/** * 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; // Check for kokoro-js being loaded (Now handled by factory) // this.checkForKokoroJs(); // No longer needed here // Bind event handlers this.bindEvents(); // Initialize socket communication this.initializeSocket(); // Initialize UI (TTS part will be updated by event) this.initializeUI(); // Listen for TTS readiness this.listenForTTSReady(); } /** * Check if kokoro-js is loaded */ checkForKokoroJs() { try { // With our TTS factory in place, we don't need to manually check for kokoro // as the factory will handle loading and fallback automatically console.log("TTS Factory will handle initialization of speech systems"); } catch (e) { console.warn("Error checking for TTS systems:", e); } } /** * Initialize the UI (Initial state, TTS updated later) */ initializeUI() { this.updateTypingSpeed(); // Start with speech button disabled, will be enabled by tts-ready event this.speechButton.setAttribute('disabled', 'disabled'); this.speechButton.setAttribute('title', 'Initializing Text-to-Speech...'); this.updateSpeechButton(false); // Disable other buttons initially this.rewindButton.setAttribute('disabled', 'disabled'); this.loadButton.setAttribute('disabled', 'disabled'); // Start the game (if socket is ready) if (this.socket && this.socket.connected) { this.startGame(); } else { console.log("Waiting for socket connection to start game..."); } } /** * Listen for the tts-ready event from the factory */ listenForTTSReady() { window.addEventListener('tts-ready', (event) => { console.log('Received tts-ready event:', event.detail); const { available, type, handler } = event.detail; 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 = '
Thinking...
'; 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(); });