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/**
* AI Interactive Fiction
* Main client-side logic for web interface
*/
class AIFiction {
constructor() {
// DOM elements
this.storyContainer = document.getElementById('story');
this.commandHistoryContainer = document.getElementById('command_history');
this.playerInput = document.getElementById('player_input');
this.submitButton = document.getElementById('submit_command');
this.speechButton = document.getElementById('speech');
this.rewindButton = document.getElementById('rewind');
this.saveButton = document.getElementById('save');
this.loadButton = document.getElementById('reload');
this.speedSlider = document.getElementById('speed');
this.speedReset = document.getElementById('speed_reset');
// Game state
this.gameState = {
started: false,
currentRoomId: '',
textSpeed: 50
};
// Socket connection - ensure we're connecting to the right URL
this.socket = io(window.location.origin, {
reconnectionAttempts: 5,
timeout: 10000
});
// Typing effect configuration
this.typingSpeed = 30; // Default value, will be adjusted by slider
this.typingTimeout = null;
// Bind event handlers
this.bindEvents();
// Initialize socket communication
this.initializeSocket();
// Initialize UI
this.initializeUI();
}
/**
* Initialize the UI
*/
initializeUI() {
this.updateTypingSpeed();
this.updateSpeechButton();
// Disable buttons initially
this.rewindButton.setAttribute('disabled', 'disabled');
this.loadButton.setAttribute('disabled', 'disabled');
// Start the game
this.startGame();
}
/**
* 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', () => {
if (tts.isReady()) {
const enabled = tts.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')) {
tts.speak(lastNarrative.textContent);
}
}
} else {
console.log('TTS not ready yet');
}
});
// 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) => {
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
const processedText = SmartyPants.process(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 (tts && tts.enabled) {
tts.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"><div></div><div></div><div></div><div></div></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';
} else {
this.speechButton.style.fontWeight = 'normal';
this.speechButton.style.color = '#333';
}
}
/**
* Scroll the story container to the bottom
*/
scrollToBottom() {
this.storyContainer.scrollTop = this.storyContainer.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();
});
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/**
* SmartyPants - Smart typography for web content
* Converts straight quotes to curly quotes, dashes to em-dashes, etc.
* Based on the original SmartyPants by John Gruber
*/
const SmartyPants = (function() {
// Regular expressions for matching
const quotes = {
double: {
opening: /(\s|^)"(\w)/g,
closing: /(\w)"/g,
openingNested: /(\s|^)'(\w)/g,
closingNested: /(\w)'/g
},
single: {
opening: /(\s|^)'(\w)/g,
closing: /(\w)'/g
}
};
const dashes = {
emDash: /--/g,
enDash: / - /g
};
const ellipses = /\.\.\./g;
/**
* Process text with SmartyPants transformations
*/
function process(text) {
if (!text) return text;
let result = text;
// Transform double quotes
result = result.replace(quotes.double.opening, '$1"$2');
result = result.replace(quotes.double.closing, '$1"');
// Transform single quotes
result = result.replace(quotes.single.opening, '$1\u2018$2');
result = result.replace(quotes.single.closing, '$1\u2019');
// Transform apostrophes (same as closing single quotes)
result = result.replace(/(\w)'(\w)/g, '$1\u2019$2');
// Transform dashes
result = result.replace(dashes.emDash, '—');
result = result.replace(dashes.enDash, ' ');
// Transform ellipses
result = result.replace(ellipses, '…');
return result;
}
return {
process: process
};
})();
// Make available in browser and Node.js environments
if (typeof module !== 'undefined' && module.exports) {
module.exports = SmartyPants;
}
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/**
* Text-to-Speech Handler for AI Interactive Fiction
* Uses Web Speech API for text-to-speech
*/
class TTSHandler {
constructor() {
this.enabled = false;
this.speaking = false;
this.queue = [];
this.synthesis = window.speechSynthesis;
this.utterance = null;
// Check if browser supports speech synthesis
if (this.synthesis) {
console.log('Speech synthesis is supported in this browser');
this.browserSupport = true;
} else {
console.warn('Speech synthesis is not supported in this browser');
this.browserSupport = false;
}
}
/**
* Toggle TTS on/off
*/
toggle() {
this.enabled = !this.enabled;
if (!this.enabled && this.speaking) {
this.stop();
}
return this.enabled;
}
/**
* Speak the given text
*/
speak(text) {
if (!this.enabled || !this.browserSupport) return;
// Add to queue
this.queue.push(text);
// If not already speaking, start processing queue
if (!this.speaking) {
this.processQueue();
}
}
/**
* Process the speech queue
*/
processQueue() {
if (this.queue.length === 0 || this.speaking) return;
this.speaking = true;
const text = this.queue.shift();
try {
this.utterance = new SpeechSynthesisUtterance(text);
// Configure speech options
this.utterance.rate = 1.0; // Speech rate (0.1 to 10)
this.utterance.pitch = 1.0; // Speech pitch (0 to 2)
// When speech ends, process the next item
this.utterance.onend = () => {
this.speaking = false;
this.processQueue();
};
// If speech is interrupted or errors
this.utterance.onerror = (event) => {
console.error('TTS error:', event.error);
this.speaking = false;
this.processQueue();
};
this.synthesis.speak(this.utterance);
} catch (error) {
console.error('TTS error:', error);
this.speaking = false;
this.processQueue();
}
}
/**
* Stop current speech
*/
stop() {
if (this.synthesis && this.speaking) {
this.synthesis.cancel();
}
this.queue = [];
this.speaking = false;
}
/**
* Check if TTS is ready
*/
isReady() {
return this.browserSupport;
}
}
// Create a global instance
const tts = new TTSHandler();