suspend, resume, stop, isUnlocked: () => unlocked }); + return Object.freeze({ attach, unlock, apply, play, playVoice, stopVoice, suspend, resume, duck, stop, isUnlocked: () => unlocked }); } root.PrincessLimaAudio = Object.freeze({ create, TRACKS }); diff --git a/assets/scripts/pages/princess-lima-v2-data.js b/assets/scripts/pages/princess-lima-v2-data.js new file mode 100644 index 0000000..2d1042d --- /dev/null +++ b/assets/scripts/pages/princess-lima-v2-data.js @@ -0,0 +1,234 @@ +(function (root, factory) { + "use strict"; + const api = factory(); + if (typeof module === "object" && module.exports) module.exports = api; + root.PrincessLimaV2Data = api; +}(typeof globalThis !== "undefined" ? globalThis : this, function () { + "use strict"; + + const SCHEMA_VERSION = 2; + const WIDTH = 960; + const HEIGHT = 540; + const TILE = 32; + const MAP_IDS = Object.freeze([ + "village", "forest", "ruins", "mountain", "camp", + "fortressExterior", "fortressInterior", "bossArena", "chamber" + ]); + const MAP_NAMES = Object.freeze({ + village: "Broken Village", forest: "Whispering Woods", ruins: "Ancient Ruins", + mountain: "Frostpeak Mountain", camp: "Resistance Camp", + fortressExterior: "Fortress Exterior", fortressInterior: "Fortress Interior", + bossArena: "Throne of Night", chamber: "Lima's Chamber" + }); + const MAP_URLS = Object.freeze(Object.fromEntries(MAP_IDS.map((id) => [ + id, `/assets/maps/princess-lima/${id}.json` + ]))); + + const ASSETS = Object.freeze({ + schemaVersion: SCHEMA_VERSION, + shared: Object.freeze([ + { type: "image", key: "world-tiles", url: "/assets/images/play/princess-lima/world-tiles-v2.png", required: true }, + { type: "spritesheet", key: "actors-v2", url: "/assets/images/play/princess-lima/actor-atlas-v2.png", frameWidth: 48, frameHeight: 64, required: true }, + { type: "spritesheet", key: "effects-v2", url: "/assets/images/play/princess-lima/effects-atlas-v2.png", frameWidth: 32, frameHeight: 32, required: false }, + { type: "image", key: "lima-title", url: "/assets/images/play/princess-lima/title-landscape.png", required: true } + ]), + portraits: "/assets/images/play/princess-lima/portrait-atlas-v2.png", + maps: MAP_URLS + }); + + const ACTORS = Object.freeze({ + player: { row: 0, name: "Traveller" }, lima: { row: 1, name: "Princess Lima" }, + elder: { row: 2, name: "Elder Corin" }, bram: { row: 3, name: "Blacksmith Bram" }, + nia: { row: 4, name: "Healer Nia" }, tovin: { row: 5, name: "Guide Tovin" }, + malrec: { row: 6, name: "Lord Malrec" }, slime: { row: 7, name: "Marsh Slime" }, + wolf: { row: 8, name: "Grey Wolf" }, raider: { row: 9, name: "Blackroad Raider" }, + flying: { row: 10, name: "Cave Bat" }, shield: { row: 11, name: "Shadow Guard" }, + stone_guardian: { row: 12, name: "Stone Guardian" }, archer: { row: 13, name: "Shadow Archer" }, + elowen: { row: 14, name: "Commander Elowen" }, prisoner: { row: 15, name: "Resistance Prisoner" }, + ambusher: { row: 8, name: "Briar Stalker" }, caster: { row: 6, name: "Night Caster" }, + support: { row: 4, name: "Shadow Mender" }, elite: { row: 11, name: "Blackguard Elite" }, + captain: { row: 11, name: "Captain Veyr" }, briar_wolf: { row: 8, name: "Briar Wolf" } + }); + + const ENEMIES = Object.freeze({ + raider: { role: "melee", health: 5, damage: 9, speed: 86, awareness: 210, attackRange: 42, cooldown: 900, telegraph: 230 }, + shield: { role: "shield", health: 9, damage: 11, speed: 58, awareness: 190, attackRange: 42, cooldown: 1250, telegraph: 360 }, + archer: { role: "ranged", health: 5, damage: 10, speed: 64, awareness: 310, attackRange: 230, cooldown: 1550, telegraph: 450 }, + wolf: { role: "fast", health: 4, damage: 8, speed: 122, awareness: 250, attackRange: 38, cooldown: 760, telegraph: 180 }, + ambusher: { role: "ambush", health: 5, damage: 12, speed: 104, awareness: 135, attackRange: 38, cooldown: 1100, telegraph: 280 }, + caster: { role: "caster", health: 6, damage: 11, speed: 50, awareness: 280, attackRange: 185, cooldown: 1800, telegraph: 600 }, + flying: { role: "flying", health: 3, damage: 7, speed: 112, awareness: 240, attackRange: 34, cooldown: 800, telegraph: 160 }, + support: { role: "support", health: 5, damage: 5, speed: 58, awareness: 240, attackRange: 150, cooldown: 1900, telegraph: 420 }, + elite: { role: "elite", health: 15, damage: 15, speed: 72, awareness: 260, attackRange: 48, cooldown: 1100, telegraph: 300 }, + briar_wolf: { role: "boss", boss: true, phases: 2, health: 30, damage: 14, speed: 118, awareness: 430, attackRange: 56, cooldown: 950, telegraph: 380 }, + stone_guardian: { role: "boss", boss: true, phases: 3, health: 42, damage: 17, speed: 54, awareness: 430, attackRange: 74, cooldown: 1350, telegraph: 620 }, + captain: { role: "boss", boss: true, phases: 2, health: 36, damage: 15, speed: 78, awareness: 430, attackRange: 54, cooldown: 1050, telegraph: 360 }, + malrec: { role: "boss", boss: true, phases: 3, health: 64, damage: 18, speed: 70, awareness: 520, attackRange: 190, cooldown: 1200, telegraph: 520 } + }); + + const ITEMS = Object.freeze({ + village_sword: { name: "Wayfarer Sword", type: "weapon", attack: 2, unique: true }, + tempered_sword: { name: "Sun-tempered Sword", type: "weapon", attack: 4, unique: true }, + buckler: { name: "Oak Buckler", type: "armour", defence: 2, unique: true }, + reinforced_buckler: { name: "Resistance Buckler", type: "armour", defence: 4, unique: true }, + trail_boots: { name: "Trail Boots", type: "equipment", unique: true }, + forest_charm: { name: "Forest Charm", type: "charm", unique: true }, + sun_crystal: { name: "Sun Crystal", type: "quest", unique: true }, + fortress_emblem: { name: "Fortress Emblem", type: "quest", unique: true }, + prison_key: { name: "Prison Key", type: "quest", unique: true }, + smoke_bomb: { name: "Smoke Bomb", type: "consumable", stack: 5 }, + healing_tonic: { name: "Healing Tonic", type: "consumable", heal: 40, stack: 9 }, + royal_draught: { name: "Royal Draught", type: "consumable", heal: 999, stack: 3 }, + silver_leaf: { name: "Silver Leaf", type: "collectable", stack: 12 }, + moon_coin: { name: "Moon Coin", type: "currency", stack: 99 } + }); + + const QUESTS = Object.freeze({ + aftermath: { title: "After the Black Riders", chapter: 1, region: "village", main: true, target: 1, reward: [["village_sword", 1]] }, + village_defence: { title: "The Second Raid", chapter: 1, region: "village", main: true, target: 3, reward: [["buckler", 1], ["healing_tonic", 2]] }, + healer_herbs: { title: "Silver for the Wounded", chapter: 1, region: "village", main: false, target: 2, reward: [["healing_tonic", 2]] }, + find_guide: { title: "The Missing Guide", chapter: 2, region: "forest", main: true, target: 2, reward: [["trail_boots", 1], ["forest_charm", 1]] }, + ruins_light: { title: "Light Beneath the Roots", chapter: 2, region: "ruins", main: true, target: 4, reward: [["sun_crystal", 1]] }, + wolf_miniboss: { title: "The Briar Wolf", chapter: 2, region: "forest", main: true, target: 1, reward: [] }, + repair_bridge: { title: "A Road Across the Sky", chapter: 3, region: "mountain", main: true, target: 2, reward: [["tempered_sword", 1]] }, + stone_guardian: { title: "Guardian of Frostpeak", chapter: 3, region: "mountain", main: true, target: 1, reward: [["royal_draught", 1]] }, + rally_resistance: { title: "A Camp Rekindled", chapter: 3, region: "camp", main: true, target: 2, reward: [["fortress_emblem", 1], ["reinforced_buckler", 1]] }, + disable_defences: { title: "Blind the Fortress", chapter: 4, region: "fortressExterior", main: false, target: 2, reward: [["smoke_bomb", 2]] }, + free_prisoners: { title: "No One Left in Shadow", chapter: 4, region: "fortressInterior", main: true, target: 2, reward: [["prison_key", 1]] }, + break_wards: { title: "The Three Shadow Wards", chapter: 4, region: "fortressInterior", main: true, target: 3, reward: [] }, + defeat_malrec: { title: "The Last Shadow", chapter: 4, region: "bossArena", main: true, target: 1, reward: [] } + }); + + const PORTRAITS = Object.freeze({ + lima: { determined: 0, relieved: 1 }, malrec: { enraged: 2, cold: 3 }, + elder: { worried: 4, thoughtful: 5 }, bram: { neutral: 6, determined: 7 }, + nia: { gentle: 8, worried: 9 }, tovin: { alert: 10, surprised: 11 }, + elowen: { neutral: 12, determined: 13 }, player: { neutral: 14, injured: 15 }, + prisoner: { worried: 4, relieved: 1 } + }); + + const DIALOGUES = Object.freeze({ + elder: { + id: "elder", start: "arrival", essential: true, + nodes: { + arrival: { speaker: "elder", expression: "worried", text: "The black riders took Princess Lima north. She stood between Malrec and every soul in this square.", camera: "two-shot", next: "choice" }, + choice: { speaker: "elder", expression: "thoughtful", text: "We need more than a sword. Will you help us stand before you follow?", choices: [ + { text: "No one is left behind.", next: "accept", effects: [{ type: "startQuest", id: "aftermath" }, { type: "flag", id: "promised_village", value: true }] }, + { text: "Tell me where Malrec went.", next: "direct", effects: [{ type: "startQuest", id: "aftermath" }] } + ] }, + accept: { speaker: "player", expression: "neutral", text: "I will help the village—and then I will bring Lima home.", next: "end" }, + direct: { speaker: "elder", expression: "worried", text: "Through the Whispering Woods, over Frostpeak, into the Fortress of Shadows. But Bram's blade must go with you.", next: "end" }, + end: { speaker: "elder", expression: "thoughtful", text: "Then hope has arrived before dawn after all.", effects: [{ type: "completeQuest", id: "aftermath" }] } + } + }, + bram: { + id: "bram", start: "start", essential: false, + nodes: { + start: { speaker: "bram", expression: "neutral", text: "This blade was forged for a royal guard. Today it chooses the road, not the rank.", next: "end" }, + end: { speaker: "bram", expression: "determined", text: "Bring it to Frostpeak's old forge and I will teach sunlight to live in steel." } + } + }, + nia: { + id: "nia", start: "start", essential: false, + nodes: { + start: { speaker: "nia", expression: "gentle", text: "Silver Leaf grows where moonlight reaches the forest floor. Two sprigs would save a fevered child.", choices: [ + { text: "I will look for it.", next: "thanks", effects: [{ type: "startQuest", id: "healer_herbs" }] }, + { text: "I cannot promise, but I will remember.", next: "thanks" } + ] }, + thanks: { speaker: "nia", expression: "worried", text: "Courage is easier when it remembers tenderness." } + } + }, + tovin: { + id: "tovin", start: "start", essential: true, + nodes: { + start: { speaker: "tovin", expression: "surprised", text: "You found me. The woods hid the true path after Malrec poisoned the old stones.", next: "clue" }, + clue: { speaker: "tovin", expression: "alert", text: "Wake dawn, noon, dusk, then night beneath the ruins. The forest will open when its memory is whole.", effects: [{ type: "startQuest", id: "find_guide" }] } + } + }, + elowen: { + id: "elowen", start: "start", essential: true, + nodes: { + start: { speaker: "elowen", expression: "determined", text: "We can hit the gate, slip through the drain, or blind the detection wards first.", choices: [ + { text: "Direct assault.", next: "route", effects: [{ type: "flag", id: "route_assault", value: true }] }, + { text: "Use the hidden drain.", next: "route", effects: [{ type: "flag", id: "route_infiltration", value: true }] }, + { text: "Disable every defence.", next: "route", effects: [{ type: "startQuest", id: "disable_defences" }, { type: "flag", id: "route_sabotage", value: true }] } + ] }, + route: { speaker: "elowen", expression: "neutral", text: "Then that is our road. Lima held the kingdom together alone long enough." } + } + }, + prisoner: { + id: "prisoner", start: "start", essential: false, + nodes: { + start: { speaker: "prisoner", expression: "worried", text: "The three wards feed the throne. Break moon, crown, and flame before Malrec can draw on them.", next: "end" }, + end: { speaker: "prisoner", expression: "relieved", text: "Open the cells and we will make sure no guard reaches your back.", effects: [{ type: "startQuest", id: "free_prisoners" }, { type: "startQuest", id: "break_wards" }] } + } + }, + malrec: { + id: "malrec", start: "start", essential: true, + nodes: { + start: { speaker: "malrec", expression: "cold", text: "Lima's oath could end a century of quarrels. You call it freedom when every lord may choose another war.", next: "reply" }, + reply: { speaker: "player", expression: "neutral", text: "Peace forced by shadow is only silence.", next: "end" }, + end: { speaker: "malrec", expression: "enraged", text: "Then listen closely as hope learns to break.", effects: [{ type: "startQuest", id: "defeat_malrec" }, { type: "flag", id: "boss_started", value: true }] } + } + }, + lima: { + id: "lima", start: "start", essential: true, + nodes: { + start: { speaker: "lima", expression: "determined", text: "You crossed a wounded kingdom for someone you had never met.", choices: [ + { text: "Every person I helped led me here.", next: "hope", effects: [{ type: "flag", id: "ending_community", value: true }] }, + { text: "No throne belongs to shadow.", next: "hope", effects: [{ type: "flag", id: "ending_defiance", value: true }] } + ] }, + hope: { speaker: "lima", expression: "relieved", text: "Then let us go home—not as legend and princess, but as two people who chose to help.", effects: [{ type: "flag", id: "rescued", value: true }] } + } + } + }); + + const CUTSCENES = Object.freeze({ + intro: [ + { command: "fade", direction: "in", duration: 800 }, + { command: "caption", text: "Before shadow crossed the northern road, Princess Lima listened before she ruled." }, + { command: "music", key: "village-theme" }, + { command: "caption", text: "Lord Malrec came for the royal oath. Lima refused him, and the kingdom paid for her courage." }, + { command: "shake", duration: 180, intensity: 0.003 }, + { command: "caption", text: "At dawn, one traveller reached the broken village." }, + { command: "title", text: "RESCUE PRINCESS LIMA" }, + { command: "transition", scene: "LimaWorld", region: "village" } + ], + malrecEntrance: [ + { command: "lock", reason: "cutscene" }, { command: "camera", target: "malrec", zoom: 1.18, duration: 700 }, + { command: "lighting", preset: "shadow" }, { command: "dialogue", id: "malrec" }, + { command: "cameraRestore", duration: 500 }, { command: "unlock", reason: "cutscene" } + ] + }); + + function validateDialogue(dialogue) { + if (!dialogue || !dialogue.id || !dialogue.start || !dialogue.nodes || !dialogue.nodes[dialogue.start]) return false; + return Object.values(dialogue.nodes).every((node) => { + if (!node.speaker || typeof node.text !== "string") return false; + if (node.next && !dialogue.nodes[node.next]) return false; + return !node.choices || node.choices.every((choice) => choice.text && dialogue.nodes[choice.next]); + }); + } + + function validateAssetManifest(manifest) { + return Boolean(manifest && manifest.schemaVersion === SCHEMA_VERSION && + Array.isArray(manifest.shared) && manifest.shared.every((item) => item.key && item.url && item.type)); + } + + function validateAll() { + const errors = []; + if (!validateAssetManifest(ASSETS)) errors.push("asset-manifest"); + Object.entries(DIALOGUES).forEach(([id, dialogue]) => { if (!validateDialogue(dialogue)) errors.push(`dialogue:${id}`); }); + Object.entries(ENEMIES).forEach(([id, enemy]) => { + if (!ACTORS[id] || enemy.health <= 0 || enemy.speed <= 0) errors.push(`enemy:${id}`); + }); + MAP_IDS.forEach((id) => { if (!MAP_URLS[id] || !MAP_NAMES[id]) errors.push(`map:${id}`); }); + return errors; + } + + return Object.freeze({ + SCHEMA_VERSION, WIDTH, HEIGHT, TILE, MAP_IDS, MAP_NAMES, MAP_URLS, ASSETS, + ACTORS, ENEMIES, ITEMS, QUESTS, PORTRAITS, DIALOGUES, CUTSCENES, + validateDialogue, validateAssetManifest, validateAll + }); +})); diff --git a/assets/scripts/pages/princess-lima-v2-game.js b/assets/scripts/pages/princess-lima-v2-game.js new file mode 100644 index 0000000..30e16f9 --- /dev/null +++ b/assets/scripts/pages/princess-lima-v2-game.js @@ -0,0 +1,278 @@ +(function () { + "use strict"; + const Data = window.PrincessLimaV2Data; + const State = window.PrincessLimaV2State; + const Scenes = window.PrincessLimaV2Scenes; + const UI = window.PrincessLimaV2UI; + const Audio = window.PrincessLimaAudio; + + const controller = { + root: null, game: null, scene: null, state: null, audio: null, ui: null, + inputLock: null, uiTokens: new Map(), lastSaveAt: 0, + systemReducedMotion: window.matchMedia("(prefers-reduced-motion: reduce)").matches, + reducedMotion() { + return this.state && typeof this.state.settings.reducedMotion === "boolean" + ? this.state.settings.reducedMotion : this.systemReducedMotion; + } + }; + document.addEventListener("DOMContentLoaded", init, { once: true }); + + function init() { + const root = document.querySelector("[data-princess-lima-rpg]"); + if (!root || !Data || !State || !Scenes || !UI || !Audio || !window.Phaser || !window.PrincessLimaV2Maps) return; + controller.root = root; + const loaded = State.load(localStorage); + controller.state = loaded.state; + controller.audio = Audio.create(() => controller.state); + controller.inputLock = window.PrincessLimaV2Systems.createInputLock((locked) => root.classList.toggle("is-input-locked", locked)); + controller.ui = UI.create(root, { + getState: () => controller.state, + setState, + applyEffects: (effects) => setState(State.applyEffects(controller.state, effects)), + recordDialogue, + lock, + beginDialogue: (_id, target) => controller.scene && controller.scene.beginDialogue(target), + frameDialogue: (node) => controller.scene && controller.scene.frameDialogue(node), + endDialogue: () => controller.scene && controller.scene.endDialogue(), + focusGame, + useTonic, + setting: updateSetting, + replayIntro, + respawn, + returnToMenu + }); + bindPage(); + startEngine(); + if (loaded.migrated) queueMicrotask(() => status("Legacy progress imported safely. Your original v1 save remains untouched.")); + window.addEventListener("error", (event) => status(`The game recovered from a problem: ${event.message}`)); + document.addEventListener("visibilitychange", () => { + if (document.hidden) { + controller.inputLock.acquire("hidden-tab"); + controller.audio.suspend(); + } else { + controller.inputLock.releaseReason("hidden-tab"); + controller.audio.resume(); + } + }); + window.PrincessLimaV2Controller = controller; + } + function startEngine() { + try { + controller.game = new Phaser.Game({ + type: Phaser.AUTO, + width: Data.WIDTH, + height: Data.HEIGHT, + parent: "princess-lima-game", + pixelArt: true, + roundPixels: true, + backgroundColor: "#080a12", + physics: { default: "arcade", arcade: { gravity: { x: 0, y: 0 }, debug: location.search.includes("collisionDebug=1") } }, + scale: { mode: Phaser.Scale.FIT, autoCenter: Phaser.Scale.CENTER_BOTH, width: Data.WIDTH, height: Data.HEIGHT }, + render: { antialias: false, pixelArt: true, powerPreference: "high-performance" }, + scene: Scenes.createSceneClasses(controller) + }); + } catch (error) { fatal(error.message); } + } + function bindPage() { + const root = controller.root; + root.querySelector("[data-lima-new]").addEventListener("click", openSetup); + root.querySelector("[data-lima-continue]").addEventListener("click", () => { + if (!controller.state) return; + controller.audio.unlock(); + controller.state.introSeen ? beginAdventure() : startIntro(false); + }); + root.querySelector("[data-lima-replay-intro]").addEventListener("click", replayIntro); + root.querySelector("[data-lima-menu-settings]").addEventListener("click", () => controller.state ? controller.ui.openPanel("settings") : status("Create a traveller first; all accessibility settings remain available during play.")); + root.querySelector("[data-lima-credits]").addEventListener("click", () => controller.ui.openPanel("credits")); + root.querySelector("[data-lima-setup-form]").addEventListener("submit", submitSetup); + root.querySelector("[data-lima-setup-cancel]").addEventListener("click", closeSetup); + root.querySelector("[data-lima-pause]").addEventListener("click", () => controller.ui.openPanel("pause")); + root.querySelector("[data-lima-inventory]").addEventListener("click", () => controller.ui.openPanel("inventory")); + root.querySelector("[data-lima-quests]").addEventListener("click", () => controller.ui.openPanel("quests")); + root.querySelector("[data-lima-sound]").addEventListener("click", toggleSound); + root.querySelector("[data-lima-fullscreen]").addEventListener("click", toggleFullscreen); + document.addEventListener("fullscreenchange", updateFullscreenButton); + } + function ready() { + controller.root.dataset.ready = "true"; + controller.root.querySelector("[data-lima-loading]").hidden = true; + const button = controller.root.querySelector("[data-lima-continue]"); + button.disabled = !controller.state; + button.textContent = controller.state ? `Continue · Chapter ${controller.state.chapter}` : "Continue"; + } + function showMenu() { + controller.inputLock.clear(); + controller.root.querySelector("[data-lima-menu]").hidden = false; + controller.root.querySelector("[data-lima-hud]").hidden = true; + controller.root.querySelector("[data-lima-status-stack]").hidden = true; + requestAnimationFrame(() => controller.root.querySelector("[data-lima-menu] button").focus()); + } + function hideMenu() { + controller.root.querySelector("[data-lima-menu]").hidden = true; + } + function openSetup() { + hideMenu(); + controller.root.querySelector("[data-lima-setup]").hidden = false; + controller.root.querySelector("[data-lima-setup] input").focus(); + } + function closeSetup() { + controller.root.querySelector("[data-lima-setup]").hidden = true; + showMenu(); + } + function submitSetup(event) { + event.preventDefault(); + const form = event.currentTarget; + const name = State.validName(form.elements.name.value); + const appearance = form.elements.appearance.value; + if (!name || !State.APPEARANCES.includes(appearance)) { + controller.root.querySelector("[data-lima-setup-error]").textContent = "Enter a name from 1 to 20 characters and choose a cloak."; + return; + } + controller.state = State.fresh(name, appearance); + controller.audio.unlock(); + save(); + controller.root.querySelector("[data-lima-setup]").hidden = true; + startIntro(false); + } + function startIntro(replay) { + hideMenu(); + controller.root.querySelector("[data-lima-hud]").hidden = true; + controller.game.scene.start("LimaIntro", { replay }); + } + function replayIntro() { + controller.ui.close(); + startIntro(true); + } + function beginAdventure(sourceScene) { + hideMenu(); + controller.audio.unlock(); + const region = controller.state.region || "village"; + if (sourceScene && sourceScene.scene) sourceScene.scene.start("LimaWorld", { region }); + else controller.game.scene.start("LimaWorld", { region }); + focusGame(); + } + function showHud() { + controller.root.querySelector("[data-lima-hud]").hidden = false; + controller.root.querySelector("[data-lima-status-stack]").hidden = false; + } + function updateHud() { + if (!controller.state) return; + const state = controller.state; + controller.root.querySelector("[data-lima-player]").textContent = state.player.name; + controller.root.querySelector("[data-lima-chapter]").textContent = `Chapter ${state.chapter}`; + controller.root.querySelector("[data-lima-health]").textContent = `${Math.ceil(state.health)} / ${state.maxHealth}`; + controller.root.querySelector(".lima-hud__healthbar i").style.width = `${state.health / state.maxHealth * 100}%`; + controller.root.querySelector("[data-lima-weapon]").textContent = state.equipment.weapon ? Data.ITEMS[state.equipment.weapon].name : "Unarmed"; + controller.root.querySelector("[data-lima-armour]").textContent = state.equipment.armour ? Data.ITEMS[state.equipment.armour].name : "None"; + controller.root.querySelector("[data-lima-selected-item]").textContent = `Healing Tonic ×${State.quantity(state, "healing_tonic")}`; + controller.root.querySelector("[data-lima-currency]").textContent = State.quantity(state, "moon_coin"); + controller.root.querySelector("[data-lima-region]").textContent = Data.MAP_NAMES[state.region]; + controller.root.querySelector("[data-lima-objective]").textContent = window.PrincessLimaV2Systems.currentObjective(state); + controller.root.classList.toggle("is-high-contrast", state.settings.highContrast); + } + function setState(next, message) { + const normalized = State.normalize(next); + if (!normalized) return; + controller.state = normalized; + save(); + updateHud(); + if (message) status(message); + } + function recordDialogue(id) { + if (!controller.state.dialogueHistory.includes(id)) controller.state.dialogueHistory.push(id); + save(); + } + function save() { + if (!controller.state) return; + try { + localStorage.setItem(State.STORAGE_KEY, JSON.stringify(State.normalize(controller.state))); + controller.lastSaveAt = Date.now(); + controller.root.dataset.saved = "true"; + setTimeout(() => { if (controller.root) controller.root.dataset.saved = "false"; }, 900); + } catch (_error) { status("Saving is unavailable in this browser session."); } + } + function travel(region, spawn) { + const safe = State.safeSpawn(region, spawn); + controller.state.region = region; + controller.state.position = Object.assign({}, safe, { facing: "south" }); + controller.state.checkpoint = safe; + save(); + controller.audio.play("door"); + controller.game.scene.start("LimaWorld", { region }); + } + function respawn() { + const checkpoint = controller.state.checkpoint; + controller.state.region = checkpoint.region; + controller.state.position = Object.assign({}, checkpoint, { facing: "south" }); + controller.state.health = Math.max(Math.ceil(controller.state.maxHealth * 0.6), 1); + save(); + controller.game.scene.start("LimaWorld", { region: checkpoint.region }); + } + function useTonic() { + const result = State.useTonic(controller.state); + if (!result.used) return status(controller.state.health >= controller.state.maxHealth ? "Health is already full." : "No Healing Tonics remain."); + setState(result.state, "Healing Tonic used."); + controller.audio.play("pickup"); + } + function updateSetting(key, value) { + if (!controller.state || !(key in controller.state.settings)) return; + controller.state.settings[key] = value; + controller.state = State.normalize(controller.state); + save(); + controller.audio.apply(); + updateHud(); + if (["effectsQuality", "particles", "lighting"].includes(key) && controller.scene) status("This visual setting applies fully after the next region transition."); + } + function toggleSound() { + if (!controller.state) return; + controller.state.settings.soundEnabled = !controller.state.settings.soundEnabled; + controller.audio.unlock(); + controller.audio.apply(); + save(); + const button = controller.root.querySelector("[data-lima-sound]"); + button.textContent = controller.state.settings.soundEnabled ? "Sound On" : "Sound Muted"; + button.setAttribute("aria-pressed", String(controller.state.settings.soundEnabled)); + } + function toggleFullscreen() { + if (document.fullscreenElement) document.exitFullscreen(); + else controller.root.requestFullscreen().catch(() => status("Fullscreen is unavailable in this browser.")); + } + function updateFullscreenButton() { + const button = controller.root.querySelector("[data-lima-fullscreen]"); + button.setAttribute("aria-pressed", String(Boolean(document.fullscreenElement))); + button.textContent = document.fullscreenElement ? "Exit Fullscreen" : "Fullscreen"; + } + function lock(value, reason) { + if (value) { + if (!controller.uiTokens.has(reason)) controller.uiTokens.set(reason, controller.inputLock.acquire(reason)); + } else if (controller.uiTokens.has(reason)) { + controller.inputLock.release(controller.uiTokens.get(reason)); + controller.uiTokens.delete(reason); + } else controller.inputLock.releaseReason(reason); + } + function frameDialogue(node) { if (controller.scene) controller.scene.frameDialogue(node); } + function focusGame() { const game = controller.root.querySelector("[data-lima-game]"); if (game) game.focus({ preventScroll: true }); } + function prompt(text) { controller.root.querySelector("[data-lima-prompt]").textContent = text || "Explore · speak · protect · discover"; } + function status(message) { const element = controller.root && controller.root.querySelector("[data-lima-status]"); if (element) element.textContent = message; } + function boss(name, health, maxHealth, phase) { + const container = controller.root.querySelector("[data-lima-boss]"); + container.hidden = !name; + if (!name) return; + container.querySelector("[data-lima-boss-name]").textContent = `${name} · Phase ${phase}`; + container.querySelector("i").style.width = `${Math.max(0, health) / maxHealth * 100}%`; + } + function returnToMenu() { + controller.ui.close(); + controller.game.scene.start("LimaTitle"); + } + function fatal(message) { + if (!controller.root) return; + controller.root.querySelector("[data-lima-loading]").innerHTML = `The road could not open.${escapeHtml(message)}Return to Play`; + } + function escapeHtml(value) { return String(value).replace(/[&<>"']/g, (char) => ({ "&": "&", "<": "<", ">": ">", '"': """, "'": "'" }[char])); } + + Object.assign(controller, { + ready, showMenu, hideMenu, beginAdventure, showHud, updateHud, setState, save, travel, + prompt, status, boss, toggleFullscreen, fatal, frameDialogue, root: null + }); +}()); diff --git a/assets/scripts/pages/princess-lima-v2-maps.js b/assets/scripts/pages/princess-lima-v2-maps.js new file mode 100644 index 0000000..bd1d9e7 --- /dev/null +++ b/assets/scripts/pages/princess-lima-v2-maps.js @@ -0,0 +1,82 @@ +(function (root) { + "use strict"; + const Data = root.PrincessLimaV2Data; + const Systems = root.PrincessLimaV2Systems; + + function properties(object) { + return Systems.propertyMap(object); + } + function objects(map, layerName) { + const layer = map.getObjectLayer(layerName); + return layer ? layer.objects : []; + } + function build(scene, regionId, state) { + const map = scene.make.tilemap({ key: `map-${regionId}` }); + const tileset = map.addTilesetImage("Princess Lima World", "world-tiles", 32, 32, 0, 0); + if (!tileset) throw new Error(`Tileset could not be attached for ${regionId}`); + const tileLayers = [ + ["Base terrain", 0, 1], ["Terrain variation", 2, 0.62], ["Paths", 3, 1], + ["Water", 4, 0.94], ["Cliffs and buildings", 8, 1], ["Props", 12, 1], + ["Objects behind actors", 20, 1], ["Actor layer", 100, 1], + ["Objects above actors", 9000, 1], ["Shadows", 8800, 0.42], ["Lighting", 8900, 0.34] + ].map(([name, depth, alpha]) => { + const layer = map.createLayer(name, tileset, 0, 0); + if (layer) layer.setDepth(depth).setAlpha(alpha); + return layer; + }).filter(Boolean); + + const collisions = scene.physics.add.staticGroup(); + objects(map, "Collision").forEach((object) => { + const blocker = scene.add.rectangle(object.x + object.width / 2, object.y + object.height / 2, object.width, object.height, 0x000000, 0); + scene.physics.add.existing(blocker, true); + collisions.add(blocker); + }); + const bounds = { width: map.widthInPixels, height: map.heightInPixels }; + const resolved = Boolean(state.flags[`${regionId}_resolved`]); + const tint = resolved ? 0xffffff : { + village: 0xd9c1a8, forest: 0xb7cfba, ruins: 0xaabdc4, mountain: 0xc7d8e6, + camp: 0xd8c09c, fortressExterior: 0xb7a7c2, fortressInterior: 0xa996af, + bossArena: 0xa17ca8, chamber: 0xfff1cc + }[regionId] || 0xffffff; + tileLayers.forEach((layer) => layer.setTint(tint)); + + const ambience = createAmbience(scene, regionId, bounds, state); + return { + map, tileset, tileLayers, collisions, bounds, ambience, + spawns: Object.fromEntries(objects(map, "Named safe spawns").map((object) => [object.name, { x: object.x, y: object.y }])), + npcs: objects(map, "Dialogue triggers"), + enemies: objects(map, "Enemy zones"), + interactions: objects(map, "Interaction zones").concat(objects(map, "Optional secrets")), + transitions: objects(map, "Scene transitions"), + cameraZones: objects(map, "Camera zones") + }; + } + function createAmbience(scene, regionId, bounds, state) { + const container = scene.add.container(0, 0).setDepth(8700); + if (!state.settings.particles || state.settings.effectsQuality === "minimal") return container; + const colors = { + village: 0xffa75e, forest: 0xb9f39a, ruins: 0x6dd7df, mountain: 0xe8f5ff, + camp: 0xffc16b, fortressExterior: 0x9d6fb4, fortressInterior: 0x9d6fb4, + bossArena: 0xd968c2, chamber: 0xffe3a3 + }; + const count = state.settings.effectsQuality === "reduced" ? 10 : 24; + for (let index = 0; index < count; index += 1) { + const mote = scene.add.circle( + (index * 149 + 71) % bounds.width, + (index * 83 + 37) % bounds.height, + index % 3 + 1, + colors[regionId] || 0xffffff, + 0.12 + (index % 4) * 0.07 + ); + container.add(mote); + if (!state.settings.reducedMotion) scene.tweens.add({ + targets: mote, y: mote.y - 32 - (index % 5) * 8, x: mote.x + ((index % 3) - 1) * 18, + alpha: { from: mote.alpha, to: 0.03 }, duration: 2600 + index * 97, yoyo: true, repeat: -1, + ease: "Sine.InOut" + }); + } + return container; + } + + root.PrincessLimaV2Maps = Object.freeze({ build, objects, properties }); +}(typeof globalThis !== "undefined" ? globalThis : this)); diff --git a/assets/scripts/pages/princess-lima-v2-scenes.js b/assets/scripts/pages/princess-lima-v2-scenes.js new file mode 100644 index 0000000..fc3509f --- /dev/null +++ b/assets/scripts/pages/princess-lima-v2-scenes.js @@ -0,0 +1,699 @@ +(function (root) { + "use strict"; + const Data = root.PrincessLimaV2Data; + const State = root.PrincessLimaV2State; + const Systems = root.PrincessLimaV2Systems; + const Maps = root.PrincessLimaV2Maps; + + function createSceneClasses(controller) { + class BootScene extends Phaser.Scene { + constructor() { super("LimaBoot"); } + create() { + const errors = Data.validateAll(); + if (errors.length) return controller.fatal(`Game data failed validation: ${errors.join(", ")}`); + this.scene.start("LimaPreload"); + } + } + + class PreloadScene extends Phaser.Scene { + constructor() { super("LimaPreload"); } + preload() { + const bar = this.add.rectangle(Data.WIDTH / 2, Data.HEIGHT / 2, 420, 10, 0x352c42).setOrigin(0.5); + const fill = this.add.rectangle(Data.WIDTH / 2 - 210, Data.HEIGHT / 2, 0, 10, 0xdcb96c).setOrigin(0, 0.5); + this.load.on("progress", (value) => { fill.width = 420 * value; }); + this.load.on("loaderror", (file) => { + if (Data.ASSETS.shared.find((asset) => asset.key === file.key && asset.required)) controller.fatal(`Required asset could not load: ${file.key}`); + }); + Data.ASSETS.shared.forEach((asset) => { + if (asset.type === "image") this.load.image(asset.key, asset.url); + if (asset.type === "spritesheet") this.load.spritesheet(asset.key, asset.url, { frameWidth: asset.frameWidth, frameHeight: asset.frameHeight }); + }); + Object.entries(Data.MAP_URLS).forEach(([id, url]) => this.load.tilemapTiledJSON(`map-${id}`, url)); + const audio = "/assets/audio/princess-lima/"; + ["step", "attack", "hit", "damage", "defeat", "pickup", "quest", "puzzle", "door", "victory", + "village-theme", "forest-theme", "mountain-theme", "fortress-theme", "boss-theme", "victory-theme", + "intro-narration-1", "intro-narration-2", "intro-narration-3", "intro-narration-4"].forEach((key) => + this.load.audio(key, `${audio}${key}.wav`)); + bar.setDepth(-1); + } + create() { + createAnimations(this); + controller.ready(); + this.scene.start("LimaTitle"); + } + } + + class TitleScene extends Phaser.Scene { + constructor() { super("LimaTitle"); } + create() { + this.add.image(Data.WIDTH / 2, Data.HEIGHT / 2, "lima-title").setDisplaySize(Data.WIDTH, Data.HEIGHT).setTint(0xb9a8c8); + this.add.rectangle(Data.WIDTH / 2, Data.HEIGHT / 2, Data.WIDTH, Data.HEIGHT, 0x070912, 0.45); + controller.showMenu(); + } + } + + class IntroScene extends Phaser.Scene { + constructor() { super("LimaIntro"); } + init(data) { this.replay = Boolean(data && data.replay); } + create() { + controller.hideMenu(); + controller.audio.attach(this, "village"); + this.token = controller.inputLock.acquire("intro"); + this.step = 0; + this.paused = false; + this.finished = false; + this.background = this.add.image(Data.WIDTH / 2, Data.HEIGHT / 2, "lima-title").setDisplaySize(Data.WIDTH, Data.HEIGHT).setTint(0x7e8faa); + this.vignette = this.add.rectangle(Data.WIDTH / 2, Data.HEIGHT / 2, Data.WIDTH, Data.HEIGHT, 0x070912, 0.48); + this.caption = this.add.text(Data.WIDTH / 2, 420, "", { + fontFamily: "Georgia, serif", fontSize: "24px", color: "#fff2d0", align: "center", + wordWrap: { width: 760 }, stroke: "#10101b", strokeThickness: 5 + }).setOrigin(0.5); + this.title = this.add.text(Data.WIDTH / 2, 230, "", { + fontFamily: "Georgia, serif", fontSize: "54px", color: "#f7d88a", align: "center", + stroke: "#17101f", strokeThickness: 8 + }).setOrigin(0.5).setAlpha(0); + this.input.keyboard.on("keydown-P", () => this.togglePause()); + this.input.keyboard.on("keydown-ESC", () => this.finish(true)); + this.runBeat(); + } + runBeat() { + const beats = [ + ["Before shadow crossed the northern road, Princess Lima listened before she ruled.", 0xbac9d8, "intro-narration-1"], + ["Lord Malrec came for the royal oath. Lima refused him, and the kingdom paid for her courage.", 0x7e5a72, "intro-narration-2"], + ["Bound in shadow, Lima left a trail of courage through the woods and over Frostpeak.", 0x6f86a0, "intro-narration-3"], + ["At dawn, one traveller reached the broken village.", 0xd1a66b, "intro-narration-4"] + ]; + if (this.step >= beats.length) { + this.title.setText("RESCUE\nPRINCESS LIMA"); + this.tweens.add({ targets: this.title, alpha: 1, scale: { from: 0.92, to: 1 }, duration: controller.reducedMotion() ? 1 : 900 }); + this.time.delayedCall(1800, () => this.finish(false)); + return; + } + const [text, tint, voice] = beats[this.step]; + this.caption.setText(text).setAlpha(0); + this.background.setTint(tint); + if (controller.state.settings.soundEnabled && controller.state.settings.narrationEnabled) controller.audio.playVoice(voice); + this.tweens.add({ + targets: this.caption, alpha: 1, y: { from: 436, to: 420 }, duration: controller.reducedMotion() ? 1 : 500, + onComplete: () => { this.timer = this.time.delayedCall(controller.reducedMotion() ? 1800 : 4300, () => { this.step += 1; this.runBeat(); }); } + }); + } + togglePause() { + this.paused = !this.paused; + if (this.timer) this.timer.paused = this.paused; + this.caption.setText(this.paused ? "Paused · press P to continue" : this.caption.text); + } + finish(skipped) { + if (this.finished) return; + this.finished = true; + controller.audio.stopVoice(); + controller.inputLock.release(this.token); + if (!this.replay) { + controller.state.introSeen = true; + controller.save(); + controller.beginAdventure(this); + } else { + controller.showMenu(); + this.scene.start("LimaTitle"); + } + if (skipped) controller.status("Introduction skipped safely."); + } + shutdown() { + controller.audio.stopVoice(); + if (this.token) controller.inputLock.release(this.token); + } + } + + class WorldScene extends Phaser.Scene { + constructor() { super("LimaWorld"); } + init(data) { + this.regionId = data && Data.MAP_IDS.includes(data.region) ? data.region : controller.state.region; + this.attack = null; + this.attackSerial = 0; + this.attackHits = new Set(); + this.combo = 0; + this.spaceDownAt = 0; + this.blocking = false; + this.lastDamagedAt = -1000; + this.lastStepAt = 0; + this.interactionTarget = null; + this.enemySerial = 0; + this.projectiles = []; + this.dialogueSnapshot = null; + this.pathTick = 0; + this.puzzleProgress = {}; + this.spawnedObjects = new Set(); + } + create() { + controller.scene = this; + controller.state.region = this.regionId; + const safe = State.safeSpawn(this.regionId, controller.state.position.spawn); + if (controller.state.region !== this.regionId) controller.state.position = Object.assign(safe, { facing: "south" }); + this.world = Maps.build(this, this.regionId, controller.state); + this.physics.world.setBounds(0, 0, this.world.bounds.width, this.world.bounds.height); + this.cameras.main.setBounds(0, 0, this.world.bounds.width, this.world.bounds.height); + this.createPlayer(); + this.createActors(); + this.createInputs(); + this.physics.add.collider(this.player, this.world.collisions); + this.physics.add.collider(this.enemies, this.world.collisions); + this.cameras.main.startFollow(this.player, true, controller.reducedMotion() ? 1 : 0.12, controller.reducedMotion() ? 1 : 0.12); + this.cameras.main.setDeadzone(126, 84).setZoom(1.04); + this.setupPathfinding(); + controller.audio.attach(this, this.regionId); + controller.showHud(); + controller.updateHud(); + controller.save(); + this.events.once(Phaser.Scenes.Events.SHUTDOWN, () => this.cleanup()); + if (this.regionId === "bossArena" && !controller.state.flags.boss_intro_seen) { + controller.state.flags.boss_intro_seen = true; + this.time.delayedCall(350, () => controller.ui.startDialogue("malrec", { + target: this.findActor("malrec"), + done: () => this.world.enemies.filter((object) => Maps.properties(object).enemy === "malrec").forEach((object) => this.spawnEnemy(object)) + })); + } + if (this.regionId === "chamber") this.time.delayedCall(500, () => controller.ui.startDialogue("lima", { + target: this.findActor("lima"), done: () => { controller.state.rescued = true; controller.state.flags.chamber_resolved = true; controller.save(); controller.ui.ending(); } + })); + } + createPlayer() { + const position = controller.state.position; + this.facing = position.facing || "south"; + this.player = this.physics.add.sprite(position.x, position.y, "actors-v2", actorFrame("player", this.facing, 0)) + .setDepth(position.y + 100).setCollideWorldBounds(true); + this.player.body.setSize(25, 26).setOffset(12, 35); + this.player.setData("actorId", "player"); + this.shadow = this.add.ellipse(position.x, position.y + 25, 31, 12, 0x080912, 0.34).setDepth(position.y + 80); + } + createActors() { + this.npcs = this.physics.add.staticGroup(); + this.enemies = this.physics.add.group(); + this.world.npcs.forEach((object) => { + const actor = this.npcs.create(object.x, object.y, "actors-v2", actorFrame(object.name, "south", 0)); + actor.setData({ actorId: object.name, dialogue: Maps.properties(object).dialogue }).setDepth(object.y + 100); + actor.body.setSize(24, 24).setOffset(12, 38); + }); + this.world.enemies.forEach((object) => this.spawnEnemy(object)); + } + spawnEnemy(object) { + const props = Maps.properties(object); + const id = props.enemy; + const spec = Data.ENEMIES[id]; + if (!spec || this.spawnedObjects.has(object.id) || controller.state.defeatedBosses.includes(id)) return; + if (this.regionId === "village" && controller.state.quests.village_defence.status !== "active") return; + if (id === "briar_wolf" && controller.state.quests.ruins_light.status !== "complete") return; + if (id === "stone_guardian" && controller.state.quests.repair_bridge.status !== "complete") return; + if (id === "captain" && controller.state.quests.rally_resistance.status === "locked") return; + if (id === "malrec" && !controller.state.flags.boss_started) return; + this.spawnedObjects.add(object.id); + const enemy = this.physics.add.sprite(object.x, object.y, "actors-v2", actorFrame(id, "south", 0)); + enemy.body.setSize(spec.boss ? 36 : 25, spec.boss ? 34 : 25).setOffset(spec.boss ? 6 : 12, spec.boss ? 26 : 35); + enemy.setData({ + uid: `${id}-${++this.enemySerial}`, actorId: id, spec, health: spec.health, maxHealth: spec.health, + state: spec.role === "ambush" ? "hidden" : "patrol", homeX: object.x, homeY: object.y, + leash: Number(props.leash) || 190, nextAction: this.time.now + 500, telegraphUntil: 0, + attackUntil: 0, recoverUntil: 0, stunnedUntil: 0, phase: 1, lastPathAt: 0, path: [] + }).setDepth(object.y + 100); + if (spec.role === "ambush") enemy.setAlpha(0.22); + this.enemies.add(enemy); + } + createInputs() { + this.cursors = this.input.keyboard.createCursorKeys(); + this.keys = this.input.keyboard.addKeys({ + up: "W", down: "S", left: "A", right: "D", interact: "E", alternateInteract: "ENTER", + attack: "SPACE", block: "SHIFT", item: "Q", inventory: "I", quests: "J", menu: "M", + fullscreen: "F", charged: "C", escape: "ESC" + }); + this.input.keyboard.on("keydown-SPACE", () => { if (!controller.inputLock.locked()) this.spaceDownAt = this.time.now; }); + this.input.keyboard.on("keyup-SPACE", () => { + if (controller.inputLock.locked()) return; + const held = this.time.now - this.spaceDownAt; + this.startAttack(held >= 440 ? "charged" : (this.combo === 1 && this.time.now - this.lastAttackEnd < 360 ? "light2" : "light1")); + }); + } + setupPathfinding() { + if (!root.EasyStar || !root.EasyStar.js) return; + const grid = Array.from({ length: this.world.map.height }, () => Array(this.world.map.width).fill(0)); + Maps.objects(this.world.map, "Collision").forEach((solid) => { + const sx = Math.floor(solid.x / 32), sy = Math.floor(solid.y / 32); + const ex = Math.ceil((solid.x + solid.width) / 32), ey = Math.ceil((solid.y + solid.height) / 32); + for (let y = sy; y < ey; y += 1) for (let x = sx; x < ex; x += 1) if (grid[y] && grid[y][x] !== undefined) grid[y][x] = 1; + }); + this.pathfinder = new EasyStar.js(); + this.pathfinder.setGrid(grid); + this.pathfinder.setAcceptableTiles([0]); + this.pathfinder.enableDiagonals(); + this.pathfinder.disableCornerCutting(); + this.pathfinder.setIterationsPerCalculation(180); + } + update(time, delta) { + if (!this.player || !this.player.active) return; + if (!controller.inputLock.locked()) { + this.updatePlayer(time, delta); + this.updateInteractions(); + this.updateShortcuts(); + } else this.player.setVelocity(0); + this.updateEnemies(time, delta); + this.updateProjectiles(time); + this.updateCameraZones(); + this.shadow.setPosition(this.player.x, this.player.y + 25).setDepth(this.player.y + 80); + this.player.setDepth(this.player.y + 100); + if (this.pathfinder) this.pathfinder.calculate(); + } + updatePlayer(time, delta) { + let x = (this.cursors.left.isDown || this.keys.left.isDown ? -1 : 0) + (this.cursors.right.isDown || this.keys.right.isDown ? 1 : 0); + let y = (this.cursors.up.isDown || this.keys.up.isDown ? -1 : 0) + (this.cursors.down.isDown || this.keys.down.isDown ? 1 : 0); + this.blocking = this.keys.block.isDown && !this.attack; + if (this.attack || this.blocking) { x = 0; y = 0; } + const speed = controller.state.equipment.boots ? 188 : 168; + const velocity = Systems.movementVelocity(this.player.body.velocity.x, this.player.body.velocity.y, x, y, delta, speed, Boolean(controller.state.equipment.boots)); + this.player.setVelocity(velocity.x, velocity.y); + if (x || y) { + if (Math.abs(x) > Math.abs(y)) this.facing = x > 0 ? "east" : "west"; + else this.facing = y > 0 ? "south" : "north"; + this.player.anims.play(`walk-${Data.ACTORS.player.row}-${this.facing}`, true); + if (time - this.lastStepAt > 310) { controller.audio.play("step", 0.22); this.lastStepAt = time; } + } else if (!this.attack) this.player.anims.play(`idle-${Data.ACTORS.player.row}-${this.facing}`, true); + if (this.blocking) this.player.setTint(0x9ec9e8); else if (!this.attack) this.player.clearTint(); + if (Phaser.Input.Keyboard.JustDown(this.keys.interact) || Phaser.Input.Keyboard.JustDown(this.keys.alternateInteract)) this.interact(); + } + updateShortcuts() { + if (Phaser.Input.Keyboard.JustDown(this.keys.item)) controller.useTonic(); + if (Phaser.Input.Keyboard.JustDown(this.keys.inventory)) controller.ui.openPanel("inventory"); + if (Phaser.Input.Keyboard.JustDown(this.keys.quests)) controller.ui.openPanel("quests"); + if (Phaser.Input.Keyboard.JustDown(this.keys.menu) || Phaser.Input.Keyboard.JustDown(this.keys.escape)) controller.ui.openPanel("pause"); + if (Phaser.Input.Keyboard.JustDown(this.keys.fullscreen)) controller.toggleFullscreen(); + } + updateInteractions() { + const candidates = []; + this.npcs.getChildren().forEach((actor) => candidates.push({ kind: "npc", target: actor, x: actor.x, y: actor.y, label: `Speak with ${Data.ACTORS[actor.getData("actorId")].name}` })); + this.world.interactions.forEach((object) => candidates.push({ kind: object.type === "secret" ? "secret" : "interaction", target: object, x: object.x, y: object.y, label: readable(object.name) })); + this.world.transitions.forEach((object) => candidates.push({ kind: "transition", target: object, x: object.x + object.width / 2, y: object.y + object.height / 2, label: readable(object.name) })); + candidates.forEach((candidate) => { candidate.distance = Phaser.Math.Distance.Between(this.player.x, this.player.y, candidate.x, candidate.y); }); + this.interactionTarget = candidates.filter((candidate) => candidate.distance < (candidate.kind === "transition" ? 72 : 62)).sort((a, b) => a.distance - b.distance)[0] || null; + controller.prompt(this.interactionTarget ? `E · ${this.interactionTarget.label}` : ""); + } + interact() { + const candidate = this.interactionTarget; + if (!candidate) return; + if (candidate.kind === "npc") { + const id = candidate.target.getData("dialogue"); + controller.ui.startDialogue(id, { + target: candidate.target, + done: () => { + if (id === "elder" && controller.state.quests.village_defence.status === "locked") { + controller.setState(State.startQuest(controller.state, "village_defence"), "The Second Raid has begun."); + this.world.enemies.forEach((object) => this.spawnEnemy(object)); + } + if (id === "tovin") controller.setState(State.progressQuest(controller.state, "find_guide", 1)); + if (id === "elowen" && this.regionId === "camp") { + controller.setState(State.startQuest(controller.state, "rally_resistance")); + this.world.enemies.forEach((object) => this.spawnEnemy(object)); + } + if (id === "prisoner") controller.setState(State.startQuest(controller.state, "break_wards")); + } + }); + return; + } + if (candidate.kind === "transition") return this.transition(candidate.target); + const props = Maps.properties(candidate.target); + const action = props.action || props.observation; + if (candidate.kind === "secret") { + if (!controller.state.discoveredSecrets.includes(candidate.target.name)) { + controller.state.discoveredSecrets.push(candidate.target.name); + controller.setState(State.addItem(controller.state, "moon_coin", 1), props.observation || "A secret waits here."); + } else controller.status("You have already found this secret."); + return; + } + this.handleInteraction(candidate.target.name, action); + } + handleInteraction(name, action) { + if (action === "puzzle") { + const quest = this.regionId === "ruins" ? "ruins_light" : this.regionId === "mountain" ? "repair_bridge" : this.regionId === "fortressInterior" ? "break_wards" : "find_guide"; + if (controller.state.quests[quest].status === "locked") controller.state = State.startQuest(controller.state, quest); + const key = `${this.regionId}:${name}`; + if (!controller.state.solvedPuzzles.includes(key)) { + controller.state.solvedPuzzles.push(key); + controller.setState(State.progressQuest(controller.state, quest, 1), `${readable(name)} answers with light.`); + controller.audio.play("puzzle"); + if (quest === "repair_bridge" && controller.state.quests.repair_bridge.status === "complete") { + this.world.enemies.forEach((object) => this.spawnEnemy(object)); + } + } else controller.status("This mechanism is already awake."); + return; + } + if (action === "free-prisoner") { + if (!controller.state.flags[`freed_${name}`]) { + controller.state.flags[`freed_${name}`] = true; + controller.setState(State.progressQuest(controller.state, "free_prisoners", 1), "A prisoner joins the resistance."); + } + return; + } + if (action === "disable-defence") { + if (!controller.state.flags[`disabled_${name}`]) { + controller.state.flags[`disabled_${name}`] = true; + controller.setState(State.progressQuest(controller.state, "disable_defences", 1), `${readable(name)} disabled.`); + } + return; + } + if (action === "route-choice") return controller.ui.startDialogue("elowen", { target: this.findActor("elowen") }); + if (action === "chest") { + if (!controller.state.openedChests.includes(name)) { + controller.state.openedChests.push(name); + controller.setState(State.addItem(controller.state, "healing_tonic", 1), "Found a Healing Tonic."); + controller.audio.play("pickup"); + } + return; + } + if (action === "boss-mechanic") { + controller.state.flags.sun_veil_broken = true; + controller.save(); + this.cameras.main.flash(200, 255, 230, 150); + controller.status("The Sun Crystal tears open Malrec's veil."); + return; + } + if (action === "block-tutorial") return controller.status("Hold Shift to block. Release and strike during an enemy's recovery."); + controller.status(action || readable(name)); + } + transition(object) { + const props = Maps.properties(object); + if (props.requirement && !controller.state.flags[props.requirement]) { + controller.status(`The route is not yet open · ${readable(props.requirement)}`); + return; + } + controller.travel(props.target, props.spawn); + } + startAttack(kind) { + if (this.attack || this.blocking || controller.inputLock.locked()) return; + const spec = Systems.ATTACKS[kind]; + this.attack = { kind, spec, started: this.time.now, serial: ++this.attackSerial, active: false }; + this.combo = kind === "light1" ? 1 : 0; + this.attackHits.clear(); + this.player.setVelocity(0).setTint(kind === "charged" ? 0xffd47a : 0xffffff); + controller.audio.play("attack"); + } + updateAttack(time) { + if (!this.attack) return; + const phase = Systems.attackPhase(time - this.attack.started, this.attack.kind); + if (phase === "active" && !this.attack.active) { + this.attack.active = true; + this.performHit(this.attack); + this.swingEffect(this.attack.kind); + } + if (phase === "complete") { + this.player.clearTint(); + this.lastAttackEnd = time; + this.attack = null; + } + } + performHit(attack) { + const box = Systems.attackHitbox(this.facing, this.player.x, this.player.y, attack.kind); + const hitbox = this.add.rectangle(box.x + box.width / 2, box.y + box.height / 2, box.width, box.height, 0xffd66d, 0); + this.physics.add.existing(hitbox); + this.physics.overlap(hitbox, this.enemies, (_hit, enemy) => this.hitEnemy(enemy, attack)); + this.time.delayedCall(20, () => hitbox.destroy()); + } + swingEffect(kind) { + if (!controller.state.settings.particles) return; + const vector = Systems.facingVector(this.facing); + const arc = this.add.arc(this.player.x + vector.x * 30, this.player.y + vector.y * 26, kind === "charged" ? 42 : 31, 200, 340, false, kind === "charged" ? 0xffd77c : 0xeaf3ff, 0.72).setDepth(this.player.depth + 2); + arc.setRotation(Math.atan2(vector.y, vector.x) + Math.PI / 2); + this.tweens.add({ targets: arc, alpha: 0, scale: 1.25, duration: 140, onComplete: () => arc.destroy() }); + } + hitEnemy(enemy, attack) { + if (!enemy.active || this.attackHits.has(enemy.getData("uid"))) return; + this.attackHits.add(enemy.getData("uid")); + const spec = enemy.getData("spec"); + const blocking = spec.role === "shield" && enemy.getData("state") !== "recover" && attack.kind !== "charged"; + const damage = blocking ? 0 : (controller.state.attack + attack.spec.damage); + if (!damage) { + enemy.setTint(0x9fb4cb); + this.time.delayedCall(100, () => enemy.active && enemy.clearTint()); + controller.status("The guard blocks the strike. Charge or counter after an attack."); + return; + } + enemy.setData("health", enemy.getData("health") - damage); + enemy.setData("stunnedUntil", this.time.now + 220); + enemy.setData("state", "hurt"); + enemy.setTint(0xffe1ad).setTintMode(Phaser.TintModes.FILL); + const vector = Systems.facingVector(this.facing); + enemy.setVelocity(vector.x * attack.spec.knockback * 4, vector.y * attack.spec.knockback * 4); + controller.audio.play("hit", spec.boss ? 1 : 0.72); + this.time.delayedCall(75, () => { if (enemy.active) enemy.clearTint(); }); + this.time.delayedCall(120, () => { if (enemy.active) enemy.setVelocity(0); }); + if (controller.state.settings.screenShake && !controller.reducedMotion()) this.cameras.main.shake(spec.boss ? 80 : 45, spec.boss ? 0.004 : 0.0018); + if (enemy.getData("health") <= 0) this.defeatEnemy(enemy); + } + defeatEnemy(enemy) { + const id = enemy.getData("actorId"); + const spec = enemy.getData("spec"); + enemy.setData("state", "dead"); + this.tweens.add({ targets: enemy, alpha: 0, y: enemy.y - 10, duration: controller.reducedMotion() ? 1 : 280, onComplete: () => enemy.destroy() }); + if (this.regionId === "village" && controller.state.quests.village_defence.status === "active") controller.setState(State.progressQuest(controller.state, "village_defence", 1)); + if (id === "briar_wolf") this.completeBoss(id, "wolf_miniboss"); + if (id === "stone_guardian") this.completeBoss(id, "stone_guardian"); + if (id === "captain") { + controller.state = State.progressQuest(controller.state, "rally_resistance", 2); + this.completeBoss(id, "rally_resistance"); + } + if (id === "malrec") { + this.completeBoss(id, "defeat_malrec"); + this.cameras.main.flash(900, 255, 232, 176); + this.time.delayedCall(1100, () => controller.travel("chamber", "door")); + } + if (spec.boss) controller.boss(null); + } + completeBoss(id, quest) { + if (!controller.state.defeatedBosses.includes(id)) controller.state.defeatedBosses.push(id); + controller.setState(State.completeQuest(controller.state, quest), `${Data.ACTORS[id].name} defeated.`); + controller.audio.play("victory"); + } + updateEnemies(time) { + this.updateAttack(time); + this.enemies.getChildren().forEach((enemy) => { + if (!enemy.active) return; + const spec = enemy.getData("spec"); + 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("homeX"), enemy.getData("homeY")); + const state = Systems.nextEnemyState(enemy.getData("state"), { + distance, homeDistance, spec, health: enemy.getData("health"), leash: enemy.getData("leash"), + stunned: time < enemy.getData("stunnedUntil"), telegraphDone: time >= enemy.getData("telegraphUntil"), + attackDone: time >= enemy.getData("attackUntil"), cooldownDone: time >= enemy.getData("recoverUntil") + }); + if (state !== enemy.getData("state")) this.enterEnemyState(enemy, state, time); + this.runEnemyState(enemy, state, time, distance); + enemy.setDepth(enemy.y + 100); + const phase = Systems.bossPhase(enemy.getData("health"), enemy.getData("maxHealth"), spec.phases || 1); + if (phase !== enemy.getData("phase")) { + enemy.setData("phase", phase); + this.bossPhaseTransition(enemy, phase); + } + if (spec.boss) controller.boss(Data.ACTORS[enemy.getData("actorId")].name, enemy.getData("health"), enemy.getData("maxHealth"), phase); + }); + } + enterEnemyState(enemy, state, time) { + enemy.setData("state", state); + const spec = enemy.getData("spec"); + if (state === "telegraph") { + enemy.setVelocity(0).setTint(spec.role === "caster" ? 0xc887ff : 0xffc07b); + enemy.setData("telegraphUntil", time + spec.telegraph); + } + if (state === "attack") { + enemy.clearTint(); + enemy.setData("attackUntil", time + 180); + this.enemyAttack(enemy); + } + if (state === "recover") { + enemy.setVelocity(0).setTint(0x9aa6b5); + enemy.setData("recoverUntil", time + spec.cooldown); + } + if (state === "patrol") enemy.clearTint(); + if (state === "pursue" && spec.role === "ambush") enemy.setAlpha(1); + } + runEnemyState(enemy, state, time) { + const spec = enemy.getData("spec"); + if (state === "hurt" || state === "telegraph" || state === "recover" || state === "dead") { + if (state === "telegraph" && time >= enemy.getData("telegraphUntil")) this.enterEnemyState(enemy, "attack", time); + if (state === "attack" && time >= enemy.getData("attackUntil")) this.enterEnemyState(enemy, "recover", time); + return; + } + if (state === "attack") { + if (time >= enemy.getData("attackUntil")) this.enterEnemyState(enemy, "recover", time); + return; + } + if (state === "return") return this.moveEnemy(enemy, enemy.getData("homeX"), enemy.getData("homeY"), spec.speed); + if (state === "pursue") return this.moveEnemy(enemy, this.player.x, this.player.y, spec.speed); + if (state === "patrol" && time >= enemy.getData("nextAction")) { + enemy.setData("nextAction", time + 1100); + const angle = ((enemy.getData("uid").length * 37 + Math.floor(time / 1000)) % 8) * Math.PI / 4; + enemy.setVelocity(Math.cos(angle) * spec.speed * 0.35, Math.sin(angle) * spec.speed * 0.35); + this.time.delayedCall(420, () => enemy.active && enemy.getData("state") === "patrol" && enemy.setVelocity(0)); + } + } + moveEnemy(enemy, x, y, speed) { + if (this.pathfinder && this.time.now - enemy.getData("lastPathAt") > 650) { + enemy.setData("lastPathAt", this.time.now); + const sx = Phaser.Math.Clamp(Math.floor(enemy.x / 32), 0, this.world.map.width - 1); + const sy = Phaser.Math.Clamp(Math.floor(enemy.y / 32), 0, this.world.map.height - 1); + const tx = Phaser.Math.Clamp(Math.floor(x / 32), 0, this.world.map.width - 1); + const ty = Phaser.Math.Clamp(Math.floor(y / 32), 0, this.world.map.height - 1); + this.pathfinder.findPath(sx, sy, tx, ty, (path) => { if (enemy.active && path && path.length > 1) enemy.setData("path", path.slice(1)); }); + } + const path = enemy.getData("path"); + const next = path && path[0]; + const target = next ? { x: next.x * 32 + 16, y: next.y * 32 + 16 } : { x, y }; + const vector = Systems.normalizedVector(target.x - enemy.x, target.y - enemy.y, speed); + enemy.setVelocity(vector.x, vector.y); + if (next && Phaser.Math.Distance.Between(enemy.x, enemy.y, target.x, target.y) < 10) path.shift(); + const facing = Math.abs(vector.x) > Math.abs(vector.y) ? (vector.x > 0 ? "east" : "west") : (vector.y > 0 ? "south" : "north"); + enemy.anims.play(`walk-${Data.ACTORS[enemy.getData("actorId")].row}-${facing}`, true); + } + enemyAttack(enemy) { + const spec = enemy.getData("spec"); + const id = enemy.getData("actorId"); + const phase = enemy.getData("phase"); + if (["ranged", "caster", "support"].includes(spec.role) || id === "malrec") { + const count = id === "malrec" ? phase * 2 + 1 : 1; + for (let index = 0; index < count; index += 1) { + const base = Phaser.Math.Angle.Between(enemy.x, enemy.y, this.player.x, this.player.y); + const angle = base + (index - (count - 1) / 2) * 0.22; + this.spawnProjectile(enemy.x, enemy.y, angle, spec.damage, id === "malrec" ? 185 : 145); + } + return; + } + if (!Systems.canDamageThroughWall(this, enemy, this.player)) return; + const distance = Phaser.Math.Distance.Between(enemy.x, enemy.y, this.player.x, this.player.y); + if (distance <= spec.attackRange + 20) this.hurtPlayer(spec.damage, enemy.x, enemy.y); + else { + const vector = Systems.normalizedVector(this.player.x - enemy.x, this.player.y - enemy.y, spec.speed * (spec.role === "fast" ? 2.8 : 2)); + enemy.setVelocity(vector.x, vector.y); + } + } + spawnProjectile(x, y, angle, damage, speed) { + const projectile = this.add.circle(x, y, 7, 0x9e5ad1, 0.92).setStrokeStyle(2, 0xe7c5ff).setDepth(8000); + this.physics.add.existing(projectile); + projectile.body.setCircle(7).setVelocity(Math.cos(angle) * speed, Math.sin(angle) * speed); + projectile.setData({ damage, born: this.time.now }); + this.projectiles.push(projectile); + } + updateProjectiles(time) { + this.projectiles = this.projectiles.filter((projectile) => { + if (!projectile.active) return false; + if (time - projectile.getData("born") > 3200) { projectile.destroy(); return false; } + if (Phaser.Math.Distance.Between(projectile.x, projectile.y, this.player.x, this.player.y) < 24) { + this.hurtPlayer(projectile.getData("damage"), projectile.x, projectile.y); + projectile.destroy(); + return false; + } + return true; + }); + } + hurtPlayer(amount, sourceX, sourceY) { + if (this.time.now - this.lastDamagedAt < 700) return; + this.lastDamagedAt = this.time.now; + const reduced = this.blocking ? Math.ceil(amount * 0.3) : Math.max(1, amount - controller.state.defence); + controller.state.health = Math.max(0, controller.state.health - reduced); + const vector = Systems.normalizedVector(this.player.x - sourceX, this.player.y - sourceY, this.blocking ? 80 : 180); + this.player.setVelocity(vector.x, vector.y).setTint(0xff7777).setTintMode(Phaser.TintModes.FILL); + controller.audio.play("damage"); + this.time.delayedCall(120, () => this.player.active && this.player.clearTint()); + controller.updateHud(); + controller.save(); + if (controller.state.health <= 0) { + this.player.setVelocity(0); + controller.audio.play("defeat"); + controller.ui.gameOver(); + } + } + bossPhaseTransition(enemy, phase) { + this.cameras.main.flash(controller.reducedMotion() ? 1 : 250, 105, 44, 126); + enemy.setScale(1 + phase * 0.04); + if (enemy.getData("actorId") === "malrec" && phase >= 2) { + this.world.tileLayers.forEach((layer) => layer.setTint(phase === 3 ? 0x9b719e : 0xb48db4)); + controller.status(phase === 3 ? "Lima's voice cuts through the shadow: use the Sun pedestal!" : "Malrec tears open the throne's second seal."); + } + } + updateCameraZones() { + if (controller.inputLock.locked()) return; + const zone = this.world.cameraZones.find((object) => this.player.x >= object.x && this.player.x <= object.x + object.width && this.player.y >= object.y && this.player.y <= object.y + object.height); + const targetZoom = zone ? Number(Maps.properties(zone).zoom) || 1.04 : 1.04; + if (Math.abs(this.cameras.main.zoom - targetZoom) > 0.015) this.cameras.main.zoom += (targetZoom - this.cameras.main.zoom) * 0.04; + const velocity = this.player.body.velocity; + if (velocity.lengthSq() > 16) this.cameras.main.setFollowOffset(-velocity.x * 0.12, -velocity.y * 0.08); + } + beginDialogue(target) { + this.dialogueSnapshot = { zoom: this.cameras.main.zoom, follow: this.player, scrollX: this.cameras.main.scrollX, scrollY: this.cameras.main.scrollY }; + this.player.setVelocity(0); + this.enemies.getChildren().forEach((enemy) => enemy.setVelocity(0)); + const focus = target || this.player; + this.cameras.main.stopFollow(); + this.cameras.main.pan(focus.x, focus.y, controller.reducedMotion() ? 1 : 500, "Sine.easeInOut"); + this.cameras.main.zoomTo(1.24, controller.reducedMotion() ? 1 : 500); + controller.root.classList.add(controller.state.settings.blur && controller.state.settings.effectsQuality === "full" ? "is-dialogue-blur" : "is-dialogue-depth"); + controller.audio.duck(true); + } + frameDialogue(node) { + if (!this.dialogueSnapshot) return; + const actor = this.findActor(node.speaker); + if (actor) this.cameras.main.pan(actor.x, actor.y, controller.reducedMotion() ? 1 : 280, "Sine.easeInOut"); + } + endDialogue() { + controller.root.classList.remove("is-dialogue-blur", "is-dialogue-depth"); + controller.audio.duck(false); + if (!this.dialogueSnapshot) return; + this.cameras.main.pan(this.player.x, this.player.y, controller.reducedMotion() ? 1 : 420, "Sine.easeInOut"); + this.cameras.main.zoomTo(this.dialogueSnapshot.zoom, controller.reducedMotion() ? 1 : 420); + this.time.delayedCall(controller.reducedMotion() ? 1 : 430, () => this.player.active && this.cameras.main.startFollow(this.player, true, 0.12, 0.12)); + this.dialogueSnapshot = null; + } + findActor(id) { + if (id === "player") return this.player; + return this.npcs.getChildren().find((actor) => actor.getData("actorId") === id) || + this.enemies.getChildren().find((actor) => actor.getData("actorId") === id); + } + cleanup() { + controller.prompt(""); + controller.boss(null); + controller.inputLock.clear(); + this.projectiles.forEach((projectile) => projectile.destroy()); + this.projectiles = []; + if (this.pathfinder) this.pathfinder = null; + controller.audio.duck(false); + } + } + + class EndingScene extends Phaser.Scene { + constructor() { super("LimaEnding"); } + create() { + this.add.image(Data.WIDTH / 2, Data.HEIGHT / 2, "lima-title").setDisplaySize(Data.WIDTH, Data.HEIGHT).setTint(0xf3dca3); + controller.ui.ending(); + } + } + + return [BootScene, PreloadScene, TitleScene, IntroScene, WorldScene, EndingScene]; + } + + function actorFrame(id, facing, phase) { + const row = Data.ACTORS[id] ? Data.ACTORS[id].row : 0; + const direction = { north: 0, east: 1, south: 2, west: 3 }[facing] || 2; + return row * 16 + direction * 4 + (phase || 0); + } + function createAnimations(scene) { + const rows = Array.from(new Set(Object.values(Data.ACTORS).map((actor) => actor.row))); + ["north", "east", "south", "west"].forEach((facing) => rows.forEach((row) => { + const start = row * 16 + ({ north: 0, east: 1, south: 2, west: 3 }[facing] * 4); + if (!scene.anims.exists(`idle-${row}-${facing}`)) scene.anims.create({ + key: `idle-${row}-${facing}`, frames: [{ key: "actors-v2", frame: start }], frameRate: 1, repeat: -1 + }); + if (!scene.anims.exists(`walk-${row}-${facing}`)) scene.anims.create({ + key: `walk-${row}-${facing}`, frames: scene.anims.generateFrameNumbers("actors-v2", { start, end: start + 3 }), + frameRate: 9, repeat: -1 + }); + })); + } + function readable(value) { + return String(value || "").replace(/[-_]/g, " ").replace(/\b\w/g, (letter) => letter.toUpperCase()); + } + + root.PrincessLimaV2Scenes = Object.freeze({ createSceneClasses, actorFrame }); +}(typeof globalThis !== "undefined" ? globalThis : this)); diff --git a/assets/scripts/pages/princess-lima-v2-state.js b/assets/scripts/pages/princess-lima-v2-state.js new file mode 100644 index 0000000..fe469c0 --- /dev/null +++ b/assets/scripts/pages/princess-lima-v2-state.js @@ -0,0 +1,243 @@ +(function (root, factory) { + "use strict"; + const data = root.PrincessLimaV2Data || (typeof require === "function" ? require("./princess-lima-v2-data.js") : null); + const api = factory(data); + if (typeof module === "object" && module.exports) module.exports = api; + root.PrincessLimaV2State = api; +}(typeof globalThis !== "undefined" ? globalThis : this, function (Data) { + "use strict"; + const VERSION = 2; + const STORAGE_KEY = "zxh_princess_lima_rpg_v2"; + const LEGACY_KEY = "zxh_princess_lima_rpg_v1"; + const APPEARANCES = Object.freeze(["azure", "ember", "pine"]); + const FACES = Object.freeze(["north", "east", "south", "west"]); + const SAFE_SPAWNS = Object.freeze({ + village: { start: [496, 624], square: [496, 400], forestRoad: [496, 80] }, + forest: { villagePath: [80, 400], ruinsPath: [784, 656], mountainPath: [784, 112] }, + ruins: { forestDoor: [496, 656] }, mountain: { forestTrail: [80, 592], campRoad: [880, 592] }, + camp: { mountainRoad: [80, 400], fortressRoad: [880, 400] }, + fortressExterior: { campGate: [80, 592], innerGate: [496, 240] }, + fortressInterior: { frontHall: [496, 656], throneDoor: [496, 80] }, + bossArena: { entrance: [496, 592] }, chamber: { door: [496, 592] } + }); + const LEGACY_REGION_BY_CHAPTER = Object.freeze({ 1: "village", 2: "forest", 3: "mountain", 4: "fortressInterior" }); + const LEGACY_QUEST_MAP = Object.freeze({ + aftermath: "aftermath", village_defence: "village_defence", healer_herbs: "healer_herbs", + find_guide: "find_guide", ruins_light: "ruins_light", wolf_miniboss: "wolf_miniboss", + repair_bridge: "repair_bridge", stone_guardian: "stone_guardian", free_scout: "rally_resistance", + free_prisoners: "free_prisoners", break_wards: "break_wards", defeat_malrec: "defeat_malrec" + }); + + function validName(value) { + const name = String(value || "").trim().replace(/\s+/g, " "); + return name.length >= 1 && name.length <= 20 ? name : null; + } + function finite(value, fallback, minimum, maximum) { + const number = Number(value); + return Number.isFinite(number) ? Math.max(minimum, Math.min(maximum, number)) : fallback; + } + function questDefaults() { + return Object.fromEntries(Object.keys(Data.QUESTS).map((id) => [id, { status: "locked", count: 0, rewarded: false }])); + } + function defaultSettings() { + return { + soundEnabled: false, master: 0.8, music: 0.48, effects: 0.75, voice: 0.8, + narrationEnabled: true, subtitles: true, reducedMotion: null, highContrast: false, + effectsQuality: "full", blur: true, particles: true, screenShake: true, lighting: true, + textSpeed: "normal" + }; + } + function fresh(name, appearance) { + return { + version: VERSION, + player: { name: validName(name) || "Traveller", appearance: APPEARANCES.includes(appearance) ? appearance : "azure" }, + health: 100, maxHealth: 100, attack: 1, defence: 0, + region: "village", position: { spawn: "start", x: 496, y: 624, facing: "north" }, + checkpoint: { region: "village", spawn: "start", x: 496, y: 624 }, + chapter: 1, story: "arrival", quests: questDefaults(), + inventory: [{ id: "healing_tonic", quantity: 2 }], + equipment: { weapon: null, armour: null, boots: null, charm: null }, + flags: {}, solvedPuzzles: [], defeatedBosses: [], openedChests: [], discoveredSecrets: [], + unlockedRoutes: [], dialogueHistory: [], completedCutscenes: [], rescued: false, introSeen: false, + playTimeSeconds: 0, settings: defaultSettings() + }; + } + + function normalizeInventory(value) { + const quantities = new Map(); + (Array.isArray(value) ? value : []).forEach((entry) => { + const item = entry && Data.ITEMS[entry.id]; + if (!item) return; + const cap = item.stack || 1; + quantities.set(entry.id, Math.min(cap, (quantities.get(entry.id) || 0) + Math.max(1, Math.floor(Number(entry.quantity) || 1)))); + }); + return Array.from(quantities, ([id, quantity]) => ({ id, quantity })); + } + function normalizeQuests(value) { + const output = questDefaults(); + Object.keys(output).forEach((id) => { + const source = value && value[id]; + if (!source) return; + output[id] = { + status: ["locked", "active", "complete"].includes(source.status) ? source.status : "locked", + count: Math.floor(finite(source.count, 0, 0, Data.QUESTS[id].target)), + rewarded: source.rewarded === true + }; + }); + return output; + } + function safeSpawn(region, spawn) { + const regionId = Data.MAP_IDS.includes(region) ? region : "village"; + const entries = SAFE_SPAWNS[regionId]; + const spawnId = entries[spawn] ? spawn : Object.keys(entries)[0]; + return { region: regionId, spawn: spawnId, x: entries[spawnId][0], y: entries[spawnId][1] }; + } + function normalize(candidate) { + if (!candidate || candidate.version !== VERSION) return null; + const name = validName(candidate.player && candidate.player.name); + const appearance = candidate.player && APPEARANCES.includes(candidate.player.appearance) ? candidate.player.appearance : null; + if (!name || !appearance) return null; + const safe = safeSpawn(candidate.region, candidate.position && candidate.position.spawn); + const checkpoint = safeSpawn(candidate.checkpoint && candidate.checkpoint.region, candidate.checkpoint && candidate.checkpoint.spawn); + const inventory = normalizeInventory(candidate.inventory); + const has = (id) => inventory.some((entry) => entry.id === id); + const weapon = has("tempered_sword") ? "tempered_sword" : has("village_sword") ? "village_sword" : null; + const armour = has("reinforced_buckler") ? "reinforced_buckler" : has("buckler") ? "buckler" : null; + const settings = Object.assign(defaultSettings(), candidate.settings || {}); + settings.effectsQuality = ["full", "reduced", "minimal"].includes(settings.effectsQuality) ? settings.effectsQuality : "full"; + settings.textSpeed = ["slow", "normal", "fast", "instant"].includes(settings.textSpeed) ? settings.textSpeed : "normal"; + const maxHealth = finite(candidate.maxHealth, 100, 100, 160); + return { + version: VERSION, player: { name, appearance }, + health: finite(candidate.health, maxHealth, 0, maxHealth), maxHealth, + attack: weapon ? Data.ITEMS[weapon].attack : 1, defence: armour ? Data.ITEMS[armour].defence : 0, + region: safe.region, + position: { spawn: safe.spawn, x: finite(candidate.position && candidate.position.x, safe.x, 32, 928), y: finite(candidate.position && candidate.position.y, safe.y, 32, 672), facing: FACES.includes(candidate.position && candidate.position.facing) ? candidate.position.facing : "south" }, + checkpoint, + chapter: Math.floor(finite(candidate.chapter, 1, 1, 4)), + story: String(candidate.story || "arrival").slice(0, 64), + quests: normalizeQuests(candidate.quests), inventory, + equipment: { weapon, armour, boots: has("trail_boots") ? "trail_boots" : null, charm: has("forest_charm") ? "forest_charm" : null }, + flags: candidate.flags && typeof candidate.flags === "object" && !Array.isArray(candidate.flags) + ? Object.fromEntries(Object.entries(candidate.flags).filter(([key, value]) => /^[a-z0-9_-]{1,64}$/.test(key) && typeof value === "boolean").slice(0, 160)) : {}, + solvedPuzzles: cleanIds(candidate.solvedPuzzles, 32), defeatedBosses: cleanIds(candidate.defeatedBosses, 16), + openedChests: cleanIds(candidate.openedChests, 64), discoveredSecrets: cleanIds(candidate.discoveredSecrets, 64), + unlockedRoutes: cleanIds(candidate.unlockedRoutes, 64), dialogueHistory: cleanIds(candidate.dialogueHistory, 128), + completedCutscenes: cleanIds(candidate.completedCutscenes, 64), + rescued: candidate.rescued === true || Boolean(candidate.flags && candidate.flags.rescued), + introSeen: candidate.introSeen === true, playTimeSeconds: Math.floor(finite(candidate.playTimeSeconds, 0, 0, 999999)), + settings + }; + } + function cleanIds(value, cap) { + return Array.isArray(value) ? Array.from(new Set(value.filter((id) => typeof id === "string" && /^[a-z0-9_-]{1,64}$/.test(id)))).slice(0, cap) : []; + } + function parse(raw) { + try { return normalize(JSON.parse(raw)); } catch (_error) { return null; } + } + function addItem(state, id, amount) { + const next = normalize(state); + if (!next || !Data.ITEMS[id]) return next; + next.inventory = normalizeInventory(next.inventory.concat([{ id, quantity: amount || 1 }])); + return normalize(next); + } + function quantity(state, id) { + const entry = state.inventory.find((item) => item.id === id); + return entry ? entry.quantity : 0; + } + function startQuest(state, id) { + const next = normalize(state); + if (next && Data.QUESTS[id] && next.quests[id].status === "locked") next.quests[id].status = "active"; + return normalize(next); + } + function completeQuest(state, id) { + let next = normalize(state); + if (!next || !Data.QUESTS[id]) return next; + next.quests[id] = { status: "complete", count: Data.QUESTS[id].target, rewarded: true }; + Data.QUESTS[id].reward.forEach(([item, amount]) => { next = addItem(next, item, amount); }); + const consequences = { + aftermath: ["aftermath_complete"], village_defence: ["village_defended", "village_resolved"], + find_guide: ["guide_found"], ruins_light: ["ruins_complete", "ruins_resolved"], + wolf_miniboss: ["briar_defeated", "forest_resolved"], repair_bridge: ["bridge_repaired", "mountain_resolved"], + stone_guardian: ["guardian_defeated"], rally_resistance: ["emblem_found", "camp_resolved"], + disable_defences: ["defences_disabled", "fortressExterior_resolved"], free_prisoners: ["prisoners_freed"], + break_wards: ["wards_broken", "fortressInterior_resolved"], defeat_malrec: ["malrec_defeated", "bossArena_resolved"] + }; + (consequences[id] || []).forEach((flag) => { next.flags[flag] = true; }); + if (id === "village_defence") next.chapter = 2; + if (id === "stone_guardian") next.chapter = 3; + if (id === "rally_resistance") next.chapter = 4; + return normalize(next); + } + function progressQuest(state, id, amount) { + let next = normalize(state); + if (!next || !Data.QUESTS[id]) return next; + if (next.quests[id].status === "locked") next = startQuest(next, id); + if (next.quests[id].status === "complete") return next; + next.quests[id].count = Math.min(Data.QUESTS[id].target, next.quests[id].count + Math.max(1, amount || 1)); + return next.quests[id].count >= Data.QUESTS[id].target ? completeQuest(next, id) : normalize(next); + } + function applyEffects(state, effects) { + let next = normalize(state); + (effects || []).forEach((effect) => { + if (effect.type === "startQuest") next = startQuest(next, effect.id); + if (effect.type === "completeQuest") next = completeQuest(next, effect.id); + if (effect.type === "progressQuest") next = progressQuest(next, effect.id, effect.amount); + if (effect.type === "item") next = addItem(next, effect.id, effect.amount); + if (effect.type === "flag" && /^[a-z0-9_-]+$/.test(effect.id)) next.flags[effect.id] = effect.value !== false; + }); + return normalize(next); + } + function useTonic(state) { + let next = normalize(state); + if (!next || next.health >= next.maxHealth || quantity(next, "healing_tonic") < 1) return { state: next, used: false }; + next.health = Math.min(next.maxHealth, next.health + Data.ITEMS.healing_tonic.heal); + next.inventory = next.inventory.map((item) => item.id === "healing_tonic" ? { id: item.id, quantity: item.quantity - 1 } : item).filter((item) => item.quantity > 0); + return { state: normalize(next), used: true }; + } + function migrateLegacy(candidate) { + if (!candidate || candidate.version !== 1) return null; + const next = fresh(validName(candidate.player && candidate.player.name) || "Traveller", + candidate.player && APPEARANCES.includes(candidate.player.appearance) ? candidate.player.appearance : "azure"); + next.chapter = Math.floor(finite(candidate.chapter, 1, 1, 4)); + const region = Data.MAP_IDS.includes(candidate.region) ? candidate.region : LEGACY_REGION_BY_CHAPTER[next.chapter]; + const safe = safeSpawn(region, Object.keys(SAFE_SPAWNS[region])[0]); + next.region = region; + next.position = Object.assign(safe, { facing: "south" }); + next.checkpoint = safe; + Object.entries(LEGACY_QUEST_MAP).forEach(([oldId, newId]) => { + const source = candidate.quests && candidate.quests[oldId]; + if (source) next.quests[newId] = { + status: ["locked", "active", "complete"].includes(source.status) ? source.status : "locked", + count: Math.min(Data.QUESTS[newId].target, Math.max(0, Number(source.count) || 0)), + rewarded: source.rewarded === true + }; + }); + next.inventory = normalizeInventory(candidate.inventory); + next.defeatedBosses = cleanIds(candidate.defeatedBosses, 16); + next.flags = Object.assign({}, candidate.flags || {}, { legacy_imported: true }); + next.introSeen = candidate.introSeen !== false; + next.rescued = candidate.rescued === true; + next.settings = Object.assign(defaultSettings(), candidate.settings || {}); + return normalize(next); + } + function load(storage) { + const current = parse(storage.getItem(STORAGE_KEY)); + if (current) return { state: current, migrated: false }; + try { + const legacy = JSON.parse(storage.getItem(LEGACY_KEY) || "null"); + const migrated = migrateLegacy(legacy); + if (migrated) { + storage.setItem(STORAGE_KEY, JSON.stringify(migrated)); + return { state: migrated, migrated: true }; + } + } catch (_error) { /* invalid legacy data is intentionally ignored */ } + return { state: null, migrated: false }; + } + + return Object.freeze({ + VERSION, STORAGE_KEY, LEGACY_KEY, APPEARANCES, FACES, SAFE_SPAWNS, + validName, fresh, normalize, parse, migrateLegacy, load, safeSpawn, + addItem, quantity, startQuest, progressQuest, completeQuest, applyEffects, useTonic + }); +})); diff --git a/assets/scripts/pages/princess-lima-v2-systems.js b/assets/scripts/pages/princess-lima-v2-systems.js new file mode 100644 index 0000000..94289ed --- /dev/null +++ b/assets/scripts/pages/princess-lima-v2-systems.js @@ -0,0 +1,217 @@ +(function (root, factory) { + "use strict"; + const data = root.PrincessLimaV2Data || (typeof require === "function" ? require("./princess-lima-v2-data.js") : null); + const state = root.PrincessLimaV2State || (typeof require === "function" ? require("./princess-lima-v2-state.js") : null); + const api = factory(data, state); + if (typeof module === "object" && module.exports) module.exports = api; + root.PrincessLimaV2Systems = api; +}(typeof globalThis !== "undefined" ? globalThis : this, function (Data, State) { + "use strict"; + const REQUIRED_MAP_LAYERS = Object.freeze([ + "Base terrain", "Terrain variation", "Paths", "Water", "Cliffs and buildings", "Props", + "Objects behind actors", "Actor layer", "Objects above actors", "Shadows", "Lighting", + "Collision", "Interaction zones", "Dialogue triggers", "Quest triggers", "Enemy zones", + "Camera zones", "Scene transitions", "Named safe spawns", "Audio zones", "Optional secrets" + ]); + const ATTACKS = Object.freeze({ + light1: { windup: 90, active: 100, recovery: 145, reach: 44, width: 36, damage: 1, knockback: 34 }, + light2: { windup: 80, active: 110, recovery: 170, reach: 52, width: 44, damage: 1, knockback: 46 }, + charged: { windup: 520, active: 150, recovery: 260, reach: 64, width: 58, damage: 3, knockback: 72 } + }); + + function createInputLock(onChange) { + const reasons = new Map(); + return Object.freeze({ + acquire(reason) { + const token = Symbol(reason); + reasons.set(token, reason || "unknown"); + if (onChange) onChange(true, Array.from(reasons.values())); + return token; + }, + release(token) { + reasons.delete(token); + if (onChange) onChange(reasons.size > 0, Array.from(reasons.values())); + }, + releaseReason(reason) { + Array.from(reasons).forEach(([token, value]) => { if (value === reason) reasons.delete(token); }); + if (onChange) onChange(reasons.size > 0, Array.from(reasons.values())); + }, + clear() { + reasons.clear(); + if (onChange) onChange(false, []); + }, + locked: () => reasons.size > 0, + reasons: () => Array.from(reasons.values()) + }); + } + + function normalizedVector(x, y, speed) { + const length = Math.hypot(x, y); + return length ? { x: x / length * speed, y: y / length * speed } : { x: 0, y: 0 }; + } + function approach(current, target, amount) { + return current < target ? Math.min(target, current + amount) : Math.max(target, current - amount); + } + function movementVelocity(currentX, currentY, inputX, inputY, delta, speed, accelerated) { + const target = normalizedVector(inputX, inputY, speed); + const rate = (accelerated ? 780 : 610) * Math.min(0.05, delta / 1000); + return { x: approach(currentX, target.x, rate), y: approach(currentY, target.y, rate) }; + } + function attackPhase(elapsed, attack) { + const spec = ATTACKS[attack] || ATTACKS.light1; + if (elapsed < spec.windup) return "windup"; + if (elapsed < spec.windup + spec.active) return "active"; + if (elapsed < spec.windup + spec.active + spec.recovery) return "recovery"; + return "complete"; + } + function facingVector(facing) { + return { north: { x: 0, y: -1 }, east: { x: 1, y: 0 }, south: { x: 0, y: 1 }, west: { x: -1, y: 0 } }[facing] || { x: 0, y: 1 }; + } + function attackHitbox(facing, x, y, attack) { + const spec = ATTACKS[attack] || ATTACKS.light1; + const vector = facingVector(facing); + const horizontal = vector.x !== 0; + return { + x: x + vector.x * spec.reach - (horizontal ? spec.reach / 2 : spec.width / 2), + y: y + vector.y * spec.reach - (horizontal ? spec.width / 2 : spec.reach / 2), + width: horizontal ? spec.reach : spec.width, + height: horizontal ? spec.width : spec.reach + }; + } + function bossPhase(health, maximum, phases) { + const count = Math.max(1, phases || 1); + return Math.min(count, Math.floor((1 - Math.max(0, health) / maximum) * count) + 1); + } + function nextEnemyState(current, context) { + const distance = context.distance; + const homeDistance = context.homeDistance; + const spec = context.spec; + if (context.health <= 0) return "dead"; + if (context.stunned) return "hurt"; + if (homeDistance > context.leash) return "return"; + if (current === "return" && homeDistance > 12) return "return"; + if (current === "telegraph" && !context.telegraphDone) return "telegraph"; + if (current === "attack" && !context.attackDone) return "attack"; + if (current === "recover" && !context.cooldownDone) return "recover"; + if (distance <= spec.attackRange && context.cooldownDone) return "telegraph"; + if (distance <= spec.awareness) return spec.role === "ambush" && distance > 90 ? "hidden" : "pursue"; + return "patrol"; + } + function canDamageThroughWall(scene, source, target) { + if (!scene || !scene.collisionLayer || !scene.collisionLayer.getRayCastTiles) return true; + const line = new Phaser.Geom.Line(source.x, source.y, target.x, target.y); + return scene.collisionLayer.getRayCastTiles(line, 4, true).length === 0; + } + function propertyMap(object) { + return Object.fromEntries((object && object.properties || []).map((property) => [property.name, property.value])); + } + function mapLayer(map, name) { + return map.layers.find((layer) => layer.name === name); + } + function validateMap(map, knownMaps) { + const errors = []; + if (!map || map.type !== "map" || map.tilewidth !== Data.TILE || map.tileheight !== Data.TILE) return ["invalid-header"]; + REQUIRED_MAP_LAYERS.forEach((name) => { if (!mapLayer(map, name)) errors.push(`missing-layer:${name}`); }); + const layerNames = new Set(); + map.layers.forEach((layer) => { + if (layerNames.has(layer.name)) errors.push(`duplicate-layer:${layer.name}`); + layerNames.add(layer.name); + }); + const ids = new Set(); + map.layers.filter((layer) => layer.objects).forEach((layer) => layer.objects.forEach((object) => { + if (ids.has(object.id)) errors.push(`duplicate-object:${object.id}`); + ids.add(object.id); + })); + const collisions = (mapLayer(map, "Collision") || { objects: [] }).objects; + const points = ["Named safe spawns", "Dialogue triggers", "Enemy zones"].flatMap((name) => (mapLayer(map, name) || { objects: [] }).objects); + points.forEach((point) => { + const inside = collisions.some((solid) => point.x >= solid.x && point.x <= solid.x + solid.width && point.y >= solid.y && point.y <= solid.y + solid.height); + if (inside) errors.push(`point-in-collision:${point.name}`); + }); + (mapLayer(map, "Scene transitions") || { objects: [] }).objects.forEach((transition) => { + const props = propertyMap(transition); + if (!knownMaps.includes(props.target)) errors.push(`invalid-transition:${transition.name}`); + if (!State.SAFE_SPAWNS[props.target] || !State.SAFE_SPAWNS[props.target][props.spawn]) errors.push(`invalid-spawn:${transition.name}`); + }); + validateReachability(map, collisions, errors); + return errors; + } + function validateReachability(map, collisions, errors) { + const width = map.width; + const height = map.height; + const blocked = Array.from({ length: height }, () => Array(width).fill(false)); + collisions.forEach((solid) => { + const left = Math.max(0, Math.floor(solid.x / Data.TILE)); + const top = Math.max(0, Math.floor(solid.y / Data.TILE)); + const right = Math.min(width, Math.ceil((solid.x + solid.width) / Data.TILE)); + const bottom = Math.min(height, Math.ceil((solid.y + solid.height) / Data.TILE)); + for (let y = top; y < bottom; y += 1) for (let x = left; x < right; x += 1) blocked[y][x] = true; + }); + const spawns = (mapLayer(map, "Named safe spawns") || { objects: [] }).objects; + if (!spawns.length) { + errors.push("missing-safe-spawn"); + return; + } + const origin = tileFor(spawns[0], width, height); + if (blocked[origin.y][origin.x]) { + errors.push(`unreachable-safe-spawn:${spawns[0].name}`); + return; + } + const reached = new Set([`${origin.x}:${origin.y}`]); + const queue = [origin]; + while (queue.length) { + const current = queue.shift(); + [[1, 0], [-1, 0], [0, 1], [0, -1]].forEach(([dx, dy]) => { + const x = current.x + dx, y = current.y + dy, key = `${x}:${y}`; + if (x < 0 || y < 0 || x >= width || y >= height || blocked[y][x] || reached.has(key)) return; + reached.add(key); + queue.push({ x, y }); + }); + } + const required = ["Named safe spawns", "Dialogue triggers", "Quest triggers", "Scene transitions"] + .flatMap((name) => (mapLayer(map, name) || { objects: [] }).objects); + required.forEach((object) => { + const tile = tileFor(object, width, height); + const candidates = [[0, 0], [1, 0], [-1, 0], [0, 1], [0, -1]] + .map(([dx, dy]) => `${tile.x + dx}:${tile.y + dy}`); + if (!candidates.some((key) => reached.has(key))) errors.push(`unreachable-object:${object.name}`); + }); + } + function tileFor(object, width, height) { + const x = object.width ? object.x + object.width / 2 : object.x; + const y = object.height ? object.y + object.height / 2 : object.y; + return { + x: Math.max(0, Math.min(width - 1, Math.floor(x / Data.TILE))), + y: Math.max(0, Math.min(height - 1, Math.floor(y / Data.TILE))) + }; + } + function dialogueNode(dialogueId, nodeId, state) { + const dialogue = Data.DIALOGUES[dialogueId]; + const node = dialogue && dialogue.nodes[nodeId || dialogue.start]; + if (!node) return null; + if (node.condition && !state.flags[node.condition]) return null; + return node; + } + function dialogueChoice(dialogueId, nodeId, choiceIndex, state) { + const node = dialogueNode(dialogueId, nodeId, state); + const choice = node && node.choices && node.choices[choiceIndex]; + if (!choice) return null; + return { next: choice.next, state: State.applyEffects(state, choice.effects) }; + } + function currentObjective(state) { + const active = Object.keys(Data.QUESTS).find((id) => Data.QUESTS[id].main && state.quests[id].status === "active"); + if (active) { + const progress = state.quests[active]; + return `${Data.QUESTS[active].title} · ${progress.count}/${Data.QUESTS[active].target}`; + } + const next = Object.keys(Data.QUESTS).find((id) => Data.QUESTS[id].main && state.quests[id].status === "locked" && Data.QUESTS[id].chapter <= state.chapter); + return next ? Data.QUESTS[next].title : state.rescued ? "The kingdom is free." : "Explore and speak with the people nearby."; + } + + return Object.freeze({ + REQUIRED_MAP_LAYERS, ATTACKS, createInputLock, normalizedVector, movementVelocity, + attackPhase, attackHitbox, facingVector, bossPhase, nextEnemyState, + canDamageThroughWall, propertyMap, mapLayer, validateMap, dialogueNode, dialogueChoice, + currentObjective + }); +})); diff --git a/assets/scripts/pages/princess-lima-v2-ui.js b/assets/scripts/pages/princess-lima-v2-ui.js new file mode 100644 index 0000000..a602d90 --- /dev/null +++ b/assets/scripts/pages/princess-lima-v2-ui.js @@ -0,0 +1,239 @@ +(function (root) { + "use strict"; + const Data = root.PrincessLimaV2Data; + const State = root.PrincessLimaV2State; + const Systems = root.PrincessLimaV2Systems; + + function create(container, actions) { + const overlay = container.querySelector("[data-lima-overlay]"); + const panel = container.querySelector("[data-lima-panel]"); + const heading = container.querySelector("[data-lima-panel-title]"); + const body = container.querySelector("[data-lima-panel-body]"); + const closeButton = container.querySelector("[data-lima-panel-close]"); + const live = container.querySelector("[data-lima-screenreader]"); + let previousFocus = null; + let dialogue = null; + let typingTimer = null; + let displayed = ""; + let fullText = ""; + + function portraitPosition(speaker, expression) { + const index = Data.PORTRAITS[speaker] && Data.PORTRAITS[speaker][expression] !== undefined + ? Data.PORTRAITS[speaker][expression] : 14; + return `${(index % 4) * 33.333}% ${Math.floor(index / 4) * 33.333}%`; + } + function open(kind, title, html, closable = true) { + previousFocus = document.activeElement; + overlay.hidden = false; + panel.dataset.kind = kind; + heading.textContent = title; + body.innerHTML = html; + closeButton.hidden = !closable; + requestAnimationFrame(() => (body.querySelector("button, input, [tabindex]") || closeButton).focus()); + } + function close() { + if (dialogue) return advance(); + overlay.hidden = true; + panel.dataset.kind = ""; + body.innerHTML = ""; + actions.lock(false, "menu"); + if (previousFocus && previousFocus.focus) previousFocus.focus(); + else actions.focusGame(); + } + function stopTyping() { + if (typingTimer) clearInterval(typingTimer); + typingTimer = null; + } + function typeLine(target, text) { + stopTyping(); + fullText = text; + displayed = ""; + const settings = actions.getState().settings; + const speed = { slow: 42, normal: 27, fast: 12, instant: 0 }[settings.textSpeed]; + if (!speed || settings.reducedMotion) { + target.textContent = text; + displayed = text; + return; + } + let index = 0; + typingTimer = setInterval(() => { + index += 1; + displayed = text.slice(0, index); + target.textContent = displayed; + if (index >= text.length) stopTyping(); + }, speed); + } + function startDialogue(id, options = {}) { + const definition = Data.DIALOGUES[id]; + if (!definition) return; + actions.lock(true, "dialogue"); + actions.beginDialogue(id, options.target); + dialogue = { id, node: definition.start, history: [], done: options.done || null, essential: definition.essential }; + renderDialogue(); + } + function renderDialogue() { + const definition = Data.DIALOGUES[dialogue.id]; + const node = Systems.dialogueNode(dialogue.id, dialogue.node, actions.getState()); + if (!node) return finishDialogue(); + const speaker = Data.ACTORS[node.speaker] ? Data.ACTORS[node.speaker].name : node.speaker; + dialogue.history.push({ speaker, text: node.text }); + live.textContent = `${speaker}: ${node.text}`; + open("dialogue", speaker, ` +
+ +
+

${escapeHtml(speaker)} ${escapeHtml(node.expression || "")}

+

+
+
+ + + ${!dialogue.essential && actions.getState().dialogueHistory.includes(dialogue.id) ? '' : ""} +
+
+
`, false); + const line = body.querySelector("[data-dialogue-line]"); + typeLine(line, node.text); + const choices = body.querySelector("[data-dialogue-choices]"); + if (node.choices) { + body.querySelector("[data-dialogue-advance]").hidden = true; + choices.innerHTML = node.choices.map((choice, index) => + ``).join(""); + choices.querySelectorAll("[data-choice]").forEach((button) => button.addEventListener("click", () => choose(Number(button.dataset.choice)))); + } + body.querySelector("[data-dialogue-advance]").addEventListener("click", advance); + body.querySelector("[data-dialogue-history]").addEventListener("click", showHistory); + const skip = body.querySelector("[data-dialogue-skip]"); + if (skip) skip.addEventListener("click", finishDialogue); + actions.frameDialogue(node); + } + function advance() { + if (!dialogue) return; + if (displayed !== fullText) { + stopTyping(); + const line = body.querySelector("[data-dialogue-line]"); + if (line) line.textContent = fullText; + displayed = fullText; + return; + } + const node = Systems.dialogueNode(dialogue.id, dialogue.node, actions.getState()); + if (!node || node.choices) return; + actions.applyEffects(node.effects); + if (node.next) { + dialogue.node = node.next; + renderDialogue(); + } else finishDialogue(); + } + function choose(index) { + const result = Systems.dialogueChoice(dialogue.id, dialogue.node, index, actions.getState()); + if (!result) return; + actions.setState(result.state); + dialogue.node = result.next; + renderDialogue(); + } + function finishDialogue() { + stopTyping(); + const done = dialogue && dialogue.done; + if (dialogue) actions.recordDialogue(dialogue.id); + dialogue = null; + overlay.hidden = true; + body.innerHTML = ""; + live.textContent = ""; + actions.endDialogue(); + actions.lock(false, "dialogue"); + if (done) done(); + actions.focusGame(); + } + function showHistory() { + const history = dialogue.history.map((entry) => `
  • ${escapeHtml(entry.speaker)}

    ${escapeHtml(entry.text)}

  • `).join(""); + const dialog = document.createElement("dialog"); + dialog.className = "lima-history"; + dialog.innerHTML = `

    Conversation history

      ${history}
    `; + container.appendChild(dialog); + dialog.querySelector("button").addEventListener("click", () => { dialog.close(); dialog.remove(); }); + dialog.showModal(); + } + function openPanel(kind) { + const state = actions.getState(); + actions.lock(true, "menu"); + if (kind === "credits") { + open("credits", "Credits", ` +

    A locally hosted storybook RPG built for this site.

    + +

    All game data, maps, images, code, and audio are served from this website.

    `); + } else if (kind === "quests") { + const quests = Object.entries(Data.QUESTS).filter(([id]) => state.quests[id].status !== "locked").map(([id, quest]) => { + const progress = state.quests[id]; + return `
  • ${quest.main ? "Main · " : "Optional · "}${escapeHtml(quest.title)}${progress.status === "complete" ? "Complete" : `${progress.count}/${quest.target}`}${escapeHtml(Data.MAP_NAMES[quest.region])}
  • `; + }).join(""); + open("quests", "Quest Chronicle", `

    ${escapeHtml(Systems.currentObjective(state))}

    `); + } else if (kind === "inventory") { + const items = state.inventory.map((entry) => `
  • ${escapeHtml(Data.ITEMS[entry.id].name)}×${entry.quantity}
  • `).join(""); + open("inventory", "Traveller's Satchel", ``); + body.querySelector("[data-use-tonic]").addEventListener("click", () => { actions.useTonic(); openPanel("inventory"); }); + } else if (kind === "settings") { + const checked = (key) => state.settings[key] ? "checked" : ""; + open("settings", "Accessibility & Effects", ` +
    + + + + + + + + + + + +
    `); + body.querySelector('[data-setting="effectsQuality"]').value = state.settings.effectsQuality; + body.querySelector('[data-setting="textSpeed"]').value = state.settings.textSpeed; + body.querySelectorAll("[data-setting]").forEach((control) => control.addEventListener("change", () => + actions.setting(control.dataset.setting, control.type === "checkbox" ? control.checked : control.value))); + } else { + open("pause", "Roadside Menu", ` +

    ${escapeHtml(Data.MAP_NAMES[state.region])}

    +
    + + + + + +
    `); + body.querySelector("[data-close-panel]").addEventListener("click", close); + body.querySelectorAll("[data-open-panel]").forEach((button) => button.addEventListener("click", () => openPanel(button.dataset.openPanel))); + body.querySelector("[data-replay-intro]").addEventListener("click", actions.replayIntro); + } + } + function gameOver() { + actions.lock(true, "defeat"); + open("gameover", "The Road Grows Quiet", `

    You wake at the last safe fire. Your story progress and important items remain.

    `, false); + body.querySelector("[data-respawn]").addEventListener("click", () => { overlay.hidden = true; actions.lock(false, "defeat"); actions.respawn(); }); + } + function ending() { + actions.lock(true, "ending"); + const allies = ["promised_village", "defences_disabled", "prisoners_freed"].filter((flag) => actions.getState().flags[flag]).length; + open("ending", "Dawn Over Lima", `

    At dawn the roads reopen. Village bells answer the resistance fires, and the fortress windows shine with ordinary sunlight.

    ${allies >= 2 ? "The people you helped arrive together; no one returns home alone." : "The kingdom begins the slower work of finding one another again."}

    Princess Lima is free.

    `, false); + body.querySelector("[data-ending-menu]").addEventListener("click", actions.returnToMenu); + } + + closeButton.addEventListener("click", close); + overlay.addEventListener("click", (event) => { if (event.target === overlay && !dialogue) close(); }); + document.addEventListener("keydown", (event) => { + if (dialogue && (event.key === "Enter" || event.key === " ")) { event.preventDefault(); advance(); } + if (!dialogue && !overlay.hidden && event.key === "Escape") { event.preventDefault(); close(); } + }); + return Object.freeze({ openPanel, startDialogue, gameOver, ending, close, finishDialogue }); + } + function escapeHtml(value) { + return String(value || "").replace(/[&<>"']/g, (character) => ({ "&": "&", "<": "<", ">": ">", '"': """, "'": "'" }[character])); + } + root.PrincessLimaV2UI = Object.freeze({ create }); +}(typeof globalThis !== "undefined" ? globalThis : this)); diff --git a/assets/scripts/vendor/easystar-0.4.4.min.js b/assets/scripts/vendor/easystar-0.4.4.min.js new file mode 100644 index 0000000..281537c --- /dev/null +++ b/assets/scripts/vendor/easystar-0.4.4.min.js @@ -0,0 +1,25 @@ +/*! + * @license + * The MIT License (MIT) + * + * Copyright (c) 2012-2020 Bryce Neal + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + * THE SOFTWARE. + */ +var EasyStar=function(e){var o={};function r(t){if(o[t])return o[t].exports;var n=o[t]={i:t,l:!1,exports:{}};return e[t].call(n.exports,n,n.exports,r),n.l=!0,n.exports}return r.m=e,r.c=o,r.d=function(t,n,e){r.o(t,n)||Object.defineProperty(t,n,{enumerable:!0,get:e})},r.r=function(t){"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(t,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(t,"__esModule",{value:!0})},r.t=function(n,t){if(1&t&&(n=r(n)),8&t)return n;if(4&t&&"object"==typeof n&&n&&n.__esModule)return n;var e=Object.create(null);if(r.r(e),Object.defineProperty(e,"default",{enumerable:!0,value:n}),2&t&&"string"!=typeof n)for(var o in n)r.d(e,o,function(t){return n[t]}.bind(null,o));return e},r.n=function(t){var n=t&&t.__esModule?function(){return t.default}:function(){return t};return r.d(n,"a",n),n},r.o=function(t,n){return Object.prototype.hasOwnProperty.call(t,n)},r.p="/bin/",r(r.s=0)}([function(t,n,e){var P={},M=e(1),_=e(2),A=e(3);t.exports=P;var E=1;P.js=function(){var c,i,f,s=1.4,p=!1,u={},o={},r={},l={},a=!0,h={},d=[],y=Number.MAX_VALUE,v=!1;this.setAcceptableTiles=function(t){t instanceof Array?f=t:!isNaN(parseFloat(t))&&isFinite(t)&&(f=[t])},this.enableSync=function(){p=!0},this.disableSync=function(){p=!1},this.enableDiagonals=function(){v=!0},this.disableDiagonals=function(){v=!1},this.setGrid=function(t){c=t;for(var n=0;nc[0].length-1||n>c.length-1||e>c[0].length-1||o>c.length-1)throw new Error("Your start or end point is outside the scope of your grid.");if(t!==e||n!==o){for(var s=c[o][e],u=!1,l=0;l>1])<0;)t[e]=i,e=s;return t[e]=r},f=function(t,n,e){var o,r,i,s,u;for(null==e&&(e=p),r=t.length,i=t[u=n],o=2*n+1;o header { + display: none; +} + +.lima-panel[data-kind="dialogue"] .lima-panel__body { + padding: 0; +} + +.lima-cinematic-dialogue { + display: grid; + grid-template-columns: minmax(170px, 26%) 1fr; + min-height: 236px; + overflow: hidden; +} + +.lima-cinematic-dialogue__portrait { + min-height: 236px; + border-right: 2px solid #a8844d; + background-image: + linear-gradient(0deg, rgb(7 10 18 / 0.3), transparent 45%), + url("/assets/images/play/princess-lima/portrait-atlas-v2.png"); + background-repeat: no-repeat; + background-size: 400% 400%; + image-rendering: auto; + animation: lima-portrait-arrive 320ms ease-out both; +} + +.lima-cinematic-dialogue__copy { + display: flex; + flex-direction: column; + padding: 1.1rem 1.25rem; +} + +.lima-cinematic-dialogue__speaker { + margin: 0 0 0.6rem; + color: #f6d785; + font-family: Georgia, serif; + font-size: clamp(1.25rem, 2.2vw, 1.8rem); + font-weight: 800; +} + +.lima-cinematic-dialogue__speaker span { + margin-left: 0.5rem; + color: #b8c1ce; + font-family: Inter, system-ui, sans-serif; + font-size: 0.72rem; + letter-spacing: 0.12em; + text-transform: uppercase; +} + +.lima-cinematic-dialogue__text { + flex: 1; + margin: 0; + color: #fff8e7; + font-family: Georgia, serif; + font-size: clamp(1rem, 1.7vw, 1.28rem); + line-height: 1.55; +} + +.lima-cinematic-dialogue__choices { + display: grid; + gap: 0.48rem; + margin: 0.8rem 0; +} + +.lima-cinematic-dialogue__choices button { + display: grid; + grid-template-columns: 2rem 1fr; + align-items: center; + border-color: #7d94aa; + background: rgb(24 41 59 / 0.82); + text-align: left; +} + +.lima-cinematic-dialogue__choices button span { + display: grid; + width: 1.5rem; + height: 1.5rem; + place-items: center; + border: 1px solid #e3bf6d; + border-radius: 50%; + color: #f4d27e; +} + +.lima-cinematic-dialogue__controls { + display: flex; + flex-wrap: wrap; + justify-content: flex-end; + gap: 0.5rem; +} + +.lima-history { + width: min(44rem, calc(100% - 2rem)); + max-height: 78dvh; + overflow: auto; + border: 3px solid var(--lima-border); + background: #0b111e; + color: var(--lima-text); + padding: 1rem; +} + +.lima-history::backdrop { + background: rgb(2 4 8 / 0.8); +} + +.lima-history li { + margin-bottom: 0.75rem; + border-left: 3px solid #9e7c46; + padding-left: 0.75rem; +} + +.lima-history p { + margin: 0.2rem 0; +} + +.lima-settings-grid { + display: grid; + grid-template-columns: repeat(2, minmax(0, 1fr)); + gap: 0.65rem; +} + +.lima-settings-grid label { + display: flex; + min-height: 48px; + align-items: center; + justify-content: space-between; + gap: 0.75rem; + border: 1px solid #46546a; + background: #0b1220; + padding: 0.65rem; +} + +.lima-settings-grid input[type="checkbox"] { + width: 24px; + height: 24px; +} + +.lima-ending-mark { + color: #f4d37e; + font-family: Georgia, serif; + font-size: 1.7rem; + text-align: center; +} + +.lima-rpg[data-saved="true"]::after { + content: "Journey saved"; + position: absolute; + z-index: 80; + top: 1rem; + right: 1rem; + border: 1px solid #d6b466; + background: rgb(6 10 18 / 0.9); + color: #fff2cd; + padding: 0.48rem 0.7rem; +} + +@keyframes lima-portrait-arrive { + from { opacity: 0; transform: translateX(-14px); } + to { opacity: 1; transform: translateX(0); } +} + @media (max-width: 820px) { .lima-hud { width: 220px; @@ -677,6 +880,18 @@ button:disabled { display: none; } + .lima-panel[data-kind="dialogue"] { + left: 232px; + } + + .lima-cinematic-dialogue { + grid-template-columns: 130px 1fr; + } + + .lima-settings-grid { + grid-template-columns: 1fr; + } + } @media (max-height: 560px) and (orientation: landscape) { diff --git a/build-logs/gitea-build-monitor.log b/build-logs/gitea-build-monitor.log index f78fa7f..34a5873 100755 --- a/build-logs/gitea-build-monitor.log +++ b/build-logs/gitea-build-monitor.log @@ -810,3 +810,9 @@ at , /home/zaine/master-folder/org-platform/org_web/build-logs/gite 2026-07-30T12:48:58.6913478+01:00 [INFO] Running authoring server tests with /home/zaine/master-folder/org-platform/authoring-service/.venv/bin/python. 2026-07-30T12:48:58.7600936+01:00 [INFO] Authoring server tests passed: ran=0, failures=0, errors=0, skipped=0, exit=0 2026-07-30T12:48:59.0618648+01:00 [INFO] Sent authoring server test notification. +2026-07-30T13:59:08.6928821+01:00 [INFO] Prepared current build status for zaine/org_web: severity=Info, status=success +2026-07-30T13:59:08.7003150+01:00 [INFO] Fetching recent Gitea Actions runs for zaine/org_web. +2026-07-30T13:59:09.5187278+01:00 [INFO] Sent build status notification with 1 embed(s). +2026-07-30T13:59:09.5410036+01:00 [INFO] Running authoring server tests with /home/zaine/master-folder/org-platform/authoring-service/.venv/bin/python. +2026-07-30T13:59:09.6127470+01:00 [INFO] Authoring server tests passed: ran=0, failures=0, errors=0, skipped=0, exit=0 +2026-07-30T13:59:09.8840005+01:00 [INFO] Sent authoring server test notification. diff --git a/docs/princess-lima-map-authoring.md b/docs/princess-lima-map-authoring.md old mode 100644 new mode 100755 index 7a3fbca..3aef018 --- a/docs/princess-lima-map-authoring.md +++ b/docs/princess-lima-map-authoring.md @@ -1,58 +1,87 @@ -# Princess Lima map authoring +# Princess Lima v2 map authoring -## Framework +## Runtime contract -Use [Tiled](https://www.mapeditor.org/) as the visual authoring tool and Phaser -as the runtime. Every region is a 720×720 orthogonal map whose locked image -layer is the corresponding frame from `regional-style-atlas.png`. +Princess Lima uses committed Tiled JSON maps rendered by Phaser 4.1.0. The +regional style atlas is reference art only and must never be used as runtime +terrain or collision geometry. Maps use orthogonal 32-pixel tiles and may vary +in width and height. -The runtime contract mirrors Tiled object groups in -`PrincessLimaData.MAP_LAYERS`. Every map has these named layers: +The current source maps live in `assets/maps/princess-lima/`. Rebuild them with: -1. `Collision` -2. `Dynamic Collision` -3. `Exits` -4. `NPCs` -5. `Enemies` -6. `Puzzles` -7. `Items` +```sh +node tools/generate-princess-lima-maps.mjs +``` -Do not paint collision or interaction geometry into the finished artwork. -Production collision objects are invisible. +The generator is deterministic so authored content can be reviewed as ordinary +JSON. It creates the nine production regions and a Tiled tileset reference. +Hand editing in Tiled is supported as long as the schema below is preserved. -## Collision rules +Every map has these uniquely named layers: -- Trace only terrain that is visibly solid: buildings, walls, cliff faces, - deep water, fences, furniture, and the four outer edges. +1. Base terrain +2. Terrain variation +3. Paths +4. Water +5. Cliffs and buildings +6. Props +7. Objects behind actors +8. Actor layer +9. Objects above actors +10. Shadows +11. Lighting +12. Collision +13. Interaction zones +14. Dialogue triggers +15. Quest triggers +16. Enemy zones +17. Camera zones +18. Scene transitions +19. Named safe spawns +20. Audio zones +21. Optional secrets + +Object IDs must be unique. Scene transitions require valid `target` and `spawn` +properties. Enemy objects require a validated `enemy` ID. Dialogue objects use +a validated `dialogue` ID. Safe spawns are named points and may not overlap +collision. + +## Collision and navigation + +- Trace only visibly solid buildings, walls, cliffs, water, fences, furniture, + and map edges. - Keep paths, doors, bridges, stairs, and floor tiles walkable. -- Use rectangles while the game uses Phaser Arcade Physics. A future switch to - Matter Physics can use Tiled polygon objects without approximating them. -- Every dynamic blocker needs an `opensWith` property matching a validated - route ID. -- Never put a puzzle control, item, actor, or safe spawn inside collision. -- Keep enemies away from puzzle controls and safe spawns. +- Use rectangles while the runtime uses Arcade Physics. +- Never place a required objective, transition, actor, or safe spawn inside + collision. +- Keep encounter zones away from chapter-safe spawns. +- Preserve a collision-free route between each required spawn and objective in + every reachable state variant. +- Route blockers must name the flag or quest consequence that opens them. -## Interaction rules +EasyStar receives a navigation grid derived from the collision layer at runtime. +It is pathfinding only; Phaser remains responsible for movement and physics. -- Exits, NPCs, enemies, puzzles, and items belong on their named object layer. -- Puzzle and item labels appear only within 92 pixels of the player. -- The interaction radius is 54 pixels; exit portals use 70 pixels. -- Every mechanism must be reachable before the state change it triggers. -- Interaction labels must use the object name rather than an unexplained shape. +## Interactions and state variants + +Interaction objects declare a short `action` or `observation`. Reusable actions +include `puzzle`, `chest`, `free-prisoner`, `disable-defence`, +`route-choice`, and `boss-mechanic`. Secrets use the Optional secrets layer. +Resolved variants are driven by `_resolved` story flags and must leave +all required routes reachable. ## Verification -On localhost, use: +The Node map tests validate layers, IDs, transitions, safe spawns, navigation +reachability, and content references. During manual authoring, also: -```text -/play/rpg.html?region=mountain&spawn=bridgeControls -/play/rpg.html?region=mountain&spawn=bridgeControls&collisionDebug=1 -``` +1. Inspect the clean render and collision-debug render. +2. Walk every boundary and transition in both directions. +3. Exercise locked and resolved routes. +4. Check all named spawns after save/reload. +5. Repeat transitions while watching the browser console and memory. +6. Confirm production URLs never expose debug geometry. -Before publishing: - -1. Compare the clean rendered map with its locked source image. -2. Enable collision debugging and check every visible boundary. -3. Walk each route in both its locked and unlocked states. -4. Confirm all object-layer points pass the collision-safety tests. -5. Confirm ordinary production URLs show no collision geometry. +Use `?collisionDebug=1` on localhost for Arcade Physics bounds. The v2 save +always restores at a named chapter-safe spawn rather than trusting legacy +coordinates. diff --git a/docs/princess-lima-v2-implementation.md b/docs/princess-lima-v2-implementation.md new file mode 100644 index 0000000..5ba5c0e --- /dev/null +++ b/docs/princess-lima-v2-implementation.md @@ -0,0 +1,72 @@ +# Princess Lima v2 implementation + +## Architecture + +The rebuild keeps the existing four-chapter story, cast, quest consequences, +keyboard-first accessibility, Org publishing entry point, and v1 save. It +replaces the static regional backgrounds and single-scene prototype with: + +- Boot, preload, title/setup, cinematic intro, region, boss, and ending flows. +- Versioned data contracts for maps, actors, enemies, items, quests, dialogue, + cutscenes, assets, interactions, and saves. +- Focused map, state, input-lock, combat, AI, dialogue, camera, audio, save, and + accessibility controllers. +- Nine committed Tiled JSON regions with collision, navigation, interaction, + transition, spawn, camera, audio, secret, and state layers. +- EasyStar.js 0.4.4 for obstacle-aware paths; Phaser remains the renderer, + input, physics, animation, timeline, camera, and effects engine. + +Only `/play/rpg.html` loads the game runtime and its locally hosted assets. + +## Art direction + +The final field style uses 32px terrain, 48×64 four-direction actors, nearest +neighbour scaling, dark restrained outlines, warm upper-left lighting, compact +shadows, parchment and aged-metal DOM UI, serif display faces, and sans-serif +body copy. Regional palettes distinguish the village, woods, ruins, mountain, +camp, fortress, throne, and dawn chamber. + +`tools/generate-princess-lima-v2-assets.py` normalizes the field atlas, effects, +palette, transparency, and tile source into deterministic PNG assets. The +portrait contact sheet began as original ImageGen source art and was inspected, +cropped through CSS atlas coordinates, and kept free of generated text. It is +presentation art only and is never used as collision geometry. + +## Play and story systems + +The complete opening-to-rescue arc includes: + +- Broken Village production slice, eight enemy roles, four multi-phase bosses, + optional discoveries, puzzles, prisoners, fortress defences, and three + approach consequences. +- Acceleration movement, normalized diagonals, directional animation, two-hit + combo, charged strike, block, active-frame hitboxes, one hit per swing, + knockback, recovery, particles, and layered local audio. +- Data-driven conversations with expressions, choices, conditional effects, + history, typing controls, camera framing, background focus treatment, and + reliable input/focus restoration. +- A skippable, replayable, pausable, narrated introduction with subtitles, + title reveal, muted play, and reduced-motion timing. +- Resolved-state flags for all nine regions and an ending that reflects rescued + allies and preparation choices. + +## Saves and accessibility + +New progress uses `zxh_princess_lima_rpg_v2`. The v1 key remains untouched. +Migration validates identity, appearance, chapter, quests, inventory, +equipment, bosses, intro preference, and settings; rejects unknown IDs; +reconstructs derived statistics; and restores to a named safe spawn. + +Menus and dialogue remain DOM-backed. They provide keyboard focus, an +`aria-live` spoken-line mirror, history, instant completion, choice navigation, +subtitles, narration toggle, text speed, high contrast, reduced motion, +particles, lighting, shake, blur, and effects-quality controls. Canvas and +blur-disabled modes retain dimming and actor depth separation. + +## Validation + +Automated coverage lives in `tests/princess-lima-*.test.cjs` and checks schemas, +map contracts and reachability, dialogue effects, cutscene cleanup, input +restoration, quests, movement/combat phases, hitbox rules, AI transitions, +boss phases, v1 migration, invalid-data recovery, and accessibility settings. +Publishing remains covered by the Emacs and clean Org-build suites. diff --git a/lisp/build-html.el b/lisp/build-html.el index eb74c1a..2c4646d 100755 --- a/lisp/build-html.el +++ b/lisp/build-html.el @@ -131,10 +131,10 @@ Created with %c on Arch \ "\n" "\n" "\n" - "\n" + "\n" "Rescue Princess Lima\n" "\n" - "\n" + "\n" "\n\n" body "\n\n\n")) diff --git a/play/rpg.org b/play/rpg.org index 4cc95b7..1775c82 100755 --- a/play/rpg.org +++ b/play/rpg.org @@ -16,9 +16,9 @@ - - +

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