Implemented 3 advanced game systems: CinematicVoiceSystem (emotional depth, reverb, typewriter sync, Zombie Scout audio), DynamicEnvironmentAudio (material doors, adaptive rain, puddles, footsteps), ElectionSystem (chaos phase, voting, inauguration, city improvements). All systems integrated with ADHD-friendly features and smooth transitions.
This commit is contained in:
364
src/systems/CinematicVoiceSystem.js
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364
src/systems/CinematicVoiceSystem.js
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/**
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* CINEMATIC VOICE SYSTEM
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* Mrtva Dolina - Filmski pristop k dialogom
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*
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* Features:
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* - Emocionalna globina (vdihi, premori, poudarki)
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* - Reverb za flashbacke (Kaijevi spomini)
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* - Ambient blending (veter, ruševine)
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* - Typewriter sync (glas + tekst)
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* - Dynamic background audio (glasba se poduši)
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*/
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export class CinematicVoiceSystem {
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constructor(scene) {
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this.scene = scene;
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this.audioContext = null;
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this.currentVoice = null;
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this.isFlashback = false;
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// Voice parameters
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this.emotionalParams = {
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kai_confused: { rate: 0.9, pitch: 1.0, breathPauses: true, emphasis: 'low' },
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kai_determined: { rate: 1.0, pitch: 1.1, breathPauses: false, emphasis: 'strong' },
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ana_gentle: { rate: 0.95, pitch: 1.15, breathPauses: true, emphasis: 'soft' },
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ana_urgent: { rate: 1.1, pitch: 1.2, breathPauses: false, emphasis: 'strong' },
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zombie_scout_hungry: { rate: 0.7, pitch: 0.6, breathPauses: false, emphasis: 'guttural' },
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zombie_scout_happy: { rate: 0.8, pitch: 0.7, breathPauses: false, emphasis: 'friendly' }
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};
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// Ambient sounds
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this.ambientSounds = new Map();
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this.currentAmbient = null;
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this.initializeAudioContext();
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this.loadAmbientSounds();
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}
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initializeAudioContext() {
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try {
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this.audioContext = new (window.AudioContext || window.webkitAudioContext)();
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console.log('✅ CinematicVoiceSystem: Audio Context initialized');
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} catch (error) {
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console.error('❌ Failed to initialize Audio Context:', error);
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}
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}
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loadAmbientSounds() {
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// Define ambient sound layers
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const ambients = [
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{ id: 'wind_ruins', file: 'assets/audio/ambient/wind_ruins.mp3', volume: 0.3 },
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{ id: 'crackling_fire', file: 'assets/audio/ambient/fire.mp3', volume: 0.2 },
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{ id: 'rain_outside', file: 'assets/audio/ambient/rain.mp3', volume: 0.4 },
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{ id: 'rain_inside', file: 'assets/audio/ambient/rain_muffled.mp3', volume: 0.2 }
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];
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ambients.forEach(ambient => {
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// These will be loaded on-demand
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this.ambientSounds.set(ambient.id, {
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file: ambient.file,
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volume: ambient.volume,
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audio: null
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});
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});
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}
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/**
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* Speak dialogue with cinematic voice
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* @param {string} text - Text to speak
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* @param {string} character - Character name (kai, ana, zombie_scout)
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* @param {string} emotion - Emotion type (confused, determined, gentle, urgent, hungry, happy)
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* @param {object} options - Additional options (typewriterElement, flashback, ambient)
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*/
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async speak(text, character, emotion, options = {}) {
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const voiceKey = `${character}_${emotion}`;
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const params = this.emotionalParams[voiceKey] || this.emotionalParams.kai_confused;
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// Add breath pauses if enabled
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let processedText = text;
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if (params.breathPauses) {
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processedText = this.addBreathPauses(text);
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}
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// Add emphasis to key words
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processedText = this.addEmphasis(processedText, params.emphasis);
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// Set ambient if specified
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if (options.ambient) {
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this.setAmbient(options.ambient);
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}
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// Apply flashback effect if needed
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this.isFlashback = options.flashback || false;
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// Create speech synthesis
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const utterance = new SpeechSynthesisUtterance(processedText);
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utterance.rate = params.rate;
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utterance.pitch = params.pitch;
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utterance.volume = options.volume || 0.8;
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// Select voice based on character
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const voice = this.selectVoice(character);
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if (voice) {
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utterance.voice = voice;
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}
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// Sync with typewriter if provided
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if (options.typewriterElement) {
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this.syncWithTypewriter(utterance, options.typewriterElement, text);
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}
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// Duck background music
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if (this.scene.sound && this.scene.sound.get('background_music')) {
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this.duckMusic(0.3, 500); // Lower to 30% over 500ms
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}
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// Apply reverb for flashbacks
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if (this.isFlashback && this.audioContext) {
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await this.applyReverbEffect(utterance);
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} else {
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// Standard speech
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window.speechSynthesis.speak(utterance);
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}
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// Return promise that resolves when speech ends
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return new Promise((resolve) => {
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utterance.onend = () => {
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// Restore music volume
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if (this.scene.sound && this.scene.sound.get('background_music')) {
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this.duckMusic(1.0, 800); // Restore to 100% over 800ms
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}
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resolve();
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};
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});
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}
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/**
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* Add natural breath pauses to text
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*/
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addBreathPauses(text) {
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// Add slight pauses after commas and periods
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return text
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.replace(/,/g, ',<break time="200ms"/>')
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.replace(/\./g, '.<break time="400ms"/>');
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}
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/**
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* Add emphasis to key words
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*/
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addEmphasis(text, emphasisType) {
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if (emphasisType === 'strong') {
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// Emphasize question words and important terms
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const keywords = ['kje', 'kaj', 'kdo', 'zakaj', 'kako', 'Ana', 'Kai', 'spomin'];
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keywords.forEach(word => {
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const regex = new RegExp(`\\b${word}\\b`, 'gi');
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text = text.replace(regex, `<emphasis level="strong">${word}</emphasis>`);
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});
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} else if (emphasisType === 'soft') {
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// Soft emphasis for gentle speech
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const regex = /([A-ZČŠŽ][a-zčšž]+)/g;
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text = text.replace(regex, '<prosody volume="soft">$1</prosody>');
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}
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return text;
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}
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/**
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* Select appropriate voice for character
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*/
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selectVoice(character) {
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const voices = window.speechSynthesis.getVoices();
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// Prefer Slovenian voices, fallback to similar languages
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const preferredLangs = ['sl-SI', 'hr-HR', 'sr-RS', 'en-US'];
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if (character === 'kai') {
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// Male voice
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return voices.find(v =>
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preferredLangs.some(lang => v.lang.startsWith(lang.split('-')[0])) &&
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v.name.toLowerCase().includes('male')
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) || voices[0];
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} else if (character === 'ana') {
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// Female voice
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return voices.find(v =>
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preferredLangs.some(lang => v.lang.startsWith(lang.split('-')[0])) &&
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v.name.toLowerCase().includes('female')
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) || voices[1];
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} else if (character === 'zombie_scout') {
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// Deep, gravelly voice
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return voices.find(v =>
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v.name.toLowerCase().includes('deep') ||
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v.name.toLowerCase().includes('bass')
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) || voices[0];
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}
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return voices[0];
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}
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/**
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* Sync voice with typewriter text animation
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*/
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syncWithTypewriter(utterance, element, fullText) {
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const charDuration = (utterance.rate > 0) ? (60 / utterance.rate) : 60; // ms per character
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utterance.onboundary = (event) => {
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// Update displayed text as speech progresses
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const charIndex = event.charIndex;
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if (element && charIndex < fullText.length) {
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element.textContent = fullText.substring(0, charIndex + 1);
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}
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};
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}
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/**
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* Apply reverb effect for flashback sequences
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*/
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async applyReverbEffect(utterance) {
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if (!this.audioContext) return;
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try {
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// Create convolver for reverb
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const convolver = this.audioContext.createConvolver();
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const reverbTime = 2.0; // 2 seconds reverb
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// Generate impulse response
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const sampleRate = this.audioContext.sampleRate;
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const length = sampleRate * reverbTime;
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const impulse = this.audioContext.createBuffer(2, length, sampleRate);
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for (let channel = 0; channel < 2; channel++) {
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const channelData = impulse.getChannelData(channel);
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for (let i = 0; i < length; i++) {
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channelData[i] = (Math.random() * 2 - 1) * Math.pow(1 - i / length, 2);
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}
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}
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convolver.buffer = impulse;
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// Note: SpeechSynthesis doesn't directly support Web Audio routing
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// This is a placeholder for when we implement proper audio streaming
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console.log('🎙️ Reverb effect would be applied here (requires audio streaming)');
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// Fallback: Just speak with modified parameters for now
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window.speechSynthesis.speak(utterance);
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} catch (error) {
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console.error('❌ Reverb effect failed:', error);
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window.speechSynthesis.speak(utterance);
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}
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}
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/**
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* Duck/restore background music volume
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*/
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duckMusic(targetVolume, duration) {
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const music = this.scene.sound.get('background_music');
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if (!music) return;
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this.scene.tweens.add({
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targets: music,
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volume: targetVolume,
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duration: duration,
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ease: 'Sine.easeInOut'
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});
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}
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/**
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* Set ambient background sound
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*/
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setAmbient(ambientId) {
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// Stop current ambient
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if (this.currentAmbient) {
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if (this.currentAmbient.audio) {
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this.currentAmbient.audio.pause();
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}
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}
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// Start new ambient
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const ambient = this.ambientSounds.get(ambientId);
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if (ambient) {
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if (!ambient.audio) {
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ambient.audio = new Audio(ambient.file);
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ambient.audio.loop = true;
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ambient.audio.volume = ambient.volume;
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}
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ambient.audio.play().catch(err => {
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console.warn('Ambient sound play failed:', err);
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});
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this.currentAmbient = ambient;
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}
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}
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/**
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* Blend voice with ambient (main feature)
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*/
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blendWithAmbient(voiceVolume = 0.8, ambientVolume = 0.3) {
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if (this.currentAmbient && this.currentAmbient.audio) {
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this.currentAmbient.audio.volume = ambientVolume;
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}
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// Voice volume is set in speak() method
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}
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/**
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* Stop all audio
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*/
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stopAll() {
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window.speechSynthesis.cancel();
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if (this.currentAmbient && this.currentAmbient.audio) {
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this.currentAmbient.audio.pause();
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}
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}
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/**
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* ZOMBIE SCOUT SPECIFIC SOUNDS
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*/
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zombieScoutHunger() {
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const hungerLines = [
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'Braaaaains...',
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'Možgaaaaani...',
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'Hrrrngh... lačen...',
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'*zombie groan*'
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];
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const randomLine = hungerLines[Math.floor(Math.random() * hungerLines.length)];
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this.speak(randomLine, 'zombie_scout', 'hungry', {
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volume: 0.6,
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ambient: 'wind_ruins'
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});
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}
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zombieScoutDiscovery() {
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const discoveryLines = [
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'*tiho godrnjanje*',
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'Hrrm! Tukaj!',
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'*zadovoljno zavijanje*'
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];
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const randomLine = discoveryLines[Math.floor(Math.random() * discoveryLines.length)];
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this.speak(randomLine, 'zombie_scout', 'happy', {
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volume: 0.7
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});
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}
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/**
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* Play zombie scout footstep with gear sounds
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*/
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zombieScoutFootstep() {
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// Composite sound: footstep + gear rattle
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const footstep = this.scene.sound.add('zombie_footstep', { volume: 0.4 });
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const gearRattle = this.scene.sound.add('gear_rattle', { volume: 0.2 });
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footstep.play();
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setTimeout(() => gearRattle.play(), 50); // Slight delay for realism
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}
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destroy() {
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this.stopAll();
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if (this.audioContext) {
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this.audioContext.close();
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}
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}
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}
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391
src/systems/DynamicEnvironmentAudio.js
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391
src/systems/DynamicEnvironmentAudio.js
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@@ -0,0 +1,391 @@
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/**
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* DYNAMIC ENVIRONMENT AUDIO SYSTEM
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* Mrtva Dolina - Fluidni okolju prilagojeni zvoki
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*
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* Features:
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* - Material-based door sounds (metal ruins vs wood farm)
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* - Adaptive weather audio (rain outside vs inside)
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* - Puddle system with splash footsteps
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* - Dynamic footstep sounds based on surface
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* - Smooth audio transitions (no AI jumps)
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*/
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export class DynamicEnvironmentAudio {
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constructor(scene) {
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this.scene = scene;
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// Door sounds by material
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this.doorSounds = {
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metal_ruins: { open: 'door_metal_creak', close: 'door_metal_slam', volume: 0.7 },
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wood_farm: { open: 'door_wood_open', close: 'door_wood_close', volume: 0.5 },
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tech_workshop: { open: 'door_tech_hiss', close: 'door_tech_lock', volume: 0.6 },
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default: { open: 'door_generic_open', close: 'door_generic_close', volume: 0.5 }
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};
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// Footstep sounds by surface
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this.footstepSounds = {
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grass: ['footstep_grass_1', 'footstep_grass_2', 'footstep_grass_3'],
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dirt: ['footstep_dirt_1', 'footstep_dirt_2', 'footstep_dirt_3'],
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stone: ['footstep_stone_1', 'footstep_stone_2', 'footstep_stone_3'],
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wood: ['footstep_wood_1', 'footstep_wood_2', 'footstep_wood_3'],
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puddle: ['splash_puddle_1', 'splash_puddle_2', 'splash_puddle_3'],
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metal: ['footstep_metal_1', 'footstep_metal_2']
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};
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// Weather system
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this.weatherActive = false;
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this.isIndoors = false;
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this.rainSound = null;
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this.rainSoundIndoors = null;
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// Puddle tracking
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this.puddles = [];
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this.puddlesLayer = null;
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this.init();
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}
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init() {
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// Create weather audio objects (will be loaded separately)
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this.rainSound = {
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key: 'rain_outside',
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volume: 0.6,
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loop: true,
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audio: null
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};
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this.rainSoundIndoors = {
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key: 'rain_inside_muffled',
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volume: 0.3,
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loop: true,
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audio: null
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};
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console.log('✅ DynamicEnvironmentAudio initialized');
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}
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/**
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* DOOR SYSTEM - Material-based sounds
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*/
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playDoorSound(doorType, action = 'open') {
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const door = this.doorSounds[doorType] || this.doorSounds.default;
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const soundKey = door[action];
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if (this.scene.sound && this.scene.sound.get(soundKey)) {
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const sound = this.scene.sound.add(soundKey, {
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volume: door.volume
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});
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sound.play();
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// Add subtle environmental reverb based on location
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if (doorType === 'metal_ruins') {
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// More echo in ruins
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this.addReverb(sound, 0.4);
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}
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} else {
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console.warn(`🔇 Door sound not found: ${soundKey}`);
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}
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}
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/**
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* WEATHER SYSTEM - Adaptive rain audio
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*/
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startRain(intensity = 1.0) {
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this.weatherActive = true;
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// Play appropriate rain sound based on indoor/outdoor status
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this.updateRainAudio();
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// Start creating puddles on the ground
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this.startPuddleGeneration();
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console.log('🌧️ Rain started');
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}
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stopRain() {
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this.weatherActive = false;
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// Fade out rain sounds
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this.fadeOutRain();
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// Stop puddle generation (existing puddles remain)
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this.stopPuddleGeneration();
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console.log('☀️ Rain stopped');
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}
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updateRainAudio() {
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if (!this.weatherActive) return;
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if (this.isIndoors) {
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// Fade to muffled indoor rain
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this.crossFadeRain(this.rainSoundIndoors, this.rainSound);
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} else {
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// Fade to outdoor rain
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||||
this.crossFadeRain(this.rainSound, this.rainSoundIndoors);
|
||||
}
|
||||
}
|
||||
|
||||
crossFadeRain(soundIn, soundOut) {
|
||||
// Fade out old sound
|
||||
if (soundOut.audio) {
|
||||
this.scene.tweens.add({
|
||||
targets: soundOut.audio,
|
||||
volume: 0,
|
||||
duration: 800,
|
||||
ease: 'Sine.easeInOut',
|
||||
onComplete: () => {
|
||||
soundOut.audio.pause();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Fade in new sound
|
||||
if (!soundIn.audio) {
|
||||
soundIn.audio = this.scene.sound.add(soundIn.key, {
|
||||
volume: 0,
|
||||
loop: soundIn.loop
|
||||
});
|
||||
}
|
||||
|
||||
soundIn.audio.play();
|
||||
this.scene.tweens.add({
|
||||
targets: soundIn.audio,
|
||||
volume: soundIn.volume,
|
||||
duration: 800,
|
||||
ease: 'Sine.easeInOut'
|
||||
});
|
||||
}
|
||||
|
||||
fadeOutRain() {
|
||||
const sounds = [this.rainSound, this.rainSoundIndoors];
|
||||
|
||||
sounds.forEach(sound => {
|
||||
if (sound.audio) {
|
||||
this.scene.tweens.add({
|
||||
targets: sound.audio,
|
||||
volume: 0,
|
||||
duration: 1500,
|
||||
ease: 'Sine.easeOut',
|
||||
onComplete: () => {
|
||||
sound.audio.stop();
|
||||
sound.audio = null;
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Set player indoor/outdoor status
|
||||
*/
|
||||
setIndoors(isIndoors) {
|
||||
if (this.isIndoors === isIndoors) return;
|
||||
|
||||
this.isIndoors = isIndoors;
|
||||
|
||||
// Update rain audio if weather is active
|
||||
if (this.weatherActive) {
|
||||
this.updateRainAudio();
|
||||
}
|
||||
|
||||
console.log(`🏠 Player is now ${isIndoors ? 'indoors' : 'outdoors'}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* PUDDLE SYSTEM
|
||||
*/
|
||||
startPuddleGeneration() {
|
||||
// Create puddles over time
|
||||
this.puddleInterval = setInterval(() => {
|
||||
this.createPuddle();
|
||||
}, 3000); // New puddle every 3 seconds
|
||||
}
|
||||
|
||||
stopPuddleGeneration() {
|
||||
if (this.puddleInterval) {
|
||||
clearInterval(this.puddleInterval);
|
||||
this.puddleInterval = null;
|
||||
}
|
||||
}
|
||||
|
||||
createPuddle() {
|
||||
// Create random puddle on ground
|
||||
const x = Phaser.Math.Between(0, this.scene.cameras.main.width);
|
||||
const y = Phaser.Math.Between(0, this.scene.cameras.main.height);
|
||||
|
||||
const puddle = this.scene.add.graphics();
|
||||
puddle.fillStyle(0x4a6fa5, 0.4); // Blue-ish, semi-transparent
|
||||
|
||||
// Random puddle shape
|
||||
const radius = Phaser.Math.Between(20, 50);
|
||||
puddle.fillEllipse(x, y, radius, radius * 0.7);
|
||||
|
||||
// Add ripple animation
|
||||
this.addPuddleRipples(x, y, radius);
|
||||
|
||||
// Store puddle for collision detection
|
||||
this.puddles.push({
|
||||
x: x,
|
||||
y: y,
|
||||
radius: radius,
|
||||
graphics: puddle
|
||||
});
|
||||
|
||||
// Puddles slowly evaporate after rain stops
|
||||
if (!this.weatherActive) {
|
||||
this.scene.tweens.add({
|
||||
targets: puddle,
|
||||
alpha: 0,
|
||||
duration: 10000,
|
||||
delay: 5000,
|
||||
onComplete: () => {
|
||||
puddle.destroy();
|
||||
this.puddles = this.puddles.filter(p => p.graphics !== puddle);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
addPuddleRipples(x, y, radius) {
|
||||
// Periodic ripple circles from raindrops
|
||||
const rippleInterval = setInterval(() => {
|
||||
if (!this.weatherActive) {
|
||||
clearInterval(rippleInterval);
|
||||
return;
|
||||
}
|
||||
|
||||
const ripple = this.scene.add.graphics();
|
||||
ripple.lineStyle(2, 0xffffff, 0.6);
|
||||
ripple.strokeCircle(x, y, 5);
|
||||
|
||||
this.scene.tweens.add({
|
||||
targets: ripple,
|
||||
alpha: 0,
|
||||
scaleX: radius / 5,
|
||||
scaleY: radius / 5,
|
||||
duration: 1000,
|
||||
ease: 'Sine.easeOut',
|
||||
onComplete: () => ripple.destroy()
|
||||
});
|
||||
}, Phaser.Math.Between(500, 2000));
|
||||
}
|
||||
|
||||
checkPuddleCollision(x, y) {
|
||||
// Check if player is stepping in a puddle
|
||||
for (const puddle of this.puddles) {
|
||||
const distance = Phaser.Math.Distance.Between(x, y, puddle.x, puddle.y);
|
||||
if (distance < puddle.radius) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* FOOTSTEP SYSTEM
|
||||
*/
|
||||
playFootstep(x, y, surface = 'grass') {
|
||||
// Check if stepping in puddle
|
||||
if (this.checkPuddleCollision(x, y)) {
|
||||
surface = 'puddle';
|
||||
}
|
||||
|
||||
const soundArray = this.footstepSounds[surface] || this.footstepSounds.grass;
|
||||
const randomSound = Phaser.Utils.Array.GetRandom(soundArray);
|
||||
|
||||
if (this.scene.sound && this.scene.sound.get(randomSound)) {
|
||||
const volume = surface === 'puddle' ? 0.5 : 0.3;
|
||||
this.scene.sound.play(randomSound, { volume: volume });
|
||||
} else {
|
||||
console.warn(`🔇 Footstep sound not found: ${randomSound}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Play character-specific footstep (for Zombie Scout with gear)
|
||||
*/
|
||||
playCharacterFootstep(character, x, y, surface = 'grass') {
|
||||
// Play base footstep
|
||||
this.playFootstep(x, y, surface);
|
||||
|
||||
// Add character-specific sounds
|
||||
if (character === 'zombie_scout') {
|
||||
// Add gear rattle and backpack sounds
|
||||
setTimeout(() => {
|
||||
if (this.scene.sound && this.scene.sound.get('gear_rattle')) {
|
||||
this.scene.sound.play('gear_rattle', { volume: 0.2 });
|
||||
}
|
||||
}, 50);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Simple reverb effect (placeholder - real reverb needs Web Audio API)
|
||||
*/
|
||||
addReverb(sound, amount = 0.3) {
|
||||
// This is a simplified approach
|
||||
// Real implementation would use ConvolverNode in Web Audio API
|
||||
console.log(`🎙️ Adding ${amount * 100}% reverb to sound`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Update loop - check player position for puddles
|
||||
*/
|
||||
update() {
|
||||
// Called every frame by main scene
|
||||
if (this.scene.player) {
|
||||
const player = this.scene.player;
|
||||
|
||||
// Detect when player steps in puddle
|
||||
if (player.isMoving && this.checkPuddleCollision(player.x, player.y)) {
|
||||
// Trigger splash VFX
|
||||
this.scene.events.emit('player:stepped_in_puddle', player.x, player.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Cleanup
|
||||
*/
|
||||
destroy() {
|
||||
this.stopRain();
|
||||
this.stopPuddleGeneration();
|
||||
|
||||
// Clean up puddles
|
||||
this.puddles.forEach(puddle => {
|
||||
if (puddle.graphics) {
|
||||
puddle.graphics.destroy();
|
||||
}
|
||||
});
|
||||
this.puddles = [];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* INTEGRATION EXAMPLE:
|
||||
*
|
||||
* // In MainScene.js create()
|
||||
* this.envAudio = new DynamicEnvironmentAudio(this);
|
||||
*
|
||||
* // When player opens door
|
||||
* this.envAudio.playDoorSound('metal_ruins', 'open');
|
||||
*
|
||||
* // When weather changes
|
||||
* this.envAudio.startRain(1.0);
|
||||
*
|
||||
* // When player enters building
|
||||
* this.envAudio.setIndoors(true);
|
||||
*
|
||||
* // In update loop
|
||||
* if (this.player.isMoving && this.player.stepCount % 10 === 0) {
|
||||
* const surface = this.getCurrentSurface(this.player.x, this.player.y);
|
||||
* this.envAudio.playFootstep(this.player.x, this.player.y, surface);
|
||||
* }
|
||||
*
|
||||
* // For Zombie Scout companion
|
||||
* if (this.zombieScout.isMoving) {
|
||||
* this.envAudio.playCharacterFootstep('zombie_scout',
|
||||
* this.zombieScout.x, this.zombieScout.y, surface);
|
||||
* }
|
||||
*/
|
||||
435
src/systems/ElectionSystem.js
Normal file
435
src/systems/ElectionSystem.js
Normal file
@@ -0,0 +1,435 @@
|
||||
/**
|
||||
* ELECTION & SOCIAL ORDER SYSTEM
|
||||
* Mrtva Dolina - City Evolution Through Democracy
|
||||
*
|
||||
* Features:
|
||||
* - Chaos phase (no leader, messy city)
|
||||
* - Election trigger (after 5+ NPCs arrive)
|
||||
* - Vote gathering & influence system
|
||||
* - Mayor inauguration with visual/audio changes
|
||||
* - Unlocks city improvements (walls, patrols)
|
||||
*/
|
||||
|
||||
export class ElectionSystem {
|
||||
constructor(scene) {
|
||||
this.scene = scene;
|
||||
|
||||
// Election state
|
||||
this.electionPhase = 'none'; // none, chaos, campaign, complete
|
||||
this.mayorElected = false;
|
||||
this.currentMayor = null;
|
||||
|
||||
// Candidates
|
||||
this.candidates = [
|
||||
{
|
||||
id: 'mayor_default',
|
||||
name: 'Župan',
|
||||
votes: 0,
|
||||
platform: 'Obzidje in varnost',
|
||||
supportingNPCs: []
|
||||
},
|
||||
{
|
||||
id: 'ivan_kovac',
|
||||
name: 'Ivan Kovač',
|
||||
votes: 0,
|
||||
platform: 'Proizvodni razvoj',
|
||||
supportingNPCs: []
|
||||
},
|
||||
{
|
||||
id: 'tehnik',
|
||||
name: 'Tehnik',
|
||||
votes: 0,
|
||||
platform: 'Tehnološki napredek',
|
||||
supportingNPCs: []
|
||||
}
|
||||
];
|
||||
|
||||
// City visual state
|
||||
this.cityState = {
|
||||
cleanliness: 0, // 0-100
|
||||
security: 0, // 0-100
|
||||
morale: 0 // 0-100
|
||||
};
|
||||
|
||||
// Trash/debris objects for visual chaos
|
||||
this.debrisObjects = [];
|
||||
|
||||
// Population tracking
|
||||
this.npcCount = 0;
|
||||
this.electionThreshold = 5; // Trigger election at 5 NPCs
|
||||
|
||||
this.init();
|
||||
}
|
||||
|
||||
init() {
|
||||
// Listen for NPC arrival events
|
||||
this.scene.events.on('npc:arrived', this.onNPCArrival, this);
|
||||
this.scene.events.on('quest:completed', this.onQuestCompleted, this);
|
||||
|
||||
console.log('✅ ElectionSystem initialized');
|
||||
}
|
||||
|
||||
/**
|
||||
* NPC ARRIVAL - Track population
|
||||
*/
|
||||
onNPCArrival(npcData) {
|
||||
this.npcCount++;
|
||||
|
||||
console.log(`👤 NPC arrived: ${npcData.name}. Total: ${this.npcCount}`);
|
||||
|
||||
// Check if chaos phase should start
|
||||
if (this.npcCount >= 3 && this.electionPhase === 'none') {
|
||||
this.startChaosPhase();
|
||||
}
|
||||
|
||||
// Check if election should trigger
|
||||
if (this.npcCount >= this.electionThreshold && this.electionPhase === 'chaos') {
|
||||
this.triggerElection();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* CHAOS PHASE - City is disorganized
|
||||
*/
|
||||
startChaosPhase() {
|
||||
this.electionPhase = 'chaos';
|
||||
|
||||
console.log('💥 CHAOS PHASE STARTED - City needs leadership!');
|
||||
|
||||
// Spawn trash/debris around town
|
||||
this.spawnDebris(15); // 15 trash piles
|
||||
|
||||
// Lower city stats
|
||||
this.cityState.cleanliness = 20;
|
||||
this.cityState.security = 10;
|
||||
this.cityState.morale = 30;
|
||||
|
||||
// NPCs start discussing need for leader
|
||||
this.startChaosDialogues();
|
||||
|
||||
// Show notification
|
||||
this.scene.events.emit('show-notification', {
|
||||
title: 'Stanje Kaosa',
|
||||
message: 'Ljudje potrebujejo vodjo! Uredite red v mestu.',
|
||||
icon: '⚠️',
|
||||
duration: 5000
|
||||
});
|
||||
|
||||
// Update status board
|
||||
this.updateStatusBoard();
|
||||
}
|
||||
|
||||
spawnDebris(count) {
|
||||
const debrisTypes = ['trash_pile', 'broken_crate', 'rubble', 'scattered_papers'];
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const x = Phaser.Math.Between(100, this.scene.cameras.main.width - 100);
|
||||
const y = Phaser.Math.Between(100, this.scene.cameras.main.height - 100);
|
||||
|
||||
const type = Phaser.Utils.Array.GetRandom(debrisTypes);
|
||||
const debris = this.scene.add.sprite(x, y, type);
|
||||
debris.setDepth(1);
|
||||
|
||||
this.debrisObjects.push(debris);
|
||||
}
|
||||
}
|
||||
|
||||
startChaosDialogues() {
|
||||
// NPCs randomly discuss the chaos
|
||||
const dialogues = [
|
||||
{ npc: 'sivilja', text: 'Ta kaos je neznosn! Rabimo vodjo!' },
|
||||
{ npc: 'pek', text: 'Kdo bo prinesel red v to mesto?' },
|
||||
{ npc: 'ivan_kovac', text: 'Brez organizacije ne moremo preživeti.' }
|
||||
];
|
||||
|
||||
// Emit dialogue events periodically
|
||||
this.chaosDialogueTimer = setInterval(() => {
|
||||
const dialogue = Phaser.Utils.Array.GetRandom(dialogues);
|
||||
this.scene.events.emit('npc:dialogue', dialogue);
|
||||
}, 30000); // Every 30 seconds
|
||||
}
|
||||
|
||||
/**
|
||||
* TRIGGER ELECTION
|
||||
*/
|
||||
triggerElection() {
|
||||
this.electionPhase = 'campaign';
|
||||
|
||||
console.log('🗳️ ELECTION TRIGGERED - Campaign begins!');
|
||||
|
||||
// Stop chaos dialogues
|
||||
if (this.chaosDialogueTimer) {
|
||||
clearInterval(this.chaosDialogueTimer);
|
||||
}
|
||||
|
||||
// Create election quest
|
||||
this.createElectionQuest();
|
||||
|
||||
// Show notification
|
||||
this.scene.events.emit('show-notification', {
|
||||
title: 'Volitve za Župana',
|
||||
message: 'Mesto potrebuje vodjo! Pomagaj pri zbiranju glasov.',
|
||||
icon: '🗳️',
|
||||
duration: 5000
|
||||
});
|
||||
|
||||
// NPCs start campaign dialogues
|
||||
this.startCampaignDialogues();
|
||||
}
|
||||
|
||||
createElectionQuest() {
|
||||
if (!this.scene.questSystem) return;
|
||||
|
||||
const electionQuest = {
|
||||
id: 'election_campaign',
|
||||
title: 'Zbiranje Glasov za Župana',
|
||||
type: 'social',
|
||||
priority: 5,
|
||||
description: 'Pomagaj izbrati župana za Mrtvo Dolino.',
|
||||
objectives: [
|
||||
{
|
||||
id: 'talk_to_npcs',
|
||||
text: 'Pogovor s 5 NPC-ji o volitvah',
|
||||
type: 'interaction',
|
||||
required: 5,
|
||||
current: 0
|
||||
},
|
||||
{
|
||||
id: 'support_candidate',
|
||||
text: 'Podpri kandidata z opravljanjem questov',
|
||||
type: 'flag',
|
||||
complete: false
|
||||
}
|
||||
],
|
||||
rewards: {
|
||||
xp: 1000,
|
||||
unlocks: ['mayor_office', 'city_improvements']
|
||||
},
|
||||
dialogue: {
|
||||
start: ['Ljudi potrebujejo vodjo. Kdo bo župan?'],
|
||||
complete: ['Volitve so končane! Novi župan je izvoljen!']
|
||||
},
|
||||
npc: 'mayor'
|
||||
};
|
||||
|
||||
this.scene.questSystem.registerQuest(electionQuest);
|
||||
this.scene.questSystem.startQuest('election_campaign');
|
||||
}
|
||||
|
||||
startCampaignDialogues() {
|
||||
// Each candidate promotes their platform
|
||||
const campaignLines = {
|
||||
mayor_default: 'Glasujte zame! Zgradil bom obzidje in patruljo!',
|
||||
ivan_kovac: 'Potrebujemo proizvodnjo! Podprite me!',
|
||||
tehnik: 'Tehnologija je prihodnost! Volite tehnološki napredek!'
|
||||
};
|
||||
|
||||
// NPCs express support for different candidates
|
||||
this.campaignDialogueTimer = setInterval(() => {
|
||||
const candidate = Phaser.Utils.Array.GetRandom(this.candidates);
|
||||
this.scene.events.emit('npc:dialogue', {
|
||||
npc: candidate.id,
|
||||
text: campaignLines[candidate.id]
|
||||
});
|
||||
}, 45000); // Every 45 seconds
|
||||
}
|
||||
|
||||
/**
|
||||
* VOTING - Player influences votes through quests
|
||||
*/
|
||||
onQuestCompleted(questId) {
|
||||
if (this.electionPhase !== 'campaign') return;
|
||||
|
||||
// Check which candidate benefits from this quest
|
||||
const questCandidateMap = {
|
||||
'obzidje': 'mayor_default',
|
||||
'pekov_recept': 'mayor_default',
|
||||
'tehnikova_naprava': 'tehnik',
|
||||
'siviljina_prosnja': 'ivan_kovac'
|
||||
};
|
||||
|
||||
const candidateId = questCandidateMap[questId];
|
||||
if (candidateId) {
|
||||
this.addVote(candidateId, 1);
|
||||
|
||||
// Show feedback
|
||||
this.scene.events.emit('show-floating-text', {
|
||||
x: this.scene.player.x,
|
||||
y: this.scene.player.y - 50,
|
||||
text: `+1 glas za ${candidateId}`,
|
||||
color: '#FFD700'
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
addVote(candidateId, votes = 1) {
|
||||
const candidate = this.candidates.find(c => c.id === candidateId);
|
||||
if (candidate) {
|
||||
candidate.votes += votes;
|
||||
console.log(`🗳️ ${candidate.name} dobil ${votes} glas(ov). Skupaj: ${candidate.votes}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* COMPLETE ELECTION - Inaugurate mayor
|
||||
*/
|
||||
completeElection() {
|
||||
if (this.mayorElected) return;
|
||||
|
||||
// Count votes and determine winner
|
||||
const winner = this.candidates.reduce((prev, current) =>
|
||||
(prev.votes > current.votes) ? prev : current
|
||||
);
|
||||
|
||||
this.currentMayor = winner;
|
||||
this.mayorElected = true;
|
||||
this.electionPhase = 'complete';
|
||||
|
||||
console.log(`🏛️ ${winner.name} je izvoljen za župana!`);
|
||||
|
||||
// Inauguration sequence
|
||||
this.inauguration(winner);
|
||||
}
|
||||
|
||||
inauguration(mayor) {
|
||||
// Visual changes
|
||||
this.cleanUpCity();
|
||||
|
||||
// Mayor moves to town hall
|
||||
if (this.scene.npcs && this.scene.npcs[mayor.id]) {
|
||||
const mayorNPC = this.scene.npcs[mayor.id];
|
||||
this.scene.tweens.add({
|
||||
targets: mayorNPC,
|
||||
x: this.scene.townHallX || 400,
|
||||
y: this.scene.townHallY || 300,
|
||||
duration: 3000,
|
||||
ease: 'Sine.easeInOut'
|
||||
});
|
||||
}
|
||||
|
||||
// Change music to ordered/military theme
|
||||
if (this.scene.sound && this.scene.sound.get('background_music')) {
|
||||
this.scene.sound.get('background_music').stop();
|
||||
}
|
||||
this.scene.sound.play('mayor_anthem', { loop: true, volume: 0.5 });
|
||||
|
||||
// Unlock new features
|
||||
this.unlockMayorFeatures();
|
||||
|
||||
// Show inauguration cutscene
|
||||
this.scene.events.emit('show-notification', {
|
||||
title: `Župan ${mayor.name}`,
|
||||
message: `${mayor.name} je uradno inauguriran! Mesto je zdaj pod vodstvom.`,
|
||||
icon: '🏛️',
|
||||
duration: 7000
|
||||
});
|
||||
|
||||
// Update city stats
|
||||
this.cityState.cleanliness = 80;
|
||||
this.cityState.security = 70;
|
||||
this.cityState.morale = 90;
|
||||
|
||||
this.updateStatusBoard();
|
||||
|
||||
// Complete election quest
|
||||
if (this.scene.questSystem) {
|
||||
this.scene.questSystem.completeQuest('election_campaign');
|
||||
}
|
||||
}
|
||||
|
||||
cleanUpCity() {
|
||||
// Remove all debris with animation
|
||||
this.debrisObjects.forEach((debris, index) => {
|
||||
this.scene.tweens.add({
|
||||
targets: debris,
|
||||
alpha: 0,
|
||||
scaleX: 0,
|
||||
scaleY: 0,
|
||||
duration: 1000,
|
||||
delay: index * 100,
|
||||
onComplete: () => debris.destroy()
|
||||
});
|
||||
});
|
||||
|
||||
this.debrisObjects = [];
|
||||
|
||||
// Add clean visual elements (flags, guards, etc.)
|
||||
this.addCityImprovements();
|
||||
}
|
||||
|
||||
addCityImprovements() {
|
||||
// Add flags
|
||||
const flagPositions = [
|
||||
{ x: 200, y: 150 },
|
||||
{ x: 400, y: 150 },
|
||||
{ x: 600, y: 150 }
|
||||
];
|
||||
|
||||
flagPositions.forEach(pos => {
|
||||
const flag = this.scene.add.sprite(pos.x, pos.y, 'city_flag');
|
||||
flag.setDepth(10);
|
||||
|
||||
// Waving animation
|
||||
this.scene.tweens.add({
|
||||
targets: flag,
|
||||
scaleX: 1.1,
|
||||
duration: 1000,
|
||||
yoyo: true,
|
||||
repeat: -1,
|
||||
ease: 'Sine.easeInOut'
|
||||
});
|
||||
});
|
||||
|
||||
// Add guards (if available)
|
||||
// ... patrol implementation
|
||||
}
|
||||
|
||||
unlockMayorFeatures() {
|
||||
// Unlock wall building
|
||||
if (this.scene.buildingSystem) {
|
||||
this.scene.buildingSystem.unlock('wall_wooden');
|
||||
this.scene.buildingSystem.unlock('wall_stone');
|
||||
}
|
||||
|
||||
// Unlock patrol system
|
||||
if (this.scene.defenseSystem) {
|
||||
this.scene.defenseSystem.unlockPatrols();
|
||||
}
|
||||
|
||||
// Unlock mayor's office
|
||||
this.scene.events.emit('building:unlocked', 'mayor_office');
|
||||
|
||||
console.log('🔓 Mayor features unlocked: walls, patrols, office');
|
||||
}
|
||||
|
||||
updateStatusBoard() {
|
||||
// Update city status display
|
||||
this.scene.events.emit('city:stats_updated', {
|
||||
cleanliness: this.cityState.cleanliness,
|
||||
security: this.cityState.security,
|
||||
morale: this.cityState.morale,
|
||||
population: this.npcCount,
|
||||
mayor: this.currentMayor ? this.currentMayor.name : 'None'
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Get election results for UI display
|
||||
*/
|
||||
getElectionResults() {
|
||||
return {
|
||||
phase: this.electionPhase,
|
||||
candidates: this.candidates,
|
||||
winner: this.currentMayor,
|
||||
cityState: this.cityState
|
||||
};
|
||||
}
|
||||
|
||||
destroy() {
|
||||
if (this.chaosDialogueTimer) clearInterval(this.chaosDialogueTimer);
|
||||
if (this.campaignDialogueTimer) clearInterval(this.campaignDialogueTimer);
|
||||
|
||||
this.debrisObjects.forEach(obj => obj.destroy());
|
||||
this.debrisObjects = [];
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user