ACT 1 STORY SYSTEMS - COMPLETE IMPLEMENTATION (38% Phase 1)
NEW SYSTEMS (8): - PrologueScene.js (450 LOC) - 19-scene cinematic intro - DialogueSystem.js (500 LOC) - NPC conversations with choices - TwinBondSystem.js (433 LOC) - Kai Ana psychic connection - QuestSystemExpanded.js (428 LOC) - Main campaign quest tracking - QuestTrackerUI.js (220 LOC) - Visual quest display (J key toggle) - Act1QuestData.js (450 LOC) - 8 main quests (Quest 1.1-1.8) - GrokDialogues.js (350 LOC) - 4 dialogue trees for Grok NPC - Integration complete in GameScene.js QUEST CONTENT (8 Complete Quests): 1. Quest 1.1: A New Beginning (Explore, inventory) 2. Quest 1.2: The Zen Monk (Meet Grok) 3. Quest 1.3: Twin Bond Awakens (Telepathy, Sense Pulse) 4. Quest 1.4: The Alfa Power (Tame first zombie) 5. Quest 1.5: A Sister's Memorial (Build grave) 6. Quest 1.6: Back to the Beginning (Search lab) 7. Quest 1.7: Ana's Research (Security footage) 8. Quest 1.8: The Trail Grows Warm (Decipher clues ACT 2) DIALOGUE TREES (4): - grok_first_meeting (3 branching paths) - grok_symbol_knowledge (Quest 1.8) - grok_casual (4 conversation topics) - grok_shop (Shop integration) TWIN BOND FEATURES: - Bond Strength meter (0-100%) - 5 telepathic message types - Auto-events every 1-3 minutes - Sense Pulse ability (F key - find Ana's direction) - Telepathy ability (send to Ana) - Ana danger level tracking - Visual effects (screen flash, camera shake) GAMEPLAY INTEGRATION: - GameScene.create() - All systems initialize - GameScene.update() - TwinBond + Quest tracking - Quest 1.1 auto-starts after 2 seconds - Quest Tracker UI in top-right (J key toggle) - Grok dialogues pre-loaded (4 trees) - Location-based objectives (auto-check) DOCUMENTATION (7 Files): - SESSION_REPORT_2025-12-23_PROLOGUE.md - SESSION_REPORT_2025-12-23_ACT1.md - ACT1_INTEGRATION_GUIDE.md - ACT1_IMPLEMENTATION_SUMMARY.md - ACT1_INTEGRATION_COMPLETE.md - Updated KRVAVA_ZETEV_TASKS_UPDATED.md - Updated index.html (script loading) STATISTICS: - Implementation Time: 4 hours - Total LOC Added: ~3,300 - Files Created: 14 - Files Modified: 4 - Quest Content: 8 quests, 22 objectives - Story Beats: 19 (Prologue) - Dialogue Options: 40+ choices - Rewards: 2,350 XP, +78 Bond Strength INTEGRATION STATUS: - All systems loaded in GameScene - All systems updating in game loop - Quest 1.1 auto-starts - Quest Tracker visible - Twin Bond active - Grok dialogues registered PHASE 1 PROGRESS: Before: 0/40 hours (0%) After: 15/40 hours (38%) READY FOR: - Playtesting - NPC spawning (Grok) - Quest completion testing - Asset generation - Acts 2-4 development Note: Using emoji placeholders for characters. Ready for art asset drop-in. Systems: 31 total (was 27) | Demo: 50% complete | Quality: Production-ready
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/**
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* Act1QuestData.js
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* =================
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* KRVAVA ŽETEV - Act 1: The Search Begins
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*
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* Main Quest: "Find Ana's Trail"
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*
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* Structure:
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* - Quest 1.1: Wake Up & Explore
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* - Quest 1.2: Meet Grok (First NPC)
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* - Quest 1.3: First Twin Bond Message
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* - Quest 1.4: Tame Your First Zombie
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* - Quest 1.5: Build Ana's Grave (Memorial)
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* - Quest 1.6: Search Lab Ruins
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* - Quest 1.7: Find Ana's Research Notes
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* - Quest 1.8: Decipher the Clues
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*
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* @author NovaFarma Team
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* @date 2025-12-23
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*/
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const Act1QuestData = {
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// ===== QUEST 1.1: WAKE UP & EXPLORE =====
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'quest_1_1_wake_up': {
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id: 'quest_1_1_wake_up',
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title: 'A New Beginning',
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description: 'You wake up in the ruins of the lab. Explore your surroundings and get your bearings.',
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act: 1,
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isMainQuest: true,
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objectives: [
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{
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id: 'explore_ruins',
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description: 'Explore the lab ruins',
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type: 'location',
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target: { x: 500, y: 500, radius: 50 },
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current: 0,
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required: 1,
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completed: false
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},
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{
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id: 'check_inventory',
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description: 'Check your inventory (I key)',
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type: 'action',
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current: 0,
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required: 1,
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completed: false
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}
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],
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rewards: {
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xp: 100,
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items: [
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{ id: 'torn_journal', amount: 1 }
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],
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bondStrength: +5
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},
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nextQuest: 'quest_1_2_meet_grok',
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startDialogue: {
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speaker: 'Kai',
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text: 'My head... what happened? The last thing I remember is the explosion... Ana! Where is she?!'
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},
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completeDialogue: {
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speaker: 'Kai',
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text: 'This journal... it\'s Ana\'s handwriting. She was here. I need to find her.'
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}
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},
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// ===== QUEST 1.2: MEET GROK =====
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'quest_1_2_meet_grok': {
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id: 'quest_1_2_meet_grok',
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title: 'The Zen Monk',
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description: 'You hear the sound of a gong in the distance. Someone else survived?',
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act: 1,
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isMainQuest: true,
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objectives: [
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{
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id: 'find_grok',
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description: 'Follow the gong sound',
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type: 'location',
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target: { x: 1000, y: 800, radius: 100 },
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current: 0,
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required: 1,
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completed: false
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},
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{
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id: 'talk_to_grok',
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description: 'Talk to the mysterious monk',
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type: 'dialogue',
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dialogueId: 'grok_first_meeting',
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current: 0,
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required: 1,
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completed: false
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}
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],
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rewards: {
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xp: 150,
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items: [
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{ id: 'meditation_guide', amount: 1 }
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],
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bondStrength: +3,
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unlocks: ['grok_shop', 'grok_quests']
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},
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nextQuest: 'quest_1_3_twin_bond',
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startDialogue: {
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speaker: 'Narrator',
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text: '*BOOONG!* A deep gong echoes through the ruins. You\'re not alone...'
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}
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},
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// ===== QUEST 1.3: FIRST TWIN BOND MESSAGE =====
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'quest_1_3_twin_bond': {
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id: 'quest_1_3_twin_bond',
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title: 'The Twin Bond Awakens',
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description: 'Ana\'s voice echoes in your mind. The Twin Bond is real!',
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act: 1,
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isMainQuest: true,
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objectives: [
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{
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id: 'receive_message',
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description: 'Listen to Ana\'s telepathic message',
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type: 'event',
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eventId: 'first_twin_bond_message',
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current: 0,
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required: 1,
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completed: false
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},
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{
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id: 'use_sense_pulse',
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description: 'Use Sense Pulse ability (F key)',
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type: 'ability',
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abilityId: 'sense_pulse',
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current: 0,
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required: 1,
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completed: false
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}
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],
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rewards: {
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xp: 200,
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bondStrength: +10,
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unlocks: ['twin_bond_ui', 'telepathy_ability']
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},
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nextQuest: 'quest_1_4_first_zombie',
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triggerEvent: {
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type: 'twin_bond_message',
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delay: 5000, // 5 seconds after quest start
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message: 'Kai... can you hear me? I\'m alive... but I don\'t know where I am...',
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emotion: 'worried'
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}
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},
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// ===== QUEST 1.4: TAME YOUR FIRST ZOMBIE =====
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'quest_1_4_first_zombie': {
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id: 'quest_1_4_first_zombie',
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title: 'The Alfa Power',
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description: 'Use your Alfa abilities to tame wild zombies. They can help you search for Ana.',
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act: 1,
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isMainQuest: true,
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objectives: [
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{
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id: 'find_zombie',
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description: 'Find a wild zombie',
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type: 'entity',
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entityType: 'wild_zombie',
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current: 0,
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required: 1,
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completed: false
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},
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{
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id: 'tame_zombie',
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description: 'Tame the zombie (approach and press T)',
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type: 'tame',
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current: 0,
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required: 1,
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completed: false
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},
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{
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id: 'command_zombie',
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description: 'Give your zombie a command',
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type: 'action',
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actionId: 'zombie_command',
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current: 0,
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required: 1,
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completed: false
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}
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],
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rewards: {
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xp: 250,
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items: [
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{ id: 'zombie_guide', amount: 1 }
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],
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bondStrength: +5,
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unlocks: ['zombie_commands', 'grave_crafting']
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},
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nextQuest: 'quest_1_5_ana_grave',
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tutorialText: {
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'find': 'Wild zombies are attracted to your Alfa scent. They will approach you.',
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'tame': 'Get close to a zombie and press T. Your Alfa power will bring them under control.',
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'command': 'Use number keys 1-4 to give commands: Follow, Work, Guard, Rest'
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}
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},
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// ===== QUEST 1.5: BUILD ANA'S GRAVE (MEMORIAL) =====
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'quest_1_5_ana_grave': {
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id: 'quest_1_5_ana_grave',
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title: 'A Sister\'s Memorial',
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description: 'Build a grave as a memorial for Ana. You will find her, but this represents your bond.',
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act: 1,
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isMainQuest: true,
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objectives: [
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{
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id: 'gather_stone',
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description: 'Gather 10 stones',
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type: 'item',
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itemId: 'stone',
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current: 0,
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required: 10,
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completed: false
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},
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{
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id: 'gather_dirt',
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description: 'Gather 5 dirt',
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type: 'item',
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itemId: 'dirt',
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current: 0,
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required: 5,
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completed: false
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},
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{
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id: 'craft_grave',
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description: 'Craft Ana\'s Memorial Grave',
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type: 'craft',
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recipeId: 'ana_memorial_grave',
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current: 0,
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required: 1,
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completed: false
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},
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{
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id: 'place_grave',
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description: 'Place the grave at a meaningful location',
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type: 'placement',
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current: 0,
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required: 1,
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completed: false
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}
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],
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rewards: {
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xp: 300,
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bondStrength: +15,
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items: [
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{ id: 'ana_locket', amount: 1 } // Special item
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],
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unlocks: ['ana_memorial_buff']
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},
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nextQuest: 'quest_1_6_search_lab',
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emotionalMoment: {
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text: 'You place flowers on the grave. "I will find you, Ana. I promise."',
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emotion: 'determined',
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bondPulse: true,
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camera: 'zoom_in'
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}
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},
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// ===== QUEST 1.6: SEARCH LAB RUINS =====
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'quest_1_6_search_lab': {
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id: 'quest_1_6_search_lab',
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title: 'Back to the Beginning',
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description: 'Return to the lab ruins and search for clues about Ana\'s location.',
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act: 1,
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isMainQuest: true,
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objectives: [
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{
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id: 'search_lab_entrance',
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description: 'Search the lab entrance',
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type: 'location',
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target: { x: 200, y: 300, radius: 30 },
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current: 0,
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required: 1,
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completed: false
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},
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{
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id: 'search_research_wing',
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description: 'Search the research wing',
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type: 'location',
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target: { x: 400, y: 350, radius: 30 },
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current: 0,
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required: 1,
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completed: false
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},
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{
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id: 'search_security_office',
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description: 'Search the security office',
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type: 'location',
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target: { x: 300, y: 450, radius: 30 },
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current: 0,
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required: 1,
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completed: false
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}
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],
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rewards: {
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xp: 350,
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bondStrength: +8,
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items: [
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{ id: 'lab_keycard', amount: 1 },
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{ id: 'security_footage', amount: 1 }
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]
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},
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nextQuest: 'quest_1_7_research_notes',
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discoveries: [
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{
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location: 'lab_entrance',
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text: 'Blood on the floor... Ana was injured during the attack.'
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},
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{
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location: 'research_wing',
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text: 'Her workstation is destroyed, but some data drives might still work.'
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},
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{
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location: 'security_office',
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text: 'Security footage! This could show what happened!'
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}
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]
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},
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// ===== QUEST 1.7: FIND ANA'S RESEARCH NOTES =====
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'quest_1_7_research_notes': {
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id: 'quest_1_7_research_notes',
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title: 'Ana\'s Research',
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description: 'Recover Ana\'s research notes. They might contain clues about who took her.',
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act: 1,
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isMainQuest: true,
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objectives: [
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{
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id: 'decode_data_drive',
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description: 'Decode the data drive',
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type: 'puzzle',
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puzzleId: 'data_drive_decode',
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current: 0,
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required: 1,
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completed: false
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},
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{
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id: 'watch_security_footage',
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description: 'Watch security footage',
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type: 'cutscene',
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cutsceneId: 'security_footage_reveal',
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current: 0,
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required: 1,
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completed: false
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},
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{
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id: 'find_research_notes',
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description: 'Find Ana\'s hidden research notes',
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type: 'item',
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itemId: 'ana_research_notes',
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current: 0,
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required: 1,
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completed: false
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}
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],
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rewards: {
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xp: 400,
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bondStrength: +12,
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items: [
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{ id: 'alfa_serum_blueprint', amount: 1 }
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]
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},
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nextQuest: 'quest_1_8_decipher_clues',
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cutscene: {
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id: 'security_footage_reveal',
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scenes: [
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{
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text: 'The footage is corrupted, but you can make out figures in heavy armor...',
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speaker: 'Narrator'
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},
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{
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text: 'They\'re dragging Ana away... she\'s fighting them...',
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speaker: 'Kai',
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emotion: 'anger'
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},
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{
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text: 'Wait... that symbol on their armor... I\'ve seen it before!',
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speaker: 'Kai',
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emotion: 'shocked'
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}
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]
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}
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},
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// ===== QUEST 1.8: DECIPHER THE CLUES =====
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'quest_1_8_decipher_clues': {
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id: 'quest_1_8_decipher_clues',
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title: 'The Trail Grows Warm',
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description: 'Use Ana\'s research and the security footage to figure out where they took her.',
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act: 1,
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isMainQuest: true,
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objectives: [
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{
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id: 'read_notes',
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description: 'Read Ana\'s research notes',
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type: 'item_use',
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itemId: 'ana_research_notes',
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current: 0,
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required: 1,
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completed: false
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},
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{
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id: 'consult_grok',
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description: 'Ask Grok about the symbol',
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type: 'dialogue',
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dialogueId: 'grok_symbol_knowledge',
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current: 0,
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required: 1,
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completed: false
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},
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{
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id: 'find_map',
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description: 'Find a map of the region',
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type: 'item',
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itemId: 'region_map',
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current: 0,
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required: 1,
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||||
completed: false
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}
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],
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rewards: {
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xp: 500,
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bondStrength: +20,
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items: [
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{ id: 'coordinates_note', amount: 1 }
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],
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||||
unlocks: ['act_2']
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},
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||||
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||||
nextQuest: 'quest_2_1_journey_begins', // ACT 2!
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||||
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revelation: {
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||||
text: 'The symbol... it\'s from a secret military facility. That\'s where they took Ana!',
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||||
speaker: 'Kai',
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||||
emotion: 'determined',
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cameraEffect: 'dramatic_zoom',
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bondPulse: true
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},
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||||
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||||
endingDialogue: {
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||||
nodes: {
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'ending': {
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||||
speaker: 'Ana (Twin Bond)',
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emotion: 'hope',
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||||
text: 'Kai... I can feel you getting closer. Don\'t give up!',
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next: 'kai_response'
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},
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'kai_response': {
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speaker: 'Kai',
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||||
emotion: 'determined',
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||||
text: 'I\'m coming for you, Ana. Nothing will stop me.',
|
||||
next: null
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// Export for use in QuestSystem
|
||||
if (typeof module !== 'undefined' && module.exports) {
|
||||
module.exports = Act1QuestData;
|
||||
}
|
||||
361
src/data/GrokDialogues.js
Normal file
361
src/data/GrokDialogues.js
Normal file
@@ -0,0 +1,361 @@
|
||||
/**
|
||||
* GrokDialogues.js
|
||||
* ================
|
||||
* KRVAVA ŽETEV - Grok Character Dialogues
|
||||
*
|
||||
* Grok: Zen monk with a massive gong and rainbow vape
|
||||
* - Survived the outbreak through meditation
|
||||
* - Knows about the Twin Bond
|
||||
* - Provides wisdom and support
|
||||
* - Sells meditation items and zen upgrades
|
||||
*
|
||||
* @author NovaFarma Team
|
||||
* @date 2025-12-23
|
||||
*/
|
||||
|
||||
const GrokDialogues = {
|
||||
// ===== FIRST MEETING =====
|
||||
'grok_first_meeting': {
|
||||
id: 'grok_first_meeting',
|
||||
root: 'intro',
|
||||
nodes: {
|
||||
'intro': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'neutral',
|
||||
text: '*BOOONG!* The gong vibrates. A monk sits cross-legged, vaping peacefully.\n"Ah... a visitor. Welcome, friend."',
|
||||
next: 'kai_response'
|
||||
},
|
||||
'kai_response': {
|
||||
speaker: 'Kai',
|
||||
emotion: 'shocked',
|
||||
text: 'You... you\'re alive? How did you survive the outbreak?',
|
||||
next: 'grok_zen'
|
||||
},
|
||||
'grok_zen': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'neutral',
|
||||
text: '*exhales pink smoke*\n"Survival is merely a state of mind, dude. The zombies sense no threat in stillness."',
|
||||
next: 'grok_question'
|
||||
},
|
||||
'grok_question': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'neutral',
|
||||
text: 'But I sense... turmoil in you. You search for something. Or... someone?',
|
||||
choices: [
|
||||
{
|
||||
text: '1. My sister was taken. I need to find her.',
|
||||
next: 'sister_path',
|
||||
action: { type: 'relationship_change', npcId: 'grok', amount: +10 }
|
||||
},
|
||||
{
|
||||
text: '2. That\'s none of your business.',
|
||||
next: 'rude_path',
|
||||
action: { type: 'relationship_change', npcId: 'grok', amount: -5 }
|
||||
},
|
||||
{
|
||||
text: '3. You seem different. What do you know about Alfa?',
|
||||
next: 'alfa_path',
|
||||
action: { type: 'relationship_change', npcId: 'grok', amount: +5 }
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
// Sister path
|
||||
'sister_path': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'serious',
|
||||
text: 'Ah... the bond of family. I can feel it emanating from you. A twin bond, yes?',
|
||||
next: 'grok_twin_wisdom'
|
||||
},
|
||||
'grok_twin_wisdom': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'serious',
|
||||
text: 'The Alfa virus has amplified your connection. You can FEEL her, can\'t you?\nUse that bond. It will guide you.',
|
||||
next: 'grok_teachings'
|
||||
},
|
||||
|
||||
// Rude path
|
||||
'rude_path': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'neutral',
|
||||
text: '*takes a long vape hit*\n"Anger and pain... yes, I sense them. They cloud your judgment, friend."',
|
||||
next: 'grok_forgiveness'
|
||||
},
|
||||
'grok_forgiveness': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'neutral',
|
||||
text: 'But I am not offended. The path to inner peace is long. When you are ready to talk, I will be here.',
|
||||
next: 'grok_offerings'
|
||||
},
|
||||
|
||||
// Alfa path
|
||||
'alfa_path': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'serious',
|
||||
text: 'Alfa... yes. The hybrid strain. It grants control over the undead, but at a cost.',
|
||||
next: 'grok_alfa_warning'
|
||||
},
|
||||
'grok_alfa_warning': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'serious',
|
||||
text: 'The more you command them, the more the virus spreads within you.\nBalance is key. Yin and yang. Control and release.',
|
||||
next: 'grok_teachings'
|
||||
},
|
||||
|
||||
// Common ending
|
||||
'grok_teachings': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'happy',
|
||||
text: 'I can teach you meditation techniques. They will help strengthen your bond and resist the virus\'s darker urges.',
|
||||
next: 'kai_accept'
|
||||
},
|
||||
'kai_accept': {
|
||||
speaker: 'Kai',
|
||||
emotion: 'neutral',
|
||||
text: 'I... appreciate the offer. But I need to focus on finding Ana.',
|
||||
next: 'grok_gift'
|
||||
},
|
||||
'grok_gift': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'happy',
|
||||
text: '*BOOONG!* Take this meditation guide. When chaos overwhelms you, it will bring clarity.\nAnd friend... may your search bear fruit.',
|
||||
next: null,
|
||||
action: {
|
||||
type: 'quest_complete',
|
||||
questId: 'quest_1_2_meet_grok'
|
||||
}
|
||||
},
|
||||
|
||||
// Alternative ending for rude path
|
||||
'grok_offerings': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'neutral',
|
||||
text: 'I have supplies if you need them. Meditation items, health elixirs, and... special herbs.\n*winks and vapes*',
|
||||
next: null
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
// ===== SYMBOL KNOWLEDGE (Quest 1.8) =====
|
||||
'grok_symbol_knowledge': {
|
||||
id: 'grok_symbol_knowledge',
|
||||
root: 'kai_arrives',
|
||||
nodes: {
|
||||
'kai_arrives': {
|
||||
speaker: 'Kai',
|
||||
emotion: 'determined',
|
||||
text: 'Grok! I found something on the security footage. A symbol. Have you seen it before?',
|
||||
next: 'show_symbol'
|
||||
},
|
||||
'show_symbol': {
|
||||
speaker: 'Narrator',
|
||||
text: 'You show Grok the sketch of the symbol - a serpent wrapped around a sword.',
|
||||
next: 'grok_recognition'
|
||||
},
|
||||
'grok_recognition': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'shocked',
|
||||
text: '*stops vaping*\n"That symbol... I know it. The Black Serpent Initiative."',
|
||||
next: 'kai_what'
|
||||
},
|
||||
'kai_what': {
|
||||
speaker: 'Kai',
|
||||
emotion: 'shocked',
|
||||
text: 'Black Serpent? Who are they?',
|
||||
next: 'grok_explanation'
|
||||
},
|
||||
'grok_explanation': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'serious',
|
||||
text: 'A shadow organization. Military, but... darker. They\'ve been conducting experiments on Alfa subjects.',
|
||||
next: 'grok_warning'
|
||||
},
|
||||
'grok_warning': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'worried',
|
||||
text: 'If they took your sister, it\'s because she knows something about the virus they want.\nOr worse... she IS what they want.',
|
||||
next: 'kai_where'
|
||||
},
|
||||
'kai_where': {
|
||||
speaker: 'Kai',
|
||||
emotion: 'angry',
|
||||
text: 'Where can I find them? I don\'t care how dangerous it is!',
|
||||
next: 'grok_location'
|
||||
},
|
||||
'grok_location': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'serious',
|
||||
text: 'There\'s a facility to the northeast. Beyond the Deadlands. It\'s heavily guarded...\nbut your zombie army could help you infiltrate.',
|
||||
next: 'grok_map'
|
||||
},
|
||||
'grok_map': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'neutral',
|
||||
text: '*hands you an old map*\n"Here. Mark this location. But Kai... be careful. The Black Serpent doesn\'t take prisoners. Except, it seems, your sister."',
|
||||
next: 'kai_thanks'
|
||||
},
|
||||
'kai_thanks': {
|
||||
speaker: 'Kai',
|
||||
emotion: 'determined',
|
||||
text: 'Thank you, Grok. This is exactly what I needed.',
|
||||
next: 'grok_blessing'
|
||||
},
|
||||
'grok_blessing': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'happy',
|
||||
text: '*BOOONG!*\n"The gong blesses your journey. May the twin bond guide you through the darkness."',
|
||||
next: null,
|
||||
action: {
|
||||
type: 'quest_complete',
|
||||
questId: 'quest_1_8_decipher_clues'
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
// ===== CASUAL CONVERSATION =====
|
||||
'grok_casual': {
|
||||
id: 'grok_casual',
|
||||
root: 'greeting',
|
||||
nodes: {
|
||||
'greeting': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'happy',
|
||||
text: '*BOOONG!*\n"Ah, Kai returns. How goes the search, friend?"',
|
||||
choices: [
|
||||
{
|
||||
text: '1. Any news about the Black Serpent?',
|
||||
next: 'news_path'
|
||||
},
|
||||
{
|
||||
text: '2. Can you teach me more about meditation?',
|
||||
next: 'meditation_path'
|
||||
},
|
||||
{
|
||||
text: '3. What\'s in that vape?',
|
||||
next: 'vape_path'
|
||||
},
|
||||
{
|
||||
text: '4. I need to keep moving. Goodbye.',
|
||||
next: 'goodbye'
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
'news_path': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'serious',
|
||||
text: 'Rumors speak of increased activity at their facility. They\'re preparing for something... big.',
|
||||
next: 'grok_encouragement'
|
||||
},
|
||||
'grok_encouragement': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'neutral',
|
||||
text: 'But! I have faith in you. The twin bond is powerful. Use it wisely.',
|
||||
next: 'greeting'
|
||||
},
|
||||
|
||||
'meditation_path': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'happy',
|
||||
text: 'Of course! Sit with me. *BOOONG!* Let the gong clear your mind...',
|
||||
next: 'meditation_skill',
|
||||
action: {
|
||||
type: 'custom',
|
||||
callback: (scene) => {
|
||||
// Grant meditation buff
|
||||
scene.player.addBuff?.('meditation', { duration: 60000, effect: 'stamina_regen' });
|
||||
}
|
||||
}
|
||||
},
|
||||
'meditation_skill': {
|
||||
speaker: 'Narrator',
|
||||
text: 'You meditate with Grok. Your mind clears. Stamina regeneration increased for 1 minute.',
|
||||
next: 'greeting'
|
||||
},
|
||||
|
||||
'vape_path': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'happy',
|
||||
text: '*takes a hit, exhales rainbow smoke*\n"Special herbs, friend. From before the outbreak. Helps me... stay chill."',
|
||||
next: 'vape_joke'
|
||||
},
|
||||
'vape_joke': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'happy',
|
||||
text: '*offers vape*\n"Want to try? Just kidding. This is MY zen. Find your own!" *laughs*',
|
||||
next: 'greeting'
|
||||
},
|
||||
|
||||
'goodbye': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'neutral',
|
||||
text: 'Go with peace, friend. The gong will always welcome you back.\n*BOOONG!*',
|
||||
next: null
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
// ===== SHOP DIALOGUE =====
|
||||
'grok_shop': {
|
||||
id: 'grok_shop',
|
||||
root: 'shop_greeting',
|
||||
nodes: {
|
||||
'shop_greeting': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'happy',
|
||||
text: 'Ah, you seek my wares? I have meditation items, health elixirs, and... special surprises.\n*vapes mysteriously*',
|
||||
choices: [
|
||||
{
|
||||
text: '1. Show me meditation items',
|
||||
next: 'meditation_shop',
|
||||
action: { type: 'open_shop', category: 'meditation' }
|
||||
},
|
||||
{
|
||||
text: '2. Show me health items',
|
||||
next: 'health_shop',
|
||||
action: { type: 'open_shop', category: 'health' }
|
||||
},
|
||||
{
|
||||
text: '3. What are the special items?',
|
||||
next: 'special_shop',
|
||||
action: { type: 'open_shop', category: 'special' }
|
||||
},
|
||||
{
|
||||
text: '4. Never mind, goodbye.',
|
||||
next: 'shop_goodbye'
|
||||
}
|
||||
]
|
||||
},
|
||||
'meditation_shop': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'neutral',
|
||||
text: 'Browse freely. May you find what your soul needs.',
|
||||
next: null
|
||||
},
|
||||
'health_shop': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'neutral',
|
||||
text: 'The body is a temple. Here are the offerings to maintain it.',
|
||||
next: null
|
||||
},
|
||||
'special_shop': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'happy',
|
||||
text: '*winks*\n"These items are... unique. Gong upgrades, zen decorations, and my signature vape flavors!"',
|
||||
next: null
|
||||
},
|
||||
'shop_goodbye': {
|
||||
speaker: 'Grok',
|
||||
emotion: 'neutral',
|
||||
text: 'Return when the material calls to you. *BOOONG!*',
|
||||
next: null
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// Export
|
||||
if (typeof module !== 'undefined' && module.exports) {
|
||||
module.exports = GrokDialogues;
|
||||
}
|
||||
@@ -68,7 +68,7 @@ const config = {
|
||||
debug: false
|
||||
}
|
||||
},
|
||||
scene: [BootScene, PreloadScene, TiledTestScene, StoryScene, GameScene, UIScene],
|
||||
scene: [BootScene, PreloadScene, TiledTestScene, StoryScene, PrologueScene, GameScene, UIScene],
|
||||
scale: {
|
||||
mode: Phaser.Scale.FIT,
|
||||
autoCenter: Phaser.Scale.CENTER_BOTH
|
||||
|
||||
@@ -780,7 +780,48 @@ class GameScene extends Phaser.Scene {
|
||||
console.log('💾 Initializing Save System Expansion...');
|
||||
this.saveSystemExpansion = new SaveSystemExpansion(this);
|
||||
|
||||
console.log('🎉🎉🎉 ALL 27 SYSTEMS INITIALIZED! 🎉🎉🎉');
|
||||
// ========================================================
|
||||
// 🎬 ACT 1 STORY SYSTEMS (NEW - 23.12.2025)
|
||||
// ========================================================
|
||||
console.log('🎬 Initializing Act 1 Story Systems...');
|
||||
|
||||
// Dialogue System - NPC conversations
|
||||
console.log('💬 Initializing Dialogue System...');
|
||||
this.dialogueSystem = new DialogueSystem(this);
|
||||
|
||||
// Twin Bond System - Kai ↔ Ana psychic connection
|
||||
console.log('💞 Initializing Twin Bond System...');
|
||||
this.twinBondSystem = new TwinBondSystem(this);
|
||||
|
||||
// Quest System Expanded - Main campaign quests
|
||||
console.log('📖 Initializing Quest System Expanded...');
|
||||
this.questSystemExpanded = new QuestSystemExpanded(this);
|
||||
|
||||
// Quest Tracker UI - Visual quest display
|
||||
console.log('📋 Initializing Quest Tracker UI...');
|
||||
this.questTrackerUI = new QuestTrackerUI(this);
|
||||
|
||||
// Load Grok dialogues
|
||||
if (typeof GrokDialogues !== 'undefined') {
|
||||
console.log('🧘 Loading Grok dialogues...');
|
||||
Object.keys(GrokDialogues).forEach(key => {
|
||||
this.dialogueSystem.registerDialogue(key, GrokDialogues[key]);
|
||||
});
|
||||
console.log(`✅ Loaded ${Object.keys(GrokDialogues).length} Grok dialogue trees`);
|
||||
}
|
||||
|
||||
// Auto-start Quest 1.1 after 2 seconds
|
||||
this.time.delayedCall(2000, () => {
|
||||
if (this.questSystemExpanded && !this.questSystemExpanded.isQuestComplete('quest_1_1_wake_up')) {
|
||||
console.log('📖 Auto-starting Quest 1.1: A New Beginning');
|
||||
this.questSystemExpanded.startQuest('quest_1_1_wake_up');
|
||||
}
|
||||
});
|
||||
|
||||
console.log('✅ Act 1 Story Systems ready!');
|
||||
// ========================================================
|
||||
|
||||
console.log('🎉🎉🎉 ALL 31 SYSTEMS INITIALIZED! 🎉🎉🎉'); // Updated from 27 to 31
|
||||
console.log('💀 MRTVA DOLINA - DEATH VALLEY 💀');
|
||||
|
||||
// Show epilepsy warning on first launch
|
||||
@@ -2098,6 +2139,17 @@ class GameScene extends Phaser.Scene {
|
||||
this.mapReveal.createMinimap();
|
||||
}
|
||||
}
|
||||
|
||||
// 🎬 ACT 1 STORY SYSTEMS UPDATE
|
||||
// Twin Bond System (telepathic messages, bond events)
|
||||
if (this.twinBondSystem) {
|
||||
this.twinBondSystem.update(delta);
|
||||
}
|
||||
|
||||
// Quest System Expanded (location objectives)
|
||||
if (this.questSystemExpanded) {
|
||||
this.questSystemExpanded.update(delta);
|
||||
}
|
||||
}
|
||||
|
||||
createParallaxBackground() {
|
||||
|
||||
469
src/scenes/PrologueScene.js
Normal file
469
src/scenes/PrologueScene.js
Normal file
@@ -0,0 +1,469 @@
|
||||
/**
|
||||
* PrologueScene.js
|
||||
* ================
|
||||
* KRVAVA ŽETEV - Prologue Cutscene
|
||||
*
|
||||
* Story:
|
||||
* Player (Kai) and twin sister (Ana) were scientists studying zombie virus
|
||||
* During attack, both got infected with "Alfa" strain (hybrid virus)
|
||||
* Ana was kidnapped by mysterious forces
|
||||
* Kai wakes up alone, searching for his sister
|
||||
*
|
||||
* Features:
|
||||
* - Cinematic dialogue system
|
||||
* - Character portraits
|
||||
* - Background transitions
|
||||
* - Skip function (ESC)
|
||||
* - Auto-advance option
|
||||
*
|
||||
* @author NovaFarma Team
|
||||
* @date 2025-12-23
|
||||
*/
|
||||
|
||||
class PrologueScene extends Phaser.Scene {
|
||||
constructor() {
|
||||
super({ key: 'PrologueScene' });
|
||||
this.currentDialogueIndex = 0;
|
||||
this.dialogueData = [];
|
||||
this.canAdvance = true;
|
||||
this.autoAdvance = false;
|
||||
this.autoAdvanceDelay = 3000; // 3 seconds
|
||||
}
|
||||
|
||||
create() {
|
||||
const width = this.cameras.main.width;
|
||||
const height = this.cameras.main.height;
|
||||
|
||||
console.log('🎬 Starting Prologue...');
|
||||
|
||||
// Black background
|
||||
this.add.rectangle(0, 0, width, height, 0x000000).setOrigin(0);
|
||||
|
||||
// Initialize dialogue data
|
||||
this.dialogueData = this.createDialogueData();
|
||||
|
||||
// Create UI elements
|
||||
this.createDialogueUI(width, height);
|
||||
|
||||
// Skip instructions
|
||||
const skipText = this.add.text(width - 20, 20, 'Press ESC to skip', {
|
||||
fontSize: '16px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#888888'
|
||||
});
|
||||
skipText.setOrigin(1, 0);
|
||||
|
||||
// Auto-advance toggle
|
||||
const autoText = this.add.text(width - 20, 50, 'Press SPACE to toggle auto-advance', {
|
||||
fontSize: '14px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#666666'
|
||||
});
|
||||
autoText.setOrigin(1, 0);
|
||||
|
||||
// Input handlers
|
||||
this.input.keyboard.on('keydown-ESC', () => {
|
||||
this.skipPrologue();
|
||||
});
|
||||
|
||||
this.input.keyboard.on('keydown-SPACE', () => {
|
||||
this.autoAdvance = !this.autoAdvance;
|
||||
autoText.setColor(this.autoAdvance ? '#00FF00' : '#666666');
|
||||
});
|
||||
|
||||
this.input.keyboard.on('keydown-ENTER', () => {
|
||||
this.advanceDialogue();
|
||||
});
|
||||
|
||||
this.input.on('pointerdown', () => {
|
||||
this.advanceDialogue();
|
||||
});
|
||||
|
||||
// Start first dialogue
|
||||
this.showDialogue(0);
|
||||
}
|
||||
|
||||
createDialogueData() {
|
||||
return [
|
||||
// ACT 1: THE OUTBREAK
|
||||
{
|
||||
background: 'lab',
|
||||
speaker: 'Narrator',
|
||||
portrait: null,
|
||||
text: '2084. Nova Lab, Slovenia.\nThe world\'s last hope against the zombie virus...',
|
||||
bgColor: 0x1a1a2e
|
||||
},
|
||||
{
|
||||
background: 'lab',
|
||||
speaker: 'Kai',
|
||||
portrait: 'kai_neutral',
|
||||
text: 'Ana, look at this! The Alfa strain is reacting to our blood samples!',
|
||||
bgColor: 0x1a1a2e
|
||||
},
|
||||
{
|
||||
background: 'lab',
|
||||
speaker: 'Ana',
|
||||
portrait: 'ana_excited',
|
||||
text: 'This could be it, brother! A cure that doesn\'t just kill the virus...\nit transforms it!',
|
||||
bgColor: 0x1a1a2e
|
||||
},
|
||||
{
|
||||
background: 'lab',
|
||||
speaker: 'Kai',
|
||||
portrait: 'kai_worried',
|
||||
text: 'But the side effects... subjects gain control over zombies.\nIs that even ethical?',
|
||||
bgColor: 0x1a1a2e
|
||||
},
|
||||
{
|
||||
background: 'lab',
|
||||
speaker: 'Ana',
|
||||
portrait: 'ana_serious',
|
||||
text: 'Ethics won\'t matter if humanity goes extinct.\nWe need to test this NOW.',
|
||||
bgColor: 0x1a1a2e
|
||||
},
|
||||
|
||||
// ACT 2: THE ATTACK
|
||||
{
|
||||
background: 'lab_alarm',
|
||||
speaker: 'System',
|
||||
portrait: null,
|
||||
text: '⚠️ BREACH DETECTED ⚠️\nUnknown hostiles entering Level 3...',
|
||||
bgColor: 0x330000,
|
||||
shake: true
|
||||
},
|
||||
{
|
||||
background: 'lab_alarm',
|
||||
speaker: 'Kai',
|
||||
portrait: 'kai_shocked',
|
||||
text: 'Ana, get to the safe room! I\'ll secure the samples!',
|
||||
bgColor: 0x330000,
|
||||
shake: true
|
||||
},
|
||||
{
|
||||
background: 'lab_chaos',
|
||||
speaker: 'Ana',
|
||||
portrait: 'ana_determined',
|
||||
text: 'No! We inject each other with Alfa NOW!\nIt\'s our only chance!',
|
||||
bgColor: 0x220000,
|
||||
shake: true
|
||||
},
|
||||
{
|
||||
background: 'lab_chaos',
|
||||
speaker: 'Narrator',
|
||||
portrait: null,
|
||||
text: 'In a desperate moment, the twins inject themselves with the untested Alfa virus...',
|
||||
bgColor: 0x110000
|
||||
},
|
||||
|
||||
// ACT 3: TRANSFORMATION
|
||||
{
|
||||
background: 'black',
|
||||
speaker: 'Kai',
|
||||
portrait: 'kai_pain',
|
||||
text: 'Ahhh! It burns! Ana, I can feel... everything!\nEvery zombie in the building!',
|
||||
bgColor: 0x000000,
|
||||
shake: true
|
||||
},
|
||||
{
|
||||
background: 'black',
|
||||
speaker: 'Ana',
|
||||
portrait: 'ana_pain',
|
||||
text: 'Brother! The connection... I can hear them too!\nWe\'re becoming... ALFA!',
|
||||
bgColor: 0x000000,
|
||||
shake: true
|
||||
},
|
||||
{
|
||||
background: 'black',
|
||||
speaker: 'Narrator',
|
||||
portrait: null,
|
||||
text: 'An explosion. Darkness. Then... silence.',
|
||||
bgColor: 0x000000,
|
||||
flash: true
|
||||
},
|
||||
|
||||
// ACT 4: AWAKENING
|
||||
{
|
||||
background: 'ruins',
|
||||
speaker: 'Kai',
|
||||
portrait: 'kai_confused',
|
||||
text: 'Where... where am I?\nAna? ANA!',
|
||||
bgColor: 0x2d1b00
|
||||
},
|
||||
{
|
||||
background: 'ruins',
|
||||
speaker: 'Kai',
|
||||
portrait: 'kai_determined',
|
||||
text: 'She\'s gone. They took her.\nBut I can still feel her... through the Twin Bond.',
|
||||
bgColor: 0x2d1b00
|
||||
},
|
||||
{
|
||||
background: 'ruins',
|
||||
speaker: 'Kai',
|
||||
portrait: 'kai_anger',
|
||||
text: 'Whoever did this... I WILL find you.\nAnd my new "friends" will help me.',
|
||||
bgColor: 0x2d1b00
|
||||
},
|
||||
{
|
||||
background: 'zombies',
|
||||
speaker: 'Narrator',
|
||||
portrait: null,
|
||||
text: 'Three zombies approach. But instead of attacking...\nthey kneel before Kai.',
|
||||
bgColor: 0x1a4d1a
|
||||
},
|
||||
{
|
||||
background: 'zombies',
|
||||
speaker: 'Kai',
|
||||
portrait: 'kai_realization',
|
||||
text: 'I am... Alfa.\nAnd they are mine to command.',
|
||||
bgColor: 0x1a4d1a
|
||||
},
|
||||
{
|
||||
background: 'farm',
|
||||
speaker: 'Narrator',
|
||||
portrait: null,
|
||||
text: 'And so begins the journey of Kai...\nZombie master. Brother. ALFA.',
|
||||
bgColor: 0x2d5016
|
||||
},
|
||||
{
|
||||
background: 'farm',
|
||||
speaker: 'Narrator',
|
||||
portrait: null,
|
||||
text: 'BUILD your farm. COMMAND your undead.\nSEARCH for Ana.\n\nThis is... KRVAVA ŽETEV.',
|
||||
bgColor: 0x2d5016
|
||||
}
|
||||
];
|
||||
}
|
||||
|
||||
createDialogueUI(width, height) {
|
||||
const dialogueBoxHeight = 180;
|
||||
const dialogueY = height - dialogueBoxHeight;
|
||||
|
||||
// Dialogue box background
|
||||
this.dialogueBg = this.add.rectangle(
|
||||
width / 2,
|
||||
dialogueY + dialogueBoxHeight / 2,
|
||||
width - 40,
|
||||
dialogueBoxHeight - 20,
|
||||
0x2d1b00,
|
||||
0.95
|
||||
);
|
||||
this.dialogueBg.setStrokeStyle(3, 0xd4a574);
|
||||
|
||||
// Speaker name
|
||||
this.speakerText = this.add.text(50, dialogueY + 20, '', {
|
||||
fontSize: '22px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#FFD700',
|
||||
fontStyle: 'bold',
|
||||
stroke: '#000000',
|
||||
strokeThickness: 3
|
||||
});
|
||||
|
||||
// Dialogue text
|
||||
this.dialogueText = this.add.text(50, dialogueY + 55, '', {
|
||||
fontSize: '18px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#f4e4c1',
|
||||
wordWrap: { width: width - 120 },
|
||||
lineSpacing: 8
|
||||
});
|
||||
|
||||
// Continue indicator
|
||||
this.continueIndicator = this.add.text(width - 60, height - 40, '▼', {
|
||||
fontSize: '24px',
|
||||
color: '#FFD700'
|
||||
});
|
||||
this.continueIndicator.setOrigin(0.5);
|
||||
|
||||
// Pulse animation
|
||||
this.tweens.add({
|
||||
targets: this.continueIndicator,
|
||||
alpha: 0.3,
|
||||
duration: 800,
|
||||
yoyo: true,
|
||||
repeat: -1
|
||||
});
|
||||
|
||||
// Portrait
|
||||
this.portraitBg = this.add.rectangle(width - 150, dialogueY + 90, 120, 120, 0x4a3520, 0.9);
|
||||
this.portraitBg.setStrokeStyle(2, 0xd4a574);
|
||||
|
||||
this.portraitText = this.add.text(width - 150, dialogueY + 90, '', {
|
||||
fontSize: '60px'
|
||||
});
|
||||
this.portraitText.setOrigin(0.5);
|
||||
|
||||
// Background sprite (will be created per dialogue)
|
||||
this.backgroundSprite = null;
|
||||
}
|
||||
|
||||
showDialogue(index) {
|
||||
if (index >= this.dialogueData.length) {
|
||||
this.completePrologue();
|
||||
return;
|
||||
}
|
||||
|
||||
const dialogue = this.dialogueData[index];
|
||||
this.currentDialogueIndex = index;
|
||||
|
||||
// Update background
|
||||
this.updateBackground(dialogue.background, dialogue.bgColor);
|
||||
|
||||
// Apply effects
|
||||
if (dialogue.shake) {
|
||||
this.cameras.main.shake(500, 0.01);
|
||||
}
|
||||
|
||||
if (dialogue.flash) {
|
||||
this.cameras.main.flash(1000, 255, 255, 255);
|
||||
}
|
||||
|
||||
// Update speaker
|
||||
this.speakerText.setText(dialogue.speaker);
|
||||
|
||||
// Typewriter effect for text
|
||||
this.typewriterEffect(dialogue.text);
|
||||
|
||||
// Update portrait
|
||||
this.updatePortrait(dialogue.portrait);
|
||||
|
||||
// Auto-advance if enabled
|
||||
if (this.autoAdvance && index < this.dialogueData.length - 1) {
|
||||
this.time.delayedCall(this.autoAdvanceDelay, () => {
|
||||
this.advanceDialogue();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
typewriterEffect(text) {
|
||||
let displayText = '';
|
||||
let charIndex = 0;
|
||||
|
||||
this.dialogueText.setText('');
|
||||
|
||||
const timer = this.time.addEvent({
|
||||
delay: 30, //CharactersperSeconds
|
||||
callback: () => {
|
||||
if (charIndex < text.length) {
|
||||
displayText += text[charIndex];
|
||||
this.dialogueText.setText(displayText);
|
||||
charIndex++;
|
||||
} else {
|
||||
timer.remove();
|
||||
this.canAdvance = true;
|
||||
}
|
||||
},
|
||||
loop: true
|
||||
});
|
||||
|
||||
this.canAdvance = false;
|
||||
}
|
||||
|
||||
updateBackground(bgKey, bgColor) {
|
||||
// Simple colored background for now
|
||||
// TODO: Replace with actual background images
|
||||
const width = this.cameras.main.width;
|
||||
const height = this.cameras.main.height;
|
||||
|
||||
if (this.backgroundSprite) {
|
||||
this.backgroundSprite.destroy();
|
||||
}
|
||||
|
||||
this.backgroundSprite = this.add.rectangle(0, 0, width, height, bgColor);
|
||||
this.backgroundSprite.setOrigin(0);
|
||||
this.backgroundSprite.setDepth(-1);
|
||||
|
||||
// Add atmosphere text
|
||||
let atmosphereText = '';
|
||||
switch (bgKey) {
|
||||
case 'lab':
|
||||
atmosphereText = '🔬 Nova Lab - Research Wing';
|
||||
break;
|
||||
case 'lab_alarm':
|
||||
atmosphereText = '⚠️ BREACH ALARM ⚠️';
|
||||
break;
|
||||
case 'lab_chaos':
|
||||
atmosphereText = '💥 CHAOS';
|
||||
break;
|
||||
case 'ruins':
|
||||
atmosphereText = '🏚️ Laboratory Ruins';
|
||||
break;
|
||||
case 'zombies':
|
||||
atmosphereText = '🧟 First Encounter';
|
||||
break;
|
||||
case 'farm':
|
||||
atmosphereText = '🌾 Abandoned Farm - New Beginning';
|
||||
break;
|
||||
}
|
||||
|
||||
if (atmosphereText) {
|
||||
const atmoText = this.add.text(width / 2, 40, atmosphereText, {
|
||||
fontSize: '20px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#888888',
|
||||
fontStyle: 'italic'
|
||||
});
|
||||
atmoText.setOrigin(0.5);
|
||||
atmoText.setAlpha(0.6);
|
||||
atmoText.setDepth(10);
|
||||
}
|
||||
}
|
||||
|
||||
updatePortrait(portraitKey) {
|
||||
if (!portraitKey) {
|
||||
this.portraitBg.setVisible(false);
|
||||
this.portraitText.setVisible(false);
|
||||
return;
|
||||
}
|
||||
|
||||
this.portraitBg.setVisible(true);
|
||||
this.portraitText.setVisible(true);
|
||||
|
||||
// Simple emoji portraits for now
|
||||
// TODO: Replace with actual character art
|
||||
const portraits = {
|
||||
'kai_neutral': '👨',
|
||||
'kai_worried': '😟',
|
||||
'kai_shocked': '😱',
|
||||
'kai_pain': '😫',
|
||||
'kai_confused': '😕',
|
||||
'kai_determined': '😠',
|
||||
'kai_anger': '😡',
|
||||
'kai_realization': '🤔',
|
||||
'ana_excited': '👩🔬',
|
||||
'ana_serious': '😐',
|
||||
'ana_determined': '💪',
|
||||
'ana_pain': '😣'
|
||||
};
|
||||
|
||||
this.portraitText.setText(portraits[portraitKey] || '❓');
|
||||
}
|
||||
|
||||
advanceDialogue() {
|
||||
if (!this.canAdvance) {
|
||||
// Skip typewriter effect
|
||||
const dialogue = this.dialogueData[this.currentDialogueIndex];
|
||||
this.dialogueText.setText(dialogue.text);
|
||||
this.canAdvance = true;
|
||||
return;
|
||||
}
|
||||
|
||||
this.showDialogue(this.currentDialogueIndex + 1);
|
||||
}
|
||||
|
||||
skipPrologue() {
|
||||
console.log('⏭️ Skipping prologue...');
|
||||
this.scene.start('GameScene');
|
||||
}
|
||||
|
||||
completePrologue() {
|
||||
console.log('✅ Prologue complete!');
|
||||
|
||||
// Fade out
|
||||
this.cameras.main.fadeOut(2000, 0, 0, 0);
|
||||
|
||||
this.time.delayedCall(2000, () => {
|
||||
this.scene.start('GameScene');
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -303,7 +303,8 @@ class StoryScene extends Phaser.Scene {
|
||||
|
||||
startNewGame() {
|
||||
console.log('🎮 Starting New Game...');
|
||||
this.scene.start('GameScene');
|
||||
console.log('🎬 Launching Prologue...');
|
||||
this.scene.start('PrologueScene'); // Start with story!
|
||||
}
|
||||
|
||||
loadGame() {
|
||||
|
||||
503
src/systems/DialogueSystem.js
Normal file
503
src/systems/DialogueSystem.js
Normal file
@@ -0,0 +1,503 @@
|
||||
/**
|
||||
* DialogueSystem.js
|
||||
* =================
|
||||
* KRVAVA ŽETEV - NPC Dialogue & Conversation System
|
||||
*
|
||||
* Features:
|
||||
* - Dynamic dialogue trees with choices
|
||||
* - Character portraits and emotions
|
||||
* - Quest integration (dialogue can trigger/complete quests)
|
||||
* - Relationship tracking (affects dialogue options)
|
||||
* - Twin Bond special dialogues (Ana's voice)
|
||||
* - Memory system (NPCs remember past conversations)
|
||||
*
|
||||
* @author NovaFarma Team
|
||||
* @date 2025-12-23
|
||||
*/
|
||||
|
||||
export default class DialogueSystem {
|
||||
constructor(scene) {
|
||||
this.scene = scene;
|
||||
|
||||
// Active dialogue state
|
||||
this.currentDialogue = null;
|
||||
this.currentSpeaker = null;
|
||||
this.currentNode = null;
|
||||
this.dialogueHistory = new Map(); // NPC ID -> conversation history
|
||||
|
||||
// UI elements
|
||||
this.dialogueBox = null;
|
||||
this.portraitSprite = null;
|
||||
this.nameText = null;
|
||||
this.dialogueText = null;
|
||||
this.choicesContainer = null;
|
||||
|
||||
// Dialogue database
|
||||
this.dialogues = new Map(); // Dialogue ID -> dialogue data
|
||||
|
||||
// Callbacks
|
||||
this.onDialogueComplete = null;
|
||||
this.onChoiceMade = null;
|
||||
|
||||
console.log('💬 DialogueSystem initialized');
|
||||
}
|
||||
|
||||
/**
|
||||
* Register a dialogue tree
|
||||
* @param {string} dialogueId - Unique identifier
|
||||
* @param {object} dialogueData - Tree structure
|
||||
*/
|
||||
registerDialogue(dialogueId, dialogueData) {
|
||||
this.dialogues.set(dialogueId, dialogueData);
|
||||
console.log(`💬 Registered dialogue: ${dialogueId}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Start a dialogue with an NPC
|
||||
* @param {string} dialogueId - Which dialogue to start
|
||||
* @param {object} speaker - NPC or character data
|
||||
* @param {function} onComplete - Callback when done
|
||||
*/
|
||||
startDialogue(dialogueId, speaker, onComplete) {
|
||||
const dialogueData = this.dialogues.get(dialogueId);
|
||||
|
||||
if (!dialogueData) {
|
||||
console.error(`Dialogue not found: ${dialogueId}`);
|
||||
return;
|
||||
}
|
||||
|
||||
this.currentDialogue = dialogueData;
|
||||
this.currentSpeaker = speaker;
|
||||
this.onDialogueComplete = onComplete;
|
||||
|
||||
// Show UI
|
||||
this.createDialogueUI();
|
||||
|
||||
// Start at root node
|
||||
this.showNode(dialogueData.root || 'start');
|
||||
|
||||
// Pause game
|
||||
this.scene.physics.pause();
|
||||
|
||||
console.log(`💬 Started dialogue: ${dialogueId} with ${speaker.name}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Show a specific dialogue node
|
||||
* @param {string} nodeId - Node to display
|
||||
*/
|
||||
showNode(nodeId) {
|
||||
const node = this.currentDialogue.nodes[nodeId];
|
||||
|
||||
if (!node) {
|
||||
console.error(`Node not found: ${nodeId}`);
|
||||
this.endDialogue();
|
||||
return;
|
||||
}
|
||||
|
||||
this.currentNode = node;
|
||||
|
||||
// Update speaker info
|
||||
const speaker = node.speaker || this.currentSpeaker.name;
|
||||
const emotion = node.emotion || 'neutral';
|
||||
|
||||
this.updateSpeaker(speaker, emotion);
|
||||
|
||||
// Show text with typewriter effect
|
||||
this.typewriterText(node.text);
|
||||
|
||||
// Show choices or continue button
|
||||
if (node.choices && node.choices.length > 0) {
|
||||
this.showChoices(node.choices);
|
||||
} else if (node.next) {
|
||||
this.showContinueButton(node.next);
|
||||
} else {
|
||||
// End of dialogue
|
||||
this.showContinueButton('END');
|
||||
}
|
||||
|
||||
// Execute node actions
|
||||
if (node.action) {
|
||||
this.executeNodeAction(node.action);
|
||||
}
|
||||
|
||||
// Record in history
|
||||
this.addToHistory(nodeId, node.text);
|
||||
}
|
||||
|
||||
/**
|
||||
* Create dialogue UI
|
||||
*/
|
||||
createDialogueUI() {
|
||||
const width = this.scene.cameras.main.width;
|
||||
const height = this.scene.cameras.main.height;
|
||||
|
||||
// Container for everything
|
||||
this.dialogueContainer = this.scene.add.container(0, 0);
|
||||
this.dialogueContainer.setDepth(1000);
|
||||
|
||||
// Dark overlay
|
||||
const overlay = this.scene.add.rectangle(0, 0, width, height, 0x000000, 0.5);
|
||||
overlay.setOrigin(0);
|
||||
overlay.setInteractive();
|
||||
this.dialogueContainer.add(overlay);
|
||||
|
||||
// Dialogue box
|
||||
const boxY = height - 200;
|
||||
const boxHeight = 180;
|
||||
|
||||
this.dialogueBox = this.scene.add.rectangle(
|
||||
width / 2, boxY,
|
||||
width - 80, boxHeight,
|
||||
0x2d1b00, 0.95
|
||||
);
|
||||
this.dialogueBox.setStrokeStyle(3, 0xd4a574);
|
||||
this.dialogueContainer.add(this.dialogueBox);
|
||||
|
||||
// Portrait background
|
||||
this.portraitBg = this.scene.add.rectangle(100, boxY, 100, 100, 0x4a3520, 0.9);
|
||||
this.portraitBg.setStrokeStyle(2, 0xd4a574);
|
||||
this.dialogueContainer.add(this.portraitBg);
|
||||
|
||||
// Portrait
|
||||
this.portraitSprite = this.scene.add.text(100, boxY, '👤', {
|
||||
fontSize: '64px'
|
||||
});
|
||||
this.portraitSprite.setOrigin(0.5);
|
||||
this.dialogueContainer.add(this.portraitSprite);
|
||||
|
||||
// Speaker name
|
||||
this.nameText = this.scene.add.text(170, boxY - 70, '', {
|
||||
fontSize: '20px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#FFD700',
|
||||
fontStyle: 'bold',
|
||||
stroke: '#000000',
|
||||
strokeThickness: 3
|
||||
});
|
||||
this.dialogueContainer.add(this.nameText);
|
||||
|
||||
// Dialogue text
|
||||
this.dialogueText = this.scene.add.text(170, boxY - 40, '', {
|
||||
fontSize: '18px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#f4e4c1',
|
||||
wordWrap: { width: width - 280 },
|
||||
lineSpacing: 6
|
||||
});
|
||||
this.dialogueContainer.add(this.dialogueText);
|
||||
|
||||
// Choices container
|
||||
this.choicesContainer = this.scene.add.container(width / 2, boxY + 120);
|
||||
this.dialogueContainer.add(this.choicesContainer);
|
||||
}
|
||||
|
||||
/**
|
||||
* Update speaker display
|
||||
*/
|
||||
updateSpeaker(name, emotion) {
|
||||
this.nameText.setText(name);
|
||||
|
||||
// Get portrait based on speaker and emotion
|
||||
const portrait = this.getPortrait(name, emotion);
|
||||
this.portraitSprite.setText(portrait);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get portrait emoji
|
||||
*/
|
||||
getPortrait(speaker, emotion) {
|
||||
// Kai portraits
|
||||
if (speaker === 'Kai' || speaker === 'You') {
|
||||
const kaiEmotions = {
|
||||
'neutral': '👨',
|
||||
'happy': '😊',
|
||||
'sad': '😢',
|
||||
'angry': '😠',
|
||||
'worried': '😟',
|
||||
'shocked': '😱',
|
||||
'determined': '😤'
|
||||
};
|
||||
return kaiEmotions[emotion] || '👨';
|
||||
}
|
||||
|
||||
// Ana portraits (Twin Bond - ghostly)
|
||||
if (speaker === 'Ana' || speaker === 'Ana (Twin Bond)') {
|
||||
const anaEmotions = {
|
||||
'neutral': '👻',
|
||||
'happy': '😇',
|
||||
'sad': '😰',
|
||||
'worried': '😨',
|
||||
'pain': '😣',
|
||||
'help': '🆘'
|
||||
};
|
||||
return anaEmotions[emotion] || '👻';
|
||||
}
|
||||
|
||||
// Other NPCs
|
||||
const npcPortraits = {
|
||||
'Grok': '🧘',
|
||||
'Elder': '👴',
|
||||
'Blacksmith': '🔨',
|
||||
'Baker': '🍞',
|
||||
'Doctor': '⚕️',
|
||||
'Merchant': '💰',
|
||||
'Stranger': '❓',
|
||||
'Zombie': '🧟'
|
||||
};
|
||||
|
||||
return npcPortraits[speaker] || '👤';
|
||||
}
|
||||
|
||||
/**
|
||||
* Typewriter text effect
|
||||
*/
|
||||
typewriterText(text) {
|
||||
let displayText = '';
|
||||
let charIndex = 0;
|
||||
|
||||
this.dialogueText.setText('');
|
||||
|
||||
const timer = this.scene.time.addEvent({
|
||||
delay: 30,
|
||||
callback: () => {
|
||||
if (charIndex < text.length) {
|
||||
displayText += text[charIndex];
|
||||
this.dialogueText.setText(displayText);
|
||||
charIndex++;
|
||||
} else {
|
||||
timer.remove();
|
||||
}
|
||||
},
|
||||
loop: true
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Show dialogue choices
|
||||
*/
|
||||
showChoices(choices) {
|
||||
this.choicesContainer.removeAll(true);
|
||||
|
||||
choices.forEach((choice, index) => {
|
||||
// Check if choice is available
|
||||
if (choice.condition && !this.checkCondition(choice.condition)) {
|
||||
return; // Skip this choice
|
||||
}
|
||||
|
||||
const y = index * 50;
|
||||
|
||||
// Choice button background
|
||||
const btn = this.scene.add.rectangle(0, y, 600, 40, 0x6b4423, 1);
|
||||
btn.setStrokeStyle(2, 0xd4a574);
|
||||
btn.setInteractive({ useHandCursor: true });
|
||||
|
||||
// Choice text
|
||||
const text = this.scene.add.text(0, y, choice.text, {
|
||||
fontSize: '16px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#f4e4c1',
|
||||
fontStyle: 'bold'
|
||||
});
|
||||
text.setOrigin(0.5);
|
||||
|
||||
// Hover effects
|
||||
btn.on('pointerover', () => {
|
||||
btn.setFillStyle(0x8b5a3c);
|
||||
text.setColor('#FFD700');
|
||||
});
|
||||
|
||||
btn.on('pointerout', () => {
|
||||
btn.setFillStyle(0x6b4423);
|
||||
text.setColor('#f4e4c1');
|
||||
});
|
||||
|
||||
// Click handler
|
||||
btn.on('pointerdown', () => {
|
||||
this.onChoiceSelected(choice);
|
||||
});
|
||||
|
||||
this.choicesContainer.add([btn, text]);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Show continue button
|
||||
*/
|
||||
showContinueButton(nextNode) {
|
||||
this.choicesContainer.removeAll(true);
|
||||
|
||||
const continueBtn = this.scene.add.text(0, 0, '▼ Continue (SPACE)', {
|
||||
fontSize: '16px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#888888'
|
||||
});
|
||||
continueBtn.setOrigin(0.5);
|
||||
|
||||
// Pulse animation
|
||||
this.scene.tweens.add({
|
||||
targets: continueBtn,
|
||||
alpha: 0.3,
|
||||
duration: 800,
|
||||
yoyo: true,
|
||||
repeat: -1
|
||||
});
|
||||
|
||||
this.choicesContainer.add(continueBtn);
|
||||
|
||||
// Space key or click to continue
|
||||
const spaceKey = this.scene.input.keyboard.addKey('SPACE');
|
||||
spaceKey.once('down', () => {
|
||||
if (nextNode === 'END') {
|
||||
this.endDialogue();
|
||||
} else {
|
||||
this.showNode(nextNode);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle choice selection
|
||||
*/
|
||||
onChoiceSelected(choice) {
|
||||
console.log(`💬 Choice selected: ${choice.text}`);
|
||||
|
||||
// Execute choice action
|
||||
if (choice.action) {
|
||||
this.executeNodeAction(choice.action);
|
||||
}
|
||||
|
||||
// Callback
|
||||
if (this.onChoiceMade) {
|
||||
this.onChoiceMade(choice);
|
||||
}
|
||||
|
||||
// Go to next node
|
||||
if (choice.next) {
|
||||
this.showNode(choice.next);
|
||||
} else {
|
||||
this.endDialogue();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Execute node action
|
||||
*/
|
||||
executeNodeAction(action) {
|
||||
switch (action.type) {
|
||||
case 'quest_start':
|
||||
this.scene.questSystem?.startQuest(action.questId);
|
||||
break;
|
||||
|
||||
case 'quest_complete':
|
||||
this.scene.questSystem?.completeQuest(action.questId);
|
||||
break;
|
||||
|
||||
case 'give_item':
|
||||
this.scene.inventorySystem?.addItem(action.itemId, action.amount);
|
||||
break;
|
||||
|
||||
case 'take_item':
|
||||
this.scene.inventorySystem?.removeItem(action.itemId, action.amount);
|
||||
break;
|
||||
|
||||
case 'relationship_change':
|
||||
this.changeRelationship(action.npcId, action.amount);
|
||||
break;
|
||||
|
||||
case 'custom':
|
||||
if (action.callback) {
|
||||
action.callback(this.scene);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if condition is met
|
||||
*/
|
||||
checkCondition(condition) {
|
||||
switch (condition.type) {
|
||||
case 'quest_active':
|
||||
return this.scene.questSystem?.isQuestActive(condition.questId);
|
||||
|
||||
case 'quest_complete':
|
||||
return this.scene.questSystem?.isQuestComplete(condition.questId);
|
||||
|
||||
case 'has_item':
|
||||
return this.scene.inventorySystem?.hasItem(condition.itemId, condition.amount);
|
||||
|
||||
case 'relationship':
|
||||
return this.getRelationship(condition.npcId) >= condition.value;
|
||||
|
||||
case 'custom':
|
||||
return condition.check(this.scene);
|
||||
|
||||
default:
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Add to conversation history
|
||||
*/
|
||||
addToHistory(nodeId, text) {
|
||||
const speakerId = this.currentSpeaker.id || this.currentSpeaker.name;
|
||||
|
||||
if (!this.dialogueHistory.has(speakerId)) {
|
||||
this.dialogueHistory.set(speakerId, []);
|
||||
}
|
||||
|
||||
this.dialogueHistory.get(speakerId).push({
|
||||
nodeId: nodeId,
|
||||
text: text,
|
||||
timestamp: Date.now()
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Relationship tracking
|
||||
*/
|
||||
changeRelationship(npcId, amount) {
|
||||
// TODO: Integrate with proper relationship system
|
||||
console.log(`💕 Relationship with ${npcId}: ${amount > 0 ? '+' : ''}${amount}`);
|
||||
}
|
||||
|
||||
getRelationship(npcId) {
|
||||
// TODO: Get from relationship system
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* End dialogue
|
||||
*/
|
||||
endDialogue() {
|
||||
console.log('💬 Dialogue ended');
|
||||
|
||||
// Clean up UI
|
||||
if (this.dialogueContainer) {
|
||||
this.dialogueContainer.destroy();
|
||||
}
|
||||
|
||||
// Resume game
|
||||
this.scene.physics.resume();
|
||||
|
||||
// Callback
|
||||
if (this.onDialogueComplete) {
|
||||
this.onDialogueComplete();
|
||||
}
|
||||
|
||||
// Reset state
|
||||
this.currentDialogue = null;
|
||||
this.currentSpeaker = null;
|
||||
this.currentNode = null;
|
||||
this.onDialogueComplete = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if dialogue is active
|
||||
*/
|
||||
isActive() {
|
||||
return this.currentDialogue !== null;
|
||||
}
|
||||
}
|
||||
427
src/systems/QuestSystemExpanded.js
Normal file
427
src/systems/QuestSystemExpanded.js
Normal file
@@ -0,0 +1,427 @@
|
||||
/**
|
||||
* QuestSystemExpanded.js
|
||||
* =======================
|
||||
* KRVAVA ŽETEV - Enhanced Quest System for Main Campaign
|
||||
*
|
||||
* Extends the original QuestSystem to support:
|
||||
* - Act-based quest structure
|
||||
* - Location-based objectives
|
||||
* - Dialogue integration
|
||||
* - Event triggers
|
||||
* - Quest chains
|
||||
* - Bond strength rewards
|
||||
*
|
||||
* @author NovaFarma Team
|
||||
* @date 2025-12-23
|
||||
*/
|
||||
|
||||
class QuestSystemExpanded {
|
||||
constructor(scene) {
|
||||
this.scene = scene;
|
||||
|
||||
// Load Act 1 Quest Data
|
||||
this.questDB = typeof Act1QuestData !== 'undefined' ? Act1QuestData : {};
|
||||
|
||||
// Quest state
|
||||
this.activeQuests = new Map(); // questId -> quest instance
|
||||
this.completedQuests = new Set();
|
||||
this.questHistory = [];
|
||||
|
||||
// Current main quest
|
||||
this.mainQuest = null;
|
||||
|
||||
// UI reference
|
||||
this.questUI = null;
|
||||
|
||||
console.log('📜 QuestSystemExpanded initialized');
|
||||
console.log(`📚 Loaded ${Object.keys(this.questDB).length} quests`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Start a quest
|
||||
*/
|
||||
startQuest(questId) {
|
||||
if (this.completedQuests.has(questId)) {
|
||||
console.log(`⚠️ Quest already completed: ${questId}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this.activeQuests.has(questId)) {
|
||||
console.log(`⚠️ Quest already active: ${questId}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
const questTemplate = this.questDB[questId];
|
||||
if (!questTemplate) {
|
||||
console.error(`❌ Quest not found: ${questId}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create quest instance (deep copy)
|
||||
const quest = JSON.parse(JSON.stringify(questTemplate));
|
||||
quest.startTime = Date.now();
|
||||
quest.status = 'active';
|
||||
|
||||
// Add to active quests
|
||||
this.activeQuests.set(questId, quest);
|
||||
|
||||
// If main quest, set as current
|
||||
if (quest.isMainQuest) {
|
||||
this.mainQuest = quest;
|
||||
}
|
||||
|
||||
// Show start dialogue
|
||||
if (quest.startDialogue) {
|
||||
this.showQuestDialogue(quest.startDialogue);
|
||||
}
|
||||
|
||||
// Trigger any start events
|
||||
if (quest.triggerEvent) {
|
||||
this.triggerQuestEvent(quest.triggerEvent);
|
||||
}
|
||||
|
||||
// Notification
|
||||
this.showQuestNotification({
|
||||
title: 'New Quest!',
|
||||
questTitle: quest.title,
|
||||
description: quest.description,
|
||||
icon: quest.isMainQuest ? '📖' : '📝'
|
||||
});
|
||||
|
||||
// Update UI
|
||||
this.updateUI();
|
||||
|
||||
console.log(`📜 Quest Started: ${quest.title} (${questId})`);
|
||||
|
||||
// Emit event
|
||||
this.scene.events.emit('questStarted', { quest });
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Complete a quest objective
|
||||
*/
|
||||
completeObjective(questId, objectiveId) {
|
||||
const quest = this.activeQuests.get(questId);
|
||||
if (!quest) {
|
||||
console.warn(`Quest not active: ${questId}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
const objective = quest.objectives.find(obj => obj.id === objectiveId);
|
||||
if (!objective) {
|
||||
console.error(`Objective not found: ${objectiveId}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (objective.completed) {
|
||||
console.log(`Objective already complete: ${objectiveId}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
objective.completed = true;
|
||||
objective.completedTime = Date.now();
|
||||
|
||||
console.log(`✅ Objective Complete: ${objective.description}`);
|
||||
|
||||
// Show notification
|
||||
this.showObjectiveNotification(objective.description);
|
||||
|
||||
// Check if all objectives complete
|
||||
const allComplete = quest.objectives.every(obj => obj.completed);
|
||||
if (allComplete) {
|
||||
this.completeQuest(questId);
|
||||
} else {
|
||||
// Update UI
|
||||
this.updateUI();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Update objective progress
|
||||
*/
|
||||
updateObjectiveProgress(questId, objectiveId, amount) {
|
||||
const quest = this.activeQuests.get(questId);
|
||||
if (!quest) return false;
|
||||
|
||||
const objective = quest.objectives.find(obj => obj.id === objectiveId);
|
||||
if (!objective) return false;
|
||||
|
||||
objective.current = Math.min(objective.required, objective.current + amount);
|
||||
|
||||
// Check if objective complete
|
||||
if (objective.current >= objective.required && !objective.completed) {
|
||||
this.completeObjective(questId, objectiveId);
|
||||
} else {
|
||||
this.updateUI();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Complete a quest
|
||||
*/
|
||||
completeQuest(questId) {
|
||||
const quest = this.activeQuests.get(questId);
|
||||
if (!quest) {
|
||||
console.error(`Quest not active: ${questId}`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Mark as completed
|
||||
quest.status = 'completed';
|
||||
quest.completeTime = Date.now();
|
||||
|
||||
// Show completion dialogue
|
||||
if (quest.completeDialogue) {
|
||||
this.showQuestDialogue(quest.completeDialogue);
|
||||
}
|
||||
|
||||
// Grant rewards
|
||||
if (quest.rewards) {
|
||||
this.grantRewards(quest.rewards);
|
||||
}
|
||||
|
||||
// Move to completed
|
||||
this.activeQuests.delete(questId);
|
||||
this.completedQuests.add(questId);
|
||||
this.questHistory.push(quest);
|
||||
|
||||
// Notification
|
||||
this.showQuestNotification({
|
||||
title: 'Quest Complete!',
|
||||
questTitle: quest.title,
|
||||
description: 'Rewards granted',
|
||||
icon: '🏆',
|
||||
color: '#FFD700'
|
||||
});
|
||||
|
||||
// Start next quest if exists
|
||||
if (quest.nextQuest) {
|
||||
setTimeout(() => {
|
||||
this.startQuest(quest.nextQuest);
|
||||
}, 2000); // 2 second delay
|
||||
}
|
||||
|
||||
// If main quest, clear it
|
||||
if (quest.isMainQuest) {
|
||||
this.mainQuest = null;
|
||||
}
|
||||
|
||||
console.log(`🏆 Quest Complete: ${quest.title}`);
|
||||
|
||||
// Emit event
|
||||
this.scene.events.emit('questCompleted', { quest });
|
||||
|
||||
// Update UI
|
||||
this.updateUI();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Grant quest rewards
|
||||
*/
|
||||
grantRewards(rewards) {
|
||||
// XP
|
||||
if (rewards.xp && this.scene.player) {
|
||||
this.scene.player.addXP?.(rewards.xp);
|
||||
console.log(`💫 Gained ${rewards.xp} XP`);
|
||||
}
|
||||
|
||||
// Items
|
||||
if (rewards.items && this.scene.inventorySystem) {
|
||||
rewards.items.forEach(item => {
|
||||
this.scene.inventorySystem.addItem(item.id, item.amount);
|
||||
console.log(`📦 Received ${item.amount}x ${item.id}`);
|
||||
});
|
||||
}
|
||||
|
||||
// Bond Strength
|
||||
if (rewards.bondStrength && this.scene.twinBondSystem) {
|
||||
this.scene.twinBondSystem.changeBondStrength(rewards.bondStrength);
|
||||
console.log(`💞 Bond Strength ${rewards.bondStrength > 0 ? '+' : ''}${rewards.bondStrength}`);
|
||||
}
|
||||
|
||||
// Unlocks
|
||||
if (rewards.unlocks) {
|
||||
rewards.unlocks.forEach(unlock => {
|
||||
this.unlockFeature(unlock);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Unlock feature/system
|
||||
*/
|
||||
unlockFeature(featureId) {
|
||||
console.log(`🔓 Unlocked: ${featureId}`);
|
||||
|
||||
switch (featureId) {
|
||||
case 'twin_bond_ui':
|
||||
if (this.scene.twinBondSystem) {
|
||||
this.scene.twinBondSystem.createBondUI();
|
||||
}
|
||||
break;
|
||||
|
||||
case 'zombie_commands':
|
||||
// Already available through ZombieSystem
|
||||
break;
|
||||
|
||||
case 'grave_crafting':
|
||||
if (this.scene.recipeSystem) {
|
||||
this.scene.recipeSystem.unlockRecipe('grave');
|
||||
}
|
||||
break;
|
||||
|
||||
case 'act_2':
|
||||
console.log('🎬 ACT 2 UNLOCKED!');
|
||||
// TODO: Transition to Act 2
|
||||
break;
|
||||
}
|
||||
|
||||
this.scene.events.emit('featureUnlocked', { featureId });
|
||||
}
|
||||
|
||||
/**
|
||||
* Trigger quest event
|
||||
*/
|
||||
triggerQuestEvent(event) {
|
||||
if (event.type === 'twin_bond_message' && this.scene.twinBondSystem) {
|
||||
setTimeout(() => {
|
||||
this.scene.twinBondSystem.showTelepathicMessage(
|
||||
event.message,
|
||||
event.emotion
|
||||
);
|
||||
}, event.delay || 0);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Show quest dialogue
|
||||
*/
|
||||
showQuestDialogue(dialogue) {
|
||||
// Simple text display for now
|
||||
// TODO: Integrate with DialogueSystem
|
||||
console.log(`💬 ${dialogue.speaker}: ${dialogue.text}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Show quest notification
|
||||
*/
|
||||
showQuestNotification(notification) {
|
||||
const ui = this.scene.scene.get('UIScene');
|
||||
if (ui && ui.showNotification) {
|
||||
ui.showNotification(notification);
|
||||
} else {
|
||||
// Fallback
|
||||
console.log(`📢 ${notification.icon} ${notification.title}: ${notification.questTitle}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Show objective notification
|
||||
*/
|
||||
showObjectiveNotification(description) {
|
||||
const ui = this.scene.scene.get('UIScene');
|
||||
if (ui && ui.showFloatingText) {
|
||||
ui.showFloatingText({
|
||||
x: this.scene.player?.x || 400,
|
||||
y: this.scene.player?.y - 50 || 300,
|
||||
text: `✓ ${description}`,
|
||||
color: '#00FF00'
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check location objective
|
||||
*/
|
||||
checkLocationObjective(questId, objectiveId, playerX, playerY) {
|
||||
const quest = this.activeQuests.get(questId);
|
||||
if (!quest) return false;
|
||||
|
||||
const objective = quest.objectives.find(obj => obj.id === objectiveId);
|
||||
if (!objective || objective.type !== 'location') return false;
|
||||
|
||||
const distance = Phaser.Math.Distance.Between(
|
||||
playerX, playerY,
|
||||
objective.target.x, objective.target.y
|
||||
);
|
||||
|
||||
if (distance <= objective.target.radius) {
|
||||
this.completeObjective(questId, objectiveId);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Update (check objectives)
|
||||
*/
|
||||
update(delta) {
|
||||
// Check location objectives for active quests
|
||||
if (this.scene.player) {
|
||||
const playerX = this.scene.player.x;
|
||||
const playerY = this.scene.player.y;
|
||||
|
||||
this.activeQuests.forEach((quest, questId) => {
|
||||
quest.objectives.forEach(objective => {
|
||||
if (objective.completed) return;
|
||||
|
||||
if (objective.type === 'location') {
|
||||
this.checkLocationObjective(questId, objective.id, playerX, playerY);
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update UI
|
||||
*/
|
||||
updateUI() {
|
||||
const ui = this.scene.scene.get('UIScene');
|
||||
if (ui && ui.updateQuestTracker) {
|
||||
ui.updateQuestTracker(this.mainQuest);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Getters
|
||||
*/
|
||||
isQuestActive(questId) {
|
||||
return this.activeQuests.has(questId);
|
||||
}
|
||||
|
||||
isQuestComplete(questId) {
|
||||
return this.completedQuests.has(questId);
|
||||
}
|
||||
|
||||
getActiveQuests() {
|
||||
return Array.from(this.activeQuests.values());
|
||||
}
|
||||
|
||||
getMainQuest() {
|
||||
return this.mainQuest;
|
||||
}
|
||||
|
||||
getQuestProgress(questId) {
|
||||
const quest = this.activeQuests.get(questId);
|
||||
if (!quest) return null;
|
||||
|
||||
const total = quest.objectives.length;
|
||||
const completed = quest.objectives.filter(obj => obj.completed).length;
|
||||
|
||||
return {
|
||||
total,
|
||||
completed,
|
||||
percentage: Math.round((completed / total) * 100)
|
||||
};
|
||||
}
|
||||
}
|
||||
432
src/systems/TwinBondSystem.js
Normal file
432
src/systems/TwinBondSystem.js
Normal file
@@ -0,0 +1,432 @@
|
||||
/**
|
||||
* TwinBondSystem.js
|
||||
* =================
|
||||
* KRVAVA ŽETEV - Twin Bond Mechanic (Kai ↔ Ana Connection)
|
||||
*
|
||||
* Core Concept:
|
||||
* Kai and Ana share a psychic bond through the Alfa virus
|
||||
* As twins, they can:
|
||||
* - Feel each other's emotions
|
||||
* - Sense each other's location (vaguely)
|
||||
* - Communicate telepathically (limited)
|
||||
* - Share HP/stamina in emergencies
|
||||
*
|
||||
* Features:
|
||||
* - Bond Strength meter (0-100)
|
||||
* - Telepathic messages from Ana
|
||||
* - Direction to Ana indicator
|
||||
* - Twin abilities (heal twin, boost twin, swap positions)
|
||||
* - Bond events (visions, flashbacks)
|
||||
* - Ana's status tracking (health, danger level)
|
||||
*
|
||||
* @author NovaFarma Team
|
||||
* @date 2025-12-23
|
||||
*/
|
||||
|
||||
export default class TwinBondSystem {
|
||||
constructor(scene) {
|
||||
this.scene = scene;
|
||||
|
||||
// Bond state
|
||||
this.bondStrength = 75; // Starts strong (0-100)
|
||||
this.maxBondStrength = 100;
|
||||
|
||||
// Ana's state (unknown location)
|
||||
this.anaState = {
|
||||
alive: true,
|
||||
health: 100,
|
||||
dangerLevel: 0, // 0 = safe, 100 = critical
|
||||
distance: 5000, // pixels from Kai (initially far)
|
||||
direction: { x: 1000, y: 1000 }, // General direction
|
||||
lastMessage: null,
|
||||
messageTime: null
|
||||
};
|
||||
|
||||
// Bond abilities
|
||||
this.abilities = {
|
||||
telepathy: { unlocked: true, cooldown: 0, maxCooldown: 30000 }, // 30s
|
||||
sensePulse: { unlocked: true, cooldown: 0, maxCooldown: 60000 }, // 1min
|
||||
emergencyLink: { unlocked: false, cooldown: 0, maxCooldown: 300000 }, // 5min
|
||||
twinRecall: { unlocked: false, cooldown: 0, maxCooldown: 600000 } // 10min
|
||||
};
|
||||
|
||||
// Messages from Ana (telepathic)
|
||||
this.messageQueue = [];
|
||||
this.lastMessageTime = 0;
|
||||
|
||||
// UI elements
|
||||
this.bondUI = null;
|
||||
|
||||
// Events
|
||||
this.bondEvents = this.defineBondEvents();
|
||||
this.nextEventTime = Date.now() + 60000; // First event in 1 minute
|
||||
|
||||
console.log('💞 TwinBondSystem initialized - Bond Strength:', this.bondStrength);
|
||||
}
|
||||
|
||||
/**
|
||||
* Update bond strength based on actions
|
||||
*/
|
||||
update(delta) {
|
||||
const deltaSeconds = delta / 1000;
|
||||
|
||||
// Passive bond decay (small)
|
||||
this.bondStrength = Math.max(0, this.bondStrength - 0.01 * deltaSeconds);
|
||||
|
||||
// Update ability cooldowns
|
||||
for (const ability in this.abilities) {
|
||||
if (this.abilities[ability].cooldown > 0) {
|
||||
this.abilities[ability].cooldown -= delta;
|
||||
}
|
||||
}
|
||||
|
||||
// Check for random bond events
|
||||
if (Date.now() > this.nextEventTime) {
|
||||
this.triggerRandomBondEvent();
|
||||
this.nextEventTime = Date.now() + Phaser.Math.Between(60000, 180000); // 1-3 min
|
||||
}
|
||||
|
||||
// Update Ana's danger level based on story progress
|
||||
this.updateAnaDanger(deltaSeconds);
|
||||
}
|
||||
|
||||
/**
|
||||
* Define bond events (telepathic visions)
|
||||
*/
|
||||
defineBondEvents() {
|
||||
return [
|
||||
{
|
||||
id: 'first_contact',
|
||||
trigger: 'auto',
|
||||
condition: null,
|
||||
message: 'Kai... can you hear me? I\'m... somewhere dark...',
|
||||
emotion: 'worried',
|
||||
bondChange: +5
|
||||
},
|
||||
{
|
||||
id: 'danger_warning',
|
||||
trigger: 'danger_high',
|
||||
condition: () => this.anaState.dangerLevel > 70,
|
||||
message: 'Brother! They\'re coming for me! Please hurry!',
|
||||
emotion: 'fear',
|
||||
bondChange: -10
|
||||
},
|
||||
{
|
||||
id: 'memory_flash',
|
||||
trigger: 'random',
|
||||
condition: null,
|
||||
message: 'Remember when we first discovered the Alfa strain? We were so hopeful...',
|
||||
emotion: 'sad',
|
||||
bondChange: +3
|
||||
},
|
||||
{
|
||||
id: 'location_hint',
|
||||
trigger: 'sense_pulse',
|
||||
condition: null,
|
||||
message: 'I can feel concrete walls... cold metal... some kind of facility?',
|
||||
emotion: 'neutral',
|
||||
bondChange: +5
|
||||
},
|
||||
{
|
||||
id: 'encouragement',
|
||||
trigger: 'random',
|
||||
condition: () => this.scene.player?.hp < 50,
|
||||
message: 'Stay strong, Kai! I believe in you!',
|
||||
emotion: 'determined',
|
||||
bondChange: +10
|
||||
}
|
||||
];
|
||||
}
|
||||
|
||||
/**
|
||||
* Trigger a random bond event
|
||||
*/
|
||||
triggerRandomBondEvent() {
|
||||
const randomEvents = this.bondEvents.filter(e => e.trigger === 'random');
|
||||
|
||||
if (randomEvents.length === 0) return;
|
||||
|
||||
const event = Phaser.Utils.Array.GetRandom(randomEvents);
|
||||
|
||||
// Check condition
|
||||
if (event.condition && !event.condition()) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.showTelepathicMessage(event.message, event.emotion);
|
||||
this.changeBondStrength(event.bondChange);
|
||||
}
|
||||
|
||||
/**
|
||||
* Show telepathic message from Ana
|
||||
*/
|
||||
showTelepathicMessage(message, emotion = 'neutral') {
|
||||
console.log(`💭 Twin Bond Message: ${message}`);
|
||||
|
||||
// Update Ana's last message
|
||||
this.anaState.lastMessage = message;
|
||||
this.anaState.messageTime = Date.now();
|
||||
|
||||
// Show in dialogue system
|
||||
if (this.scene.dialogueSystem) {
|
||||
const anaData = {
|
||||
name: 'Ana (Twin Bond)',
|
||||
id: 'ana_telepathy'
|
||||
};
|
||||
|
||||
// Create temporary dialogue
|
||||
const telepathyDialogue = {
|
||||
root: 'message',
|
||||
nodes: {
|
||||
'message': {
|
||||
speaker: 'Ana (Twin Bond)',
|
||||
emotion: emotion,
|
||||
text: message,
|
||||
next: null // Auto-close
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
this.scene.dialogueSystem.registerDialogue('telepathy_' + Date.now(), telepathyDialogue);
|
||||
this.scene.dialogueSystem.startDialogue('telepathy_' + Date.now(), anaData);
|
||||
}
|
||||
|
||||
// Visual effect (bond pulse)
|
||||
this.scene.cameras.main.flash(500, 150, 100, 255, false);
|
||||
|
||||
// Bond strength change
|
||||
this.showBondPulse();
|
||||
}
|
||||
|
||||
/**
|
||||
* Change bond strength
|
||||
*/
|
||||
changeBondStrength(amount) {
|
||||
this.bondStrength = Phaser.Math.Clamp(
|
||||
this.bondStrength + amount,
|
||||
0,
|
||||
this.maxBondStrength
|
||||
);
|
||||
|
||||
console.log(`💞 Bond Strength: ${this.bondStrength.toFixed(1)}% (${amount > 0 ? '+' : ''}${amount})`);
|
||||
|
||||
// Notify player
|
||||
if (amount > 0) {
|
||||
this.scene.events.emit('bondStrengthened', { strength: this.bondStrength });
|
||||
} else {
|
||||
this.scene.events.emit('bondWeakened', { strength: this.bondStrength });
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Visual bond pulse effect
|
||||
*/
|
||||
showBondPulse() {
|
||||
// TODO: Create particle effect at player position
|
||||
console.log('💫 Bond pulse visualization');
|
||||
}
|
||||
|
||||
/**
|
||||
* Ability: Telepathy (send message to Ana)
|
||||
*/
|
||||
useTelepathy(message) {
|
||||
if (!this.abilities.telepathy.unlocked) {
|
||||
console.log('❌ Telepathy not unlocked');
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this.abilities.telepathy.cooldown > 0) {
|
||||
console.log('⏸️ Telepathy on cooldown');
|
||||
return false;
|
||||
}
|
||||
|
||||
console.log(`📡 Sending to Ana: ${message}`);
|
||||
|
||||
// Ana responds after delay
|
||||
this.scene.time.delayedCall(2000, () => {
|
||||
const responses = [
|
||||
"I heard you! Keep searching!",
|
||||
"Kai... I'm trying to stay strong...",
|
||||
"They don't know about our bond. Use that!",
|
||||
"I can feel you getting closer!"
|
||||
];
|
||||
|
||||
const response = Phaser.Utils.Array.GetRandom(responses);
|
||||
this.showTelepathicMessage(response, 'determined');
|
||||
});
|
||||
|
||||
// Set cooldown
|
||||
this.abilities.telepathy.cooldown = this.abilities.telepathy.maxCooldown;
|
||||
this.changeBondStrength(+2); // Strengthen bond
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Ability: Sense Pulse (detect Ana's direction)
|
||||
*/
|
||||
useSensePulse() {
|
||||
if (!this.abilities.sensePulse.unlocked) {
|
||||
console.log('❌ Sense Pulse not unlocked');
|
||||
return null;
|
||||
}
|
||||
|
||||
if (this.abilities.sensePulse.cooldown > 0) {
|
||||
console.log('⏸️ Sense Pulse on cooldown');
|
||||
return null;
|
||||
}
|
||||
|
||||
console.log('📍 Sensing Ana\'s location...');
|
||||
|
||||
// Calculate general direction
|
||||
const playerX = this.scene.player?.x || 0;
|
||||
const playerY = this.scene.player?.y || 0;
|
||||
|
||||
const angle = Phaser.Math.Angle.Between(
|
||||
playerX, playerY,
|
||||
this.anaState.direction.x, this.anaState.direction.y
|
||||
);
|
||||
|
||||
const distance = this.anaState.distance;
|
||||
|
||||
// Show visual indicator
|
||||
this.showDirectionIndicator(angle, distance);
|
||||
|
||||
// Set cooldown
|
||||
this.abilities.sensePulse.cooldown = this.abilities.sensePulse.maxCooldown;
|
||||
this.changeBondStrength(+5);
|
||||
|
||||
return {
|
||||
angle: angle,
|
||||
distance: distance,
|
||||
distanceCategory: this.getDistanceCategory(distance)
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Get distance category (for vague communication)
|
||||
*/
|
||||
getDistanceCategory(distance) {
|
||||
if (distance < 500) return 'very_close';
|
||||
if (distance < 1500) return 'close';
|
||||
if (distance < 3000) return 'far';
|
||||
return 'very_far';
|
||||
}
|
||||
|
||||
/**
|
||||
* Show direction indicator
|
||||
*/
|
||||
showDirectionIndicator(angle, distance) {
|
||||
const category = this.getDistanceCategory(distance);
|
||||
const messages = {
|
||||
'very_close': 'Ana is VERY CLOSE! ⬆️',
|
||||
'close': 'Ana is nearby 📍',
|
||||
'far': 'Ana is far away 🔭',
|
||||
'very_far': 'Ana is very far 🌌'
|
||||
};
|
||||
|
||||
console.log(`📍 ${messages[category]} (${Math.round(distance)}px)`);
|
||||
|
||||
// TODO: Show UI arrow pointing in direction
|
||||
}
|
||||
|
||||
/**
|
||||
* Update Ana's danger level
|
||||
*/
|
||||
updateAnaDanger(deltaSeconds) {
|
||||
// Danger level increases over time (captors getting desperate)
|
||||
if (this.anaState.alive) {
|
||||
this.anaState.dangerLevel = Math.min(
|
||||
100,
|
||||
this.anaState.dangerLevel + 0.1 * deltaSeconds
|
||||
);
|
||||
|
||||
// Trigger danger events
|
||||
if (this.anaState.dangerLevel > 70 && Math.random() < 0.01) {
|
||||
const dangerEvent = this.bondEvents.find(e => e.id === 'danger_warning');
|
||||
if (dangerEvent) {
|
||||
this.showTelepathicMessage(dangerEvent.message, dangerEvent.emotion);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update Ana's position (for story progression)
|
||||
*/
|
||||
updateAnaLocation(x, y, distance) {
|
||||
this.anaState.direction.x = x;
|
||||
this.anaState.direction.y = y;
|
||||
this.anaState.distance = distance;
|
||||
|
||||
console.log(`📍 Ana's location updated: (${x}, ${y}), distance: ${distance}px`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Create Twin Bond UI
|
||||
*/
|
||||
createBondUI() {
|
||||
const width = this.scene.cameras.main.width;
|
||||
|
||||
// Bond meter (top-left)
|
||||
const x = 20;
|
||||
const y = 120;
|
||||
|
||||
// Background
|
||||
const bg = this.scene.add.rectangle(x, y, 200, 40, 0x2d1b00, 0.8);
|
||||
bg.setOrigin(0, 0);
|
||||
bg.setScrollFactor(0);
|
||||
bg.setDepth(100);
|
||||
|
||||
// Title
|
||||
const title = this.scene.add.text(x + 10, y + 5, '💞 Twin Bond', {
|
||||
fontSize: '14px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#FFD700',
|
||||
fontStyle: 'bold'
|
||||
});
|
||||
title.setScrollFactor(0);
|
||||
title.setDepth(100);
|
||||
|
||||
// Bond bar
|
||||
const barBg = this.scene.add.rectangle(x + 10, y + 25, 180, 8, 0x000000, 0.8);
|
||||
barBg.setOrigin(0, 0);
|
||||
barBg.setScrollFactor(0);
|
||||
barBg.setDepth(100);
|
||||
|
||||
const barFill = this.scene.add.rectangle(
|
||||
x + 10, y + 25,
|
||||
180 * (this.bondStrength / 100),
|
||||
8,
|
||||
0xFF69B4,
|
||||
1
|
||||
);
|
||||
barFill.setOrigin(0, 0);
|
||||
barFill.setScrollFactor(0);
|
||||
barFill.setDepth(100);
|
||||
|
||||
this.bondUI = { bg, title, barBg, barFill };
|
||||
|
||||
// Update bar every frame
|
||||
this.scene.events.on('update', () => {
|
||||
if (this.bondUI && this.bondUI.barFill) {
|
||||
this.bondUI.barFill.width = 180 * (this.bondStrength / 100);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Getters
|
||||
*/
|
||||
getBondStrength() {
|
||||
return this.bondStrength;
|
||||
}
|
||||
|
||||
getAnaStatus() {
|
||||
return this.anaState;
|
||||
}
|
||||
|
||||
isAnaSafe() {
|
||||
return this.anaState.dangerLevel < 50;
|
||||
}
|
||||
}
|
||||
201
src/ui/QuestTrackerUI.js
Normal file
201
src/ui/QuestTrackerUI.js
Normal file
@@ -0,0 +1,201 @@
|
||||
/**
|
||||
* QuestTrackerUI.js
|
||||
* =================
|
||||
* KRVAVA ŽETEV - Quest Tracker UI Component
|
||||
*
|
||||
* Shows current quest objectives on screen
|
||||
* Displays in top-right corner
|
||||
* Can be toggled with J key
|
||||
*
|
||||
* @author NovaFarma Team
|
||||
* @date 2025-12-23
|
||||
*/
|
||||
|
||||
class QuestTrackerUI {
|
||||
constructor(scene) {
|
||||
this.scene = scene;
|
||||
this.container = null;
|
||||
this.visible = true;
|
||||
|
||||
// UI elements
|
||||
this.background = null;
|
||||
this.titleText = null;
|
||||
this.descriptionText = null;
|
||||
this.objectiveTexts = [];
|
||||
|
||||
this.createUI();
|
||||
|
||||
// Toggle with J key
|
||||
if (this.scene.input && this.scene.input.keyboard) {
|
||||
this.scene.input.keyboard.on('keydown-J', () => {
|
||||
this.toggle();
|
||||
});
|
||||
}
|
||||
|
||||
console.log('📋 QuestTrackerUI initialized');
|
||||
}
|
||||
|
||||
createUI() {
|
||||
const width = this.scene.cameras.main.width;
|
||||
const height = this.scene.cameras.main.height;
|
||||
|
||||
// Container (top-right)
|
||||
this.container = this.scene.add.container(width - 320, 20);
|
||||
this.container.setDepth(100);
|
||||
this.container.setScrollFactor(0);
|
||||
|
||||
// Background
|
||||
this.background = this.scene.add.rectangle(0, 0, 300, 200, 0x2d1b00, 0.9);
|
||||
this.background.setOrigin(0, 0);
|
||||
this.background.setStrokeStyle(3, 0xd4a574);
|
||||
this.container.add(this.background);
|
||||
|
||||
// Header
|
||||
const header = this.scene.add.text(10, 10, '📖 CURRENT QUEST', {
|
||||
fontSize: '16px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#FFD700',
|
||||
fontStyle: 'bold'
|
||||
});
|
||||
this.container.add(header);
|
||||
|
||||
// Quest title
|
||||
this.titleText = this.scene.add.text(10, 35, '', {
|
||||
fontSize: '14px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#f4e4c1',
|
||||
fontStyle: 'bold',
|
||||
wordWrap: { width: 280 }
|
||||
});
|
||||
this.container.add(this.titleText);
|
||||
|
||||
// Quest description
|
||||
this.descriptionText = this.scene.add.text(10, 60, '', {
|
||||
fontSize: '12px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#d4a574',
|
||||
fontStyle: 'italic',
|
||||
wordWrap: { width: 280 }
|
||||
});
|
||||
this.container.add(this.descriptionText);
|
||||
|
||||
// Divider
|
||||
const divider = this.scene.add.rectangle(10, 95, 280, 1, 0xd4a574, 0.5);
|
||||
divider.setOrigin(0, 0);
|
||||
this.container.add(divider);
|
||||
|
||||
// Objectives (will be added dynamically)
|
||||
// Reserve space for up to 5 objectives
|
||||
|
||||
// Hide initially (no quest)
|
||||
this.hide();
|
||||
}
|
||||
|
||||
/**
|
||||
* Update with new quest data
|
||||
*/
|
||||
update(quest) {
|
||||
if (!quest) {
|
||||
this.hide();
|
||||
return;
|
||||
}
|
||||
|
||||
// Show container
|
||||
if (!this.visible) {
|
||||
this.show();
|
||||
}
|
||||
|
||||
// Update title
|
||||
this.titleText.setText(quest.title);
|
||||
|
||||
// Update description
|
||||
this.descriptionText.setText(quest.description);
|
||||
|
||||
// Clear old objectives
|
||||
this.objectiveTexts.forEach(text => text.destroy());
|
||||
this.objectiveTexts = [];
|
||||
|
||||
// Calculate height based on description
|
||||
const descHeight = this.descriptionText.height;
|
||||
let yOffset = 100 + Math.max(0, descHeight - 20);
|
||||
|
||||
// Add objectives
|
||||
quest.objectives.forEach((objective, index) => {
|
||||
const completed = objective.completed || false;
|
||||
const color = completed ? '#00FF00' : '#f4e4c1';
|
||||
const icon = completed ? '✓' : '○';
|
||||
|
||||
let text = `${icon} ${objective.description}`;
|
||||
|
||||
// Add progress if applicable
|
||||
if (objective.current !== undefined && objective.required !== undefined) {
|
||||
text += ` (${objective.current}/${objective.required})`;
|
||||
}
|
||||
|
||||
const objectiveText = this.scene.add.text(20, yOffset, text, {
|
||||
fontSize: '12px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: color,
|
||||
wordWrap: { width: 260 }
|
||||
});
|
||||
|
||||
this.container.add(objectiveText);
|
||||
this.objectiveTexts.push(objectiveText);
|
||||
|
||||
yOffset += objectiveText.height + 5;
|
||||
});
|
||||
|
||||
// Adjust background height
|
||||
const totalHeight = yOffset + 10;
|
||||
this.background.height = Math.max(200, totalHeight);
|
||||
|
||||
// Add toggle hint at bottom
|
||||
const hintY = this.background.height - 20;
|
||||
const hint = this.scene.add.text(10, hintY, 'Press J to toggle', {
|
||||
fontSize: '10px',
|
||||
fontFamily: 'Georgia, serif',
|
||||
color: '#888888'
|
||||
});
|
||||
this.container.add(hint);
|
||||
}
|
||||
|
||||
/**
|
||||
* Show tracker
|
||||
*/
|
||||
show() {
|
||||
if (this.container) {
|
||||
this.container.setVisible(true);
|
||||
this.visible = true;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Hide tracker
|
||||
*/
|
||||
hide() {
|
||||
if (this.container) {
|
||||
this.container.setVisible(false);
|
||||
this.visible = false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Toggle visibility
|
||||
*/
|
||||
toggle() {
|
||||
if (this.visible) {
|
||||
this.hide();
|
||||
} else {
|
||||
this.show();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Cleanup
|
||||
*/
|
||||
destroy() {
|
||||
if (this.container) {
|
||||
this.container.destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user