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7 Commits

Author SHA1 Message Date
e87084588d fix: build not working on itch io 2025-08-03 09:19:29 +02:00
13123234da feat: make the maze smaller 2025-08-02 12:37:54 +02:00
fbc5c43070 feat: show path player took 2025-08-02 12:32:31 +02:00
kuhyx
af854ab180
Merge pull request #2 from kuhyx/debug-mode-path
feat: add debug mode and audio console log
2025-08-02 12:26:12 +02:00
58600c319e feat: add debug mode and audio console log 2025-08-02 12:25:44 +02:00
fbd95ece5e feat: revert split into folders 2025-08-01 17:54:50 +02:00
kuhyx
61a2263c4b feat: move labyrinth to labyrinth 2025-08-01 17:33:33 +02:00
6 changed files with 598 additions and 27 deletions

View File

@ -21,6 +21,18 @@
<button id="soundToggle">🔊 Sound: ON</button>
<button id="speechToggle">🗣️ Speech: ON</button>
<button id="vibrationToggle">📳 Vibration: ON</button>
<button id="debugToggle">🐛 Debug: OFF</button>
</div>
<div id="debugControls" class="debug-controls" style="display: none;">
<h3>🐛 Debug Audio Tests</h3>
<div class="debug-buttons">
<button id="testUp">Test "Up"</button>
<button id="testDown">Test "Down"</button>
<button id="testLeft">Test "Left"</button>
<button id="testRight">Test "Right"</button>
<button id="testMultiple">Test "Up and Right"</button>
<button id="testAllDirections">Test "Up, Down, Left, and Right"</button>
</div>
</div>
</div>
</div>

View File

@ -134,7 +134,15 @@ export class AudioSystem {
}
speakDirections(directions) {
if (!this.speechEnabled || !('speechSynthesis' in window)) {
console.log('speakDirections called with:', directions);
if (!this.speechEnabled) {
console.log('Speech is disabled');
return;
}
if (!('speechSynthesis' in window)) {
console.error('Speech synthesis not supported in this browser');
return;
}
@ -146,7 +154,10 @@ export class AudioSystem {
if (directions.left) activeDirections.push('left');
if (directions.right) activeDirections.push('right');
console.log('Active directions:', activeDirections);
if (activeDirections.length === 0) {
console.log('No active directions to announce');
return;
}
@ -160,8 +171,12 @@ export class AudioSystem {
textToSpeak = activeDirections.slice(0, -1).join(', ') + ', and ' + activeDirections[activeDirections.length - 1];
}
console.log('Text to speak:', textToSpeak);
console.log('Last spoken direction:', this.lastSpokenDirection);
// Avoid repeating the same direction announcement
if (textToSpeak === this.lastSpokenDirection) {
console.log('Skipping duplicate direction announcement');
return;
}
this.lastSpokenDirection = textToSpeak;
@ -169,21 +184,89 @@ export class AudioSystem {
// Stop any currently playing speech
speechSynthesis.cancel();
// Create and configure the speech utterance
const utterance = new SpeechSynthesisUtterance(textToSpeak);
utterance.rate = 1.2; // Slightly faster speech
utterance.pitch = 1.0;
utterance.volume = 0.8;
// Clear the last spoken direction when speech ends
utterance.onend = () => {
setTimeout(() => {
this.lastSpokenDirection = '';
}, 500); // Small delay to prevent immediate repetition
};
try {
// Check if speechSynthesis is ready
if (speechSynthesis.speaking) {
console.log('Speech synthesis is currently speaking, canceling...');
speechSynthesis.cancel();
}
// Speak the directions
speechSynthesis.speak(utterance);
// Wait a bit for cancellation to complete
setTimeout(() => {
try {
// Create and configure the speech utterance
const utterance = new SpeechSynthesisUtterance(textToSpeak);
utterance.rate = 1.0; // Normal speech rate to avoid issues
utterance.pitch = 1.0;
utterance.volume = 0.8;
utterance.lang = 'en-US'; // Explicitly set language
// Enhanced event handlers
utterance.onstart = () => {
console.log('Speech started for:', textToSpeak);
};
utterance.onend = () => {
console.log('Speech ended for:', textToSpeak);
setTimeout(() => {
this.lastSpokenDirection = '';
}, 500);
};
utterance.onerror = (event) => {
console.error('Speech synthesis error:', event.error, 'for text:', textToSpeak);
console.error('Error details:', event);
// Try to recover by clearing the last spoken direction
setTimeout(() => {
this.lastSpokenDirection = '';
}, 100);
// Fallback: try a simpler approach
this.fallbackSpeech(textToSpeak);
};
utterance.onpause = () => {
console.log('Speech paused');
};
utterance.onresume = () => {
console.log('Speech resumed');
};
// Check if voices are available
const voices = speechSynthesis.getVoices();
console.log('Available voices:', voices.length, voices.map(v => v.name));
if (voices.length > 0) {
// Try to use a default English voice
const englishVoice = voices.find(voice =>
voice.lang.startsWith('en') && voice.default
) || voices.find(voice =>
voice.lang.startsWith('en')
) || voices[0];
if (englishVoice) {
utterance.voice = englishVoice;
console.log('Using voice:', englishVoice.name, englishVoice.lang);
}
}
console.log('Starting speech synthesis for:', textToSpeak);
// Speak the directions
speechSynthesis.speak(utterance);
} catch (innerError) {
console.error('Inner error in speech synthesis:', innerError);
this.fallbackSpeech(textToSpeak);
}
}, 100); // Small delay to ensure cancellation completes
} catch (error) {
console.error('Outer error in speech synthesis:', error);
this.fallbackSpeech(textToSpeak);
}
}
setSpeechEnabled(enabled) {
@ -193,6 +276,31 @@ export class AudioSystem {
this.lastSpokenDirection = '';
}
}
// Debug methods for testing directions
debugTestDirection(direction) {
console.log('Debug: Testing direction:', direction);
const testDirections = {
up: direction === 'up',
down: direction === 'down',
left: direction === 'left',
right: direction === 'right',
squares: [{ x: 0, y: 0, dx: 0, dy: 0 }] // Mock square data
};
this.speakDirections(testDirections);
}
debugTestMultipleDirections(directionsArray) {
console.log('Debug: Testing multiple directions:', directionsArray);
const testDirections = {
up: directionsArray.includes('up'),
down: directionsArray.includes('down'),
left: directionsArray.includes('left'),
right: directionsArray.includes('right'),
squares: [{ x: 0, y: 0, dx: 0, dy: 0 }] // Mock square data
};
this.speakDirections(testDirections);
}
async playWinSound() {
await this.ensureAudioContext();

View File

@ -11,7 +11,7 @@ export class Game {
this.lastTime = 0;
// Game settings
this.cellSize = 40;
this.cellSize = 50;
this.cols = Math.floor(canvas.width / this.cellSize);
this.rows = Math.floor(canvas.height / this.cellSize);
@ -25,8 +25,14 @@ export class Game {
this.soundEnabled = true;
this.speechEnabled = true;
this.vibrationEnabled = true;
this.debugMode = false;
this.lastProximityWarning = 0;
// Move tracking for replay
this.playerMoves = [];
this.gameStartTime = null;
this.currentMazeLayout = null;
this.setupControls();
this.bindEvents();
}
@ -35,6 +41,7 @@ export class Game {
const soundToggle = document.getElementById('soundToggle');
const speechToggle = document.getElementById('speechToggle');
const vibrationToggle = document.getElementById('vibrationToggle');
const debugToggle = document.getElementById('debugToggle');
soundToggle.addEventListener('click', () => {
this.soundEnabled = !this.soundEnabled;
@ -54,6 +61,76 @@ export class Game {
this.vibrationEnabled = !this.vibrationEnabled;
vibrationToggle.textContent = `📳 Vibration: ${this.vibrationEnabled ? 'ON' : 'OFF'}`;
});
debugToggle.addEventListener('click', () => {
this.debugMode = !this.debugMode;
debugToggle.textContent = `🐛 Debug: ${this.debugMode ? 'ON' : 'OFF'}`;
// Show/hide debug controls
const debugControls = document.getElementById('debugControls');
debugControls.style.display = this.debugMode ? 'block' : 'none';
// Setup debug button listeners if debug mode is enabled
if (this.debugMode) {
this.setupDebugControls();
}
});
}
setupDebugControls() {
const testUp = document.getElementById('testUp');
const testDown = document.getElementById('testDown');
const testLeft = document.getElementById('testLeft');
const testRight = document.getElementById('testRight');
const testMultiple = document.getElementById('testMultiple');
const testAllDirections = document.getElementById('testAllDirections');
// Remove existing listeners to prevent duplicates
const buttons = [testUp, testDown, testLeft, testRight, testMultiple, testAllDirections];
buttons.forEach(button => {
if (button) {
button.replaceWith(button.cloneNode(true));
}
});
// Get fresh references after cloning
const newTestUp = document.getElementById('testUp');
const newTestDown = document.getElementById('testDown');
const newTestLeft = document.getElementById('testLeft');
const newTestRight = document.getElementById('testRight');
const newTestMultiple = document.getElementById('testMultiple');
const newTestAllDirections = document.getElementById('testAllDirections');
// Add click listeners
newTestUp?.addEventListener('click', () => {
console.log('Debug: Testing UP direction');
this.audioSystem.debugTestDirection('up');
});
newTestDown?.addEventListener('click', () => {
console.log('Debug: Testing DOWN direction');
this.audioSystem.debugTestDirection('down');
});
newTestLeft?.addEventListener('click', () => {
console.log('Debug: Testing LEFT direction');
this.audioSystem.debugTestDirection('left');
});
newTestRight?.addEventListener('click', () => {
console.log('Debug: Testing RIGHT direction');
this.audioSystem.debugTestDirection('right');
});
newTestMultiple?.addEventListener('click', () => {
console.log('Debug: Testing UP and RIGHT directions');
this.audioSystem.debugTestMultipleDirections(['up', 'right']);
});
newTestAllDirections?.addEventListener('click', () => {
console.log('Debug: Testing ALL directions');
this.audioSystem.debugTestMultipleDirections(['up', 'down', 'left', 'right']);
});
}
bindEvents() {
@ -70,6 +147,9 @@ export class Game {
if (this.maze.canMoveTo(newX, newY)) {
this.player.moveTo(newX, newY);
// Track player move for replay
this.trackMove(newX, newY);
// Check if player stepped on a visual danger square
if (this.maze.isDangerousVisual(newX, newY)) {
this.handleVisualDanger();
@ -87,6 +167,17 @@ export class Game {
}
}
trackMove(x, y) {
// Track player move with timestamp
const timestamp = Date.now();
this.playerMoves.push({
x: x,
y: y,
timestamp: timestamp,
relativeTime: timestamp - (this.gameStartTime || timestamp)
});
}
handleVisualDanger() {
// Visual danger squares end the game
this.gameOver();
@ -107,8 +198,7 @@ export class Game {
}
setTimeout(() => {
alert('Game Over! You stepped on a dangerous square.\nReturning to start...');
this.resetGame();
this.showReplay('Game Over! You stepped on a dangerous square.');
}, 500);
}
@ -122,14 +212,153 @@ export class Game {
}
setTimeout(() => {
alert('🎉 Congratulations! You survived the danger field!\nGenerating new challenge...');
this.resetGame();
this.showReplay('🎉 Congratulations! You survived the danger field!');
}, 500);
}
showReplay(message) {
// Create and show replay modal
this.createReplayModal(message);
this.startReplayAnimation();
}
createReplayModal(message) {
// Remove existing modal if any
const existingModal = document.getElementById('replayModal');
if (existingModal) {
existingModal.remove();
}
// Create modal HTML
const modal = document.createElement('div');
modal.id = 'replayModal';
modal.innerHTML = `
<div class="replay-backdrop">
<div class="replay-content">
<h2>${message}</h2>
<div class="replay-stats">
<p>Moves: ${this.playerMoves.length}</p>
<p>Time: ${Math.round((Date.now() - this.gameStartTime) / 1000)}s</p>
</div>
<canvas id="replayCanvas" width="800" height="600"></canvas>
<div class="replay-controls">
<button id="restartBtn">🔄 Play Again</button>
<button id="closeReplayBtn"> Close</button>
</div>
</div>
</div>
`;
document.body.appendChild(modal);
// Add event listeners
document.getElementById('restartBtn').addEventListener('click', () => {
this.closeReplay();
this.resetGame();
});
document.getElementById('closeReplayBtn').addEventListener('click', () => {
this.closeReplay();
});
}
startReplayAnimation() {
const replayCanvas = document.getElementById('replayCanvas');
const replayCtx = replayCanvas.getContext('2d');
if (!replayCanvas || !replayCtx) return;
let currentMoveIndex = 0;
const animationSpeed = 300; // ms per move
// Draw initial state
this.drawReplayFrame(replayCtx, replayCanvas, -1);
// Animate player moves
const animateMove = () => {
if (currentMoveIndex < this.playerMoves.length) {
this.drawReplayFrame(replayCtx, replayCanvas, currentMoveIndex);
currentMoveIndex++;
setTimeout(animateMove, animationSpeed);
}
};
// Start animation after a short delay
setTimeout(animateMove, 1000);
}
drawReplayFrame(ctx, canvas, moveIndex) {
// Clear canvas
ctx.fillStyle = '#1a1a1a';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw maze with all audio dangers visible
this.maze.render(ctx, this.cellSize, true); // Force debug mode for replay
// Draw path up to current move
ctx.strokeStyle = '#00ff00';
ctx.lineWidth = 4;
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
if (moveIndex >= 0 && this.playerMoves.length > 0) {
ctx.beginPath();
// Start from initial position
ctx.moveTo(1 * this.cellSize + this.cellSize/2, 1 * this.cellSize + this.cellSize/2);
// Draw line to each move up to current index
for (let i = 0; i <= moveIndex && i < this.playerMoves.length; i++) {
const move = this.playerMoves[i];
ctx.lineTo(move.x * this.cellSize + this.cellSize/2, move.y * this.cellSize + this.cellSize/2);
}
ctx.stroke();
}
// Draw current player position
if (moveIndex >= 0 && moveIndex < this.playerMoves.length) {
const currentMove = this.playerMoves[moveIndex];
ctx.fillStyle = '#ffff00';
ctx.beginPath();
ctx.arc(
currentMove.x * this.cellSize + this.cellSize/2,
currentMove.y * this.cellSize + this.cellSize/2,
this.cellSize * 0.3,
0,
Math.PI * 2
);
ctx.fill();
} else if (moveIndex === -1) {
// Draw initial position
ctx.fillStyle = '#ffff00';
ctx.beginPath();
ctx.arc(
1 * this.cellSize + this.cellSize/2,
1 * this.cellSize + this.cellSize/2,
this.cellSize * 0.3,
0,
Math.PI * 2
);
ctx.fill();
}
}
closeReplay() {
const modal = document.getElementById('replayModal');
if (modal) {
modal.remove();
}
}
resetGame() {
this.maze.generate();
this.player.moveTo(1, 1);
// Reset move tracking
this.playerMoves = [];
this.gameStartTime = Date.now();
// Store current maze layout for replay
this.currentMazeLayout = this.maze.cloneMaze();
}
update(deltaTime) {
@ -149,6 +378,7 @@ export class Game {
// Use a timer to avoid playing too frequently
const now = Date.now();
if (!this.lastProximityWarning || now - this.lastProximityWarning > 1500) {
console.log('Playing directional proximity sound');
this.audioSystem.playDirectionalProximitySound(directions);
this.lastProximityWarning = now;
}
@ -159,8 +389,8 @@ export class Game {
this.ctx.fillStyle = '#1a1a1a';
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
// Render maze
this.maze.render(this.ctx, this.cellSize);
// Render maze with debug mode
this.maze.render(this.ctx, this.cellSize, this.debugMode);
// Render player
this.player.render(this.ctx);
@ -181,6 +411,12 @@ export class Game {
start() {
this.running = true;
this.maze.generate();
// Initialize move tracking
this.playerMoves = [];
this.gameStartTime = Date.now();
this.currentMazeLayout = this.maze.cloneMaze();
this.lastTime = performance.now();
requestAnimationFrame((time) => this.gameLoop(time));
}

View File

@ -275,7 +275,7 @@ export class Maze {
return this.grid[y][x] === this.EXIT;
}
render(ctx, cellSize) {
render(ctx, cellSize, debugMode = false) {
for (let y = 0; y < this.rows; y++) {
for (let x = 0; x < this.cols; x++) {
const pixelX = x * cellSize;
@ -291,8 +291,7 @@ export class Maze {
break;
case this.SAFE:
case this.DANGEROUS_AUDIO:
// Safe squares and audio-danger squares look identical (white)
// Safe squares - white
ctx.fillStyle = '#ffffff';
ctx.fillRect(pixelX, pixelY, cellSize, cellSize);
// Add subtle grid lines
@ -300,9 +299,41 @@ export class Maze {
ctx.lineWidth = 1;
ctx.strokeRect(pixelX, pixelY, cellSize, cellSize);
break;
//debug
// case this.DANGEROUS_AUDIO:
case this.DANGEROUS_AUDIO:
if (debugMode) {
// In debug mode, show audio danger squares with a blue overlay
ctx.fillStyle = '#ffffff';
ctx.fillRect(pixelX, pixelY, cellSize, cellSize);
// Add blue debug overlay with pulsing effect
const time = Date.now() * 0.004;
const pulse = (Math.sin(time + x + y) + 1) * 0.5;
const alpha = 0.3 + pulse * 0.4;
ctx.fillStyle = `rgba(0, 100, 255, ${alpha})`;
ctx.fillRect(pixelX, pixelY, cellSize, cellSize);
// Add debug border
ctx.strokeStyle = '#0066ff';
ctx.lineWidth = 2;
ctx.strokeRect(pixelX, pixelY, cellSize, cellSize);
// Add audio symbol
ctx.fillStyle = '#ffffff';
ctx.font = `${cellSize * 0.4}px Arial`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText('🔊', pixelX + cellSize / 2, pixelY + cellSize / 2);
} else {
// In normal mode, audio-danger squares look identical to safe squares (white)
ctx.fillStyle = '#ffffff';
ctx.fillRect(pixelX, pixelY, cellSize, cellSize);
// Add subtle grid lines
ctx.strokeStyle = '#e0e0e0';
ctx.lineWidth = 1;
ctx.strokeRect(pixelX, pixelY, cellSize, cellSize);
}
break;
case this.DANGEROUS_VISUAL:
// Visual-only danger squares - animated red appearance
@ -341,4 +372,16 @@ export class Maze {
}
}
}
cloneMaze() {
// Create a deep copy of the current maze state for replay
return {
grid: this.grid.map(row => [...row]),
dangerousSquares: new Set(this.dangerousSquares),
exitX: this.exitX,
exitY: this.exitY,
cols: this.cols,
rows: this.rows
};
}
}

View File

@ -130,6 +130,55 @@ h1 {
box-shadow: 0 2px 10px rgba(76, 175, 80, 0.3);
}
/* Debug Controls */
.debug-controls {
margin-top: 1.5rem;
padding: 1.5rem;
background: rgba(255, 100, 100, 0.1);
border: 2px solid rgba(255, 100, 100, 0.3);
border-radius: 10px;
box-shadow: 0 4px 15px rgba(255, 100, 100, 0.2);
}
.debug-controls h3 {
margin-top: 0;
margin-bottom: 1rem;
color: #ff6b6b;
font-size: 1.3em;
}
.debug-buttons {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(150px, 1fr));
gap: 0.8rem;
justify-content: center;
}
.debug-buttons button {
background: linear-gradient(45deg, #ff6b6b, #ff5252);
color: white;
border: none;
padding: 0.6rem 1rem;
border-radius: 20px;
font-size: 0.9rem;
font-weight: bold;
cursor: pointer;
transition: all 0.3s ease;
box-shadow: 0 3px 10px rgba(255, 107, 107, 0.3);
border: 1px solid rgba(255, 255, 255, 0.2);
}
.debug-buttons button:hover {
transform: translateY(-2px);
box-shadow: 0 5px 15px rgba(255, 107, 107, 0.4);
background: linear-gradient(45deg, #ff5252, #ff6b6b);
}
.debug-buttons button:active {
transform: translateY(0);
box-shadow: 0 2px 8px rgba(255, 107, 107, 0.3);
}
/* Responsive design */
@media (max-width: 768px) {
#app {
@ -154,3 +203,117 @@ h1 {
gap: 0.5rem;
}
}
/* Replay Modal */
#replayModal {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: 1000;
}
.replay-backdrop {
width: 100%;
height: 100%;
background: rgba(0, 0, 0, 0.8);
display: flex;
align-items: center;
justify-content: center;
backdrop-filter: blur(5px);
}
.replay-content {
background: linear-gradient(135deg, #1a1a1a 0%, #2d2d2d 100%);
border-radius: 15px;
padding: 2rem;
max-width: 90vw;
max-height: 90vh;
box-shadow: 0 20px 50px rgba(0, 0, 0, 0.7);
border: 2px solid rgba(255, 255, 255, 0.1);
text-align: center;
overflow-y: auto;
}
.replay-content h2 {
margin-top: 0;
margin-bottom: 1rem;
font-size: 2rem;
color: #fff;
}
.replay-stats {
display: flex;
justify-content: center;
gap: 2rem;
margin-bottom: 1.5rem;
}
.replay-stats p {
margin: 0;
font-size: 1.2rem;
color: #81C784;
font-weight: bold;
}
#replayCanvas {
border: 3px solid rgba(255, 255, 255, 0.2);
border-radius: 10px;
background: #1a1a1a;
box-shadow:
0 0 20px rgba(0, 0, 0, 0.5),
inset 0 0 20px rgba(255, 255, 255, 0.05);
margin: 1rem 0;
max-width: 100%;
height: auto;
}
.replay-controls {
display: flex;
gap: 1rem;
justify-content: center;
margin-top: 1.5rem;
}
.replay-controls button {
background: linear-gradient(45deg, #4CAF50, #45a049);
color: white;
border: none;
padding: 0.8rem 1.5rem;
border-radius: 25px;
font-size: 1rem;
font-weight: bold;
cursor: pointer;
transition: all 0.3s ease;
box-shadow: 0 4px 15px rgba(76, 175, 80, 0.3);
border: 1px solid rgba(255, 255, 255, 0.2);
}
.replay-controls button:hover {
transform: translateY(-2px);
box-shadow: 0 6px 20px rgba(76, 175, 80, 0.4);
background: linear-gradient(45deg, #45a049, #4CAF50);
}
.replay-controls button:active {
transform: translateY(0);
box-shadow: 0 2px 10px rgba(76, 175, 80, 0.3);
}
@media (max-width: 768px) {
.replay-content {
padding: 1rem;
margin: 1rem;
}
.replay-stats {
flex-direction: column;
gap: 0.5rem;
}
.replay-controls {
flex-direction: column;
gap: 0.5rem;
}
}

9
vite.config.js Normal file
View File

@ -0,0 +1,9 @@
import { defineConfig } from 'vite'
export default defineConfig({
base: './',
build: {
outDir: 'dist',
assetsDir: 'assets'
}
})