528 lines
17 KiB
JavaScript
528 lines
17 KiB
JavaScript
/**
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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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// 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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if (available) {
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console.log(`TTS System active: ${type}`);
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this.speechButton.removeAttribute('disabled');
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const ttsName = type === 'kokoro' ? 'Kokoro TTS' : 'Browser TTS';
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this.speechButton.setAttribute('title', `Text-to-Speech (${ttsName})`);
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// Ensure the button style reflects the initial state (off)
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this.updateSpeechButton(window.ttsHandler ? window.ttsHandler.isEnabled() : false);
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} else {
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console.warn("No TTS system available after initialization.");
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this.speechButton.setAttribute('disabled', 'disabled');
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this.speechButton.setAttribute('title', 'Text-to-Speech not available');
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this.updateSpeechButton(false);
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}
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});
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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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// Check if the handler is available (it should be if button is enabled)
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if (window.ttsHandler) {
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// Ensure AudioContext is resumed on user interaction if using Kokoro
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if (window.ttsFactory && window.ttsFactory.usingKokoro && window.ttsHandler.audioContext && window.ttsHandler.audioContext.state === 'suspended') {
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window.ttsHandler.audioContext.resume().catch(err => console.error('Error resuming AudioContext on click:', err));
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}
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// Set user activation flag for the handler
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window.ttsHandler.hasUserActivation = true;
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const enabled = window.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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console.log("Speaking last narrative on toggle");
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// Use a slight delay to ensure audio context is resumed
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setTimeout(() => window.ttsHandler.speak(lastNarrative.textContent), 50);
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}
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// Update the tooltip with active TTS system info
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if (window.ttsFactory) {
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const ttsInfo = window.ttsFactory.getActiveTTSInfo();
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this.speechButton.setAttribute('title', `Text-to-Speech (${ttsInfo.name})`);
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}
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} else {
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// If disabling, ensure speech stops
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window.ttsHandler.stop();
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}
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} else {
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console.log('TTS handler not available when speech button clicked.');
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// Optionally show an alert or keep button disabled
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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 if available
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const processedText = window.SmartyPants && typeof window.SmartyPants.smartypantsu === 'function'
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? window.SmartyPants.smartypantsu(text, 1)
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: 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 (window.ttsHandler && window.ttsHandler.isEnabled()) {
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console.log("Speaking narrative text with TTS");
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window.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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this.speechButton.style.backgroundColor = '#eee';
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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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this.speechButton.style.backgroundColor = '';
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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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}); |