433 lines
13 KiB
JavaScript
433 lines
13 KiB
JavaScript
/**
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* TwinBondSystem.js
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* =================
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* KRVAVA ŽETEV - Twin Bond Mechanic (Kai ↔ Ana Connection)
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*
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* Core Concept:
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* Kai and Ana share a psychic bond through the Alfa virus
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* As twins, they can:
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* - Feel each other's emotions
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* - Sense each other's location (vaguely)
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* - Communicate telepathically (limited)
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* - Share HP/stamina in emergencies
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*
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* Features:
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* - Bond Strength meter (0-100)
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* - Telepathic messages from Ana
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* - Direction to Ana indicator
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* - Twin abilities (heal twin, boost twin, swap positions)
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* - Bond events (visions, flashbacks)
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* - Ana's status tracking (health, danger level)
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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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class TwinBondSystem {
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constructor(scene) {
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this.scene = scene;
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// Bond state
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this.bondStrength = 75; // Starts strong (0-100)
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this.maxBondStrength = 100;
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// Ana's state (unknown location)
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this.anaState = {
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alive: true,
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health: 100,
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dangerLevel: 0, // 0 = safe, 100 = critical
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distance: 5000, // pixels from Kai (initially far)
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direction: { x: 1000, y: 1000 }, // General direction
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lastMessage: null,
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messageTime: null
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};
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// Bond abilities
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this.abilities = {
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telepathy: { unlocked: true, cooldown: 0, maxCooldown: 30000 }, // 30s
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sensePulse: { unlocked: true, cooldown: 0, maxCooldown: 60000 }, // 1min
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emergencyLink: { unlocked: false, cooldown: 0, maxCooldown: 300000 }, // 5min
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twinRecall: { unlocked: false, cooldown: 0, maxCooldown: 600000 } // 10min
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};
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// Messages from Ana (telepathic)
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this.messageQueue = [];
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this.lastMessageTime = 0;
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// UI elements
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this.bondUI = null;
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// Events
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this.bondEvents = this.defineBondEvents();
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this.nextEventTime = Date.now() + 60000; // First event in 1 minute
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console.log('💞 TwinBondSystem initialized - Bond Strength:', this.bondStrength);
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}
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/**
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* Update bond strength based on actions
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*/
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update(delta) {
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const deltaSeconds = delta / 1000;
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// Passive bond decay (small)
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this.bondStrength = Math.max(0, this.bondStrength - 0.01 * deltaSeconds);
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// Update ability cooldowns
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for (const ability in this.abilities) {
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if (this.abilities[ability].cooldown > 0) {
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this.abilities[ability].cooldown -= delta;
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}
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}
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// Check for random bond events
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if (Date.now() > this.nextEventTime) {
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this.triggerRandomBondEvent();
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this.nextEventTime = Date.now() + Phaser.Math.Between(60000, 180000); // 1-3 min
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}
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// Update Ana's danger level based on story progress
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this.updateAnaDanger(deltaSeconds);
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}
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/**
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* Define bond events (telepathic visions)
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*/
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defineBondEvents() {
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return [
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{
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id: 'first_contact',
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trigger: 'auto',
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condition: null,
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message: 'Kai... can you hear me? I\'m... somewhere dark...',
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emotion: 'worried',
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bondChange: +5
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},
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{
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id: 'danger_warning',
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trigger: 'danger_high',
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condition: () => this.anaState.dangerLevel > 70,
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message: 'Brother! They\'re coming for me! Please hurry!',
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emotion: 'fear',
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bondChange: -10
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},
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{
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id: 'memory_flash',
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trigger: 'random',
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condition: null,
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message: 'Remember when we first discovered the Alfa strain? We were so hopeful...',
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emotion: 'sad',
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bondChange: +3
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},
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{
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id: 'location_hint',
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trigger: 'sense_pulse',
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condition: null,
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message: 'I can feel concrete walls... cold metal... some kind of facility?',
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emotion: 'neutral',
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bondChange: +5
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},
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{
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id: 'encouragement',
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trigger: 'random',
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condition: () => this.scene.player?.hp < 50,
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message: 'Stay strong, Kai! I believe in you!',
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emotion: 'determined',
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bondChange: +10
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}
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];
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}
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/**
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* Trigger a random bond event
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*/
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triggerRandomBondEvent() {
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const randomEvents = this.bondEvents.filter(e => e.trigger === 'random');
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if (randomEvents.length === 0) return;
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const event = Phaser.Utils.Array.GetRandom(randomEvents);
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// Check condition
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if (event.condition && !event.condition()) {
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return;
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}
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this.showTelepathicMessage(event.message, event.emotion);
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this.changeBondStrength(event.bondChange);
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}
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/**
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* Show telepathic message from Ana
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*/
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showTelepathicMessage(message, emotion = 'neutral') {
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console.log(`💭 Twin Bond Message: ${message}`);
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// Update Ana's last message
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this.anaState.lastMessage = message;
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this.anaState.messageTime = Date.now();
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// Show in dialogue system
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if (this.scene.dialogueSystem) {
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const anaData = {
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name: 'Ana (Twin Bond)',
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id: 'ana_telepathy'
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};
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// Create temporary dialogue
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const telepathyDialogue = {
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root: 'message',
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nodes: {
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'message': {
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speaker: 'Ana (Twin Bond)',
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emotion: emotion,
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text: message,
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next: null // Auto-close
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}
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}
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};
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this.scene.dialogueSystem.registerDialogue('telepathy_' + Date.now(), telepathyDialogue);
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this.scene.dialogueSystem.startDialogue('telepathy_' + Date.now(), anaData);
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}
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// Visual effect (bond pulse)
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this.scene.cameras.main.flash(500, 150, 100, 255, false);
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// Bond strength change
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this.showBondPulse();
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}
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/**
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* Change bond strength
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*/
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changeBondStrength(amount) {
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this.bondStrength = Phaser.Math.Clamp(
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this.bondStrength + amount,
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0,
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this.maxBondStrength
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);
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console.log(`💞 Bond Strength: ${this.bondStrength.toFixed(1)}% (${amount > 0 ? '+' : ''}${amount})`);
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// Notify player
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if (amount > 0) {
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this.scene.events.emit('bondStrengthened', { strength: this.bondStrength });
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} else {
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this.scene.events.emit('bondWeakened', { strength: this.bondStrength });
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}
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}
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/**
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* Visual bond pulse effect
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*/
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showBondPulse() {
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// TODO: Create particle effect at player position
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console.log('💫 Bond pulse visualization');
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}
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/**
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* Ability: Telepathy (send message to Ana)
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*/
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useTelepathy(message) {
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if (!this.abilities.telepathy.unlocked) {
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console.log('❌ Telepathy not unlocked');
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return false;
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}
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if (this.abilities.telepathy.cooldown > 0) {
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console.log('⏸️ Telepathy on cooldown');
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return false;
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}
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console.log(`📡 Sending to Ana: ${message}`);
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// Ana responds after delay
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this.scene.time.delayedCall(2000, () => {
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const responses = [
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"I heard you! Keep searching!",
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"Kai... I'm trying to stay strong...",
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"They don't know about our bond. Use that!",
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"I can feel you getting closer!"
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];
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const response = Phaser.Utils.Array.GetRandom(responses);
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this.showTelepathicMessage(response, 'determined');
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});
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// Set cooldown
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this.abilities.telepathy.cooldown = this.abilities.telepathy.maxCooldown;
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this.changeBondStrength(+2); // Strengthen bond
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return true;
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}
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/**
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* Ability: Sense Pulse (detect Ana's direction)
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*/
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useSensePulse() {
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if (!this.abilities.sensePulse.unlocked) {
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console.log('❌ Sense Pulse not unlocked');
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return null;
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}
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if (this.abilities.sensePulse.cooldown > 0) {
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console.log('⏸️ Sense Pulse on cooldown');
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return null;
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}
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console.log('📍 Sensing Ana\'s location...');
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// Calculate general direction
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const playerX = this.scene.player?.x || 0;
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const playerY = this.scene.player?.y || 0;
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const angle = Phaser.Math.Angle.Between(
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playerX, playerY,
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this.anaState.direction.x, this.anaState.direction.y
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);
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const distance = this.anaState.distance;
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// Show visual indicator
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this.showDirectionIndicator(angle, distance);
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// Set cooldown
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this.abilities.sensePulse.cooldown = this.abilities.sensePulse.maxCooldown;
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this.changeBondStrength(+5);
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return {
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angle: angle,
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distance: distance,
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distanceCategory: this.getDistanceCategory(distance)
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};
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}
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/**
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* Get distance category (for vague communication)
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*/
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getDistanceCategory(distance) {
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if (distance < 500) return 'very_close';
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if (distance < 1500) return 'close';
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if (distance < 3000) return 'far';
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return 'very_far';
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}
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/**
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* Show direction indicator
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*/
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showDirectionIndicator(angle, distance) {
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const category = this.getDistanceCategory(distance);
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const messages = {
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'very_close': 'Ana is VERY CLOSE! ⬆️',
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'close': 'Ana is nearby 📍',
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'far': 'Ana is far away 🔭',
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'very_far': 'Ana is very far 🌌'
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};
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console.log(`📍 ${messages[category]} (${Math.round(distance)}px)`);
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// TODO: Show UI arrow pointing in direction
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}
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/**
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* Update Ana's danger level
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*/
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updateAnaDanger(deltaSeconds) {
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// Danger level increases over time (captors getting desperate)
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if (this.anaState.alive) {
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this.anaState.dangerLevel = Math.min(
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100,
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this.anaState.dangerLevel + 0.1 * deltaSeconds
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);
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// Trigger danger events
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if (this.anaState.dangerLevel > 70 && Math.random() < 0.01) {
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const dangerEvent = this.bondEvents.find(e => e.id === 'danger_warning');
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if (dangerEvent) {
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this.showTelepathicMessage(dangerEvent.message, dangerEvent.emotion);
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}
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}
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}
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}
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/**
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* Update Ana's position (for story progression)
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*/
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updateAnaLocation(x, y, distance) {
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this.anaState.direction.x = x;
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this.anaState.direction.y = y;
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this.anaState.distance = distance;
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console.log(`📍 Ana's location updated: (${x}, ${y}), distance: ${distance}px`);
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}
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/**
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* Create Twin Bond UI
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*/
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createBondUI() {
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const width = this.scene.cameras.main.width;
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// Bond meter (top-left)
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const x = 20;
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const y = 120;
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// Background
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const bg = this.scene.add.rectangle(x, y, 200, 40, 0x2d1b00, 0.8);
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bg.setOrigin(0, 0);
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bg.setScrollFactor(0);
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bg.setDepth(100);
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// Title
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const title = this.scene.add.text(x + 10, y + 5, '💞 Twin Bond', {
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fontSize: '14px',
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fontFamily: 'Georgia, serif',
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color: '#FFD700',
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fontStyle: 'bold'
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});
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title.setScrollFactor(0);
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title.setDepth(100);
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// Bond bar
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const barBg = this.scene.add.rectangle(x + 10, y + 25, 180, 8, 0x000000, 0.8);
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barBg.setOrigin(0, 0);
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barBg.setScrollFactor(0);
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barBg.setDepth(100);
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const barFill = this.scene.add.rectangle(
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x + 10, y + 25,
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180 * (this.bondStrength / 100),
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8,
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0xFF69B4,
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1
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);
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barFill.setOrigin(0, 0);
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barFill.setScrollFactor(0);
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barFill.setDepth(100);
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this.bondUI = { bg, title, barBg, barFill };
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// Update bar every frame
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this.scene.events.on('update', () => {
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if (this.bondUI && this.bondUI.barFill) {
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this.bondUI.barFill.width = 180 * (this.bondStrength / 100);
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}
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});
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}
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/**
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* Getters
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*/
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getBondStrength() {
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return this.bondStrength;
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}
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getAnaStatus() {
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return this.anaState;
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}
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isAnaSafe() {
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return this.anaState.dangerLevel < 50;
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}
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}
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