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https://github.com/kuhyx/slavic_game_jam.git
synced 2026-07-04 13:23:08 +02:00
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no-animals
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main
| Author | SHA1 | Date | |
|---|---|---|---|
| e87084588d | |||
| 13123234da | |||
| fbc5c43070 | |||
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|
af854ab180 | ||
| 58600c319e | |||
| fbd95ece5e | |||
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61a2263c4b |
12
index.html
12
index.html
@ -21,6 +21,18 @@
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<button id="soundToggle">🔊 Sound: ON</button>
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<button id="speechToggle">🗣️ Speech: ON</button>
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<button id="vibrationToggle">📳 Vibration: ON</button>
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<button id="debugToggle">🐛 Debug: OFF</button>
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</div>
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<div id="debugControls" class="debug-controls" style="display: none;">
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<h3>🐛 Debug Audio Tests</h3>
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<div class="debug-buttons">
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<button id="testUp">Test "Up"</button>
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<button id="testDown">Test "Down"</button>
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<button id="testLeft">Test "Left"</button>
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<button id="testRight">Test "Right"</button>
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<button id="testMultiple">Test "Up and Right"</button>
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<button id="testAllDirections">Test "Up, Down, Left, and Right"</button>
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</div>
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</div>
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</div>
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</div>
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138
src/audio.js
138
src/audio.js
@ -134,7 +134,15 @@ export class AudioSystem {
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}
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speakDirections(directions) {
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if (!this.speechEnabled || !('speechSynthesis' in window)) {
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console.log('speakDirections called with:', directions);
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if (!this.speechEnabled) {
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console.log('Speech is disabled');
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return;
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}
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if (!('speechSynthesis' in window)) {
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console.error('Speech synthesis not supported in this browser');
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return;
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}
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@ -146,7 +154,10 @@ export class AudioSystem {
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if (directions.left) activeDirections.push('left');
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if (directions.right) activeDirections.push('right');
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console.log('Active directions:', activeDirections);
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if (activeDirections.length === 0) {
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console.log('No active directions to announce');
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return;
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}
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@ -160,8 +171,12 @@ export class AudioSystem {
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textToSpeak = activeDirections.slice(0, -1).join(', ') + ', and ' + activeDirections[activeDirections.length - 1];
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}
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console.log('Text to speak:', textToSpeak);
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console.log('Last spoken direction:', this.lastSpokenDirection);
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// Avoid repeating the same direction announcement
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if (textToSpeak === this.lastSpokenDirection) {
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console.log('Skipping duplicate direction announcement');
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return;
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}
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this.lastSpokenDirection = textToSpeak;
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@ -169,21 +184,89 @@ export class AudioSystem {
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// Stop any currently playing speech
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speechSynthesis.cancel();
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// Create and configure the speech utterance
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const utterance = new SpeechSynthesisUtterance(textToSpeak);
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utterance.rate = 1.2; // Slightly faster speech
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utterance.pitch = 1.0;
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utterance.volume = 0.8;
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// Clear the last spoken direction when speech ends
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utterance.onend = () => {
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setTimeout(() => {
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this.lastSpokenDirection = '';
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}, 500); // Small delay to prevent immediate repetition
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};
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try {
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// Check if speechSynthesis is ready
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if (speechSynthesis.speaking) {
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console.log('Speech synthesis is currently speaking, canceling...');
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speechSynthesis.cancel();
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}
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// Speak the directions
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speechSynthesis.speak(utterance);
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// Wait a bit for cancellation to complete
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setTimeout(() => {
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try {
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// Create and configure the speech utterance
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const utterance = new SpeechSynthesisUtterance(textToSpeak);
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utterance.rate = 1.0; // Normal speech rate to avoid issues
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utterance.pitch = 1.0;
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utterance.volume = 0.8;
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utterance.lang = 'en-US'; // Explicitly set language
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// Enhanced event handlers
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utterance.onstart = () => {
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console.log('Speech started for:', textToSpeak);
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};
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utterance.onend = () => {
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console.log('Speech ended for:', textToSpeak);
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setTimeout(() => {
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this.lastSpokenDirection = '';
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}, 500);
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};
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utterance.onerror = (event) => {
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console.error('Speech synthesis error:', event.error, 'for text:', textToSpeak);
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console.error('Error details:', event);
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// Try to recover by clearing the last spoken direction
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setTimeout(() => {
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this.lastSpokenDirection = '';
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}, 100);
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// Fallback: try a simpler approach
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this.fallbackSpeech(textToSpeak);
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};
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utterance.onpause = () => {
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console.log('Speech paused');
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};
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utterance.onresume = () => {
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console.log('Speech resumed');
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};
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// Check if voices are available
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const voices = speechSynthesis.getVoices();
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console.log('Available voices:', voices.length, voices.map(v => v.name));
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if (voices.length > 0) {
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// Try to use a default English voice
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const englishVoice = voices.find(voice =>
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voice.lang.startsWith('en') && voice.default
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) || voices.find(voice =>
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voice.lang.startsWith('en')
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) || voices[0];
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if (englishVoice) {
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utterance.voice = englishVoice;
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console.log('Using voice:', englishVoice.name, englishVoice.lang);
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}
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}
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console.log('Starting speech synthesis for:', textToSpeak);
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// Speak the directions
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speechSynthesis.speak(utterance);
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} catch (innerError) {
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console.error('Inner error in speech synthesis:', innerError);
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this.fallbackSpeech(textToSpeak);
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}
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}, 100); // Small delay to ensure cancellation completes
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} catch (error) {
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console.error('Outer error in speech synthesis:', error);
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this.fallbackSpeech(textToSpeak);
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}
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}
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setSpeechEnabled(enabled) {
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@ -193,6 +276,31 @@ export class AudioSystem {
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this.lastSpokenDirection = '';
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}
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}
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// Debug methods for testing directions
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debugTestDirection(direction) {
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console.log('Debug: Testing direction:', direction);
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const testDirections = {
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up: direction === 'up',
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down: direction === 'down',
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left: direction === 'left',
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right: direction === 'right',
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squares: [{ x: 0, y: 0, dx: 0, dy: 0 }] // Mock square data
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};
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this.speakDirections(testDirections);
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}
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debugTestMultipleDirections(directionsArray) {
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console.log('Debug: Testing multiple directions:', directionsArray);
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const testDirections = {
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up: directionsArray.includes('up'),
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down: directionsArray.includes('down'),
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left: directionsArray.includes('left'),
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right: directionsArray.includes('right'),
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squares: [{ x: 0, y: 0, dx: 0, dy: 0 }] // Mock square data
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};
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this.speakDirections(testDirections);
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}
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async playWinSound() {
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await this.ensureAudioContext();
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250
src/game.js
250
src/game.js
@ -11,7 +11,7 @@ export class Game {
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this.lastTime = 0;
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// Game settings
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this.cellSize = 40;
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this.cellSize = 50;
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this.cols = Math.floor(canvas.width / this.cellSize);
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this.rows = Math.floor(canvas.height / this.cellSize);
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@ -25,8 +25,14 @@ export class Game {
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this.soundEnabled = true;
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this.speechEnabled = true;
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this.vibrationEnabled = true;
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this.debugMode = false;
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this.lastProximityWarning = 0;
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// Move tracking for replay
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this.playerMoves = [];
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this.gameStartTime = null;
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this.currentMazeLayout = null;
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this.setupControls();
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this.bindEvents();
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}
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@ -35,6 +41,7 @@ export class Game {
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const soundToggle = document.getElementById('soundToggle');
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const speechToggle = document.getElementById('speechToggle');
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const vibrationToggle = document.getElementById('vibrationToggle');
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const debugToggle = document.getElementById('debugToggle');
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soundToggle.addEventListener('click', () => {
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this.soundEnabled = !this.soundEnabled;
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@ -54,6 +61,76 @@ export class Game {
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this.vibrationEnabled = !this.vibrationEnabled;
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vibrationToggle.textContent = `📳 Vibration: ${this.vibrationEnabled ? 'ON' : 'OFF'}`;
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});
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debugToggle.addEventListener('click', () => {
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this.debugMode = !this.debugMode;
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debugToggle.textContent = `🐛 Debug: ${this.debugMode ? 'ON' : 'OFF'}`;
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// Show/hide debug controls
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const debugControls = document.getElementById('debugControls');
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debugControls.style.display = this.debugMode ? 'block' : 'none';
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// Setup debug button listeners if debug mode is enabled
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if (this.debugMode) {
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this.setupDebugControls();
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}
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});
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}
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setupDebugControls() {
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const testUp = document.getElementById('testUp');
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const testDown = document.getElementById('testDown');
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const testLeft = document.getElementById('testLeft');
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const testRight = document.getElementById('testRight');
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const testMultiple = document.getElementById('testMultiple');
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const testAllDirections = document.getElementById('testAllDirections');
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// Remove existing listeners to prevent duplicates
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const buttons = [testUp, testDown, testLeft, testRight, testMultiple, testAllDirections];
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buttons.forEach(button => {
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if (button) {
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button.replaceWith(button.cloneNode(true));
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}
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});
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// Get fresh references after cloning
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const newTestUp = document.getElementById('testUp');
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const newTestDown = document.getElementById('testDown');
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const newTestLeft = document.getElementById('testLeft');
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const newTestRight = document.getElementById('testRight');
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const newTestMultiple = document.getElementById('testMultiple');
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const newTestAllDirections = document.getElementById('testAllDirections');
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// Add click listeners
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newTestUp?.addEventListener('click', () => {
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console.log('Debug: Testing UP direction');
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this.audioSystem.debugTestDirection('up');
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});
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newTestDown?.addEventListener('click', () => {
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console.log('Debug: Testing DOWN direction');
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this.audioSystem.debugTestDirection('down');
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});
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newTestLeft?.addEventListener('click', () => {
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console.log('Debug: Testing LEFT direction');
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this.audioSystem.debugTestDirection('left');
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});
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newTestRight?.addEventListener('click', () => {
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console.log('Debug: Testing RIGHT direction');
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this.audioSystem.debugTestDirection('right');
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});
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newTestMultiple?.addEventListener('click', () => {
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console.log('Debug: Testing UP and RIGHT directions');
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this.audioSystem.debugTestMultipleDirections(['up', 'right']);
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});
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newTestAllDirections?.addEventListener('click', () => {
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console.log('Debug: Testing ALL directions');
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this.audioSystem.debugTestMultipleDirections(['up', 'down', 'left', 'right']);
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});
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}
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bindEvents() {
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@ -70,6 +147,9 @@ export class Game {
|
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if (this.maze.canMoveTo(newX, newY)) {
|
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this.player.moveTo(newX, newY);
|
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|
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// Track player move for replay
|
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this.trackMove(newX, newY);
|
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|
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// Check if player stepped on a visual danger square
|
||||
if (this.maze.isDangerousVisual(newX, newY)) {
|
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this.handleVisualDanger();
|
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@ -87,6 +167,17 @@ export class Game {
|
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}
|
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}
|
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|
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trackMove(x, y) {
|
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// Track player move with timestamp
|
||||
const timestamp = Date.now();
|
||||
this.playerMoves.push({
|
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x: x,
|
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y: y,
|
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timestamp: timestamp,
|
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relativeTime: timestamp - (this.gameStartTime || timestamp)
|
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});
|
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}
|
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|
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handleVisualDanger() {
|
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// Visual danger squares end the game
|
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this.gameOver();
|
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@ -107,8 +198,7 @@ export class Game {
|
||||
}
|
||||
|
||||
setTimeout(() => {
|
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alert('Game Over! You stepped on a dangerous square.\nReturning to start...');
|
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this.resetGame();
|
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this.showReplay('Game Over! You stepped on a dangerous square.');
|
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}, 500);
|
||||
}
|
||||
|
||||
@ -122,14 +212,153 @@ export class Game {
|
||||
}
|
||||
|
||||
setTimeout(() => {
|
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alert('🎉 Congratulations! You survived the danger field!\nGenerating new challenge...');
|
||||
this.resetGame();
|
||||
this.showReplay('🎉 Congratulations! You survived the danger field!');
|
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}, 500);
|
||||
}
|
||||
|
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showReplay(message) {
|
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// 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>
|
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<p>Time: ${Math.round((Date.now() - this.gameStartTime) / 1000)}s</p>
|
||||
</div>
|
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<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));
|
||||
}
|
||||
|
||||
53
src/maze.js
53
src/maze.js
@ -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
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
163
src/style.css
163
src/style.css
@ -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
9
vite.config.js
Normal file
@ -0,0 +1,9 @@
|
||||
import { defineConfig } from 'vite'
|
||||
|
||||
export default defineConfig({
|
||||
base: './',
|
||||
build: {
|
||||
outDir: 'dist',
|
||||
assetsDir: 'assets'
|
||||
}
|
||||
})
|
||||
Loading…
Reference in New Issue
Block a user