feat: Integrate Kokoro TTS with WebGPU and fallback
This commit is contained in:
+527
-451
@@ -1,452 +1,528 @@
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/**
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* AI Interactive Fiction
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* Main client-side logic for web interface
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*/
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class AIFiction {
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constructor() {
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// DOM elements
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this.storyContainer = document.getElementById('story');
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this.commandHistoryContainer = document.getElementById('command_history');
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this.playerInput = document.getElementById('player_input');
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this.submitButton = document.getElementById('submit_command');
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this.speechButton = document.getElementById('speech');
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this.rewindButton = document.getElementById('rewind');
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this.saveButton = document.getElementById('save');
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this.loadButton = document.getElementById('reload');
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this.speedSlider = document.getElementById('speed');
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this.speedReset = document.getElementById('speed_reset');
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// Game state
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this.gameState = {
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started: false,
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currentRoomId: '',
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textSpeed: 50
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};
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// Socket connection - ensure we're connecting to the right URL
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this.socket = io(window.location.origin, {
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reconnectionAttempts: 5,
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timeout: 10000
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});
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// Typing effect configuration
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this.typingSpeed = 30; // Default value, will be adjusted by slider
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this.typingTimeout = null;
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// Bind event handlers
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this.bindEvents();
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// Initialize socket communication
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this.initializeSocket();
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// Initialize UI
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this.initializeUI();
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}
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/**
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* Initialize the UI
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*/
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initializeUI() {
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this.updateTypingSpeed();
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this.updateSpeechButton();
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// Disable buttons initially
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this.rewindButton.setAttribute('disabled', 'disabled');
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this.loadButton.setAttribute('disabled', 'disabled');
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// Start the game
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this.startGame();
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}
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/**
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* Bind event handlers to DOM elements
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*/
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bindEvents() {
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// Submit command on button click
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this.submitButton.addEventListener('click', () => this.submitCommand());
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// Submit command on Enter key
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this.playerInput.addEventListener('keydown', (e) => {
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if (e.key === 'Enter') {
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this.submitCommand();
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}
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});
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// Toggle speech
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this.speechButton.addEventListener('click', () => {
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if (ttsHandler && typeof ttsHandler.isEnabled === 'function') {
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const enabled = ttsHandler.toggle();
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this.updateSpeechButton(enabled);
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if (enabled) {
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// Speak the last narrative if speech was just enabled
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const lastNarrative = this.storyContainer.lastElementChild;
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if (lastNarrative && lastNarrative.classList.contains('narrative')) {
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ttsHandler.speak(lastNarrative.textContent);
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}
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}
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} else {
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console.log('TTS not ready yet');
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}
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});
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// Restart game
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this.rewindButton.addEventListener('click', () => {
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if (confirm('Are you sure you want to restart the game? All progress will be lost.')) {
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this.startGame();
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}
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});
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// Save game
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this.saveButton.addEventListener('click', () => {
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this.socket.emit('saveGame');
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});
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// Load game
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this.loadButton.addEventListener('click', () => {
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this.socket.emit('loadGame');
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});
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// Adjust typing speed
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this.speedSlider.addEventListener('input', () => {
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this.updateTypingSpeed();
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});
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// Reset speed to default
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this.speedReset.addEventListener('click', () => {
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this.speedSlider.value = 50;
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this.updateTypingSpeed();
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});
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}
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/**
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* Initialize socket event handlers
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*/
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initializeSocket() {
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// Connection established
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this.socket.on('connect', () => {
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console.log('Connected to server');
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// Automatically start the game once connected
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if (!this.gameState.started) {
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this.startGame();
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}
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});
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// Connection error
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this.socket.on('connect_error', (error) => {
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console.error('Connection error:', error);
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this.addSystemMessage('Connection error. Please check your network connection and try again.');
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});
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// Game introduction received
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this.socket.on('gameIntroduction', (data) => {
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this.clearStory();
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this.addNarrative(data.introduction);
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this.addNarrative(data.initialRoomDescription);
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this.gameState.started = true;
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this.gameState.currentRoomId = data.currentRoomId;
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// Enable buttons
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this.rewindButton.removeAttribute('disabled');
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// Focus on input field
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this.playerInput.focus();
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});
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// Narrative response received
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this.socket.on('narrativeResponse', (data) => {
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// Clear any pending "thinking" indicators
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if (this.currentCommandTimeout) {
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clearTimeout(this.currentCommandTimeout);
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this.currentCommandTimeout = null;
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// Remove any existing thinking indicators
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document.querySelectorAll('.thinking').forEach(el => el.remove());
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}
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this.addNarrative(data.text);
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if (data.suggestions && data.suggestions.length > 0) {
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this.addSuggestions(data.suggestions);
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}
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// Update game state
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if (data.gameState) {
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this.gameState.currentRoomId = data.gameState.currentRoomId;
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}
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// Scroll to bottom and focus input
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this.scrollToBottom();
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this.playerInput.focus();
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// Re-enable input (failsafe)
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this.playerInput.disabled = false;
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this.submitButton.disabled = false;
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});
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// Game saved confirmation
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this.socket.on('gameSaved', () => {
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this.addSystemMessage('Game saved successfully.');
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// Enable load button
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this.loadButton.removeAttribute('disabled');
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});
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// Game loaded confirmation
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this.socket.on('gameLoaded', (data) => {
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this.clearStory();
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this.addSystemMessage('Game loaded successfully.');
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this.addNarrative(data.currentRoomDescription);
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// Update game state
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this.gameState.currentRoomId = data.currentRoomId;
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});
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// Error messages
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this.socket.on('error', (data) => {
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this.addSystemMessage(`Error: ${data.message}`);
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});
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}
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/**
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* Start a new game
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*/
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startGame() {
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this.clearStory();
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this.addSystemMessage('Starting a new game...');
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this.socket.emit('startGame');
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}
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/**
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* Submit a player command
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*/
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submitCommand() {
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const command = this.playerInput.value.trim();
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if (command === '') return;
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// Disable input temporarily
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this.playerInput.disabled = true;
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this.submitButton.disabled = true;
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// Add command to history
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this.addUserCommand(command);
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// Add a temporary "thinking" message
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const thinkingId = this.addThinking();
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// Send command to server
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this.socket.emit('playerCommand', { command });
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// Clear input
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this.playerInput.value = '';
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// Re-enable input field after a short delay (or after 8 seconds as failsafe)
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const timeout = setTimeout(() => {
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this.playerInput.disabled = false;
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this.submitButton.disabled = false;
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// Remove thinking indicator
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const thinkingElement = document.getElementById(thinkingId);
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if (thinkingElement) {
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thinkingElement.remove();
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}
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// Add system message if no response was received (likely timeout)
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if (document.getElementById(thinkingId)) {
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this.addSystemMessage('The server is taking too long to respond. Please try again.');
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}
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}, 8000);
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// Store the timeout so it can be cleared if we get a response
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this.currentCommandTimeout = timeout;
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}
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/**
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* Add a user command to the story
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*/
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addUserCommand(command) {
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const element = document.createElement('p');
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element.className = 'user-input';
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element.textContent = `> ${command}`;
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this.storyContainer.appendChild(element);
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this.scrollToBottom();
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}
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/**
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* Add a narrative response with typing effect
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*/
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addNarrative(text) {
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const element = document.createElement('p');
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element.className = 'narrative hide';
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this.storyContainer.appendChild(element);
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// Apply SmartyPants transformations for better typography
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const processedText = SmartyPants.smartypantsu ? SmartyPants.smartypantsu(text, 1) : text;
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// Clear any existing typing timeouts
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if (this.typingTimeout) {
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clearTimeout(this.typingTimeout);
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}
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// Add the text with a typing effect
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this.typeText(element, processedText, 0);
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// Read text aloud if speech is enabled
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if (ttsHandler && ttsHandler.isEnabled()) {
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ttsHandler.speak(text);
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}
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}
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/**
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* Add suggestions to the story
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*/
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addSuggestions(suggestions) {
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const element = document.createElement('div');
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element.className = 'suggestions';
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const heading = document.createElement('p');
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heading.textContent = 'Suggestions:';
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heading.style.fontStyle = 'italic';
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heading.style.marginTop = '1rem';
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element.appendChild(heading);
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const list = document.createElement('ul');
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suggestions.forEach(suggestion => {
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const item = document.createElement('li');
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item.textContent = suggestion;
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// Make suggestions clickable
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item.style.cursor = 'pointer';
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item.addEventListener('click', () => {
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this.playerInput.value = suggestion;
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this.submitCommand();
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});
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list.appendChild(item);
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});
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element.appendChild(list);
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this.storyContainer.appendChild(element);
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this.scrollToBottom();
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}
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/**
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* Add a system message
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*/
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addSystemMessage(message) {
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const element = document.createElement('p');
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element.className = 'system-message';
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element.textContent = message;
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element.style.fontStyle = 'italic';
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element.style.color = '#555';
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this.storyContainer.appendChild(element);
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this.scrollToBottom();
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}
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/**
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* Add a thinking indicator
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*/
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addThinking() {
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const id = 'thinking-' + Date.now();
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const element = document.createElement('div');
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element.id = id;
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element.className = 'thinking';
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element.innerHTML = '<p>Thinking<span class="loading-indicator"><span>.</span><span>.</span><span>.</span></span></p>';
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element.style.fontStyle = 'italic';
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element.style.color = '#777';
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this.storyContainer.appendChild(element);
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this.scrollToBottom();
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return id;
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}
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/**
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* Clear the story container
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*/
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clearStory() {
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while (this.storyContainer.firstChild) {
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this.storyContainer.removeChild(this.storyContainer.firstChild);
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}
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}
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/**
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* Type text into an element character by character
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*/
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typeText(element, text, index) {
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// Show the element if it was hidden
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if (index === 0) {
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element.classList.remove('hide');
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}
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// Set the current text
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element.textContent = text.substring(0, index);
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// If we haven't reached the end of the text
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if (index < text.length) {
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// Calculate delay (randomize slightly for more natural effect)
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const delay = Math.max(10, 100 - this.gameState.textSpeed) / 5;
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const randomDelay = delay * (0.8 + Math.random() * 0.4);
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// Schedule the next character
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this.typingTimeout = setTimeout(() => {
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this.typeText(element, text, index + 1);
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}, randomDelay);
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} else {
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// Finished typing
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this.scrollToBottom();
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}
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}
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/**
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* Update the typing speed based on the slider value
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*/
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updateTypingSpeed() {
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this.gameState.textSpeed = parseInt(this.speedSlider.value, 10);
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}
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/**
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* Update the speech button styling
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*/
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updateSpeechButton(enabled = false) {
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if (enabled) {
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this.speechButton.style.fontWeight = 'bold';
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this.speechButton.style.color = '#000';
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} else {
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this.speechButton.style.fontWeight = 'normal';
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this.speechButton.style.color = '#333';
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}
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}
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/**
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* Scroll the story container to the bottom
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*/
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scrollToBottom() {
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const container = document.getElementById('page_right');
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if (container) {
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container.scrollTop = container.scrollHeight;
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}
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}
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}
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// Create the application when the DOM is fully loaded
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document.addEventListener('DOMContentLoaded', () => {
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// Set custom CSS variables based on viewport
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const updateViewportVariables = () => {
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const vw = window.innerWidth;
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const vh = window.innerHeight;
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document.documentElement.style.setProperty('--viewport-aspect-ratio', `${vw / vh}`);
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// Adjust book size based on viewport
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const bookWidth = Math.min(vw * 0.9, vh * 1.4);
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const bookHeight = bookWidth / 1.613;
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document.documentElement.style.setProperty('--book-width', `${bookWidth}px`);
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document.documentElement.style.setProperty('--book-height', `${bookHeight}px`);
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};
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// Update variables initially and on resize
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updateViewportVariables();
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window.addEventListener('resize', updateViewportVariables);
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// Initialize the application
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window.app = new AIFiction();
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/**
|
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* AI Interactive Fiction
|
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* Main client-side logic for web interface
|
||||
*/
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class AIFiction {
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constructor() {
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// DOM elements
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this.storyContainer = document.getElementById('story');
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this.commandHistoryContainer = document.getElementById('command_history');
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this.playerInput = document.getElementById('player_input');
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this.submitButton = document.getElementById('submit_command');
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this.speechButton = document.getElementById('speech');
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this.rewindButton = document.getElementById('rewind');
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this.saveButton = document.getElementById('save');
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this.loadButton = document.getElementById('reload');
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this.speedSlider = document.getElementById('speed');
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this.speedReset = document.getElementById('speed_reset');
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// Game state
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this.gameState = {
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started: false,
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currentRoomId: '',
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textSpeed: 50
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};
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// Socket connection - ensure we're connecting to the right URL
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this.socket = io(window.location.origin, {
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reconnectionAttempts: 5,
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timeout: 10000
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});
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// Typing effect configuration
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this.typingSpeed = 30; // Default value, will be adjusted by slider
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this.typingTimeout = null;
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// Check for kokoro-js being loaded (Now handled by factory)
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// this.checkForKokoroJs(); // No longer needed here
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// Bind event handlers
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this.bindEvents();
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// Initialize socket communication
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this.initializeSocket();
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// Initialize UI (TTS part will be updated by event)
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this.initializeUI();
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// Listen for TTS readiness
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this.listenForTTSReady();
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}
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/**
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* Check if kokoro-js is loaded
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*/
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checkForKokoroJs() {
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try {
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// With our TTS factory in place, we don't need to manually check for kokoro
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// as the factory will handle loading and fallback automatically
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console.log("TTS Factory will handle initialization of speech systems");
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} catch (e) {
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console.warn("Error checking for TTS systems:", e);
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}
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}
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/**
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* Initialize the UI (Initial state, TTS updated later)
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*/
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initializeUI() {
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this.updateTypingSpeed();
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// Start with speech button disabled, will be enabled by tts-ready event
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this.speechButton.setAttribute('disabled', 'disabled');
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this.speechButton.setAttribute('title', 'Initializing Text-to-Speech...');
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this.updateSpeechButton(false);
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// Disable other buttons initially
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this.rewindButton.setAttribute('disabled', 'disabled');
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this.loadButton.setAttribute('disabled', 'disabled');
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// Start the game (if socket is ready)
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if (this.socket && this.socket.connected) {
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this.startGame();
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} else {
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console.log("Waiting for socket connection to start game...");
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}
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||||
}
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/**
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* Listen for the tts-ready event from the factory
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||||
*/
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||||
listenForTTSReady() {
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||||
window.addEventListener('tts-ready', (event) => {
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||||
console.log('Received tts-ready event:', event.detail);
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const { available, type, handler } = event.detail;
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||||
|
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if (available) {
|
||||
console.log(`TTS System active: ${type}`);
|
||||
this.speechButton.removeAttribute('disabled');
|
||||
const ttsName = type === 'kokoro' ? 'Kokoro TTS' : 'Browser TTS';
|
||||
this.speechButton.setAttribute('title', `Text-to-Speech (${ttsName})`);
|
||||
// Ensure the button style reflects the initial state (off)
|
||||
this.updateSpeechButton(window.ttsHandler ? window.ttsHandler.isEnabled() : false);
|
||||
} else {
|
||||
console.warn("No TTS system available after initialization.");
|
||||
this.speechButton.setAttribute('disabled', 'disabled');
|
||||
this.speechButton.setAttribute('title', 'Text-to-Speech not available');
|
||||
this.updateSpeechButton(false);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Bind event handlers to DOM elements
|
||||
*/
|
||||
bindEvents() {
|
||||
// Submit command on button click
|
||||
this.submitButton.addEventListener('click', () => this.submitCommand());
|
||||
|
||||
// Submit command on Enter key
|
||||
this.playerInput.addEventListener('keydown', (e) => {
|
||||
if (e.key === 'Enter') {
|
||||
this.submitCommand();
|
||||
}
|
||||
});
|
||||
|
||||
// Toggle speech
|
||||
this.speechButton.addEventListener('click', () => {
|
||||
// Check if the handler is available (it should be if button is enabled)
|
||||
if (window.ttsHandler) {
|
||||
// Ensure AudioContext is resumed on user interaction if using Kokoro
|
||||
if (window.ttsFactory && window.ttsFactory.usingKokoro && window.ttsHandler.audioContext && window.ttsHandler.audioContext.state === 'suspended') {
|
||||
window.ttsHandler.audioContext.resume().catch(err => console.error('Error resuming AudioContext on click:', err));
|
||||
}
|
||||
|
||||
// Set user activation flag for the handler
|
||||
window.ttsHandler.hasUserActivation = true;
|
||||
|
||||
const enabled = window.ttsHandler.toggle();
|
||||
this.updateSpeechButton(enabled);
|
||||
|
||||
if (enabled) {
|
||||
// Speak the last narrative if speech was just enabled
|
||||
const lastNarrative = this.storyContainer.lastElementChild;
|
||||
if (lastNarrative && lastNarrative.classList.contains('narrative')) {
|
||||
console.log("Speaking last narrative on toggle");
|
||||
// Use a slight delay to ensure audio context is resumed
|
||||
setTimeout(() => window.ttsHandler.speak(lastNarrative.textContent), 50);
|
||||
}
|
||||
|
||||
// Update the tooltip with active TTS system info
|
||||
if (window.ttsFactory) {
|
||||
const ttsInfo = window.ttsFactory.getActiveTTSInfo();
|
||||
this.speechButton.setAttribute('title', `Text-to-Speech (${ttsInfo.name})`);
|
||||
}
|
||||
} else {
|
||||
// If disabling, ensure speech stops
|
||||
window.ttsHandler.stop();
|
||||
}
|
||||
} else {
|
||||
console.log('TTS handler not available when speech button clicked.');
|
||||
// Optionally show an alert or keep button disabled
|
||||
}
|
||||
});
|
||||
|
||||
// Restart game
|
||||
this.rewindButton.addEventListener('click', () => {
|
||||
if (confirm('Are you sure you want to restart the game? All progress will be lost.')) {
|
||||
this.startGame();
|
||||
}
|
||||
});
|
||||
|
||||
// Save game
|
||||
this.saveButton.addEventListener('click', () => {
|
||||
this.socket.emit('saveGame');
|
||||
});
|
||||
|
||||
// Load game
|
||||
this.loadButton.addEventListener('click', () => {
|
||||
this.socket.emit('loadGame');
|
||||
});
|
||||
|
||||
// Adjust typing speed
|
||||
this.speedSlider.addEventListener('input', () => {
|
||||
this.updateTypingSpeed();
|
||||
});
|
||||
|
||||
// Reset speed to default
|
||||
this.speedReset.addEventListener('click', () => {
|
||||
this.speedSlider.value = 50;
|
||||
this.updateTypingSpeed();
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialize socket event handlers
|
||||
*/
|
||||
initializeSocket() {
|
||||
// Connection established
|
||||
this.socket.on('connect', () => {
|
||||
console.log('Connected to server');
|
||||
// Automatically start the game once connected
|
||||
if (!this.gameState.started) {
|
||||
this.startGame();
|
||||
}
|
||||
});
|
||||
|
||||
// Connection error
|
||||
this.socket.on('connect_error', (error) => {
|
||||
console.error('Connection error:', error);
|
||||
this.addSystemMessage('Connection error. Please check your network connection and try again.');
|
||||
});
|
||||
|
||||
// Game introduction received
|
||||
this.socket.on('gameIntroduction', (data) => {
|
||||
this.clearStory();
|
||||
this.addNarrative(data.introduction);
|
||||
this.addNarrative(data.initialRoomDescription);
|
||||
|
||||
this.gameState.started = true;
|
||||
this.gameState.currentRoomId = data.currentRoomId;
|
||||
|
||||
// Enable buttons
|
||||
this.rewindButton.removeAttribute('disabled');
|
||||
|
||||
// Focus on input field
|
||||
this.playerInput.focus();
|
||||
});
|
||||
|
||||
// Narrative response received
|
||||
this.socket.on('narrativeResponse', (data) => {
|
||||
// Clear any pending "thinking" indicators
|
||||
if (this.currentCommandTimeout) {
|
||||
clearTimeout(this.currentCommandTimeout);
|
||||
this.currentCommandTimeout = null;
|
||||
|
||||
// Remove any existing thinking indicators
|
||||
document.querySelectorAll('.thinking').forEach(el => el.remove());
|
||||
}
|
||||
|
||||
this.addNarrative(data.text);
|
||||
|
||||
if (data.suggestions && data.suggestions.length > 0) {
|
||||
this.addSuggestions(data.suggestions);
|
||||
}
|
||||
|
||||
// Update game state
|
||||
if (data.gameState) {
|
||||
this.gameState.currentRoomId = data.gameState.currentRoomId;
|
||||
}
|
||||
|
||||
// Scroll to bottom and focus input
|
||||
this.scrollToBottom();
|
||||
this.playerInput.focus();
|
||||
|
||||
// Re-enable input (failsafe)
|
||||
this.playerInput.disabled = false;
|
||||
this.submitButton.disabled = false;
|
||||
});
|
||||
|
||||
// Game saved confirmation
|
||||
this.socket.on('gameSaved', () => {
|
||||
this.addSystemMessage('Game saved successfully.');
|
||||
// Enable load button
|
||||
this.loadButton.removeAttribute('disabled');
|
||||
});
|
||||
|
||||
// Game loaded confirmation
|
||||
this.socket.on('gameLoaded', (data) => {
|
||||
this.clearStory();
|
||||
this.addSystemMessage('Game loaded successfully.');
|
||||
this.addNarrative(data.currentRoomDescription);
|
||||
|
||||
// Update game state
|
||||
this.gameState.currentRoomId = data.currentRoomId;
|
||||
});
|
||||
|
||||
// Error messages
|
||||
this.socket.on('error', (data) => {
|
||||
this.addSystemMessage(`Error: ${data.message}`);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Start a new game
|
||||
*/
|
||||
startGame() {
|
||||
this.clearStory();
|
||||
this.addSystemMessage('Starting a new game...');
|
||||
this.socket.emit('startGame');
|
||||
}
|
||||
|
||||
/**
|
||||
* Submit a player command
|
||||
*/
|
||||
submitCommand() {
|
||||
const command = this.playerInput.value.trim();
|
||||
|
||||
if (command === '') return;
|
||||
|
||||
// Disable input temporarily
|
||||
this.playerInput.disabled = true;
|
||||
this.submitButton.disabled = true;
|
||||
|
||||
// Add command to history
|
||||
this.addUserCommand(command);
|
||||
|
||||
// Add a temporary "thinking" message
|
||||
const thinkingId = this.addThinking();
|
||||
|
||||
// Send command to server
|
||||
this.socket.emit('playerCommand', { command });
|
||||
|
||||
// Clear input
|
||||
this.playerInput.value = '';
|
||||
|
||||
// Re-enable input field after a short delay (or after 8 seconds as failsafe)
|
||||
const timeout = setTimeout(() => {
|
||||
this.playerInput.disabled = false;
|
||||
this.submitButton.disabled = false;
|
||||
|
||||
// Remove thinking indicator
|
||||
const thinkingElement = document.getElementById(thinkingId);
|
||||
if (thinkingElement) {
|
||||
thinkingElement.remove();
|
||||
}
|
||||
|
||||
// Add system message if no response was received (likely timeout)
|
||||
if (document.getElementById(thinkingId)) {
|
||||
this.addSystemMessage('The server is taking too long to respond. Please try again.');
|
||||
}
|
||||
}, 8000);
|
||||
|
||||
// Store the timeout so it can be cleared if we get a response
|
||||
this.currentCommandTimeout = timeout;
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a user command to the story
|
||||
*/
|
||||
addUserCommand(command) {
|
||||
const element = document.createElement('p');
|
||||
element.className = 'user-input';
|
||||
element.textContent = `> ${command}`;
|
||||
this.storyContainer.appendChild(element);
|
||||
this.scrollToBottom();
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a narrative response with typing effect
|
||||
*/
|
||||
addNarrative(text) {
|
||||
const element = document.createElement('p');
|
||||
element.className = 'narrative hide';
|
||||
this.storyContainer.appendChild(element);
|
||||
|
||||
// Apply SmartyPants transformations for better typography if available
|
||||
const processedText = window.SmartyPants && typeof window.SmartyPants.smartypantsu === 'function'
|
||||
? window.SmartyPants.smartypantsu(text, 1)
|
||||
: text;
|
||||
|
||||
// Clear any existing typing timeouts
|
||||
if (this.typingTimeout) {
|
||||
clearTimeout(this.typingTimeout);
|
||||
}
|
||||
|
||||
// Add the text with a typing effect
|
||||
this.typeText(element, processedText, 0);
|
||||
|
||||
// Read text aloud if speech is enabled
|
||||
if (window.ttsHandler && window.ttsHandler.isEnabled()) {
|
||||
console.log("Speaking narrative text with TTS");
|
||||
window.ttsHandler.speak(text);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Add suggestions to the story
|
||||
*/
|
||||
addSuggestions(suggestions) {
|
||||
const element = document.createElement('div');
|
||||
element.className = 'suggestions';
|
||||
|
||||
const heading = document.createElement('p');
|
||||
heading.textContent = 'Suggestions:';
|
||||
heading.style.fontStyle = 'italic';
|
||||
heading.style.marginTop = '1rem';
|
||||
element.appendChild(heading);
|
||||
|
||||
const list = document.createElement('ul');
|
||||
suggestions.forEach(suggestion => {
|
||||
const item = document.createElement('li');
|
||||
item.textContent = suggestion;
|
||||
|
||||
// Make suggestions clickable
|
||||
item.style.cursor = 'pointer';
|
||||
item.addEventListener('click', () => {
|
||||
this.playerInput.value = suggestion;
|
||||
this.submitCommand();
|
||||
});
|
||||
|
||||
list.appendChild(item);
|
||||
});
|
||||
element.appendChild(list);
|
||||
|
||||
this.storyContainer.appendChild(element);
|
||||
this.scrollToBottom();
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a system message
|
||||
*/
|
||||
addSystemMessage(message) {
|
||||
const element = document.createElement('p');
|
||||
element.className = 'system-message';
|
||||
element.textContent = message;
|
||||
element.style.fontStyle = 'italic';
|
||||
element.style.color = '#555';
|
||||
this.storyContainer.appendChild(element);
|
||||
this.scrollToBottom();
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a thinking indicator
|
||||
*/
|
||||
addThinking() {
|
||||
const id = 'thinking-' + Date.now();
|
||||
const element = document.createElement('div');
|
||||
element.id = id;
|
||||
element.className = 'thinking';
|
||||
element.innerHTML = '<p>Thinking<span class="loading-indicator"><span>.</span><span>.</span><span>.</span></span></p>';
|
||||
element.style.fontStyle = 'italic';
|
||||
element.style.color = '#777';
|
||||
this.storyContainer.appendChild(element);
|
||||
this.scrollToBottom();
|
||||
return id;
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear the story container
|
||||
*/
|
||||
clearStory() {
|
||||
while (this.storyContainer.firstChild) {
|
||||
this.storyContainer.removeChild(this.storyContainer.firstChild);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Type text into an element character by character
|
||||
*/
|
||||
typeText(element, text, index) {
|
||||
// Show the element if it was hidden
|
||||
if (index === 0) {
|
||||
element.classList.remove('hide');
|
||||
}
|
||||
|
||||
// Set the current text
|
||||
element.textContent = text.substring(0, index);
|
||||
|
||||
// If we haven't reached the end of the text
|
||||
if (index < text.length) {
|
||||
// Calculate delay (randomize slightly for more natural effect)
|
||||
const delay = Math.max(10, 100 - this.gameState.textSpeed) / 5;
|
||||
const randomDelay = delay * (0.8 + Math.random() * 0.4);
|
||||
|
||||
// Schedule the next character
|
||||
this.typingTimeout = setTimeout(() => {
|
||||
this.typeText(element, text, index + 1);
|
||||
}, randomDelay);
|
||||
} else {
|
||||
// Finished typing
|
||||
this.scrollToBottom();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update the typing speed based on the slider value
|
||||
*/
|
||||
updateTypingSpeed() {
|
||||
this.gameState.textSpeed = parseInt(this.speedSlider.value, 10);
|
||||
}
|
||||
|
||||
/**
|
||||
* Update the speech button styling
|
||||
*/
|
||||
updateSpeechButton(enabled = false) {
|
||||
if (enabled) {
|
||||
this.speechButton.style.fontWeight = 'bold';
|
||||
this.speechButton.style.color = '#000';
|
||||
this.speechButton.style.backgroundColor = '#eee';
|
||||
} else {
|
||||
this.speechButton.style.fontWeight = 'normal';
|
||||
this.speechButton.style.color = '#333';
|
||||
this.speechButton.style.backgroundColor = '';
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Scroll the story container to the bottom
|
||||
*/
|
||||
scrollToBottom() {
|
||||
const container = document.getElementById('page_right');
|
||||
if (container) {
|
||||
container.scrollTop = container.scrollHeight;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Create the application when the DOM is fully loaded
|
||||
document.addEventListener('DOMContentLoaded', () => {
|
||||
// Set custom CSS variables based on viewport
|
||||
const updateViewportVariables = () => {
|
||||
const vw = window.innerWidth;
|
||||
const vh = window.innerHeight;
|
||||
document.documentElement.style.setProperty('--viewport-aspect-ratio', `${vw / vh}`);
|
||||
|
||||
// Adjust book size based on viewport
|
||||
const bookWidth = Math.min(vw * 0.9, vh * 1.4);
|
||||
const bookHeight = bookWidth / 1.613;
|
||||
document.documentElement.style.setProperty('--book-width', `${bookWidth}px`);
|
||||
document.documentElement.style.setProperty('--book-height', `${bookHeight}px`);
|
||||
};
|
||||
|
||||
// Update variables initially and on resize
|
||||
updateViewportVariables();
|
||||
window.addEventListener('resize', updateViewportVariables);
|
||||
|
||||
// Initialize the application
|
||||
window.app = new AIFiction();
|
||||
});
|
||||
Reference in New Issue
Block a user