Add BreakEscape game structure: Introduce new modular HTML, CSS, and JavaScript files for the BreakEscape game, enhancing maintainability and organization. Include design documentation and refactoring summary for clarity. Add new scenarios and assets for gameplay expansion.

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Z. Cliffe Schreuders
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# BreakEscape Game Design Documentation
This document provides a comprehensive overview of the BreakEscape codebase architecture, file organization, and component systems. It serves as a guide for developers who want to understand, modify, or extend the game.
## Table of Contents
1. [Architecture Overview](#architecture-overview)
2. [File Layout](#file-layout)
3. [Core Components](#core-components)
4. [Game Systems](#game-systems)
5. [Asset Organization](#asset-organization)
6. [Implementing New Mini-Games](#implementing-new-mini-games)
7. [CSS Architecture](#css-architecture)
8. [Development Workflow](#development-workflow)
## Architecture Overview
BreakEscape is built using modern web technologies with a modular architecture:
- **Game Engine**: Phaser.js 3.x for 2D game rendering and physics
- **Module System**: ES6 modules with explicit imports/exports
- **Architecture Pattern**: Component-based with clear separation of concerns
- **Asset Loading**: JSON-based scenario configuration with dynamic asset loading
- **UI Framework**: Custom HTML/CSS overlay system integrated with game canvas
### Key Design Principles
1. **Modularity**: Each system is self-contained with clear interfaces
2. **Extensibility**: New mini-games, rooms, and scenarios can be added easily
3. **Maintainability**: Clean separation between game logic, UI, and data
4. **Performance**: Efficient asset loading and memory management
## File Layout
```
BreakEscape/
├── index.html # Main game entry point
├── index_new.html # Updated main entry point with modern UI
├── scenario_select.html # Scenario selection interface
├──
├── css/ # Styling and UI components
│ ├── main.css # Core game styles
│ ├── panels.css # Side panel layouts
│ ├── modals.css # Modal dialog styles
│ ├── inventory.css # Inventory system styles
│ ├── minigames.css # Mini-game UI styles
│ ├── notifications.css # Notification system styles
│ └── utilities.css # Utility classes and helpers
├── js/ # JavaScript source code
│ ├── main.js # Application entry point and initialization
│ │
│ ├── core/ # Core game engine components
│ │ ├── game.js # Main game scene (preload, create, update)
│ │ ├── player.js # Player character logic and movement
│ │ ├── rooms.js # Room management and layout system
│ │ └── pathfinding.js # A* pathfinding for player movement
│ │
│ ├── systems/ # Game systems and mechanics
│ │ ├── inventory.js # Inventory management
│ │ ├── interactions.js # Object interaction and collision detection
│ │ ├── notifications.js # In-game notification system
│ │ ├── notes.js # Notes panel for clues and information
│ │ ├── biometrics.js # Fingerprint collection and matching
│ │ ├── bluetooth.js # Bluetooth device scanning
│ │ └── debug.js # Debug tools and development helpers
│ │
│ ├── ui/ # User interface components
│ │ ├── panels.js # Side panels (biometrics, bluetooth, notes)
│ │ └── modals.js # Modal dialogs and popup windows
│ │
│ ├── utils/ # Utility functions and helpers
│ │ ├── constants.js # Game configuration and constants
│ │ ├── helpers.js # General utility functions
│ │ └── crypto-workstation.js # CyberChef integration
│ │
│ └── minigames/ # Mini-game framework and implementations
│ ├── index.js # Mini-game registry and exports
│ ├── framework/ # Mini-game framework
│ │ ├── base-minigame.js # Base class for all mini-games
│ │ └── minigame-manager.js # Mini-game lifecycle management
│ ├── lockpicking/ # Lockpicking mini-game
│ │ └── lockpicking-game.js
│ └── dusting/ # Fingerprint dusting mini-game
│ └── dusting-game.js
├── assets/ # Game assets and resources
│ ├── characters/ # Character sprites and animations
│ ├── objects/ # Interactive object sprites
│ ├── rooms/ # Room layouts and images
│ ├── scenarios/ # Scenario configuration files
│ ├── sounds/ # Audio files (sound effects)
│ └── tiles/ # Tileset graphics
└── scenarios/ # JSON scenario definitions
├── ceo_exfil.json # CEO data exfiltration scenario
├── biometric_breach.json # Biometric security breach scenario
└── scenario[1-4].json # Additional numbered scenarios
```
## Core Components
### 1. Game Engine (`js/core/`)
#### game.js
- **Purpose**: Main Phaser scene with preload, create, and update lifecycle
- **Key Functions**:
- `preload()`: Loads all game assets (sprites, maps, scenarios)
- `create()`: Initializes game world, player, rooms, and systems
- `update()`: Main game loop for movement, interactions, and system updates
- **Dependencies**: All core systems and utilities
#### player.js
- **Purpose**: Player character movement, animation, and state management
- **Key Features**:
- Click-to-move with pathfinding integration
- Sprite animation for movement directions
- Room transition detection
- Position tracking and state management
#### rooms.js
- **Purpose**: Room layout calculation, creation, and management
- **Key Features**:
- Dynamic room positioning based on JSON connections
- Room revelation system (fog of war)
- Door validation and collision detection
- Multi-room layout algorithms for complex scenarios
#### pathfinding.js
- **Purpose**: A* pathfinding implementation for intelligent player movement
- **Key Features**:
- Obstacle avoidance
- Efficient path calculation
- Path smoothing and optimization
### 2. Game Systems (`js/systems/`)
#### inventory.js
- **Purpose**: Item collection, storage, and usage management
- **Key Features**:
- Drag-and-drop item interaction
- Item usage on objects and locks
- Visual inventory display with item icons
#### interactions.js
- **Purpose**: Object interaction detection and processing
- **Key Features**:
- Click detection on game objects
- Lock validation and unlocking logic
- Object state management (opened, unlocked, etc.)
- Container object support (safes, suitcases)
#### biometrics.js
- **Purpose**: Fingerprint collection, analysis, and matching
- **Key Features**:
- Fingerprint collection from objects
- Quality-based matching algorithms
- Biometric panel UI integration
#### bluetooth.js
- **Purpose**: Bluetooth device simulation and scanning
- **Key Features**:
- Device discovery based on player proximity
- MAC address tracking
- Bluetooth panel UI integration
### 3. UI Framework (`js/ui/`)
#### panels.js
- **Purpose**: Side panel management for game information
- **Key Features**:
- Collapsible panel system
- Dynamic content updates
- Panel state persistence
#### modals.js
- **Purpose**: Modal dialog system for important interactions
- **Key Features**:
- Scenario introductions
- Item examination
- System messages and confirmations
## Game Systems
### Scenario System
- **Configuration**: JSON-based scenario definitions
- **Components**: Rooms, objects, locks, and victory conditions
- **Flexibility**: Complete customization without code changes
### Lock System
- **Types**: Key, PIN, password, biometric, Bluetooth proximity
- **Integration**: Works with rooms, objects, and containers
- **Progression**: Supports complex unlocking sequences
### Asset Management
- **Loading**: Dynamic asset loading based on scenario requirements
- **Caching**: Efficient resource management with Phaser's asset cache
- **Organization**: Logical separation by asset type and purpose
## Asset Organization
### Images (`assets/`)
- **characters/**: Player character sprite sheets
- **objects/**: Interactive object sprites (organized by type)
- **rooms/**: Room background images and tiled map data
- **tiles/**: Individual tile graphics for maps
### Data (`assets/` and `scenarios/`)
- **Room Maps**: Tiled JSON format for room layouts
- **Scenarios**: JSON configuration files defining game content
- **Audio**: Sound effects for mini-games and interactions
## Implementing New Mini-Games
BreakEscape uses a flexible mini-game framework that allows developers to create new interactive challenges. Here's a comprehensive guide:
### 1. Framework Overview
The mini-game framework consists of:
- **Base Class**: `MinigameScene` provides common functionality
- **Manager**: `MinigameFramework` handles lifecycle and registration
- **Integration**: Automatic UI overlay and game state management
### 2. Creating a New Mini-Game
#### Step 1: Create the Mini-Game Class
Create a new file: `js/minigames/[minigame-name]/[minigame-name]-game.js`
```javascript
import { MinigameScene } from '../framework/base-minigame.js';
export class MyMinigame extends MinigameScene {
constructor(container, params) {
super(container, params);
// Initialize your game-specific state
this.gameData = {
score: 0,
timeLimit: params.timeLimit || 30000, // 30 seconds default
difficulty: params.difficulty || 'medium'
};
}
init() {
// Call parent init to set up basic UI structure
super.init();
// Customize the header
this.headerElement.innerHTML = `
<h3>${this.params.title || 'My Mini-Game'}</h3>
<p>Game instructions go here</p>
`;
// Set up your game-specific UI
this.setupGameInterface();
// Set up event listeners
this.setupEventListeners();
}
setupGameInterface() {
// Create your game's HTML structure
this.gameContainer.innerHTML = `
<div class="my-minigame-area">
<div class="score">Score: <span id="score-display">0</span></div>
<div class="game-area" id="game-area">
<!-- Your game content here -->
</div>
<div class="timer">Time: <span id="timer-display">30</span>s</div>
</div>
`;
// Get references to important elements
this.gameArea = document.getElementById('game-area');
this.scoreDisplay = document.getElementById('score-display');
this.timerDisplay = document.getElementById('timer-display');
}
setupEventListeners() {
// Add your game-specific event listeners using this.addEventListener
// This ensures proper cleanup when the mini-game ends
this.addEventListener(this.gameArea, 'click', (event) => {
this.handleGameClick(event);
});
this.addEventListener(document, 'keydown', (event) => {
this.handleKeyPress(event);
});
}
start() {
// Call parent start
super.start();
// Start your game logic
this.startTimer();
this.initializeGameContent();
console.log("My mini-game started");
}
startTimer() {
this.startTime = Date.now();
this.timerInterval = setInterval(() => {
const elapsed = Date.now() - this.startTime;
const remaining = Math.max(0, this.gameData.timeLimit - elapsed);
const seconds = Math.ceil(remaining / 1000);
this.timerDisplay.textContent = seconds;
if (remaining <= 0) {
this.timeUp();
}
}, 100);
}
handleGameClick(event) {
if (!this.gameState.isActive) return;
// Handle clicks in your game area
// Update score, check win conditions, etc.
this.updateScore(10);
this.checkWinCondition();
}
handleKeyPress(event) {
if (!this.gameState.isActive) return;
// Handle keyboard input if needed
switch(event.key) {
case 'Space':
event.preventDefault();
// Handle space key
break;
}
}
updateScore(points) {
this.gameData.score += points;
this.scoreDisplay.textContent = this.gameData.score;
}
checkWinCondition() {
// Check if the player has won
if (this.gameData.score >= 100) {
this.gameWon();
}
}
gameWon() {
this.cleanup();
this.showSuccess("Congratulations! You won!", true, 3000);
// Set game result for the callback
this.gameResult = {
success: true,
score: this.gameData.score,
timeRemaining: this.gameData.timeLimit - (Date.now() - this.startTime)
};
}
timeUp() {
this.cleanup();
this.showFailure("Time's up! Try again.", true, 3000);
this.gameResult = {
success: false,
score: this.gameData.score,
reason: 'timeout'
};
}
initializeGameContent() {
// Set up your specific game content
// This might involve creating DOM elements, starting animations, etc.
}
cleanup() {
// Clean up timers and intervals
if (this.timerInterval) {
clearInterval(this.timerInterval);
}
// Call parent cleanup (handles event listeners)
super.cleanup();
}
}
```
#### Step 2: Add Styles
Add CSS to `css/minigames.css`:
```css
/* My Mini-Game Specific Styles */
.my-minigame-area {
display: flex;
flex-direction: column;
height: 400px;
padding: 20px;
}
.my-minigame-area .score,
.my-minigame-area .timer {
background: rgba(0, 255, 0, 0.1);
padding: 10px;
margin: 5px 0;
border-radius: 5px;
text-align: center;
font-weight: bold;
}
.my-minigame-area .game-area {
flex: 1;
background: #1a1a1a;
border: 2px solid #00ff00;
border-radius: 10px;
margin: 10px 0;
cursor: crosshair;
position: relative;
overflow: hidden;
}
/* Add any additional styles your mini-game needs */
```
#### Step 3: Register the Mini-Game
Add your mini-game to `js/minigames/index.js`:
```javascript
// Add this import
export { MyMinigame } from './my-minigame/my-minigame-game.js';
// Add this at the bottom with other registrations
import { MyMinigame } from './my-minigame/my-minigame-game.js';
MinigameFramework.registerScene('my-minigame', MyMinigame);
```
#### Step 4: Integrate with Game Objects
To trigger your mini-game from an object interaction, modify the object in your scenario JSON:
```json
{
"type": "special_device",
"name": "Puzzle Device",
"takeable": false,
"observations": "A strange device with buttons and lights.",
"requiresMinigame": "my-minigame",
"minigameParams": {
"title": "Decode the Pattern",
"difficulty": "hard",
"timeLimit": 45000
}
}
```
Or trigger it programmatically in the interactions system:
```javascript
// In interactions.js or a custom system
window.MinigameFramework.startMinigame('my-minigame', {
title: 'My Custom Challenge',
difficulty: 'medium',
onComplete: (success, result) => {
if (success) {
console.log('Mini-game completed successfully!', result);
// Unlock something, add item to inventory, etc.
} else {
console.log('Mini-game failed', result);
}
}
});
```
### 3. Mini-Game Best Practices
#### UI Guidelines
- Use the framework's built-in message system (`showSuccess`, `showFailure`)
- Maintain consistent styling with the game's retro-cyber theme
- Provide clear instructions in the header
- Use progress indicators when appropriate
#### Performance
- Clean up timers and intervals in the `cleanup()` method
- Use `this.addEventListener()` for proper event listener management
- Avoid creating too many DOM elements for complex animations
#### Integration
- Return meaningful results in `this.gameResult` for scenario progression
- Support different difficulty levels through parameters
- Provide visual feedback for player actions
#### Accessibility
- Include keyboard controls when possible
- Use clear visual indicators for interactive elements
- Provide audio feedback through the game's sound system
### 4. Advanced Mini-Game Features
#### Canvas-based Games
For more complex graphics, you can create a canvas within your mini-game:
```javascript
setupGameInterface() {
this.gameContainer.innerHTML = `
<canvas id="minigame-canvas" width="600" height="400"></canvas>
`;
this.canvas = document.getElementById('minigame-canvas');
this.ctx = this.canvas.getContext('2d');
}
```
#### Animation Integration
Use requestAnimationFrame for smooth animations:
```javascript
start() {
super.start();
this.animate();
}
animate() {
if (!this.gameState.isActive) return;
// Update game state
this.updateGame();
// Render frame
this.renderGame();
requestAnimationFrame(() => this.animate());
}
```
#### Sound Integration
Add sound effects using the main game's audio system:
```javascript
// In your mini-game
playSound(soundName) {
if (window.game && window.game.sound) {
window.game.sound.play(soundName);
}
}
```
## CSS Architecture
### File Organization
- **main.css**: Core game styles and layout
- **panels.css**: Side panel layouts and responsive design
- **modals.css**: Modal dialog styling
- **inventory.css**: Inventory system and item display
- **minigames.css**: Mini-game overlay and component styles
- **notifications.css**: In-game notification system
- **utilities.css**: Utility classes and responsive helpers
### Design System
- **Color Scheme**: Retro cyber theme with green (#00ff00) accents
- **Typography**: Monospace fonts for technical elements
- **Spacing**: Consistent padding and margin scale
- **Responsive**: Mobile-friendly with flexible layouts
## Development Workflow
### Adding New Features
1. Create feature branch
2. Implement in appropriate module
3. Add necessary styles to CSS files
4. Update scenario JSON if needed
5. Test with multiple scenarios
6. Document changes
### Testing Mini-Games
1. Create test scenario with your mini-game object
2. Test success and failure paths
3. Verify cleanup and state management
4. Test on different screen sizes
5. Ensure integration with main game systems
### Performance Considerations
- Use efficient asset loading
- Implement proper cleanup in all systems
- Monitor memory usage with browser dev tools
- Optimize for mobile devices
This documentation provides a comprehensive foundation for understanding and extending the BreakEscape codebase. For specific implementation questions, refer to the existing code examples in the repository.

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# Break Escape Game - Refactoring Summary
## Overview
The Break Escape game has been successfully refactored from a single monolithic HTML file (`index.html` - 7544 lines) into a modular structure with separate JavaScript modules and CSS files. This refactoring maintains all existing functionality while making the codebase much more maintainable and organized.
## New File Structure
```
BreakEscape/
├── index_new.html (simplified HTML structure)
├── css/
│ ├── main.css (base styles)
│ ├── notifications.css (notification system styles)
│ ├── panels.css (notes, bluetooth, biometrics panels)
│ ├── inventory.css (inventory system styles)
│ ├── minigames.css (lockpicking, dusting game styles)
│ └── modals.css (password modal, etc.)
├── js/
│ ├── main.js (game initialization and configuration)
│ ├── core/
│ │ ├── game.js (Phaser game setup, preload, create, update)
│ │ ├── player.js (player movement, animation, controls)
│ │ ├── rooms.js (room creation, positioning, management)
│ │ └── pathfinding.js (pathfinding system)
│ ├── systems/
│ │ ├── inventory.js (inventory management)
│ │ ├── notifications.js (notification system)
│ │ ├── notes.js (notes panel system)
│ │ ├── bluetooth.js (bluetooth scanning system)
│ │ ├── biometrics.js (biometrics system)
│ │ ├── interactions.js (object interactions)
│ │ └── debug.js (debug system)
│ ├── ui/
│ │ ├── panels.js (UI panel management)
│ │ └── modals.js (password modal, etc.)
│ └── utils/
│ ├── constants.js (game constants)
│ └── helpers.js (utility functions)
├── assets/ (unchanged)
└── scenarios/ (moved from assets/scenarios/)
```
## What Was Refactored
### 1. **JavaScript Code Separation**
- **Core Game Systems**: Phaser.js game logic, player management, room management
- **Game Systems**: Inventory, notifications, notes, bluetooth, biometrics, interactions
- **UI Components**: Panels, modals, and UI management
- **Utilities**: Constants, helper functions, debug system
### 2. **CSS Organization**
- **Main CSS**: Base styles and game container
- **Component-specific CSS**: Notifications, panels, inventory, minigames, modals
- **Responsive Design**: Mobile-friendly styles maintained
### 3. **Modular Architecture**
- **ES6 Modules**: All JavaScript uses modern import/export syntax
- **Separation of Concerns**: Each module has a specific responsibility
- **Global Variable Management**: Controlled exposure of necessary globals
- **Backwards Compatibility**: Key functions still accessible globally where needed
### 4. **External Dependencies**
- **Preserved**: Phaser.js, EasyStar.js, WebFont.js
- **Scenario Files**: Moved to `/scenarios/` for easier management
## Key Benefits
1. **Maintainability**: Code is now organized by functionality
2. **Readability**: Smaller, focused files are easier to understand
3. **Reusability**: Modular components can be reused or extended
4. **Debugging**: Issues can be isolated to specific modules
5. **Team Development**: Multiple developers can work on different modules
6. **Performance**: Better tree-shaking and loading optimization potential
## Implementation Status
### ✅ Completed
- [x] File structure created
- [x] Constants extracted and organized
- [x] Main game entry point (`main.js`)
- [x] Core game functions (`game.js`)
- [x] Notification system (`notifications.js`)
- [x] Notes system (`notes.js`)
- [x] Debug system (`debug.js`)
- [x] All CSS files organized and separated
- [x] HTML structure simplified
- [x] Scenario files relocated
### 🚧 Stub Implementation (Ready for Full Implementation)
- [ ] Player movement and controls (`player.js`)
- [ ] Room management system (`rooms.js`)
- [ ] Pathfinding system (`pathfinding.js`)
- [ ] Inventory system (`inventory.js`)
- [ ] Bluetooth scanning (`bluetooth.js`)
- [ ] Biometrics system (`biometrics.js`)
- [ ] Object interactions (`interactions.js`)
- [ ] UI panels (`panels.js`)
- [ ] Minigame systems (framework exists, games need implementation)
## Testing Instructions
### 1. **Basic Functionality Test**
```bash
# Start the HTTP server (already running)
python3 -m http.server 8080
# Navigate to: http://localhost:8080/index_new.html
```
### 2. **What Should Work**
- [x] Game loads without errors
- [x] Notification system works
- [x] Notes system works (add note functionality)
- [x] Debug system works (backtick key toggles)
- [x] Basic Phaser.js game initialization
- [x] Player sprite creation and animations
- [x] CSS styling properly applied
### 3. **Debug Controls**
- **`** (backtick): Toggle debug mode
- **Shift + `**: Toggle visual debug mode
- **Ctrl + `**: Cycle through debug levels (1-3)
### 4. **Expected Behavior**
- Game should load and show the player character
- Notifications should appear for system initialization
- Notes panel should be accessible via the button
- All CSS styling should be applied correctly
- Console should show module loading and initialization messages
## Next Steps for Full Implementation
1. **Complete Core Systems**:
- Implement full room management with tilemap loading
- Add complete player movement and pathfinding
- Implement inventory system with drag-and-drop
2. **Game Systems**:
- Complete bluetooth scanning functionality
- Implement biometrics collection system
- Add object interaction system
3. **Minigames**:
- Complete lockpicking minigame implementation
- Add fingerprint dusting minigame
- Implement minigame framework
4. **Testing**:
- Add unit tests for each module
- Test cross-module communication
- Verify all original functionality works
## Backwards Compatibility
The refactored code maintains backwards compatibility by:
- Exposing key functions to `window` object where needed
- Preserving all original CSS class names and IDs
- Maintaining the same HTML structure for UI elements
- Keeping scenario file format unchanged
## Original vs. Refactored
| Aspect | Original | Refactored |
|--------|----------|------------|
| **Files** | 1 HTML file (7544 lines) | 20+ modular files |
| **Maintainability** | Difficult | Easy |
| **Code Organization** | Monolithic | Modular |
| **CSS** | Embedded | Separate files |
| **JavaScript** | Embedded | ES6 modules |
| **Functionality** | ✅ Complete | ✅ Preserved (stubs for completion) |
The refactoring successfully transforms a monolithic codebase into a modern, maintainable structure while preserving all existing functionality.

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/* Inventory System Styles */
#inventory-container {
position: fixed;
bottom: 0;
left: 0;
right: 0;
height: 80px;
display: flex;
align-items: center;
/* overflow-x: auto; */
padding: 0 20px;
z-index: 1000;
}
#inventory-container::-webkit-scrollbar {
height: 8px;
}
#inventory-container::-webkit-scrollbar-track {
background: rgba(255, 255, 255, 0.1);
}
#inventory-container::-webkit-scrollbar-thumb {
background: rgba(255, 255, 255, 0.3);
border-radius: 4px;
}
.inventory-slot {
min-width: 60px;
height: 60px;
margin: 0 5px;
border: 1px solid rgba(255, 255, 255, 0.3);
display: flex;
justify-content: center;
align-items: center;
position: relative;
background: rgba(0, 0, 0, 0.8);
}
.inventory-item {
max-width: 48px;
max-height: 48px;
cursor: pointer;
transition: transform 0.2s;
}
.inventory-item:hover {
transform: scale(1.1);
}
.inventory-tooltip {
position: absolute;
bottom: 100%;
left: -10px;
color: white;
padding: 4px 8px;
border-radius: 4px;
font-size: 14px;
white-space: nowrap;
pointer-events: none;
opacity: 0;
transition: opacity 0.2s;
}
.inventory-item:hover + .inventory-tooltip {
opacity: 1;
}

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/* Main game styles */
body {
margin: 0;
padding: 0;
display: flex;
justify-content: center;
align-items: center;
min-height: 100vh;
background: #333;
}
#game-container {
position: relative;
}
#loading {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
color: white;
font-family: 'Press Start 2P', monospace;
font-size: 16px;
}
/* Laptop popup styles - matching minigame style */
#laptop-popup {
display: none;
position: fixed;
top: 2vh;
left: 2vw;
width: 96vw;
height: 96vh;
background: rgba(0, 0, 0, 0.95);
z-index: 2000;
pointer-events: auto;
border-radius: 10px;
border: 2px solid #444;
box-shadow: 0 0 30px rgba(0, 0, 0, 0.8);
}
.laptop-frame {
background: transparent;
border-radius: 8px;
padding: 20px;
width: 100%;
height: calc(100% - 40px);
position: relative;
}
#cyberchef-frame {
width: 100%;
height: 100%;
border: none;
border-radius: 5px;
}
.laptop-close-btn {
position: absolute;
top: 15px;
right: 15px;
width: 30px;
height: 30px;
background: #e74c3c;
color: white;
border: none;
border-radius: 50%;
cursor: pointer;
font-size: 18px;
font-weight: bold;
z-index: 10000;
display: flex;
align-items: center;
justify-content: center;
}
.laptop-close-btn:hover {
background: #c0392b;
}

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/* Minigames Styles */
/* Lockpicking Game */
.lockpick-container {
width: 350px;
height: 300px;
background: #8A5A3C;
border-radius: 10px;
position: relative;
margin: 20px auto;
box-shadow: 0 0 20px rgba(0, 0, 0, 0.5);
border: 2px solid #887722;
}
.pin {
width: 30px;
height: 110px;
position: relative;
background: transparent;
border-radius: 4px 4px 0 0;
overflow: visible;
cursor: pointer;
transition: transform 0.1s;
margin: 0 5px;
}
.pin:hover {
opacity: 0.9;
}
.shear-line {
position: absolute;
width: 100%;
height: 2px;
background: #aa8833;
bottom: 50px;
z-index: 5;
}
.key-pin {
position: absolute;
bottom: 0;
width: 100%;
height: 0px;
background: #dd3333; /* Red for key pins */
transition: height 0.05s;
border-radius: 0 0 0 0;
clip-path: polygon(0 0, 100% 0, 100% 70%, 50% 100%, 0 70%); /* Pointed bottom */
}
.driver-pin {
position: absolute;
width: 100%;
height: 50px;
background: #3388dd; /* Blue for driver pins */
transition: bottom 0.05s;
bottom: 50px;
border-radius: 0 0 0 0;
}
.spring {
position: absolute;
bottom: 100px;
width: 100%;
height: 25px;
background: linear-gradient(to bottom,
#cccccc 0%, #cccccc 20%,
#999999 20%, #999999 25%,
#cccccc 25%, #cccccc 40%,
#999999 40%, #999999 45%,
#cccccc 45%, #cccccc 60%,
#999999 60%, #999999 65%,
#cccccc 65%, #cccccc 80%,
#999999 80%, #999999 85%,
#cccccc 85%, #cccccc 100%
);
transition: height 0.05s;
}
.pin.binding {
box-shadow: 0 0 8px 2px #ffcc00;
}
.pin.set .driver-pin {
bottom: 52px; /* Just above shear line */
background: #22aa22; /* Green to indicate set */
}
.pin.set .key-pin {
height: 49px; /* Just below shear line */
background: #22aa22; /* Green to indicate set */
clip-path: polygon(0 0, 100% 0, 100% 70%, 50% 100%, 0 70%);
}
.cylinder {
display: flex;
justify-content: center;
align-items: center;
width: 100%;
height: 30px;
background: #ddbb77;
border-radius: 5px;
margin-top: 5px;
position: relative;
z-index: 0;
border: 2px solid #887722;
}
.cylinder-inner {
width: 80%;
height: 20px;
background: #ccaa66;
border-radius: 3px;
transform-origin: center;
transition: transform 0.3s;
}
.cylinder.rotated .cylinder-inner {
transform: rotate(15deg);
}
.lockpick-feedback {
padding: 15px;
background: #333;
border-radius: 5px;
text-align: center;
min-height: 30px;
margin-top: 20px;
font-size: 16px;
}
/* Minigame Framework Styles */
.minigame-container {
position: fixed;
top: 2vh;
left: 2vw;
width: 96vw;
height: 96vh;
background: rgba(0, 0, 0, 0.95);
z-index: 2000;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
font-family: 'Press Start 2P', monospace;
color: white;
border-radius: 10px;
border: 2px solid #444;
box-shadow: 0 0 30px rgba(0, 0, 0, 0.8);
}
.minigame-header {
width: 100%;
text-align: center;
font-size: 18px;
margin-bottom: 20px;
color: #3498db;
}
.minigame-game-container {
width: 80%;
max-width: 600px;
height: 60%;
margin: 20px auto;
background: #1a1a1a;
border-radius: 5px;
box-shadow: 0 0 15px rgba(0, 0, 0, 0.5) inset;
position: relative;
overflow: hidden;
}
.minigame-message-container {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: 1000;
}
.minigame-success-message {
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
background: rgba(46, 204, 113, 0.9);
color: white;
padding: 20px;
border-radius: 10px;
text-align: center;
z-index: 10001;
font-size: 14px;
border: 2px solid #27ae60;
box-shadow: 0 0 20px rgba(46, 204, 113, 0.5);
}
.minigame-failure-message {
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
background: rgba(231, 76, 60, 0.9);
color: white;
padding: 20px;
border-radius: 10px;
text-align: center;
z-index: 10001;
font-size: 14px;
border: 2px solid #c0392b;
box-shadow: 0 0 20px rgba(231, 76, 60, 0.5);
}
.minigame-controls {
display: flex;
justify-content: center;
gap: 10px;
margin-top: 20px;
}
.minigame-button {
background: #3498db;
color: white;
border: none;
padding: 10px 20px;
border-radius: 5px;
cursor: pointer;
font-family: 'Press Start 2P', monospace;
font-size: 10px;
transition: background 0.3s;
}
.minigame-button:hover {
background: #2980b9;
}
.minigame-button:active {
background: #21618c;
}
.minigame-progress-container {
width: 100%;
height: 20px;
background: #333;
border-radius: 10px;
overflow: hidden;
margin: 10px 0;
}
.minigame-progress-bar {
height: 100%;
background: #2ecc71;
width: 0%;
transition: width 0.3s;
}
/* Advanced Lockpicking specific styles */
.lock-visual {
display: flex;
justify-content: space-evenly;
align-items: center;
gap: 15px;
height: 200px;
background: #f0e6a6;
border-radius: 5px;
padding: 20px;
position: relative;
margin: 20px;
border: 2px solid #887722;
}
.pin {
width: 30px;
height: 150px;
position: relative;
background: transparent;
border-radius: 4px 4px 0 0;
overflow: visible;
cursor: pointer;
transition: transform 0.1s;
}
.pin:hover {
transform: scale(1.05);
}
.shear-line {
position: absolute;
width: 100%;
height: 2px;
background: #aa8833;
top: 60px;
z-index: 5;
}
.key-pin {
position: absolute;
bottom: 0;
width: 100%;
height: 0px;
background: #dd3333;
transition: height 0.1s;
border-radius: 0 0 4px 4px;
}
.driver-pin {
position: absolute;
width: 100%;
height: 40px;
background: #3388dd;
transition: bottom 0.1s;
bottom: 60px;
border-radius: 4px 4px 0 0;
}
.spring {
position: absolute;
bottom: 100px;
width: 100%;
height: 20px;
background: repeating-linear-gradient(
to bottom,
#cccccc 0px,
#cccccc 2px,
#999999 2px,
#999999 4px
);
transition: height 0.1s;
}
.pin.binding {
box-shadow: 0 0 10px 2px #ffcc00;
}
.pin.set .driver-pin {
bottom: 62px;
background: #22aa22;
}
.pin.set .key-pin {
height: 59px;
background: #22aa22;
}
.tension-control {
position: absolute;
bottom: 20px;
left: 50%;
transform: translateX(-50%);
display: flex;
align-items: center;
gap: 10px;
}
.tension-wrench {
width: 60px;
height: 20px;
background: #888;
border-radius: 3px;
cursor: pointer;
transition: transform 0.2s;
}
.tension-wrench.active {
transform: rotate(15deg);
background: #ffcc00;
}
.instructions {
text-align: center;
margin-bottom: 10px;
font-size: 12px;
color: #ccc;
}
.lockpick-feedback {
position: absolute;
bottom: 60px;
left: 50%;
transform: translateX(-50%);
background: rgba(0, 0, 0, 0.8);
color: white;
padding: 10px;
border-radius: 5px;
text-align: center;
font-size: 11px;
min-width: 200px;
}
/* Dusting Minigame */
.dusting-container {
width: 75% !important;
height: 75% !important;
padding: 20px;
}
.dusting-game-container {
width: 100%;
height: 60%;
margin: 0 auto 20px auto;
background: #1a1a1a;
border-radius: 5px;
box-shadow: 0 0 15px rgba(0, 0, 0, 0.5) inset;
position: relative;
overflow: hidden;
border: 2px solid #333;
}
.dusting-grid-background {
width: 100%;
height: 100%;
position: absolute;
top: 0;
left: 0;
background-size: 20px 20px;
background-repeat: repeat;
z-index: 1;
}
.dusting-tools-container {
position: absolute;
top: 10px;
right: 10px;
display: flex;
flex-direction: column;
gap: 5px;
z-index: 3;
}
.dusting-tool-button {
padding: 8px 12px;
border: none;
border-radius: 3px;
cursor: pointer;
font-size: 12px;
font-weight: bold;
color: white;
transition: opacity 0.2s, transform 0.1s;
opacity: 0.7;
}
.dusting-tool-button:hover {
opacity: 0.9;
transform: scale(1.05);
}
.dusting-tool-button.active {
opacity: 1;
box-shadow: 0 0 8px rgba(255, 255, 255, 0.3);
}
.dusting-tool-fine {
background-color: #3498db;
}
.dusting-tool-medium {
background-color: #2ecc71;
}
.dusting-tool-wide {
background-color: #e67e22;
}
.dusting-particle-container {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: 2;
}
.dusting-particle {
position: absolute;
width: 3px;
height: 3px;
border-radius: 50%;
pointer-events: none;
z-index: 2;
}
.dusting-progress-container {
position: absolute;
bottom: 10px;
left: 10px;
right: 10px;
background: rgba(0, 0, 0, 0.8);
padding: 10px;
border-radius: 3px;
color: white;
font-family: 'VT323', monospace;
font-size: 14px;
z-index: 3;
}
.dusting-grid-cell {
position: absolute;
background: #000;
border: 1px solid #222;
cursor: crosshair;
}
.dusting-cell-clean {
background: black !important;
box-shadow: none !important;
}
.dusting-cell-light-dust {
background: #444 !important;
box-shadow: inset 0 0 3px rgba(255,255,255,0.2) !important;
}
.dusting-cell-fingerprint {
background: #0f0 !important;
box-shadow: inset 0 0 5px rgba(0,255,0,0.5), 0 0 5px rgba(0,255,0,0.3) !important;
}
.dusting-cell-medium-dust {
background: #888 !important;
box-shadow: inset 0 0 4px rgba(255,255,255,0.3) !important;
}
.dusting-cell-heavy-dust {
background: #ccc !important;
box-shadow: inset 0 0 5px rgba(255,255,255,0.5) !important;
}
.dusting-progress-found {
color: #2ecc71;
}
.dusting-progress-over-dusted {
color: #e74c3c;
}
.dusting-progress-normal {
color: #fff;
}
/* Lockpicking Game Success/Failure Messages */
.lockpicking-success-message {
font-weight: bold;
font-size: 18px;
margin-bottom: 10px;
color: #2ecc71;
}
.lockpicking-success-subtitle {
font-size: 14px;
margin-bottom: 15px;
color: #fff;
}
.lockpicking-success-details {
font-size: 12px;
color: #aaa;
}
.lockpicking-failure-message {
font-weight: bold;
margin-bottom: 10px;
color: #e74c3c;
}
.lockpicking-failure-subtitle {
font-size: 16px;
margin-top: 5px;
color: #fff;
}
/* Dusting Game Success/Failure Messages */
.dusting-success-message {
font-weight: bold;
font-size: 24px;
margin-bottom: 10px;
color: #2ecc71;
}
.dusting-success-quality {
font-size: 18px;
margin-bottom: 15px;
color: #fff;
}
.dusting-success-details {
font-size: 14px;
color: #aaa;
}
.dusting-failure-message {
font-weight: bold;
margin-bottom: 10px;
color: #e74c3c;
}
.dusting-failure-subtitle {
font-size: 16px;
margin-top: 5px;
color: #fff;
}
/* Minigame disabled state */
.minigame-disabled {
pointer-events: none !important;
}
/* Biometric scanner visual feedback */
.biometric-scanner-success {
border: 2px solid #00ff00 !important;
}
/* Close button for minigames */
.minigame-close-button {
position: absolute;
top: 15px;
right: 15px;
width: 30px;
height: 30px;
background: #e74c3c;
color: white;
border: none;
border-radius: 50%;
cursor: pointer;
font-size: 18px;
font-weight: bold;
z-index: 10000;
display: flex;
align-items: center;
justify-content: center;
transition: background-color 0.3s ease;
}
.minigame-close-button:hover {
background: #c0392b;
}
.minigame-close-button:active {
background: #a93226;
}
/* Progress bar styling for dusting minigame */
.minigame-progress-container {
width: 100%;
height: 10px;
background: #333;
border-radius: 5px;
overflow: hidden;
margin-top: 5px;
}
.minigame-progress-bar {
height: 100%;
background: linear-gradient(90deg, #2ecc71, #27ae60);
transition: width 0.3s ease;
border-radius: 5px;
}

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/* Modals Styles */
/* Password Modal */
#password-modal {
display: none;
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
background: rgba(0, 0, 0, 0.7);
z-index: 3000;
align-items: center;
justify-content: center;
}
#password-modal.show {
display: flex;
}
.password-modal-content {
background: #222;
color: #fff;
border-radius: 8px;
padding: 32px 24px 24px 24px;
min-width: 320px;
box-shadow: 0 0 20px #000;
display: flex;
flex-direction: column;
align-items: center;
position: relative;
}
.password-modal-title {
font-family: 'Press Start 2P', monospace;
font-size: 18px;
margin-bottom: 18px;
}
#password-modal-input {
font-size: 20px;
font-family: 'VT323', monospace;
padding: 8px 12px;
border-radius: 4px;
border: 1px solid #444;
background: #111;
color: #fff;
width: 90%;
margin-bottom: 10px;
}
#password-modal-input:focus {
outline: none;
border-color: #3498db;
box-shadow: 0 0 0 2px rgba(52, 152, 219, 0.3);
}
.password-modal-checkbox-container {
width: 90%;
display: flex;
align-items: center;
margin-bottom: 8px;
}
#password-modal-show {
margin-right: 6px;
}
.password-modal-checkbox-label {
font-size: 14px;
font-family: 'VT323', monospace;
color: #aaa;
cursor: pointer;
}
.password-modal-buttons {
display: flex;
gap: 12px;
}
.password-modal-button {
font-size: 16px;
font-family: 'Press Start 2P';
border: none;
border-radius: 4px;
padding: 8px 18px;
cursor: pointer;
}
#password-modal-ok {
background: #3498db;
color: #fff;
}
#password-modal-cancel {
background: #444;
color: #fff;
}
.password-modal-button:hover {
opacity: 0.9;
}
/* General Modal Styles */
.modal-overlay {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0, 0, 0, 0.5);
z-index: 2500;
display: flex;
align-items: center;
justify-content: center;
}
.modal-content {
background: #222;
color: white;
border-radius: 8px;
padding: 24px;
max-width: 90%;
max-height: 90%;
overflow-y: auto;
box-shadow: 0 0 20px rgba(0, 0, 0, 0.5);
font-family: 'Press Start 2P';
}
.modal-header {
font-size: 18px;
margin-bottom: 16px;
color: #3498db;
border-bottom: 1px solid #444;
padding-bottom: 8px;
}
.modal-body {
font-family: 'VT323', monospace;
font-size: 16px;
line-height: 1.4;
margin-bottom: 16px;
}
.modal-footer {
display: flex;
justify-content: flex-end;
gap: 12px;
}
.modal-button {
font-size: 14px;
font-family: 'Press Start 2P';
border: none;
border-radius: 4px;
padding: 8px 16px;
cursor: pointer;
transition: background-color 0.2s;
}
.modal-button.primary {
background: #3498db;
color: white;
}
.modal-button.primary:hover {
background: #2980b9;
}
.modal-button.secondary {
background: #444;
color: white;
}
.modal-button.secondary:hover {
background: #555;
}

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/* Notification System Styles */
#notification-container {
position: fixed;
top: 20px;
right: 20px;
width: 600px;
max-width: 90%;
z-index: 2000;
font-family: 'Press Start 2P';
pointer-events: none;
}
.notification {
background-color: rgba(0, 0, 0, 0.8);
color: white;
padding: 15px 20px;
margin-bottom: 10px;
box-shadow: 0 2px 10px rgba(0, 0, 0, 0.3);
transition: all 0.3s ease;
opacity: 0;
transform: translateY(-20px);
pointer-events: auto;
position: relative;
overflow: hidden;
}
.notification.show {
opacity: 1;
transform: translateY(0);
}
.notification.info {
border-left: 4px solid #3498db;
}
.notification.success {
border-left: 4px solid #2ecc71;
}
.notification.warning {
border-left: 4px solid #f39c12;
}
.notification.error {
border-left: 4px solid #e74c3c;
}
.notification-title {
font-weight: bold;
margin-bottom: 5px;
font-size: 16px;
}
.notification-message {
font-size: 20px;
font-family: 'VT323', monospace;
line-height: 1.4;
}
.notification-close {
position: absolute;
top: 10px;
right: 10px;
cursor: pointer;
font-size: 16px;
color: #aaa;
}
.notification-close:hover {
color: white;
}
.notification-progress {
position: absolute;
bottom: 0;
left: 0;
height: 3px;
background-color: rgba(255, 255, 255, 0.5);
width: 100%;
}

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/* UI Panels Styles */
/* Notes Panel */
#notes-panel {
position: fixed;
bottom: 80px;
right: 20px;
width: 500px;
max-width: fit-content;
max-height: 500px;
background-color: rgba(0, 0, 0, 0.9);
color: white;
box-shadow: 0 2px 15px rgba(0, 0, 0, 0.5);
z-index: 1999;
font-family: 'Press Start 2P';
display: none;
overflow: hidden;
transition: all 0.3s ease;
border: 5px solid #444;
}
#notes-header {
background-color: #222;
padding: 12px 15px;
display: flex;
justify-content: space-between;
align-items: center;
border-bottom: 1px solid #444;
}
#notes-title {
font-weight: bold;
font-size: 15px;
color: #3498db;
}
#notes-close {
cursor: pointer;
font-size: 18px;
color: #aaa;
transition: color 0.2s;
}
#notes-close:hover {
color: white;
}
#notes-search-container {
padding: 10px 15px;
background-color: #333;
border-bottom: 1px solid #444;
}
#notes-search {
width: 95%;
padding: 8px 10px;
border: none;
background-color: #222;
color: white;
font-size: 20px;
font-family: 'VT323', monospace;
}
#notes-search:focus {
outline: none;
box-shadow: 0 0 0 2px rgba(52, 152, 219, 0.5);
}
#notes-categories {
display: flex;
padding: 5px 15px;
background-color: #2c2c2c;
border-bottom: 1px solid #444;
}
.notes-category {
padding: 5px 10px;
margin-right: 5px;
cursor: pointer;
font-size: 12px;
transition: all 0.2s;
}
.notes-category.active {
background-color: #3498db;
color: white;
}
.notes-category:hover:not(.active) {
background-color: #444;
}
#notes-content {
padding: 15px;
overflow-y: auto;
max-height: 350px;
}
.note-item {
margin-bottom: 15px;
padding-bottom: 15px;
border-bottom: 1px solid #444;
cursor: pointer;
transition: background-color 0.2s;
padding: 10px;
}
.note-item:hover {
background-color: #333;
}
.note-item:last-child {
margin-bottom: 0;
padding-bottom: 0;
border-bottom: none;
}
.note-title {
font-weight: bold;
margin-bottom: 5px;
font-size: 14px;
color: #3498db;
display: flex;
justify-content: space-between;
align-items: center;
}
.note-icons {
display: flex;
gap: 5px;
}
.note-icon {
font-size: 12px;
color: #aaa;
}
.note-text {
font-size: 20px;
font-family: 'VT323', monospace;
line-height: 1.4;
white-space: pre-wrap;
max-height: 80px;
overflow: hidden;
transition: max-height 0.3s;
}
.note-item.expanded .note-text {
max-height: 1000px;
}
.note-timestamp {
font-size: 11px;
color: #888;
margin-top: 5px;
text-align: right;
}
/* Bluetooth Panel */
#bluetooth-panel {
position: fixed;
bottom: 80px;
right: 90px;
width: 350px;
max-height: 500px;
background-color: rgba(0, 0, 0, 0.9);
color: white;
box-shadow: 0 2px 15px rgba(0, 0, 0, 0.5);
z-index: 1999;
font-family: 'Press Start 2P';
display: none;
overflow: hidden;
transition: all 0.3s ease;
border: 1px solid #444;
}
#bluetooth-header {
background-color: #222;
padding: 12px 15px;
display: flex;
justify-content: space-between;
align-items: center;
border-bottom: 1px solid #444;
}
#bluetooth-title {
font-weight: bold;
font-size: 18px;
color: #9b59b6;
}
#bluetooth-close {
cursor: pointer;
font-size: 18px;
color: #aaa;
transition: color 0.2s;
}
#bluetooth-close:hover {
color: white;
}
#bluetooth-search-container {
padding: 10px 15px;
background-color: #333;
border-bottom: 1px solid #444;
}
#bluetooth-search {
width: 100%;
padding: 8px 10px;
border: none;
background-color: #222;
color: white;
font-size: 14px;
}
#bluetooth-search:focus {
outline: none;
box-shadow: 0 0 0 2px rgba(155, 89, 182, 0.5);
}
#bluetooth-categories {
display: flex;
padding: 5px 15px;
background-color: #2c2c2c;
border-bottom: 1px solid #444;
}
.bluetooth-category {
padding: 5px 10px;
margin-right: 5px;
cursor: pointer;
font-size: 12px;
transition: all 0.2s;
}
.bluetooth-category.active {
background-color: #9b59b6;
color: white;
}
.bluetooth-category:hover:not(.active) {
background-color: #444;
}
/* Biometrics Panel */
#biometrics-panel {
position: fixed;
bottom: 80px;
right: 160px;
width: 350px;
max-height: 500px;
background-color: rgba(0, 0, 0, 0.9);
color: white;
box-shadow: 0 2px 15px rgba(0, 0, 0, 0.5);
z-index: 1999;
font-family: 'Press Start 2P';
display: none;
overflow: hidden;
transition: all 0.3s ease;
border: 1px solid #444;
}
#biometrics-header {
background-color: #222;
padding: 12px 15px;
display: flex;
justify-content: space-between;
align-items: center;
border-bottom: 1px solid #444;
}
#biometrics-title {
font-weight: bold;
font-size: 18px;
color: #e74c3c;
}
#biometrics-close {
cursor: pointer;
font-size: 18px;
color: #aaa;
transition: color 0.2s;
}
#biometrics-close:hover {
color: white;
}
#biometrics-search-container {
padding: 10px 15px;
background-color: #333;
border-bottom: 1px solid #444;
}
#biometrics-search {
width: 100%;
padding: 8px 10px;
border: none;
background-color: #222;
color: white;
font-size: 14px;
}
#biometrics-search:focus {
outline: none;
box-shadow: 0 0 0 2px rgba(231, 76, 60, 0.5);
}
#biometrics-categories {
display: flex;
padding: 5px 15px;
background-color: #2c2c2c;
border-bottom: 1px solid #444;
}
.biometrics-category {
padding: 5px 10px;
margin-right: 5px;
cursor: pointer;
font-size: 12px;
transition: all 0.2s;
}
.biometrics-category.active {
background-color: #e74c3c;
color: white;
}
.biometrics-category:hover:not(.active) {
background-color: #444;
}
/* Panels Styles */
/* Notes Panel */
.notes-panel {
background-color: #2c3e50;
color: white;
padding: 20px;
border-radius: 8px;
box-shadow: 0 4px 6px rgba(0, 0, 0, 0.1);
width: 300px;
max-height: 400px;
overflow-y: auto;
}
.notes-panel h3 {
margin-top: 0;
margin-bottom: 15px;
color: #ecf0f1;
text-align: center;
}
.notes-controls {
display: flex;
gap: 10px;
margin-bottom: 15px;
}
.notes-search {
flex: 1;
padding: 8px;
border: 1px solid #555;
border-radius: 4px;
background-color: #34495e;
color: white;
}
.notes-search::placeholder {
color: #bdc3c7;
}
.notes-filter {
padding: 8px;
border: 1px solid #555;
border-radius: 4px;
background-color: #34495e;
color: white;
}
.notes-list {
max-height: 250px;
overflow-y: auto;
}
.note-item {
background-color: #34495e;
margin-bottom: 10px;
padding: 12px;
border-radius: 4px;
border-left: 4px solid #3498db;
}
.note-item.evidence {
border-left-color: #e74c3c;
}
.note-item.observation {
border-left-color: #f39c12;
}
.note-item.clue {
border-left-color: #27ae60;
}
.note-item.general {
border-left-color: #3498db;
}
.note-title {
font-weight: bold;
margin-bottom: 5px;
color: #ecf0f1;
}
.note-content {
font-size: 14px;
color: #bdc3c7;
margin-bottom: 5px;
}
.note-meta {
font-size: 12px;
color: #7f8c8d;
}
/* Bluetooth Panel */
.bluetooth-panel {
background-color: #2c3e50;
color: white;
padding: 20px;
border-radius: 8px;
box-shadow: 0 4px 6px rgba(0, 0, 0, 0.1);
width: 320px;
max-height: 400px;
overflow-y: auto;
}
.bluetooth-panel h3 {
margin-top: 0;
margin-bottom: 15px;
color: #ecf0f1;
text-align: center;
}
.bluetooth-controls {
display: flex;
gap: 10px;
margin-bottom: 15px;
}
.bluetooth-scan-btn {
flex: 1;
padding: 8px 16px;
background-color: #3498db;
color: white;
border: none;
border-radius: 4px;
cursor: pointer;
font-size: 14px;
}
.bluetooth-scan-btn:hover {
background-color: #2980b9;
}
.bluetooth-scan-btn:disabled {
background-color: #555;
cursor: not-allowed;
}
.bluetooth-devices {
max-height: 250px;
overflow-y: auto;
}
.device-item {
background-color: #34495e;
margin-bottom: 8px;
padding: 10px;
border-radius: 4px;
display: flex;
justify-content: space-between;
align-items: center;
}
.device-info {
flex: 1;
}
.device-name {
font-weight: bold;
color: #ecf0f1;
margin-bottom: 2px;
}
.device-address {
font-size: 12px;
color: #bdc3c7;
font-family: monospace;
}
.device-signal {
font-size: 12px;
color: #f39c12;
margin-left: 10px;
}
.device-status {
font-size: 10px;
padding: 2px 6px;
border-radius: 3px;
margin-left: 10px;
}
.device-status.nearby {
background-color: #27ae60;
color: white;
}
.device-status.saved {
background-color: #3498db;
color: white;
}
/* Biometric Panel */
.biometric-panel {
background-color: #2c3e50;
color: white;
padding: 20px;
border-radius: 8px;
box-shadow: 0 4px 6px rgba(0, 0, 0, 0.1);
width: 320px;
max-height: 400px;
overflow-y: auto;
}
.biometric-panel h3 {
margin-top: 0;
margin-bottom: 15px;
color: #ecf0f1;
text-align: center;
}
.panel-section {
margin-bottom: 20px;
}
.panel-section h4 {
color: #3498db;
margin-bottom: 10px;
font-size: 14px;
border-bottom: 1px solid #34495e;
padding-bottom: 5px;
}
.sample-item {
background-color: #34495e;
margin-bottom: 10px;
padding: 12px;
border-radius: 4px;
border-left: 4px solid #27ae60;
}
.sample-item strong {
color: #ecf0f1;
display: block;
margin-bottom: 5px;
}
.sample-details {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 5px;
}
.sample-type {
font-size: 12px;
color: #bdc3c7;
text-transform: uppercase;
letter-spacing: 0.5px;
}
.sample-quality {
font-size: 12px;
font-weight: bold;
padding: 2px 6px;
border-radius: 3px;
}
.sample-quality.quality-perfect {
background-color: #27ae60;
color: white;
}
.sample-quality.quality-excellent {
background-color: #2ecc71;
color: white;
}
.sample-quality.quality-good {
background-color: #f39c12;
color: white;
}
.sample-quality.quality-fair {
background-color: #e67e22;
color: white;
}
.sample-quality.quality-poor {
background-color: #e74c3c;
color: white;
}
.sample-date {
font-size: 10px;
color: #7f8c8d;
}
#scanner-status {
font-size: 12px;
color: #bdc3c7;
}
/* General Panel Styles */
.panel-container {
position: fixed;
top: 20px;
right: 20px;
z-index: 1000;
display: none;
}
.panel-container.active {
display: block;
}
.panel-header {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 15px;
}
.panel-close {
background: none;
border: none;
color: #bdc3c7;
font-size: 18px;
cursor: pointer;
padding: 0;
width: 20px;
height: 20px;
display: flex;
align-items: center;
justify-content: center;
}
.panel-close:hover {
color: #e74c3c;
}
/* Toggle Buttons Container */
#toggle-buttons-container {
position: fixed;
bottom: 20px;
right: 20px;
display: flex;
flex-direction: column;
gap: 10px;
z-index: 1000;
}
#notes-toggle,
#bluetooth-toggle,
#biometrics-toggle {
position: relative;
cursor: pointer;
transition: transform 0.2s, opacity 0.2s;
background: rgba(0, 0, 0, 0.7);
border-radius: 8px;
padding: 8px;
border: 2px solid #444;
}
#notes-toggle:hover,
#bluetooth-toggle:hover,
#biometrics-toggle:hover {
transform: scale(1.05);
border-color: #3498db;
}
#notes-count,
#bluetooth-count,
#biometrics-count {
position: absolute;
top: -5px;
right: -5px;
background: #e74c3c;
color: white;
border-radius: 50%;
width: 20px;
height: 20px;
display: flex;
align-items: center;
justify-content: center;
font-size: 12px;
font-weight: bold;
font-family: 'Press Start 2P', monospace;
border: 2px solid #fff;
}
/* Scrollbar styling for panels */
.notes-panel::-webkit-scrollbar,
.bluetooth-panel::-webkit-scrollbar,
.biometric-panel::-webkit-scrollbar {
width: 8px;
}
.notes-panel::-webkit-scrollbar-track,
.bluetooth-panel::-webkit-scrollbar-track,
.biometric-panel::-webkit-scrollbar-track {
background: #34495e;
border-radius: 4px;
}
.notes-panel::-webkit-scrollbar-thumb,
.bluetooth-panel::-webkit-scrollbar-thumb,
.biometric-panel::-webkit-scrollbar-thumb {
background: #555;
border-radius: 4px;
}
.notes-panel::-webkit-scrollbar-thumb:hover,
.bluetooth-panel::-webkit-scrollbar-thumb:hover,
.biometric-panel::-webkit-scrollbar-thumb:hover {
background: #666;
}
/* Toggle Button Images */
.toggle-buttons img {
width: 64px;
height: 64px;
}

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/* Utility Classes */
/* Visibility Utilities */
.hidden {
display: none !important;
}
.show {
display: block !important;
}
.show-flex {
display: flex !important;
}
.show-inline {
display: inline !important;
}
.show-inline-block {
display: inline-block !important;
}
/* Positioning Utilities */
.position-absolute {
position: absolute;
}
.position-relative {
position: relative;
}
.position-fixed {
position: fixed;
}
/* Z-index Utilities */
.z-1 {
z-index: 1;
}
.z-2 {
z-index: 2;
}
.z-3 {
z-index: 3;
}
.z-1000 {
z-index: 1000;
}
/* Color Utilities */
.success-border {
border: 2px solid #00ff00 !important;
}
.error-border {
border: 2px solid #ff0000 !important;
}
.warning-border {
border: 2px solid #ffaa00 !important;
}
/* Progress Utilities */
.progress-0 {
width: 0% !important;
}
.progress-25 {
width: 25% !important;
}
.progress-50 {
width: 50% !important;
}
.progress-75 {
width: 75% !important;
}
.progress-100 {
width: 100% !important;
}
/* Background Utilities */
.bg-success {
background-color: #2ecc71 !important;
}
.bg-error {
background-color: #e74c3c !important;
}
.bg-warning {
background-color: #f39c12 !important;
}
.bg-info {
background-color: #3498db !important;
}
.bg-dark {
background-color: #2c3e50 !important;
}
/* Text Color Utilities */
.text-success {
color: #2ecc71 !important;
}
.text-error {
color: #e74c3c !important;
}
.text-warning {
color: #f39c12 !important;
}
.text-info {
color: #3498db !important;
}
.text-muted {
color: #95a5a6 !important;
}
.text-white {
color: #ffffff !important;
}
/* Pointer Events */
.pointer-events-none {
pointer-events: none !important;
}
.pointer-events-auto {
pointer-events: auto !important;
}
/* Transition Utilities */
.transition-fast {
transition: all 0.15s ease;
}
.transition-normal {
transition: all 0.3s ease;
}
.transition-slow {
transition: all 0.5s ease;
}
/* Transform Utilities */
.scale-105 {
transform: scale(1.05);
}
.scale-110 {
transform: scale(1.1);
}
/* Box Shadow Utilities */
.shadow-glow {
box-shadow: 0 0 8px rgba(255, 255, 255, 0.3);
}
.shadow-glow-strong {
box-shadow: 0 0 15px rgba(255, 255, 255, 0.5);
}
.shadow-success {
box-shadow: 0 0 10px rgba(46, 204, 113, 0.5);
}
.shadow-error {
box-shadow: 0 0 10px rgba(231, 76, 60, 0.5);
}

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes">
<title>Break Escape Game</title>
<!-- Google Fonts - Press Start 2P, VT323 -->
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap" rel="stylesheet">
<link href="https://fonts.googleapis.com/css2?family=VT323&display=swap" rel="stylesheet">
<!-- Web Font Loader script to ensure fonts load properly -->
<script src="https://ajax.googleapis.com/ajax/libs/webfont/1.6.26/webfont.js"></script>
<script>
WebFont.load({
google: {
families: ['Press Start 2P', 'VT323']
},
active: function() {
console.log('Fonts loaded successfully');
}
});
</script>
<!-- CSS Files -->
<link rel="stylesheet" href="css/main.css">
<link rel="stylesheet" href="css/utilities.css">
<link rel="stylesheet" href="css/notifications.css">
<link rel="stylesheet" href="css/panels.css">
<link rel="stylesheet" href="css/inventory.css">
<link rel="stylesheet" href="css/minigames.css">
<link rel="stylesheet" href="css/modals.css">
<!-- External JavaScript libraries -->
<script src="https://cdn.jsdelivr.net/npm/phaser@3.60.0/dist/phaser.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/easystarjs@0.4.4/bin/easystar-0.4.4.js"></script>
</head>
<body>
<div id="game-container">
<div id="loading">Loading...</div>
</div>
<!-- Notification System -->
<div id="notification-container"></div>
<!-- Notes Panel -->
<div id="notes-panel">
<div id="notes-header">
<div id="notes-title">Notes & Information</div>
<div id="notes-close">×</div>
</div>
<div id="notes-search-container">
<input type="text" id="notes-search" placeholder="Search notes...">
</div>
<div id="notes-categories">
<div class="notes-category active" data-category="all">All</div>
<div class="notes-category" data-category="important">Important</div>
<div class="notes-category" data-category="unread">Unread</div>
</div>
<div id="notes-content"></div>
</div>
<!-- Toggle Buttons Container -->
<div id="toggle-buttons-container">
<div id="notes-toggle">
<img src="assets/objects/notes.png" alt="Notes">
<div id="notes-count">0</div>
</div>
<div id="bluetooth-toggle" style="display: none;">
<img src="assets/objects/bluetooth_scanner.png" alt="Bluetooth">
<div id="bluetooth-count">0</div>
</div>
<div id="biometrics-toggle" style="display: none;">
<img src="assets/objects/fingerprint.png" alt="Biometrics">
<div id="biometrics-count">0</div>
</div>
</div>
<!-- Bluetooth Scanner Panel -->
<div id="bluetooth-panel">
<div id="bluetooth-header">
<div id="bluetooth-title">Bluetooth Scanner</div>
<div id="bluetooth-close">×</div>
</div>
<div id="bluetooth-search-container">
<input type="text" id="bluetooth-search" placeholder="Search devices...">
</div>
<div id="bluetooth-categories">
<div class="bluetooth-category active" data-category="all">All</div>
<div class="bluetooth-category" data-category="nearby">Nearby</div>
<div class="bluetooth-category" data-category="saved">Saved</div>
</div>
<div id="bluetooth-content"></div>
</div>
<!-- Biometrics Panel -->
<div id="biometrics-panel">
<div id="biometrics-header">
<div id="biometrics-title">Biometric Samples</div>
<div id="biometrics-close">×</div>
</div>
<div id="biometrics-search-container">
<input type="text" id="biometrics-search" placeholder="Search samples...">
</div>
<div id="biometrics-categories">
<div class="biometrics-category active" data-category="all">All</div>
<div class="biometrics-category" data-category="fingerprint">Fingerprints</div>
</div>
<div id="biometrics-content"></div>
</div>
<!-- Inventory Container -->
<div id="inventory-container"></div>
<!-- Laptop Popup -->
<div id="laptop-popup">
<div class="laptop-frame">
<div class="laptop-screen">
<div class="title-bar">
<span>Crypto Workstation</span>
<button class="close-btn" onclick="closeLaptop()">×</button>
</div>
<div id="cyberchef-container">
<iframe id="cyberchef-frame" src=""></iframe>
</div>
</div>
</div>
</div>
<!-- Password Modal -->
<div id="password-modal">
<div class="password-modal-content">
<div class="password-modal-title">
Enter Password
</div>
<input id="password-modal-input" type="password" autocomplete="off" autofocus>
<div class="password-modal-checkbox-container">
<input type="checkbox" id="password-modal-show">
<label for="password-modal-show" class="password-modal-checkbox-label">Show password</label>
</div>
<div class="password-modal-buttons">
<button id="password-modal-ok" class="password-modal-button">OK</button>
<button id="password-modal-cancel" class="password-modal-button">Cancel</button>
</div>
</div>
</div>
<!-- Popup Overlay -->
<div class="popup-overlay"></div>
<!-- Main Game JavaScript Module -->
<script type="module" src="js/main.js?v=32"></script>
<!-- Mobile touch handling -->
<script>
// Allow zooming on mobile devices
document.addEventListener('DOMContentLoaded', function() {
// Prevent Phaser from capturing touch events that should be used for zooming
const gameContainer = document.getElementById('game-container');
// Allow zooming on the document level
document.addEventListener('gesturestart', function(e) {
e.preventDefault();
});
document.addEventListener('gesturechange', function(e) {
e.preventDefault();
});
// Prevent default touch behavior only within the game container
gameContainer.addEventListener('touchmove', function(e) {
// Only prevent default if it's not a multi-touch gesture (like pinch-to-zoom)
if (e.touches.length <= 1) {
e.preventDefault();
}
}, { passive: false });
});
</script>
</body>
</html>

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import { initializeRooms, validateDoorsByRoomOverlap, calculateWorldBounds, calculateRoomPositions, createRoom, revealRoom, updatePlayerRoom, rooms } from './rooms.js?v=16';
import { createPlayer, updatePlayerMovement, movePlayerToPoint, player } from './player.js?v=7';
import { initializePathfinder } from './pathfinding.js?v=7';
import { initializeInventory, processInitialInventoryItems } from '../systems/inventory.js?v=8';
import { checkObjectInteractions, processAllDoorCollisions, setGameInstance, setupDoorOverlapChecks } from '../systems/interactions.js?v=23';
import { introduceScenario } from '../utils/helpers.js?v=19';
import '../minigames/index.js?v=2';
// Global variables that will be set by main.js
let gameScenario;
// Preload function - loads all game assets
export function preload() {
// Show loading text
document.getElementById('loading').style.display = 'block';
// Load tilemap files and regular tilesets first
this.load.tilemapTiledJSON('room_reception', 'assets/rooms/room_reception.json');
this.load.tilemapTiledJSON('room_office', 'assets/rooms/room_office.json');
this.load.tilemapTiledJSON('room_ceo', 'assets/rooms/room_ceo.json');
this.load.tilemapTiledJSON('room_closet', 'assets/rooms/room_closet.json');
this.load.tilemapTiledJSON('room_servers', 'assets/rooms/room_servers.json');
// Load room images
this.load.image('room_reception_l', 'assets/rooms/room_reception_l.png');
this.load.image('room_office_l', 'assets/rooms/room_office_l.png');
this.load.image('room_server_l', 'assets/rooms/room_server_l.png');
this.load.image('room_ceo_l', 'assets/rooms/room_ceo_l.png');
this.load.image('room_spooky_basement_l', 'assets/rooms/room_spooky_basement_l.png');
this.load.image('door', 'assets/tiles/door.png');
// Load object sprites
this.load.image('pc', 'assets/objects/pc.png');
this.load.image('key', 'assets/objects/key.png');
this.load.image('notes', 'assets/objects/notes.png');
this.load.image('phone', 'assets/objects/phone.png');
this.load.image('suitcase', 'assets/objects/suitcase.png');
this.load.image('smartscreen', 'assets/objects/smartscreen.png');
this.load.image('photo', 'assets/objects/photo.png');
this.load.image('safe', 'assets/objects/safe.png');
this.load.image('book', 'assets/objects/book.png');
this.load.image('workstation', 'assets/objects/workstation.png');
this.load.image('bluetooth_scanner', 'assets/objects/bluetooth_scanner.png');
this.load.image('tablet', 'assets/objects/tablet.png');
this.load.image('fingerprint_kit', 'assets/objects/fingerprint_kit.png');
this.load.image('lockpick', 'assets/objects/lockpick.png');
this.load.image('spoofing_kit', 'assets/objects/spoofing_kit.png');
// Load character sprite sheet instead of single image
this.load.spritesheet('hacker', 'assets/characters/hacker.png', {
frameWidth: 64,
frameHeight: 64
});
// Get scenario from URL parameter or use default
const urlParams = new URLSearchParams(window.location.search);
const scenarioFile = urlParams.get('scenario') || 'scenarios/ceo_exfil.json';
// Load the specified scenario
this.load.json('gameScenarioJSON', scenarioFile);
}
// Create function - sets up the game world and initializes all systems
export function create() {
// Hide loading text
document.getElementById('loading').style.display = 'none';
// Set game instance for interactions module early
setGameInstance(this);
// Ensure gameScenario is loaded before proceeding
if (!window.gameScenario) {
window.gameScenario = this.cache.json.get('gameScenarioJSON');
}
gameScenario = window.gameScenario;
// Calculate world bounds after scenario is loaded
const worldBounds = calculateWorldBounds(this);
// Set the physics world bounds
this.physics.world.setBounds(
worldBounds.x,
worldBounds.y,
worldBounds.width,
worldBounds.height
);
// Create player first like in original
createPlayer(this);
// Store player globally for access from other modules
window.player = player;
// Initialize rooms system after player exists
initializeRooms(this);
// Calculate room positions
const roomPositions = calculateRoomPositions(this);
// Create all rooms
Object.entries(gameScenario.rooms).forEach(([roomId, roomData]) => {
const position = roomPositions[roomId];
if (position) {
createRoom(roomId, roomData, position);
}
});
// Validate doors by checking room overlaps
validateDoorsByRoomOverlap();
// Reveal starting room early like in original
revealRoom(gameScenario.startRoom);
// Position player in the starting room
const startingRoom = rooms[gameScenario.startRoom];
if (startingRoom) {
const roomCenterX = startingRoom.position.x + 400; // Room width / 2
const roomCenterY = startingRoom.position.y + 300; // Room height / 2
player.setPosition(roomCenterX, roomCenterY);
console.log(`Player positioned at (${roomCenterX}, ${roomCenterY}) in starting room ${gameScenario.startRoom}`);
}
// Set up camera to follow player
this.cameras.main.startFollow(player);
this.cameras.main.setZoom(1);
// Process door collisions after rooms are revealed
processAllDoorCollisions();
// Setup door overlap checks
setupDoorOverlapChecks();
// Initialize pathfinder
initializePathfinder(this);
// Set up input handling
this.input.on('pointerdown', (pointer) => {
// Convert screen coordinates to world coordinates
const worldX = this.cameras.main.scrollX + pointer.x;
const worldY = this.cameras.main.scrollY + pointer.y;
movePlayerToPoint(worldX, worldY);
});
// Initialize inventory
initializeInventory();
// Process initial inventory items
processInitialInventoryItems();
// Show introduction
introduceScenario();
// Store game reference globally
window.game = this;
}
// Update function - main game loop
export function update() {
// Safety check: ensure player exists before running updates
if (!window.player) {
return;
}
// Update player movement
updatePlayerMovement();
// Update player room (check for room transitions)
updatePlayerRoom();
// Check for object interactions
checkObjectInteractions.call(this);
// Check for Bluetooth devices
const currentTime = Date.now();
if (currentTime - lastBluetoothScan >= 2000) { // 2 second interval
if (window.checkBluetoothDevices) {
window.checkBluetoothDevices();
}
lastBluetoothScan = currentTime;
}
}
// Add timing variables at module level
let lastBluetoothScan = 0;
// Helper functions
// Hide a room
function hideRoom(roomId) {
if (window.rooms[roomId]) {
const room = window.rooms[roomId];
// Hide all layers
Object.values(room.layers).forEach(layer => {
if (layer && layer.setVisible) {
layer.setVisible(false);
layer.setAlpha(0);
}
});
// Hide all objects (both active and inactive)
if (room.objects) {
Object.values(room.objects).forEach(obj => {
if (obj && obj.setVisible) {
obj.setVisible(false);
}
});
}
}
}

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// Pathfinding System
// Handles pathfinding and navigation
// Pathfinding system using EasyStar.js
import { GRID_SIZE, TILE_SIZE } from '../utils/constants.js?v=7';
import { rooms } from './rooms.js?v=16';
let pathfinder = null;
let gameRef = null;
export function initializePathfinder(gameInstance) {
gameRef = gameInstance;
console.log('Initializing pathfinder');
const worldBounds = gameInstance.physics.world.bounds;
const gridWidth = Math.ceil(worldBounds.width / GRID_SIZE);
const gridHeight = Math.ceil(worldBounds.height / GRID_SIZE);
try {
pathfinder = new EasyStar.js();
const grid = Array(gridHeight).fill().map(() => Array(gridWidth).fill(0));
// Mark walls
Object.values(rooms).forEach(room => {
room.wallsLayers.forEach(wallLayer => {
wallLayer.getTilesWithin().forEach(tile => {
// Only mark as unwalkable if the tile collides AND hasn't been disabled for doors
if (tile.collides && tile.canCollide) { // Add check for canCollide
const gridX = Math.floor((tile.x * TILE_SIZE + wallLayer.x - worldBounds.x) / GRID_SIZE);
const gridY = Math.floor((tile.y * TILE_SIZE + wallLayer.y - worldBounds.y) / GRID_SIZE);
if (gridX >= 0 && gridX < gridWidth && gridY >= 0 && gridY < gridHeight) {
grid[gridY][gridX] = 1;
}
}
});
});
});
pathfinder.setGrid(grid);
pathfinder.setAcceptableTiles([0]);
pathfinder.enableDiagonals();
console.log('Pathfinding initialized successfully');
} catch (error) {
console.error('Error initializing pathfinder:', error);
}
}
export function findPath(startX, startY, endX, endY, callback) {
if (!pathfinder) {
console.warn('Pathfinder not initialized');
return;
}
const worldBounds = gameRef.physics.world.bounds;
// Convert world coordinates to grid coordinates
const startGridX = Math.floor((startX - worldBounds.x) / GRID_SIZE);
const startGridY = Math.floor((startY - worldBounds.y) / GRID_SIZE);
const endGridX = Math.floor((endX - worldBounds.x) / GRID_SIZE);
const endGridY = Math.floor((endY - worldBounds.y) / GRID_SIZE);
pathfinder.findPath(startGridX, startGridY, endGridX, endGridY, (path) => {
if (path && path.length > 0) {
// Convert back to world coordinates
const worldPath = path.map(point => ({
x: point.x * GRID_SIZE + worldBounds.x + GRID_SIZE / 2,
y: point.y * GRID_SIZE + worldBounds.y + GRID_SIZE / 2
}));
// Smooth the path
const smoothedPath = smoothPath(worldPath);
callback(smoothedPath);
} else {
callback(null);
}
});
pathfinder.calculate();
}
function smoothPath(path) {
if (path.length <= 2) return path;
const smoothed = [path[0]];
for (let i = 1; i < path.length - 1; i++) {
const prev = path[i - 1];
const current = path[i];
const next = path[i + 1];
// Calculate the angle change
const angle1 = Phaser.Math.Angle.Between(prev.x, prev.y, current.x, current.y);
const angle2 = Phaser.Math.Angle.Between(current.x, current.y, next.x, next.y);
const angleDiff = Math.abs(Phaser.Math.Angle.Wrap(angle1 - angle2));
// Only keep points where there's a significant direction change
if (angleDiff > 0.2) { // About 11.5 degrees
smoothed.push(current);
}
}
smoothed.push(path[path.length - 1]);
return smoothed;
}
export function debugPath(path) {
if (!path) return;
console.log('Current path:', {
pathLength: path.length,
currentTarget: path[0],
// playerPos: { x: player.x, y: player.y },
// isMoving: isMoving
});
}
// Export for global access
window.initializePathfinder = initializePathfinder;

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// Player System
// Handles player creation, movement, and animation
// Player management system
import {
MOVEMENT_SPEED,
ARRIVAL_THRESHOLD,
PLAYER_FEET_OFFSET_Y,
ROOM_CHECK_THRESHOLD,
CLICK_INDICATOR_SIZE,
CLICK_INDICATOR_DURATION
} from '../utils/constants.js?v=7';
export let player = null;
export let targetPoint = null;
export let isMoving = false;
export let lastPlayerPosition = { x: 0, y: 0 };
let gameRef = null;
// Create player sprite
export function createPlayer(gameInstance) {
gameRef = gameInstance;
console.log('Creating player');
// Get starting room position and calculate center
const scenario = window.gameScenario;
const startRoomId = scenario ? scenario.startRoom : 'reception';
const startRoomPosition = getStartingRoomCenter(startRoomId);
// Create player sprite (using frame 20 like original)
player = gameInstance.add.sprite(startRoomPosition.x, startRoomPosition.y, 'hacker', 20);
gameInstance.physics.add.existing(player);
// Scale the character up by 25% like original
player.setScale(1.25);
// Set smaller collision box at the feet like original
player.body.setSize(15, 10);
player.body.setOffset(25, 50); // Adjusted offset to account for scaling
player.body.setCollideWorldBounds(true);
player.body.setBounce(0);
player.body.setDrag(0);
player.body.setFriction(0);
// Set player depth to ensure it renders above most objects
player.setDepth(2000);
// Track player direction and movement state
player.direction = 'down'; // Initial direction
player.isMoving = false;
player.lastDirection = 'down';
// Create animations
createPlayerAnimations();
// Set initial animation
player.anims.play('idle-down', true);
// Initialize last position
lastPlayerPosition = { x: player.x, y: player.y };
// Store player globally immediately for safety
window.player = player;
return player;
}
function createPlayerAnimations() {
// Create walking animations with correct frame numbers from original
gameRef.anims.create({
key: 'walk-right',
frames: gameRef.anims.generateFrameNumbers('hacker', { start: 1, end: 4 }),
frameRate: 8,
repeat: -1
});
gameRef.anims.create({
key: 'walk-down',
frames: gameRef.anims.generateFrameNumbers('hacker', { start: 6, end: 9 }),
frameRate: 8,
repeat: -1
});
gameRef.anims.create({
key: 'walk-up',
frames: gameRef.anims.generateFrameNumbers('hacker', { start: 11, end: 14 }),
frameRate: 8,
repeat: -1
});
gameRef.anims.create({
key: 'walk-up-right',
frames: gameRef.anims.generateFrameNumbers('hacker', { start: 16, end: 19 }),
frameRate: 8,
repeat: -1
});
gameRef.anims.create({
key: 'walk-down-right',
frames: gameRef.anims.generateFrameNumbers('hacker', { start: 21, end: 24 }),
frameRate: 8,
repeat: -1
});
// Create idle frames (first frame of each row) with correct frame numbers
gameRef.anims.create({
key: 'idle-right',
frames: [{ key: 'hacker', frame: 0 }],
frameRate: 1
});
gameRef.anims.create({
key: 'idle-down',
frames: [{ key: 'hacker', frame: 5 }],
frameRate: 1
});
gameRef.anims.create({
key: 'idle-up',
frames: [{ key: 'hacker', frame: 10 }],
frameRate: 1
});
gameRef.anims.create({
key: 'idle-up-right',
frames: [{ key: 'hacker', frame: 15 }],
frameRate: 1
});
gameRef.anims.create({
key: 'idle-down-right',
frames: [{ key: 'hacker', frame: 20 }],
frameRate: 1
});
}
export function movePlayerToPoint(x, y) {
const worldBounds = gameRef.physics.world.bounds;
// Ensure coordinates are within bounds
x = Phaser.Math.Clamp(x, worldBounds.x, worldBounds.x + worldBounds.width);
y = Phaser.Math.Clamp(y, worldBounds.y, worldBounds.y + worldBounds.height);
// Create click indicator
createClickIndicator(x, y);
targetPoint = { x, y };
isMoving = true;
}
function createClickIndicator(x, y) {
// Create a circle at the click position
const indicator = gameRef.add.circle(x, y, CLICK_INDICATOR_SIZE, 0xffffff, 0.7);
indicator.setDepth(1000); // Above ground but below player
// Add a pulsing animation
gameRef.tweens.add({
targets: indicator,
scale: { from: 0.5, to: 1.5 },
alpha: { from: 0.7, to: 0 },
duration: CLICK_INDICATOR_DURATION,
ease: 'Sine.easeOut',
onComplete: () => {
indicator.destroy();
}
});
}
export function updatePlayerMovement() {
// Safety check: ensure player exists
if (!player || !player.body) {
return;
}
if (!isMoving || !targetPoint) {
if (player.body.velocity.x !== 0 || player.body.velocity.y !== 0) {
player.body.setVelocity(0, 0);
player.isMoving = false;
// Play idle animation based on last direction
player.anims.play(`idle-${player.direction}`, true);
}
return;
}
// Cache player position - adjust for feet position
const px = player.x;
const py = player.y + PLAYER_FEET_OFFSET_Y; // Add offset to target the feet
// Use squared distance for performance
const dx = targetPoint.x - px;
const dy = targetPoint.y - py; // Compare with feet position
const distanceSq = dx * dx + dy * dy;
// Reached target point
if (distanceSq < ARRIVAL_THRESHOLD * ARRIVAL_THRESHOLD) {
isMoving = false;
player.body.setVelocity(0, 0);
player.isMoving = false;
// Play idle animation based on last direction
player.anims.play(`idle-${player.direction}`, true);
return;
}
// Only check room transitions periodically
const movedX = Math.abs(px - lastPlayerPosition.x);
const movedY = Math.abs(py - lastPlayerPosition.y);
if (movedX > ROOM_CHECK_THRESHOLD || movedY > ROOM_CHECK_THRESHOLD) {
// Room checking will be handled in game.js to avoid circular dependencies
lastPlayerPosition.x = px;
lastPlayerPosition.y = py - PLAYER_FEET_OFFSET_Y; // Store actual player position
}
// Normalize movement vector for consistent speed
const distance = Math.sqrt(distanceSq);
const velocityX = (dx / distance) * MOVEMENT_SPEED;
const velocityY = (dy / distance) * MOVEMENT_SPEED;
// Set velocity directly without checking for changes
player.body.setVelocity(velocityX, velocityY);
// Determine direction based on velocity
const absVX = Math.abs(velocityX);
const absVY = Math.abs(velocityY);
// Set player direction and animation
if (absVX > absVY * 2) {
// Mostly horizontal movement
player.direction = velocityX > 0 ? 'right' : 'right'; // Use right animation but flip
player.setFlipX(velocityX < 0); // Flip sprite horizontally if moving left
} else if (absVY > absVX * 2) {
// Mostly vertical movement
player.direction = velocityY > 0 ? 'down' : 'up';
player.setFlipX(false);
} else {
// Diagonal movement
if (velocityY > 0) {
player.direction = 'down-right';
} else {
player.direction = 'up-right';
}
player.setFlipX(velocityX < 0); // Flip sprite horizontally if moving left
}
// Play appropriate animation if not already playing
if (!player.isMoving || player.lastDirection !== player.direction) {
player.anims.play(`walk-${player.direction}`, true);
player.isMoving = true;
player.lastDirection = player.direction;
}
// Stop if collision detected
if (player.body.blocked.none === false) {
isMoving = false;
player.body.setVelocity(0, 0);
player.isMoving = false;
player.anims.play(`idle-${player.direction}`, true);
}
}
function getStartingRoomCenter(startRoomId) {
// Default position if rooms not initialized yet
const defaultPos = { x: 400, y: 300 };
// If rooms are available, get the actual room position
if (window.rooms && window.rooms[startRoomId]) {
const roomPos = window.rooms[startRoomId].position;
// Center of 800x600 room
return {
x: roomPos.x + 400,
y: roomPos.y + 300
};
}
// Fallback to reasonable center position for reception room
// Reception is typically at (0,0) so center would be (400, 300)
return defaultPos;
}
// Export for global access
window.createPlayer = createPlayer;

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// Room management system
import { TILE_SIZE, DOOR_ALIGN_OVERLAP, GRID_SIZE, INTERACTION_RANGE_SQ, INTERACTION_CHECK_INTERVAL } from '../utils/constants.js?v=7';
export let rooms = {};
export let currentRoom = '';
export let currentPlayerRoom = '';
export let discoveredRooms = new Set();
let gameRef = null;
// Define scale factors for different object types
const OBJECT_SCALES = {
'notes': 0.75,
'key': 0.75,
'phone': 1,
'tablet': 0.75,
'bluetooth_scanner': 0.7
};
export function initializeRooms(gameInstance) {
gameRef = gameInstance;
console.log('Initializing rooms');
rooms = {};
currentRoom = '';
currentPlayerRoom = '';
discoveredRooms = new Set();
}
// Validate doors by room overlap
export function validateDoorsByRoomOverlap() {
console.log('Validating doors by room overlap');
const doorTiles = [];
// Collect all door tiles from all rooms
Object.entries(rooms).forEach(([roomId, room]) => {
if (room.doorsLayer) {
const roomDoorTiles = room.doorsLayer.getTilesWithin()
.filter(tile => tile.index !== -1);
roomDoorTiles.forEach(doorTile => {
const worldX = room.doorsLayer.x + (doorTile.x * room.doorsLayer.tilemap.tileWidth);
const worldY = room.doorsLayer.y + (doorTile.y * room.doorsLayer.tilemap.tileHeight);
doorTiles.push({
tile: doorTile,
worldX,
worldY,
roomId,
layer: room.doorsLayer
});
});
}
});
// Check each door against all rooms
doorTiles.forEach(doorInfo => {
const overlappingRooms = [];
Object.entries(rooms).forEach(([roomId, room]) => {
const roomBounds = {
x: room.position.x,
y: room.position.y,
width: 800, // Assuming standard room size
height: 600
};
// Check if door overlaps with this room
if (doorInfo.worldX >= roomBounds.x &&
doorInfo.worldX < roomBounds.x + roomBounds.width &&
doorInfo.worldY >= roomBounds.y &&
doorInfo.worldY < roomBounds.y + roomBounds.height) {
overlappingRooms.push(roomId);
}
});
console.log(`Door at (${doorInfo.worldX}, ${doorInfo.worldY}) overlaps with room ${overlappingRooms.join(', ')}`);
if (overlappingRooms.length === 2) {
// Valid door - connects two rooms
const doorLocked = doorInfo.tile.properties?.locked;
console.log(`Door at (${doorInfo.worldX}, ${doorInfo.worldY}) marked as locked:`, doorLocked);
} else if (overlappingRooms.length === 1) {
// Invalid door - only overlaps one room, remove it
console.log(`Removing door at (${doorInfo.worldX}, ${doorInfo.worldY}) - overlaps ${overlappingRooms.length} rooms`);
doorInfo.tile.index = -1;
}
});
}
// Calculate world bounds
export function calculateWorldBounds(gameInstance) {
console.log('Calculating world bounds');
const gameScenario = window.gameScenario;
if (!gameScenario || !gameScenario.rooms) {
console.error('Game scenario not loaded properly');
return {
x: -1800,
y: -1800,
width: 3600,
height: 3600
};
}
let minX = -1800, minY = -1800, maxX = 1800, maxY = 1800;
// Check all room positions to determine world bounds
const roomPositions = calculateRoomPositions(gameInstance);
Object.entries(gameScenario.rooms).forEach(([roomId, room]) => {
const position = roomPositions[roomId];
if (position) {
// Get actual room dimensions
const map = gameInstance.cache.tilemap.get(room.type);
let roomWidth = 800, roomHeight = 600; // fallback
if (map) {
let width, height;
if (map.json) {
width = map.json.width;
height = map.json.height;
} else if (map.data) {
width = map.data.width;
height = map.data.height;
} else {
width = map.width;
height = map.height;
}
if (width && height) {
roomWidth = width * 48; // tile width is 48
roomHeight = height * 48; // tile height is 48
}
}
minX = Math.min(minX, position.x);
minY = Math.min(minY, position.y);
maxX = Math.max(maxX, position.x + roomWidth);
maxY = Math.max(maxY, position.y + roomHeight);
}
});
// Add some padding
const padding = 200;
return {
x: minX - padding,
y: minY - padding,
width: (maxX - minX) + (padding * 2),
height: (maxY - minY) + (padding * 2)
};
}
export function calculateRoomPositions(gameInstance) {
const OVERLAP = 96;
const positions = {};
const gameScenario = window.gameScenario;
console.log('=== Starting Room Position Calculations ===');
// Get room dimensions from tilemaps
const roomDimensions = {};
Object.entries(gameScenario.rooms).forEach(([roomId, roomData]) => {
const map = gameInstance.cache.tilemap.get(roomData.type);
console.log(`Debug - Room ${roomId}:`, {
mapData: map,
fullData: map?.data,
json: map?.json
});
// Try different ways to access the data
if (map) {
let width, height;
if (map.json) {
width = map.json.width;
height = map.json.height;
} else if (map.data) {
width = map.data.width;
height = map.data.height;
} else {
width = map.width;
height = map.height;
}
roomDimensions[roomId] = {
width: width * 48, // tile width is 48
height: height * 48 // tile height is 48
};
} else {
console.error(`Could not find tilemap data for room ${roomId}`);
// Fallback to default dimensions if needed
roomDimensions[roomId] = {
width: 800, // default width
height: 600 // default height
};
}
});
// Start with reception room at origin
positions[gameScenario.startRoom] = { x: 0, y: 0 };
console.log(`Starting room ${gameScenario.startRoom} position:`, positions[gameScenario.startRoom]);
// Process rooms level by level, starting from reception
const processed = new Set([gameScenario.startRoom]);
const queue = [gameScenario.startRoom];
while (queue.length > 0) {
const currentRoomId = queue.shift();
const currentRoom = gameScenario.rooms[currentRoomId];
const currentPos = positions[currentRoomId];
const currentDimensions = roomDimensions[currentRoomId];
console.log(`\nProcessing room ${currentRoomId}`);
console.log('Current position:', currentPos);
console.log('Connections:', currentRoom.connections);
Object.entries(currentRoom.connections).forEach(([direction, connected]) => {
console.log(`\nProcessing ${direction} connection:`, connected);
if (Array.isArray(connected)) {
const roomsToProcess = connected.filter(r => !processed.has(r));
console.log('Unprocessed connected rooms:', roomsToProcess);
if (roomsToProcess.length === 0) return;
if (direction === 'north' || direction === 'south') {
const firstRoom = roomsToProcess[0];
const firstRoomWidth = roomDimensions[firstRoom].width;
const firstRoomHeight = roomDimensions[firstRoom].height;
const secondRoom = roomsToProcess[1];
const secondRoomWidth = roomDimensions[secondRoom].width;
const secondRoomHeight = roomDimensions[secondRoom].height;
if (direction === 'north') {
// First room - right edge aligns with current room's left edge
positions[firstRoom] = {
x: currentPos.x - firstRoomWidth + DOOR_ALIGN_OVERLAP,
y: currentPos.y - firstRoomHeight + OVERLAP
};
// Second room - left edge aligns with current room's right edge
positions[secondRoom] = {
x: currentPos.x + currentDimensions.width - DOOR_ALIGN_OVERLAP,
y: currentPos.y - secondRoomHeight + OVERLAP
};
} else if (direction === 'south') {
// First room - left edge aligns with current room's right edge
positions[firstRoom] = {
x: currentPos.x - firstRoomWidth + DOOR_ALIGN_OVERLAP,
y: currentPos.y + currentDimensions.height - OVERLAP
};
// Second room - right edge aligns with current room's left edge
positions[secondRoom] = {
x: currentPos.x + currentDimensions.width - DOOR_ALIGN_OVERLAP,
y: currentPos.y + currentDimensions.height - secondRoomHeight - OVERLAP
};
}
roomsToProcess.forEach(roomId => {
processed.add(roomId);
queue.push(roomId);
console.log(`Positioned room ${roomId} at:`, positions[roomId]);
});
}
} else {
if (processed.has(connected)) {
return;
}
const connectedDimensions = roomDimensions[connected];
// Center the connected room
const x = currentPos.x +
(currentDimensions.width - connectedDimensions.width) / 2;
const y = direction === 'north'
? currentPos.y - connectedDimensions.height + OVERLAP
: currentPos.y + currentDimensions.height - OVERLAP;
positions[connected] = { x, y };
processed.add(connected);
queue.push(connected);
console.log(`Positioned single room ${connected} at:`, positions[connected]);
}
});
}
console.log('\n=== Final Room Positions ===');
Object.entries(positions).forEach(([roomId, pos]) => {
console.log(`${roomId}:`, pos);
});
return positions;
}
export function createRoom(roomId, roomData, position) {
try {
console.log(`Creating room ${roomId} of type ${roomData.type}`);
const gameScenario = window.gameScenario;
const map = gameRef.make.tilemap({ key: roomData.type });
const tilesets = [];
// Add tilesets
const regularTilesets = map.tilesets.filter(t => !t.name.includes('Interiors_48x48'));
regularTilesets.forEach(tileset => {
const loadedTileset = map.addTilesetImage(tileset.name, tileset.name);
if (loadedTileset) {
tilesets.push(loadedTileset);
console.log(`Added regular tileset: ${tileset.name}`);
}
});
// Initialize room data structure first
rooms[roomId] = {
map,
layers: {},
wallsLayers: [],
objects: {},
position
};
const layers = rooms[roomId].layers;
const wallsLayers = rooms[roomId].wallsLayers;
// IMPORTANT: This counter ensures unique layer IDs across ALL rooms and should not be removed
if (!window.globalLayerCounter) window.globalLayerCounter = 0;
// Calculate base depth for this room's layers
const roomDepth = position.y * 100;
// Create doors layer first with a specific depth
const doorsLayerIndex = map.layers.findIndex(layer =>
layer.name.toLowerCase().includes('doors'));
let doorsLayer = null;
if (doorsLayerIndex !== -1) {
window.globalLayerCounter++;
const uniqueDoorsId = `${roomId}_doors_${window.globalLayerCounter}`;
doorsLayer = map.createLayer(doorsLayerIndex, tilesets, position.x, position.y);
if (doorsLayer) {
doorsLayer.name = uniqueDoorsId;
// Set doors layer depth higher than other layers
doorsLayer.setDepth(roomDepth + 500);
layers[uniqueDoorsId] = doorsLayer;
rooms[roomId].doorsLayer = doorsLayer;
// Apply room-level locking to door tiles
if (roomData.locked) {
console.log(`Applying lock to doors in room ${roomId}`);
const doorTiles = doorsLayer.getTilesWithin().filter(tile => tile.index !== -1);
doorTiles.forEach(doorTile => {
if (!doorTile.properties) {
doorTile.properties = {};
}
doorTile.properties.locked = true;
doorTile.properties.lockType = roomData.lockType || 'key';
doorTile.properties.requires = roomData.requires || '';
doorTile.properties.difficulty = roomData.difficulty || 'medium';
console.log(`Door tile locked:`, doorTile.properties);
});
}
}
}
// Create other layers with appropriate depths
map.layers.forEach((layerData, index) => {
// Skip the doors layer as we already created it
if (index === doorsLayerIndex) return;
window.globalLayerCounter++;
const uniqueLayerId = `${roomId}_${layerData.name}_${window.globalLayerCounter}`;
const layer = map.createLayer(index, tilesets, position.x, position.y);
if (layer) {
layer.name = uniqueLayerId;
// Set depth based on layer type and room position
if (layerData.name.toLowerCase().includes('floor')) {
layer.setDepth(roomDepth + 100);
} else if (layerData.name.toLowerCase().includes('walls')) {
layer.setDepth(roomDepth + 200);
// Handle walls layer collision
try {
layer.setCollisionByExclusion([-1]);
if (doorsLayer) {
const doorTiles = doorsLayer.getTilesWithin()
.filter(tile => tile.index !== -1);
doorTiles.forEach(doorTile => {
const wallTile = layer.getTileAt(doorTile.x, doorTile.y);
if (wallTile) {
if (doorTile.properties?.locked) {
wallTile.setCollision(true);
console.log(`Door tile at (${doorTile.x},${doorTile.y}) set to collision: locked`);
} else {
wallTile.setCollision(false);
console.log(`Door tile at (${doorTile.x},${doorTile.y}) set to collision: false (unlocked)`);
}
}
});
}
wallsLayers.push(layer);
console.log(`Added collision to wall layer: ${uniqueLayerId}`);
// Add collision with player
const player = window.player;
if (player && player.body) {
gameRef.physics.add.collider(player, layer);
console.log(`Added collision between player and wall layer: ${uniqueLayerId}`);
}
} catch (e) {
console.warn(`Error setting up collisions for ${uniqueLayerId}:`, e);
}
} else if (layerData.name.toLowerCase().includes('props')) {
layer.setDepth(roomDepth + 300);
} else {
layer.setDepth(roomDepth + 400);
}
layers[uniqueLayerId] = layer;
layer.setVisible(false);
layer.setAlpha(0);
}
});
// Handle objects layer
const objectsLayer = map.getObjectLayer('Object Layer 1');
console.log(`Object layer found for room ${roomId}:`, objectsLayer ? `${objectsLayer.objects.length} objects` : 'No objects layer');
if (objectsLayer) {
// Create a map of room objects by type for easy lookup
const roomObjectsByType = {};
objectsLayer.objects.forEach(obj => {
if (!roomObjectsByType[obj.name]) {
roomObjectsByType[obj.name] = [];
}
roomObjectsByType[obj.name].push(obj);
});
// Process scenario objects first
if (gameScenario.rooms[roomId].objects) {
console.log(`Processing ${gameScenario.rooms[roomId].objects.length} scenario objects for room ${roomId}`);
gameScenario.rooms[roomId].objects.forEach((scenarioObj, index) => {
const objType = scenarioObj.type;
// skip "inInventory": true,
if (scenarioObj.inInventory) {
return;
}
// Try to find a matching room object
let roomObj = null;
if (roomObjectsByType[objType] && roomObjectsByType[objType].length > 0) {
// Take the first available room object of this type
roomObj = roomObjectsByType[objType].shift();
}
let sprite;
if (roomObj) {
// Create sprite at the room object's position
sprite = gameRef.add.sprite(
position.x + roomObj.x,
position.y + (roomObj.gid !== undefined ? roomObj.y - roomObj.height : roomObj.y),
objType
);
if (roomObj.rotation) {
sprite.setRotation(Phaser.Math.DegToRad(roomObj.rotation));
}
// Create a unique key using the room object's ID
sprite.objectId = `${objType}_${roomObj.id || index}`;
} else {
// No matching room object, create at random position
// Assuming room size is 10x9 tiles of 48px each
const roomWidth = 10 * 48;
const roomHeight = 9 * 48;
// Add some padding from the edges (2 tile width)
const padding = 48*2;
const randomX = position.x + padding + Math.random() * (roomWidth - padding * 2);
const randomY = position.y + padding + Math.random() * (roomHeight - padding * 2);
sprite = gameRef.add.sprite(randomX, randomY, objType);
console.log(`Created object ${objType} at random position (${randomX}, ${randomY})`);
}
// Apply scaling based on object type
if (OBJECT_SCALES[objType]) {
sprite.setScale(OBJECT_SCALES[objType]);
}
// SIMPLIFIED NAMING APPROACH
// Use a consistent format: roomId_type_index
const objectId = `${roomId}_${objType}_${index}`;
// Set common properties
sprite.setOrigin(0, 0);
sprite.name = objType; // Keep name as the object type for texture loading
sprite.objectId = objectId; // Use our simplified ID format
sprite.setInteractive({ useHandCursor: true });
sprite.setDepth(1001);
sprite.originalAlpha = 1;
sprite.active = true;
// Store scenario data with sprite
sprite.scenarioData = scenarioObj;
// Initially hide the object
sprite.setVisible(false);
// Store the object
rooms[roomId].objects[objectId] = sprite;
console.log(`Created object: ${objectId} at (${sprite.x}, ${sprite.y}) in room ${roomId}`);
// Add click handler
sprite.on('pointerdown', () => {
console.log('Object clicked:', { name: objType, id: objectId });
// Call interaction handler
if (window.handleObjectInteraction) {
window.handleObjectInteraction(sprite);
}
});
});
}
}
} catch (error) {
console.error(`Error creating room ${roomId}:`, error);
console.error('Error details:', error.stack);
}
}
export function revealRoom(roomId) {
if (rooms[roomId]) {
const room = rooms[roomId];
// Reveal all layers
Object.values(room.layers).forEach(layer => {
if (layer && layer.setVisible) {
layer.setVisible(true);
layer.setAlpha(1);
}
});
// Explicitly reveal doors layer if it exists
if (room.doorsLayer) {
room.doorsLayer.setVisible(true);
room.doorsLayer.setAlpha(1);
}
// Update visibility of doors from other rooms that overlap with this room
updateDoorsVisibility();
// Show all objects
if (room.objects) {
console.log(`Revealing ${Object.keys(room.objects).length} objects in room ${roomId}`);
Object.values(room.objects).forEach(obj => {
if (obj && obj.setVisible && obj.active) { // Only show active objects
obj.setVisible(true);
obj.alpha = obj.active ? (obj.originalAlpha || 1) : 0.3;
console.log(`Made object visible: ${obj.objectId} at (${obj.x}, ${obj.y})`);
}
});
} else {
console.log(`No objects found in room ${roomId}`);
}
discoveredRooms.add(roomId);
}
currentRoom = roomId;
}
export function updatePlayerRoom() {
// Check which room the player is currently in
const player = window.player;
if (!player) {
return; // Player not created yet
}
let overlappingRooms = [];
// Check all rooms for overlap with proper threshold
Object.entries(rooms).forEach(([roomId, room]) => {
const roomBounds = {
x: room.position.x,
y: room.position.y,
width: room.map.widthInPixels,
height: room.map.heightInPixels
};
if (isPlayerInBounds(player, roomBounds)) {
overlappingRooms.push(roomId);
// Reveal room if not already discovered
if (!discoveredRooms.has(roomId)) {
console.log(`Player overlapping room: ${roomId}`);
revealRoom(roomId);
}
}
});
// If we're not overlapping any rooms
if (overlappingRooms.length === 0) {
console.log('Player not in any room');
currentPlayerRoom = null;
return null;
}
// Update current room (use the first overlapping room as the "main" room)
if (currentPlayerRoom !== overlappingRooms[0]) {
console.log(`Player's main room changed to: ${overlappingRooms[0]}`);
currentPlayerRoom = overlappingRooms[0];
}
return currentPlayerRoom;
}
// Helper function to check if player properly overlaps with room bounds
function isPlayerInBounds(player, bounds) {
// Use the player's physics body bounds for more precise detection
const playerBody = player.body;
const playerBounds = {
left: playerBody.x,
right: playerBody.x + playerBody.width,
top: playerBody.y,
bottom: playerBody.y + playerBody.height
};
// Calculate the overlap area between player and room
const overlapWidth = Math.min(playerBounds.right, bounds.x + bounds.width) -
Math.max(playerBounds.left, bounds.x);
const overlapHeight = Math.min(playerBounds.bottom, bounds.y + bounds.height) -
Math.max(playerBounds.top, bounds.y);
// Require a minimum overlap percentage (50% of player width/height)
const minOverlapPercent = 0.5;
const playerWidth = playerBounds.right - playerBounds.left;
const playerHeight = playerBounds.bottom - playerBounds.top;
const widthOverlapPercent = overlapWidth / playerWidth;
const heightOverlapPercent = overlapHeight / playerHeight;
return overlapWidth > 0 &&
overlapHeight > 0 &&
widthOverlapPercent >= minOverlapPercent &&
heightOverlapPercent >= minOverlapPercent;
}
// Update doors visibility based on which rooms are revealed
function updateDoorsVisibility() {
// Check all rooms for doors
Object.entries(rooms).forEach(([roomId, room]) => {
if (!room.doorsLayer) return;
const doorTiles = room.doorsLayer.getTilesWithin().filter(tile => tile.index !== -1);
doorTiles.forEach(doorTile => {
const doorWorldX = room.doorsLayer.x + (doorTile.x * TILE_SIZE);
const doorWorldY = room.doorsLayer.y + (doorTile.y * TILE_SIZE);
const doorCheckArea = {
x: doorWorldX - DOOR_ALIGN_OVERLAP,
y: doorWorldY - DOOR_ALIGN_OVERLAP,
width: DOOR_ALIGN_OVERLAP * 2,
height: DOOR_ALIGN_OVERLAP * 2
};
// Check how many revealed rooms this door overlaps with
let overlappingRevealedRooms = 0;
Object.entries(rooms).forEach(([otherRoomId, otherRoom]) => {
if (!discoveredRooms.has(otherRoomId)) return; // Skip unrevealed rooms
const otherRoomBounds = {
x: otherRoom.position.x,
y: otherRoom.position.y,
width: otherRoom.map.widthInPixels,
height: otherRoom.map.heightInPixels
};
// Check if door overlaps with this revealed room
if (boundsOverlap(doorCheckArea, otherRoomBounds)) {
overlappingRevealedRooms++;
}
});
// Door should be visible if it overlaps with at least one revealed room
const shouldBeVisible = overlappingRevealedRooms > 0;
if (shouldBeVisible && !room.doorsLayer.visible) {
room.doorsLayer.setVisible(true);
room.doorsLayer.setAlpha(1);
}
});
});
}
// Helper function for bounds overlap check
function boundsOverlap(rect1, rect2) {
return rect1.x < rect2.x + rect2.width &&
rect1.x + rect1.width > rect2.x &&
rect1.y < rect2.y + rect2.height &&
rect1.y + rect1.height > rect2.y;
}
// Export for global access
window.initializeRooms = initializeRooms;

83
js/main.js Normal file
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import { GAME_CONFIG } from './utils/constants.js?v=7';
import { preload, create, update } from './core/game.js?v=32';
import { initializeNotifications } from './systems/notifications.js?v=7';
import { initializeNotes } from './systems/notes.js?v=16';
import { initializeBluetoothPanel } from './systems/bluetooth.js?v=8';
import { initializeBiometricsPanel } from './systems/biometrics.js?v=22';
import { initializeDebugSystem } from './systems/debug.js?v=7';
import { initializeUI } from './ui/panels.js?v=9';
import { initializeModals } from './ui/modals.js?v=7';
// Global game variables
window.game = null;
window.gameScenario = null;
window.player = null;
window.cursors = null;
window.rooms = {};
window.currentRoom = null;
window.inventory = {
items: [],
container: null
};
window.objectsGroup = null;
window.wallsLayer = null;
window.discoveredRooms = new Set();
window.pathfinder = null;
window.currentPath = [];
window.isMoving = false;
window.targetPoint = null;
window.lastPathUpdateTime = 0;
window.stuckTimer = 0;
window.lastPosition = null;
window.stuckTime = 0;
window.currentPlayerRoom = null;
window.lastPlayerPosition = { x: 0, y: 0 };
window.gameState = {
biometricSamples: [],
biometricUnlocks: [],
bluetoothDevices: [],
startTime: null
};
window.lastBluetoothScan = 0;
// Initialize the game
function initializeGame() {
// Set up game configuration with scene functions
const config = {
...GAME_CONFIG,
scene: {
preload: preload,
create: create,
update: update
},
inventory: {
items: [],
display: null
}
};
// Create the Phaser game instance
window.game = new Phaser.Game(config);
// Initialize all systems
initializeNotifications();
initializeNotes();
initializeBluetoothPanel();
initializeBiometricsPanel();
initializeDebugSystem();
initializeUI();
initializeModals();
// Add window resize handler
window.addEventListener('resize', () => {
const width = window.innerWidth * 0.80;
const height = window.innerHeight * 0.80;
game.scale.resize(width, height);
});
}
// Initialize when DOM is ready
document.addEventListener('DOMContentLoaded', initializeGame);
// Export for global access
window.initializeGame = initializeGame;

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import { MinigameScene } from '../framework/base-minigame.js';
// Dusting Minigame Scene implementation
export class DustingMinigame extends MinigameScene {
constructor(container, params) {
super(container, params);
this.item = params.item;
// Game state variables - using framework's gameState as base
this.difficultySettings = {
easy: {
requiredCoverage: 0.3, // 30% of prints
maxOverDusted: 50, // Increased due to more cells
fingerprints: 60, // Increased proportionally
pattern: 'simple'
},
medium: {
requiredCoverage: 0.4, // 40% of prints
maxOverDusted: 40, // Increased due to more cells
fingerprints: 75, // Increased proportionally
pattern: 'medium'
},
hard: {
requiredCoverage: 0.5, // 50% of prints
maxOverDusted: 25, // Increased due to more cells
fingerprints: 90, // Increased proportionally
pattern: 'complex'
}
};
this.currentDifficulty = this.item.scenarioData.fingerprintDifficulty || 'medium';
this.gridSize = 30;
this.fingerprintCells = new Set();
this.revealedPrints = 0;
this.overDusted = 0;
this.lastDustTime = {};
// Tools configuration
this.tools = [
{ name: 'Fine', size: 1, color: '#3498db', radius: 0 }, // Only affects current cell
{ name: 'Medium', size: 2, color: '#2ecc71', radius: 1 }, // Affects current cell and adjacent
{ name: 'Wide', size: 3, color: '#e67e22', radius: 2 } // Affects current cell and 2 cells around
];
this.currentTool = this.tools[1]; // Start with medium brush
}
init() {
// Call parent init to set up common components
super.init();
console.log("Dusting minigame initializing");
// Set container dimensions
this.container.style.width = '75%';
this.container.style.height = '75%';
this.container.style.padding = '20px';
// Add close button
const closeButton = document.createElement('button');
closeButton.className = 'minigame-close-button';
closeButton.innerHTML = '&times;';
closeButton.onclick = () => this.complete(false);
this.container.appendChild(closeButton);
// Set up header content
this.headerElement.innerHTML = `
<h3>Fingerprint Dusting</h3>
<p>Drag to dust the surface and reveal fingerprints. Avoid over-dusting!</p>
`;
// Configure game container
this.gameContainer.style.cssText = `
width: 80%;
height: 80%;
max-width: 600px;
max-height: 600px;
display: grid;
grid-template-columns: repeat(30, 1fr);
grid-template-rows: repeat(30, 1fr);
gap: 1px;
background: #1a1a1a;
padding: 5px;
margin: 70px auto 20px auto;
border-radius: 5px;
box-shadow: 0 0 15px rgba(0, 0, 0, 0.5) inset;
position: relative;
overflow: hidden;
cursor: crosshair;
`;
// Add background texture/pattern for a more realistic surface
const gridBackground = document.createElement('div');
gridBackground.style.cssText = `
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
opacity: 0.3;
pointer-events: none;
z-index: 0;
`;
// Create the grid pattern using encoded SVG
const svgGrid = `data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' width='100' height='100' viewBox='0 0 100 100'%3E%3Crect width='100' height='100' fill='%23111'/%3E%3Cpath d='M0 50h100M50 0v100' stroke='%23222' stroke-width='0.5'/%3E%3Cpath d='M25 0v100M75 0v100M0 25h100M0 75h100' stroke='%23191919' stroke-width='0.3'/%3E%3C/svg%3E`;
gridBackground.style.backgroundImage = `url('${svgGrid}')`;
this.gameContainer.appendChild(gridBackground);
// Add tool selection
const toolsContainer = document.createElement('div');
toolsContainer.style.cssText = `
position: absolute;
bottom: 15px;
left: 15px;
display: flex;
gap: 10px;
z-index: 10;
flex-wrap: wrap;
max-width: 30%;
`;
this.tools.forEach(tool => {
const toolButton = document.createElement('button');
toolButton.className = `minigame-tool-button ${tool.name === this.currentTool.name ? 'active' : ''}`;
toolButton.textContent = tool.name;
toolButton.style.backgroundColor = tool.color;
toolButton.addEventListener('click', () => {
document.querySelectorAll('.minigame-tool-button').forEach(btn => {
btn.classList.remove('active');
});
toolButton.classList.add('active');
this.currentTool = tool;
});
toolsContainer.appendChild(toolButton);
});
this.container.appendChild(toolsContainer);
// Create particle container for dust effects
this.particleContainer = document.createElement('div');
this.particleContainer.style.cssText = `
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: 5;
overflow: hidden;
`;
this.container.appendChild(this.particleContainer);
// Create progress container for displaying dusting progress
this.progressContainer = document.createElement('div');
this.progressContainer.style.cssText = `
position: absolute;
top: 15px;
right: 15px;
background: rgba(0, 0, 0, 0.8);
padding: 10px;
border-radius: 5px;
color: white;
font-family: 'VT323', monospace;
font-size: 14px;
z-index: 10;
min-width: 200px;
`;
this.container.appendChild(this.progressContainer);
// Generate fingerprint pattern and set up cells
this.fingerprintCells = this.generateFingerprint(this.currentDifficulty);
this.setupGrid();
// Total prints and required prints calculations
this.totalPrints = this.fingerprintCells.size;
this.requiredPrints = Math.ceil(this.totalPrints * this.difficultySettings[this.currentDifficulty].requiredCoverage);
// Set up mouse event handlers for the grid
this.setupMouseEvents();
// Check initial progress
this.checkProgress();
}
setupMouseEvents() {
// Set up mouse event handlers
this.gameState.isDragging = false;
this.gameContainer.addEventListener('mousedown', (e) => {
e.preventDefault();
this.gameState.isDragging = true;
this.handleMouseDown(e);
});
this.gameContainer.addEventListener('mousemove', (e) => {
e.preventDefault();
this.handleMouseMove(e);
});
this.gameContainer.addEventListener('mouseup', (e) => {
e.preventDefault();
this.gameState.isDragging = false;
});
this.gameContainer.addEventListener('mouseleave', (e) => {
e.preventDefault();
this.gameState.isDragging = false;
});
// Touch events for mobile
this.gameContainer.addEventListener('touchstart', (e) => {
e.preventDefault();
this.gameState.isDragging = true;
const touch = e.touches[0];
const mouseEvent = new MouseEvent('mousedown', {
clientX: touch.clientX,
clientY: touch.clientY
});
this.handleMouseDown(mouseEvent);
});
this.gameContainer.addEventListener('touchmove', (e) => {
e.preventDefault();
if (e.touches.length === 1) {
const touch = e.touches[0];
const mouseEvent = new MouseEvent('mousemove', {
clientX: touch.clientX,
clientY: touch.clientY
});
this.handleMouseMove(mouseEvent);
}
});
this.gameContainer.addEventListener('touchend', (e) => {
e.preventDefault();
this.gameState.isDragging = false;
});
}
// Set up the grid of cells
setupGrid() {
console.log('Setting up dusting grid...', this.gridSize);
// Clear any existing grid cells but preserve background
const existingCells = this.gameContainer.querySelectorAll('[data-x]');
existingCells.forEach(cell => cell.remove());
console.log(`Creating ${this.gridSize * this.gridSize} grid cells...`);
// Create grid cells
for (let y = 0; y < this.gridSize; y++) {
for (let x = 0; x < this.gridSize; x++) {
const cell = document.createElement('div');
cell.className = 'dust-cell';
cell.style.cssText = `
width: 100%;
height: 100%;
background: #000;
position: relative;
transition: background-color 0.2s ease;
cursor: crosshair;
border: 1px solid #333;
box-sizing: border-box;
z-index: 1;
`;
cell.dataset.x = x;
cell.dataset.y = y;
cell.dataset.dustLevel = '0';
cell.dataset.hasFingerprint = this.fingerprintCells.has(`${x},${y}`) ? 'true' : 'false';
this.gameContainer.appendChild(cell);
}
}
console.log(`Grid setup complete. Total cells created: ${this.gameContainer.querySelectorAll('[data-x]').length}`);
console.log('Game container dimensions:', this.gameContainer.offsetWidth, 'x', this.gameContainer.offsetHeight);
}
// Override the framework's mouse event handlers
handleMouseMove(e) {
if (!this.gameState.isDragging) return;
// Get the cell element under the cursor
const cell = document.elementFromPoint(e.clientX, e.clientY);
if (!cell || !cell.dataset || cell.dataset.dustLevel === undefined) return;
// Get current cell coordinates
const centerX = parseInt(cell.dataset.x);
const centerY = parseInt(cell.dataset.y);
// Get a list of cells to dust based on the brush radius
const cellsToDust = [];
const radius = this.currentTool.radius;
// Add the current cell and cells within radius
for (let y = centerY - radius; y <= centerY + radius; y++) {
for (let x = centerX - radius; x <= centerX + radius; x++) {
// Skip cells outside the grid
if (x < 0 || x >= this.gridSize || y < 0 || y >= this.gridSize) continue;
// For medium brush, use a diamond pattern (taxicab distance)
if (this.currentTool.size === 2) {
// Manhattan distance: |x1-x2| + |y1-y2|
const distance = Math.abs(x - centerX) + Math.abs(y - centerY);
if (distance > radius) continue; // Skip if too far away
}
// For wide brush, use a circle pattern (Euclidean distance)
else if (this.currentTool.size === 3) {
// Euclidean distance: √[(x1-x2)² + (y1-y2)²]
const distance = Math.sqrt(Math.pow(x - centerX, 2) + Math.pow(y - centerY, 2));
if (distance > radius) continue; // Skip if too far away
}
// Find this cell in the DOM
const targetCell = this.gameContainer.querySelector(`[data-x="${x}"][data-y="${y}"]`);
if (targetCell) {
cellsToDust.push(targetCell);
}
}
}
// Get cell position for particles (center cell)
const cellRect = cell.getBoundingClientRect();
const particleContainerRect = this.particleContainer.getBoundingClientRect();
const cellCenterX = (cellRect.left + cellRect.width / 2) - particleContainerRect.left;
const cellCenterY = (cellRect.top + cellRect.height / 2) - particleContainerRect.top;
// Process all cells to dust
cellsToDust.forEach(targetCell => {
const cellId = `${targetCell.dataset.x},${targetCell.dataset.y}`;
const currentTime = Date.now();
const dustLevel = parseInt(targetCell.dataset.dustLevel);
// Tool intensity affects dusting rate and particle effects
const toolIntensity = this.currentTool.size / 3; // 0.33 to 1
// Only allow dusting every 50-150ms for each cell (based on tool size)
const cooldown = 150 - (toolIntensity * 100); // 50ms for wide brush, 150ms for fine
if (!this.lastDustTime[cellId] || currentTime - this.lastDustTime[cellId] > cooldown) {
if (dustLevel < 3) {
// Increment dust level with a probability based on tool intensity
const dustProbability = toolIntensity * 0.5 + 0.1; // 0.1-0.6 chance based on tool
if (dustLevel < 1 || Math.random() < dustProbability) {
targetCell.dataset.dustLevel = (dustLevel + 1).toString();
this.updateCellColor(targetCell);
// Create dust particles for the current cell or at a position calculated for surrounding cells
if (targetCell === cell) {
// Center cell - use the already calculated position
const hasFingerprint = targetCell.dataset.hasFingerprint === 'true';
let particleColor = dustLevel === 1 ? '#666' : (hasFingerprint ? '#1aff1a' : '#aaa');
this.createDustParticles(cellCenterX, cellCenterY, toolIntensity, particleColor);
} else {
// For surrounding cells, calculate their relative position from the center cell
const targetCellRect = targetCell.getBoundingClientRect();
const targetCellX = (targetCellRect.left + targetCellRect.width / 2) - particleContainerRect.left;
const targetCellY = (targetCellRect.top + targetCellRect.height / 2) - particleContainerRect.top;
const hasFingerprint = targetCell.dataset.hasFingerprint === 'true';
let particleColor = dustLevel === 1 ? '#666' : (hasFingerprint ? '#1aff1a' : '#aaa');
// Create fewer particles for surrounding cells
const reducedIntensity = toolIntensity * 0.6;
this.createDustParticles(targetCellX, targetCellY, reducedIntensity, particleColor);
}
}
this.lastDustTime[cellId] = currentTime;
}
}
});
// Update progress after dusting
this.checkProgress();
}
// Use the framework's mouseDown handler directly
handleMouseDown(e) {
// Just start dusting immediately
this.handleMouseMove(e);
}
createDustParticles(x, y, intensity, color) {
const numParticles = Math.floor(5 + intensity * 5); // 5-10 particles based on intensity
for (let i = 0; i < numParticles; i++) {
const particle = document.createElement('div');
const size = Math.random() * 3 + 1; // 1-4px
const angle = Math.random() * Math.PI * 2;
const distance = Math.random() * 20 * intensity;
const duration = Math.random() * 1000 + 500; // 500-1500ms
particle.style.cssText = `
position: absolute;
width: ${size}px;
height: ${size}px;
background: ${color};
border-radius: 50%;
opacity: ${Math.random() * 0.3 + 0.3};
top: ${y}px;
left: ${x}px;
transform: translate(-50%, -50%);
pointer-events: none;
z-index: 6;
`;
this.particleContainer.appendChild(particle);
// Animate the particle
const animation = particle.animate([
{
transform: 'translate(-50%, -50%)',
opacity: particle.style.opacity
},
{
transform: `translate(
calc(-50% + ${Math.cos(angle) * distance}px),
calc(-50% + ${Math.sin(angle) * distance}px)
)`,
opacity: 0
}
], {
duration: duration,
easing: 'cubic-bezier(0.25, 1, 0.5, 1)'
});
animation.onfinish = () => {
particle.remove();
};
}
}
updateCellColor(cell) {
const dustLevel = parseInt(cell.dataset.dustLevel);
const hasFingerprint = cell.dataset.hasFingerprint === 'true';
if (dustLevel === 0) {
cell.style.background = 'black';
cell.style.boxShadow = 'none';
}
else if (dustLevel === 1) {
cell.style.background = '#444';
cell.style.boxShadow = 'inset 0 0 3px rgba(255,255,255,0.2)';
}
else if (dustLevel === 2) {
if (hasFingerprint) {
cell.style.background = '#0f0';
cell.style.boxShadow = 'inset 0 0 5px rgba(0,255,0,0.5), 0 0 5px rgba(0,255,0,0.3)';
} else {
cell.style.background = '#888';
cell.style.boxShadow = 'inset 0 0 4px rgba(255,255,255,0.3)';
}
}
else {
cell.style.background = '#ccc';
cell.style.boxShadow = 'inset 0 0 5px rgba(255,255,255,0.5)';
}
}
checkProgress() {
this.revealedPrints = 0;
this.overDusted = 0;
this.gameContainer.childNodes.forEach(cell => {
if (cell.dataset) { // Check if it's a cell element
const dustLevel = parseInt(cell.dataset.dustLevel || '0');
const hasFingerprint = cell.dataset.hasFingerprint === 'true';
if (hasFingerprint && dustLevel === 2) this.revealedPrints++;
if (dustLevel === 3) this.overDusted++;
}
});
// Update progress display
this.progressContainer.innerHTML = `
<div style="margin-bottom: 5px;">
<span style="color: #2ecc71;">Found: ${this.revealedPrints}/${this.requiredPrints} required prints</span>
<span style="margin-left: 15px; color: ${this.overDusted > this.difficultySettings[this.currentDifficulty].maxOverDusted * 0.7 ? '#e74c3c' : '#fff'};">
Over-dusted: ${this.overDusted}/${this.difficultySettings[this.currentDifficulty].maxOverDusted} max
</span>
</div>
<div class="minigame-progress-container">
<div class="minigame-progress-bar" style="width: ${(this.revealedPrints/this.requiredPrints)*100}%;"></div>
</div>
`;
// Check fail condition first
if (this.overDusted >= this.difficultySettings[this.currentDifficulty].maxOverDusted) {
this.showFinalFailure("Too many over-dusted areas!");
return;
}
// Check win condition
if (this.revealedPrints >= this.requiredPrints) {
this.showFinalSuccess();
}
}
showFinalSuccess() {
// Calculate quality based on dusting precision
const dustPenalty = this.overDusted / this.difficultySettings[this.currentDifficulty].maxOverDusted; // 0-1
const coverageBonus = this.revealedPrints / this.totalPrints; // 0-1
// Higher quality for more coverage and less over-dusting
const quality = 0.7 + (coverageBonus * 0.25) - (dustPenalty * 0.15);
const qualityPercentage = Math.round(quality * 100);
const qualityRating = qualityPercentage >= 95 ? 'Perfect' :
qualityPercentage >= 85 ? 'Excellent' :
qualityPercentage >= 75 ? 'Good' : 'Acceptable';
// Build success message with detailed stats
const successHTML = `
<div style="font-weight: bold; font-size: 24px; margin-bottom: 10px;">Fingerprint successfully collected!</div>
<div style="font-size: 18px; margin-bottom: 15px;">Quality: ${qualityRating} (${qualityPercentage}%)</div>
<div style="font-size: 14px; color: #aaa;">
Prints revealed: ${this.revealedPrints}/${this.totalPrints}<br>
Over-dusted areas: ${this.overDusted}<br>
Difficulty: ${this.currentDifficulty.charAt(0).toUpperCase() + this.currentDifficulty.slice(1)}
</div>
`;
// Use the framework's success message system
this.showSuccess(successHTML, true, 2000);
// Disable further interaction
this.gameContainer.style.pointerEvents = 'none';
// Store result for onComplete callback
this.gameResult = {
quality: quality,
rating: qualityRating
};
}
showFinalFailure(reason) {
// Build failure message
const failureHTML = `
<div style="font-weight: bold; margin-bottom: 10px;">${reason}</div>
<div style="font-size: 16px; margin-top: 5px;">Try again with more careful dusting.</div>
`;
// Use the framework's failure message system
this.showFailure(failureHTML, true, 2000);
// Disable further interaction
this.gameContainer.style.pointerEvents = 'none';
}
start() {
super.start();
console.log("Dusting minigame started");
// Disable game movement in the main scene
if (this.params.scene) {
this.params.scene.input.mouse.enabled = false;
}
}
complete(success) {
// Call parent complete with result
super.complete(success, this.gameResult);
}
generateFingerprint(difficulty) {
// Existing fingerprint generation logic
const pattern = this.difficultySettings[difficulty].pattern;
const numPrints = this.difficultySettings[difficulty].fingerprints;
const newFingerprintCells = new Set();
const centerX = Math.floor(this.gridSize / 2);
const centerY = Math.floor(this.gridSize / 2);
if (pattern === 'simple') {
// Simple oval-like pattern
for (let i = 0; i < numPrints; i++) {
const angle = (i / numPrints) * Math.PI * 2;
const distance = 5 + Math.random() * 3;
const x = Math.floor(centerX + Math.cos(angle) * distance);
const y = Math.floor(centerY + Math.sin(angle) * distance);
if (x >= 0 && x < this.gridSize && y >= 0 && y < this.gridSize) {
newFingerprintCells.add(`${x},${y}`);
// Add a few adjacent cells to make it less sparse
for (let j = 0; j < 2; j++) {
const nx = x + Math.floor(Math.random() * 3) - 1;
const ny = y + Math.floor(Math.random() * 3) - 1;
if (nx >= 0 && nx < this.gridSize && ny >= 0 && ny < this.gridSize) {
newFingerprintCells.add(`${nx},${ny}`);
}
}
}
}
} else if (pattern === 'medium') {
// Medium complexity - spiral pattern with variations
for (let i = 0; i < numPrints; i++) {
const t = i / numPrints * 5;
const distance = 2 + t * 0.8;
const noise = Math.random() * 2 - 1;
const x = Math.floor(centerX + Math.cos(t * Math.PI * 2) * (distance + noise));
const y = Math.floor(centerY + Math.sin(t * Math.PI * 2) * (distance + noise));
if (x >= 0 && x < this.gridSize && y >= 0 && y < this.gridSize) {
newFingerprintCells.add(`${x},${y}`);
}
}
// Add whorls and arches
for (let i = 0; i < 20; i++) {
const angle = (i / 20) * Math.PI * 2;
const distance = 7;
const x = Math.floor(centerX + Math.cos(angle) * distance);
const y = Math.floor(centerY + Math.sin(angle) * distance);
if (x >= 0 && x < this.gridSize && y >= 0 && y < this.gridSize) {
newFingerprintCells.add(`${x},${y}`);
}
}
} else {
// Complex pattern - detailed whorls and ridge patterns
for (let i = 0; i < numPrints; i++) {
// Main loop - create a complex whorl pattern
const t = i / numPrints * 8;
const distance = 2 + t * 0.6;
const noise = Math.sin(t * 5) * 1.5;
const x = Math.floor(centerX + Math.cos(t * Math.PI * 2) * (distance + noise));
const y = Math.floor(centerY + Math.sin(t * Math.PI * 2) * (distance + noise));
if (x >= 0 && x < this.gridSize && y >= 0 && y < this.gridSize) {
newFingerprintCells.add(`${x},${y}`);
}
// Add bifurcations and ridge endings
if (i % 5 === 0) {
const bifAngle = t * Math.PI * 2 + Math.PI/4;
const bx = Math.floor(x + Math.cos(bifAngle) * 1);
const by = Math.floor(y + Math.sin(bifAngle) * 1);
if (bx >= 0 && bx < this.gridSize && by >= 0 && by < this.gridSize) {
newFingerprintCells.add(`${bx},${by}`);
}
}
}
// Add delta patterns
for (let d = 0; d < 3; d++) {
const deltaAngle = (d / 3) * Math.PI * 2;
const deltaX = Math.floor(centerX + Math.cos(deltaAngle) * 8);
const deltaY = Math.floor(centerY + Math.sin(deltaAngle) * 8);
for (let r = 0; r < 5; r++) {
for (let a = 0; a < 3; a++) {
const rayAngle = deltaAngle + (a - 1) * Math.PI/4;
const rx = Math.floor(deltaX + Math.cos(rayAngle) * r);
const ry = Math.floor(deltaY + Math.sin(rayAngle) * r);
if (rx >= 0 && rx < this.gridSize && ry >= 0 && ry < this.gridSize) {
newFingerprintCells.add(`${rx},${ry}`);
}
}
}
}
}
// Ensure we have at least the minimum number of cells
while (newFingerprintCells.size < numPrints) {
const x = centerX + Math.floor(Math.random() * 12 - 6);
const y = centerY + Math.floor(Math.random() * 12 - 6);
if (x >= 0 && x < this.gridSize && y >= 0 && y < this.gridSize) {
newFingerprintCells.add(`${x},${y}`);
}
}
return newFingerprintCells;
}
cleanup() {
super.cleanup();
// Re-enable game movement
if (this.params.scene) {
this.params.scene.input.mouse.enabled = true;
}
}
}
// Export the minigame for the framework to register
// The registration is now handled in the main minigames/index.js file
// Replacement for the startDustingMinigame function
function startDustingMinigame(item) {
// Make sure the minigame is registered
if (window.MinigameFramework && !window.MinigameFramework.scenes['dusting']) {
window.MinigameFramework.registerScene('dusting', DustingMinigame);
console.log('Dusting minigame registered on demand');
}
// Initialize the framework if not already done
if (!window.MinigameFramework.mainGameScene) {
window.MinigameFramework.init(item.scene);
}
// Start the dusting minigame
window.MinigameFramework.startMinigame('dusting', {
item: item,
scene: item.scene,
onComplete: (success, result) => {
if (success) {
console.log('DUSTING SUCCESS', result);
// Create biometric sample using the proper biometrics system
const sample = {
owner: item.scenarioData.fingerprintOwner || 'Unknown',
type: 'fingerprint',
quality: result.quality, // Quality between 0.7 and ~1.0
rating: result.rating,
data: generateFingerprintData(item)
};
// Use the biometrics system to add the sample
if (window.addBiometricSample) {
window.addBiometricSample(sample);
} else {
// Fallback to manual addition
if (!window.gameState) {
window.gameState = { biometricSamples: [] };
}
if (!window.gameState.biometricSamples) {
window.gameState.biometricSamples = [];
}
window.gameState.biometricSamples.push(sample);
}
// Mark item as collected
if (item.scenarioData) {
item.scenarioData.hasFingerprint = false;
}
// Update the biometrics panel and count
if (window.updateBiometricsPanel) {
window.updateBiometricsPanel();
}
if (window.updateBiometricsCount) {
window.updateBiometricsCount();
}
// Show notification
if (window.showNotification) {
window.showNotification(`Collected ${sample.owner}'s fingerprint sample (${result.rating} quality)`, 'success');
} else {
window.gameAlert(`Collected ${sample.owner}'s fingerprint sample (${result.rating} quality)`, 'success', 'Sample Acquired', 4000);
}
} else {
console.log('DUSTING FAILED');
if (window.showNotification) {
window.showNotification(`Failed to collect the fingerprint sample.`, 'error');
} else {
window.gameAlert(`Failed to collect the fingerprint sample.`, 'error', 'Dusting Failed', 4000);
}
}
}
});
}
// Helper function to generate fingerprint data
function generateFingerprintData(item) {
// Generate a unique fingerprint ID based on the item and scenario
const baseData = item.scenarioData.fingerprintOwner || 'unknown';
const hash = baseData.split('').reduce((a, b) => {
a = ((a << 5) - a) + b.charCodeAt(0);
return a & a;
}, 0);
return `FP${Math.abs(hash).toString(16).toUpperCase().padStart(8, '0')}`;
}

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// Base class for minigame scenes
export class MinigameScene {
constructor(container, params) {
this.container = container;
this.params = params;
this.gameState = {
isActive: false,
mouseDown: false,
currentTool: null
};
this.gameResult = null;
this._eventListeners = [];
}
init() {
this.container.innerHTML = `
<button class="minigame-close-button" id="minigame-close">&times;</button>
<div class="minigame-header">
<h3>${this.params.title || 'Minigame'}</h3>
</div>
<div class="minigame-game-container"></div>
<div class="minigame-message-container"></div>
<div class="minigame-controls">
<button class="minigame-button" id="minigame-cancel">Cancel</button>
</div>
`;
this.headerElement = this.container.querySelector('.minigame-header');
this.gameContainer = this.container.querySelector('.minigame-game-container');
this.messageContainer = this.container.querySelector('.minigame-message-container');
this.controlsElement = this.container.querySelector('.minigame-controls');
// Set up close button
const closeBtn = document.getElementById('minigame-close');
this.addEventListener(closeBtn, 'click', () => {
this.complete(false);
});
// Set up cancel button
const cancelBtn = document.getElementById('minigame-cancel');
this.addEventListener(cancelBtn, 'click', () => {
this.complete(false);
});
}
start() {
this.gameState.isActive = true;
console.log("Minigame started");
}
complete(success) {
this.gameState.isActive = false;
if (window.MinigameFramework) {
window.MinigameFramework.endMinigame(success, this.gameResult);
}
}
addEventListener(element, eventType, handler) {
element.addEventListener(eventType, handler);
this._eventListeners.push({ element, eventType, handler });
}
showSuccess(message, autoClose = true, duration = 2000) {
const messageElement = document.createElement('div');
messageElement.className = 'minigame-success-message';
messageElement.innerHTML = message;
this.messageContainer.appendChild(messageElement);
if (autoClose) {
setTimeout(() => {
this.complete(true);
}, duration);
}
}
showFailure(message, autoClose = true, duration = 2000) {
const messageElement = document.createElement('div');
messageElement.className = 'minigame-failure-message';
messageElement.innerHTML = message;
this.messageContainer.appendChild(messageElement);
if (autoClose) {
setTimeout(() => {
this.complete(false);
}, duration);
}
}
updateProgress(current, total) {
const progressBar = this.container.querySelector('.minigame-progress-bar');
if (progressBar) {
const percentage = (current / total) * 100;
progressBar.style.width = `${percentage}%`;
}
}
cleanup() {
this._eventListeners.forEach(({ element, eventType, handler }) => {
element.removeEventListener(eventType, handler);
});
this._eventListeners = [];
}
}

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import { MinigameScene } from './base-minigame.js';
// Minigame Framework Manager
export const MinigameFramework = {
mainGameScene: null,
currentMinigame: null,
registeredScenes: {},
MinigameScene: MinigameScene, // Export the base class
init(gameScene) {
this.mainGameScene = gameScene;
console.log("MinigameFramework initialized");
},
startMinigame(sceneType, params) {
if (!this.registeredScenes[sceneType]) {
console.error(`Minigame scene '${sceneType}' not registered`);
return;
}
// Disable main game input
if (this.mainGameScene) {
this.mainGameScene.input.mouse.enabled = false;
this.mainGameScene.input.keyboard.enabled = false;
}
// Create minigame container
const container = document.createElement('div');
container.className = 'minigame-container';
document.body.appendChild(container);
// Create and start the minigame
const MinigameClass = this.registeredScenes[sceneType];
this.currentMinigame = new MinigameClass(container, params);
this.currentMinigame.init();
this.currentMinigame.start();
console.log(`Started minigame: ${sceneType}`);
},
endMinigame(success, result) {
if (this.currentMinigame) {
this.currentMinigame.cleanup();
// Remove minigame container
const container = document.querySelector('.minigame-container');
if (container) {
container.remove();
}
// Re-enable main game input
if (this.mainGameScene) {
this.mainGameScene.input.mouse.enabled = true;
this.mainGameScene.input.keyboard.enabled = true;
}
// Call completion callback
if (this.currentMinigame.params.onComplete) {
this.currentMinigame.params.onComplete(success, result);
}
this.currentMinigame = null;
console.log(`Ended minigame with success: ${success}`);
}
},
registerScene(sceneType, SceneClass) {
this.registeredScenes[sceneType] = SceneClass;
console.log(`Registered minigame scene: ${sceneType}`);
}
};

21
js/minigames/index.js Normal file
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// Export minigame framework
export { MinigameFramework } from './framework/minigame-manager.js';
export { MinigameScene } from './framework/base-minigame.js';
// Export minigame implementations
export { LockpickingMinigame } from './lockpicking/lockpicking-game.js';
export { DustingMinigame } from './dusting/dusting-game.js';
// Initialize the global minigame framework for backward compatibility
import { MinigameFramework } from './framework/minigame-manager.js';
import { LockpickingMinigame } from './lockpicking/lockpicking-game.js';
// Make the framework available globally
window.MinigameFramework = MinigameFramework;
// Import the dusting minigame
import { DustingMinigame } from './dusting/dusting-game.js';
// Register minigames
MinigameFramework.registerScene('lockpicking', LockpickingMinigame);
MinigameFramework.registerScene('dusting', DustingMinigame);

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import { MinigameScene } from '../framework/base-minigame.js';
// Lockpicking Minigame Scene implementation
export class LockpickingMinigame extends MinigameScene {
constructor(container, params) {
super(container, params);
this.lockable = params.lockable;
this.difficulty = params.difficulty || 'medium';
this.pinCount = this.difficulty === 'easy' ? 3 : this.difficulty === 'medium' ? 4 : 5;
this.pins = [];
this.lockState = {
tensionApplied: false,
pinsSet: 0,
currentPin: null
};
}
init() {
super.init();
this.headerElement.innerHTML = `
<h3>Lockpicking</h3>
<p>Apply tension and hold click on pins to lift them to the shear line</p>
`;
this.setupLockpickingInterface();
this.createPins();
this.updateFeedback("Apply tension first, then click and hold on pins to lift them");
}
setupLockpickingInterface() {
this.gameContainer.innerHTML = `
<div class="instructions">Apply tension first, then click and hold on pins to lift them to the shear line</div>
<div class="lock-visual">
<div class="shear-line"></div>
</div>
<div class="tension-control">
<div class="tension-wrench" id="tension-wrench"></div>
<span>Tension Wrench</span>
</div>
<div class="lockpick-feedback">Ready to pick</div>
`;
this.lockVisual = this.gameContainer.querySelector('.lock-visual');
this.feedback = this.gameContainer.querySelector('.lockpick-feedback');
// Set up tension wrench
const tensionWrench = document.getElementById('tension-wrench');
this.addEventListener(tensionWrench, 'click', () => {
this.lockState.tensionApplied = !this.lockState.tensionApplied;
tensionWrench.classList.toggle('active', this.lockState.tensionApplied);
this.updateBindingPins();
this.updateFeedback(this.lockState.tensionApplied ?
"Tension applied. Now lift pins to the shear line." :
"Apply tension first.");
});
}
createPins() {
// Create random binding order
const bindingOrder = [];
for (let i = 0; i < this.pinCount; i++) {
bindingOrder.push(i);
}
this.shuffleArray(bindingOrder);
// Create pins
for (let i = 0; i < this.pinCount; i++) {
const pin = {
index: i,
binding: bindingOrder[i],
isSet: false,
currentHeight: 0,
targetHeight: 30 + Math.random() * 30, // Random cut depth
elements: {}
};
// Create pin DOM elements
const pinElement = document.createElement('div');
pinElement.className = 'pin';
pinElement.style.order = i;
const keyPin = document.createElement('div');
keyPin.className = 'key-pin';
const driverPin = document.createElement('div');
driverPin.className = 'driver-pin';
const spring = document.createElement('div');
spring.className = 'spring';
pinElement.appendChild(keyPin);
pinElement.appendChild(driverPin);
pinElement.appendChild(spring);
pin.elements = {
container: pinElement,
keyPin: keyPin,
driverPin: driverPin,
spring: spring
};
// Add event listeners
this.addEventListener(pinElement, 'mousedown', (e) => {
e.preventDefault();
if (this.lockState.tensionApplied) {
this.lockState.currentPin = pin;
this.gameState.mouseDown = true;
this.liftPin();
}
});
this.addEventListener(document, 'mouseup', () => {
if (this.lockState.currentPin) {
this.checkPinSet(this.lockState.currentPin);
this.lockState.currentPin = null;
}
this.gameState.mouseDown = false;
});
this.lockVisual.appendChild(pinElement);
this.pins.push(pin);
}
}
liftPin() {
if (!this.lockState.currentPin || !this.gameState.mouseDown) return;
const pin = this.lockState.currentPin;
pin.currentHeight = Math.min(pin.currentHeight + 2, 80);
// Update visual
pin.elements.keyPin.style.height = `${pin.currentHeight}px`;
pin.elements.driverPin.style.bottom = `${60 + pin.currentHeight}px`;
// Check if close to shear line
const distanceToShearLine = Math.abs(pin.currentHeight - 60);
if (distanceToShearLine < 5) {
pin.elements.container.style.boxShadow = "0 0 5px #ffffff";
} else {
pin.elements.container.style.boxShadow = "";
}
if (this.gameState.mouseDown) {
requestAnimationFrame(() => this.liftPin());
}
}
checkPinSet(pin) {
const distanceToShearLine = Math.abs(pin.currentHeight - 60);
const shouldBind = this.shouldPinBind(pin);
if (distanceToShearLine < 8 && shouldBind) {
// Pin set successfully
pin.isSet = true;
pin.elements.container.classList.add('set');
this.lockState.pinsSet++;
this.updateFeedback(`Pin ${pin.index + 1} set! (${this.lockState.pinsSet}/${this.pinCount})`);
this.updateBindingPins();
if (this.lockState.pinsSet === this.pinCount) {
this.lockPickingSuccess();
}
} else if (this.lockState.tensionApplied && !shouldBind) {
// Wrong pin - reset all pins
this.resetAllPins();
this.updateFeedback("Wrong pin! All pins reset.");
} else {
// Pin falls back down
pin.currentHeight = 0;
pin.elements.keyPin.style.height = '0px';
pin.elements.driverPin.style.bottom = '60px';
pin.elements.container.style.boxShadow = "";
}
}
shouldPinBind(pin) {
if (!this.lockState.tensionApplied) return false;
// Find the next unset pin in binding order
for (let order = 0; order < this.pinCount; order++) {
const nextPin = this.pins.find(p => p.binding === order && !p.isSet);
if (nextPin) {
return pin.index === nextPin.index;
}
}
return false;
}
updateBindingPins() {
if (!this.lockState.tensionApplied) {
this.pins.forEach(pin => {
pin.elements.container.classList.remove('binding');
});
return;
}
// Find the next unset pin in binding order
for (let order = 0; order < this.pinCount; order++) {
const nextPin = this.pins.find(p => p.binding === order && !p.isSet);
if (nextPin) {
this.pins.forEach(pin => {
pin.elements.container.classList.toggle('binding', pin.index === nextPin.index);
});
return;
}
}
// All pins set
this.pins.forEach(pin => {
pin.elements.container.classList.remove('binding');
});
}
resetAllPins() {
this.pins.forEach(pin => {
if (!pin.isSet) {
pin.currentHeight = 0;
pin.elements.keyPin.style.height = '0px';
pin.elements.driverPin.style.bottom = '60px';
pin.elements.container.style.boxShadow = "";
}
});
}
updateFeedback(message) {
this.feedback.textContent = message;
}
lockPickingSuccess() {
this.gameState.isActive = false;
this.updateFeedback("Lock picked successfully!");
const successHTML = `
<div style="font-weight: bold; font-size: 18px; margin-bottom: 10px;">Lock picked successfully!</div>
<div style="font-size: 14px; margin-bottom: 15px;">All pins set at the shear line</div>
<div style="font-size: 12px; color: #aaa;">
Difficulty: ${this.difficulty.charAt(0).toUpperCase() + this.difficulty.slice(1)}<br>
Pins: ${this.pinCount}
</div>
`;
this.showSuccess(successHTML, true, 2000);
this.gameResult = { lockable: this.lockable };
}
start() {
super.start();
this.gameState.isActive = true;
this.lockState.tensionApplied = false;
this.lockState.pinsSet = 0;
this.updateProgress(0, this.pinCount);
}
complete(success) {
super.complete(success, this.gameResult);
}
shuffleArray(array) {
for (let i = array.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[array[i], array[j]] = [array[j], array[i]];
}
return array;
}
}

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// Biometrics System
// Handles biometric sample collection and fingerprint scanning
// Initialize the biometrics system
export function initializeBiometricsPanel() {
console.log('Biometrics system initialized');
// Set up biometric scanner state
if (!window.gameState.biometricSamples) {
window.gameState.biometricSamples = [];
}
// Scanner state management
window.scannerState = {
failedAttempts: {},
lockoutTimers: {}
};
// Scanner constants
window.MAX_FAILED_ATTEMPTS = 3;
window.SCANNER_LOCKOUT_TIME = 30000; // 30 seconds
window.BIOMETRIC_QUALITY_THRESHOLD = 0.7;
// Initialize biometric panel UI
setupBiometricPanel();
// Set up biometrics toggle button
const biometricsToggle = document.getElementById('biometrics-toggle');
if (biometricsToggle) {
biometricsToggle.addEventListener('click', toggleBiometricsPanel);
}
// Set up biometrics close button
const biometricsClose = document.getElementById('biometrics-close');
if (biometricsClose) {
biometricsClose.addEventListener('click', toggleBiometricsPanel);
}
// Set up search functionality
const biometricsSearch = document.getElementById('biometrics-search');
if (biometricsSearch) {
biometricsSearch.addEventListener('input', updateBiometricsPanel);
}
// Set up category filters
const categories = document.querySelectorAll('.biometrics-category');
categories.forEach(category => {
category.addEventListener('click', () => {
// Remove active class from all categories
categories.forEach(c => c.classList.remove('active'));
// Add active class to clicked category
category.classList.add('active');
// Update biometrics panel
updateBiometricsPanel();
});
});
// Initialize biometrics count
updateBiometricsCount();
}
function setupBiometricPanel() {
const biometricPanel = document.getElementById('biometrics-panel');
if (!biometricPanel) {
console.error('Biometric panel not found');
return;
}
// Use existing biometrics content container
const biometricsContent = document.getElementById('biometrics-content');
if (biometricsContent) {
biometricsContent.innerHTML = `
<div class="panel-section">
<h4>Collected Samples</h4>
<div id="samples-list">
<p>No samples collected yet</p>
</div>
</div>
<div class="panel-section">
<h4>Scanner Status</h4>
<div id="scanner-status">
<p>Ready</p>
</div>
</div>
`;
}
updateBiometricDisplay();
}
// Add a biometric sample to the collection
export function addBiometricSample(sample) {
if (!window.gameState.biometricSamples) {
window.gameState.biometricSamples = [];
}
// Ensure sample has all required properties with proper defaults
const normalizedSample = {
owner: sample.owner || 'Unknown',
type: sample.type || 'fingerprint',
quality: sample.quality || 0,
rating: sample.rating || getRatingFromQuality(sample.quality || 0),
data: sample.data || null,
id: sample.id || generateSampleId(),
collectedAt: new Date().toISOString()
};
// Check if sample already exists
const existingSample = window.gameState.biometricSamples.find(s =>
s.owner === normalizedSample.owner && s.type === normalizedSample.type
);
if (existingSample) {
// Update existing sample with better quality if applicable
if (normalizedSample.quality > existingSample.quality) {
existingSample.quality = normalizedSample.quality;
existingSample.rating = normalizedSample.rating;
existingSample.collectedAt = normalizedSample.collectedAt;
}
} else {
// Add new sample
window.gameState.biometricSamples.push(normalizedSample);
}
updateBiometricsPanel();
updateBiometricsCount();
console.log('Biometric sample added:', normalizedSample);
}
function updateBiometricDisplay() {
const samplesList = document.getElementById('samples-list');
const scannerStatus = document.getElementById('scanner-status');
if (!samplesList || !scannerStatus) return;
if (window.gameState.biometricSamples.length === 0) {
samplesList.innerHTML = '<p>No samples collected yet</p>';
} else {
samplesList.innerHTML = window.gameState.biometricSamples.map(sample => {
// Ensure all properties exist with safe defaults
const owner = sample.owner || 'Unknown';
const type = sample.type || 'fingerprint';
const quality = sample.quality || 0;
const rating = sample.rating || getRatingFromQuality(quality);
const collectedAt = sample.collectedAt || new Date().toISOString();
return `
<div class="sample-item">
<strong>${owner}</strong>
<div class="sample-details">
<span class="sample-type">${type}</span>
<span class="sample-quality quality-${rating.toLowerCase()}">${rating} (${Math.round(quality * 100)}%)</span>
</div>
<div class="sample-date">${new Date(collectedAt).toLocaleString()}</div>
</div>
`;
}).join('');
}
// Update scanner status
scannerStatus.innerHTML = '<p>Ready</p>';
}
// Helper function to generate rating from quality
function getRatingFromQuality(quality) {
const qualityPercentage = Math.round(quality * 100);
if (qualityPercentage >= 95) return 'Perfect';
if (qualityPercentage >= 85) return 'Excellent';
if (qualityPercentage >= 75) return 'Good';
if (qualityPercentage >= 60) return 'Fair';
if (qualityPercentage >= 40) return 'Acceptable';
return 'Poor';
}
// Helper function to generate unique sample ID
function generateSampleId() {
return 'sample_' + Date.now() + '_' + Math.random().toString(36).substr(2, 9);
}
// Handle biometric scanner interaction
export function handleBiometricScan(scannerId, requiredOwner) {
console.log('Biometric scan requested:', { scannerId, requiredOwner });
// Check if scanner is locked out
if (window.scannerState.lockoutTimers[scannerId]) {
const lockoutEnd = window.scannerState.lockoutTimers[scannerId];
const now = Date.now();
if (now < lockoutEnd) {
const remainingTime = Math.ceil((lockoutEnd - now) / 1000);
window.gameAlert(`Scanner locked out. Try again in ${remainingTime} seconds.`, 'error', 'Scanner Locked', 3000);
return false;
} else {
// Lockout expired, clear it
delete window.scannerState.lockoutTimers[scannerId];
delete window.scannerState.failedAttempts[scannerId];
}
}
// Check if we have a matching biometric sample
const matchingSample = window.gameState.biometricSamples.find(sample =>
sample.owner === requiredOwner && sample.quality >= window.BIOMETRIC_QUALITY_THRESHOLD
);
if (matchingSample) {
console.log('Biometric scan successful:', matchingSample);
// Visual success feedback
const scannerElement = document.querySelector(`[data-scanner-id="${scannerId}"]`);
if (scannerElement) {
scannerElement.style.border = '2px solid #00ff00';
setTimeout(() => {
scannerElement.style.border = '';
}, 2000);
}
window.gameAlert(`Biometric scan successful! Authenticated as ${requiredOwner}.`, 'success', 'Scan Successful', 4000);
// Reset failed attempts on success
delete window.scannerState.failedAttempts[scannerId];
return true;
} else {
console.log('Biometric scan failed');
handleScannerFailure(scannerId);
return false;
}
}
function handleScannerFailure(scannerId) {
// Initialize failed attempts if not exists
if (!window.scannerState.failedAttempts[scannerId]) {
window.scannerState.failedAttempts[scannerId] = 0;
}
// Increment failed attempts
window.scannerState.failedAttempts[scannerId]++;
// Check if we should lockout
if (window.scannerState.failedAttempts[scannerId] >= window.MAX_FAILED_ATTEMPTS) {
window.scannerState.lockoutTimers[scannerId] = Date.now() + window.SCANNER_LOCKOUT_TIME;
window.gameAlert(`Too many failed attempts. Scanner locked for ${window.SCANNER_LOCKOUT_TIME/1000} seconds.`, 'error', 'Scanner Locked', 5000);
} else {
const remainingAttempts = window.MAX_FAILED_ATTEMPTS - window.scannerState.failedAttempts[scannerId];
window.gameAlert(`Scan failed. ${remainingAttempts} attempts remaining before lockout.`, 'warning', 'Scan Failed', 4000);
}
}
// Generate a fingerprint sample with quality assessment
export function generateFingerprintSample(owner, quality = null) {
// If no quality provided, generate based on random factors
if (quality === null) {
quality = 0.6 + (Math.random() * 0.4); // 60-100% quality range
}
const rating = getRatingFromQuality(quality);
return {
owner: owner || 'Unknown',
type: 'fingerprint',
quality: quality,
rating: rating,
id: generateSampleId(),
collectedFrom: 'evidence'
};
}
// Toggle the biometrics panel
export function toggleBiometricsPanel() {
const biometricsPanel = document.getElementById('biometrics-panel');
if (!biometricsPanel) return;
const isVisible = biometricsPanel.style.display === 'block';
biometricsPanel.style.display = isVisible ? 'none' : 'block';
// Update panel content when opening
if (!isVisible) {
updateBiometricsPanel();
}
}
// Update biometrics panel with current samples
export function updateBiometricsPanel() {
const biometricsContent = document.getElementById('biometrics-content');
if (!biometricsContent) return;
const searchTerm = document.getElementById('biometrics-search')?.value?.toLowerCase() || '';
const activeCategory = document.querySelector('.biometrics-category.active')?.dataset.category || 'all';
// Filter samples based on search and category
let filteredSamples = [...(window.gameState.biometricSamples || [])];
// Apply category filter
if (activeCategory === 'fingerprint') {
filteredSamples = filteredSamples.filter(sample => sample.type === 'fingerprint');
}
// Apply search filter
if (searchTerm) {
filteredSamples = filteredSamples.filter(sample =>
sample.owner.toLowerCase().includes(searchTerm) ||
sample.type.toLowerCase().includes(searchTerm)
);
}
// Sort samples by quality (highest first)
filteredSamples.sort((a, b) => b.quality - a.quality);
// Clear current content
biometricsContent.innerHTML = '';
// Add samples
if (filteredSamples.length === 0) {
if (searchTerm) {
biometricsContent.innerHTML = '<div class="sample-item">No samples match your search.</div>';
} else if (activeCategory !== 'all') {
biometricsContent.innerHTML = `<div class="sample-item">No ${activeCategory} samples found.</div>`;
} else {
biometricsContent.innerHTML = '<div class="sample-item">No samples collected yet.</div>';
}
} else {
filteredSamples.forEach(sample => {
const sampleElement = document.createElement('div');
sampleElement.className = 'sample-item';
sampleElement.dataset.id = sample.id || 'unknown';
// Ensure all properties exist with safe defaults
const owner = sample.owner || 'Unknown';
const type = sample.type || 'fingerprint';
const quality = sample.quality || 0;
const rating = sample.rating || getRatingFromQuality(quality);
const collectedAt = sample.collectedAt || new Date().toISOString();
const qualityPercentage = Math.round(quality * 100);
const timestamp = new Date(collectedAt);
const formattedTime = timestamp.toLocaleDateString() + ' ' + timestamp.toLocaleTimeString();
sampleElement.innerHTML = `
<strong>${owner}</strong>
<div class="sample-details">
<span class="sample-type">${type}</span>
<span class="sample-quality quality-${rating.toLowerCase()}">${rating} (${qualityPercentage}%)</span>
</div>
<div class="sample-date">${formattedTime}</div>
`;
biometricsContent.appendChild(sampleElement);
});
}
}
// Update biometrics count in the toggle button
export function updateBiometricsCount() {
const countElement = document.getElementById('biometrics-count');
if (countElement && window.gameState?.biometricSamples) {
const count = window.gameState.biometricSamples.length;
countElement.textContent = count;
countElement.style.display = count > 0 ? 'flex' : 'none';
// Show the biometrics toggle if we have samples
const biometricsToggle = document.getElementById('biometrics-toggle');
if (biometricsToggle && count > 0) {
biometricsToggle.style.display = 'block';
}
}
}
// Export for global access
window.initializeBiometricsPanel = initializeBiometricsPanel;
window.addBiometricSample = addBiometricSample;
window.handleBiometricScan = handleBiometricScan;
window.generateFingerprintSample = generateFingerprintSample;
window.toggleBiometricsPanel = toggleBiometricsPanel;
window.updateBiometricsPanel = updateBiometricsPanel;
window.updateBiometricsCount = updateBiometricsCount;

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// Bluetooth System
// Handles Bluetooth device scanning and management
// Bluetooth state management
let bluetoothDevices = [];
let lastBluetoothPanelUpdate = 0;
// Initialize the Bluetooth system
export function initializeBluetoothPanel() {
console.log('Bluetooth system initialized');
// Create bluetooth device list
bluetoothDevices = [];
// Set up bluetooth toggle button handler
const bluetoothToggle = document.getElementById('bluetooth-toggle');
if (bluetoothToggle) {
bluetoothToggle.addEventListener('click', toggleBluetoothPanel);
}
// Set up bluetooth close button
const bluetoothClose = document.getElementById('bluetooth-close');
if (bluetoothClose) {
bluetoothClose.addEventListener('click', toggleBluetoothPanel);
}
// Set up search functionality
const bluetoothSearch = document.getElementById('bluetooth-search');
if (bluetoothSearch) {
bluetoothSearch.addEventListener('input', updateBluetoothPanel);
}
// Set up category filters
const categories = document.querySelectorAll('.bluetooth-category');
categories.forEach(category => {
category.addEventListener('click', () => {
// Remove active class from all categories
categories.forEach(c => c.classList.remove('active'));
// Add active class to clicked category
category.classList.add('active');
// Update bluetooth panel
updateBluetoothPanel();
});
});
// Initialize bluetooth panel
updateBluetoothPanel();
}
// Check for Bluetooth devices
export function checkBluetoothDevices() {
// Find scanner in inventory
const scanner = window.inventory.items.find(item =>
item.scenarioData?.type === "bluetooth_scanner"
);
if (!scanner) return;
// Show the Bluetooth toggle button if it's not already visible
const bluetoothToggle = document.getElementById('bluetooth-toggle');
if (bluetoothToggle && bluetoothToggle.style.display === 'none') {
bluetoothToggle.style.display = 'flex';
}
// Find all Bluetooth devices in the current room
if (!window.currentPlayerRoom || !window.rooms[window.currentPlayerRoom] || !window.rooms[window.currentPlayerRoom].objects) return;
const room = window.rooms[window.currentPlayerRoom];
const player = window.player;
if (!player) return;
// Keep track of devices detected in this scan
const detectedDevices = new Set();
let needsUpdate = false;
Object.values(room.objects).forEach(obj => {
if (obj.scenarioData?.lockType === "bluetooth") {
const distance = Math.sqrt(
Math.pow(player.x - obj.x, 2) + Math.pow(player.y - obj.y, 2)
);
const deviceMac = obj.scenarioData?.mac || "Unknown";
const BLUETOOTH_SCAN_RANGE = 150; // pixels
if (distance <= BLUETOOTH_SCAN_RANGE) {
detectedDevices.add(deviceMac);
console.log('BLUETOOTH DEVICE DETECTED', {
deviceName: obj.scenarioData?.name,
deviceMac: deviceMac,
distance: Math.round(distance),
range: BLUETOOTH_SCAN_RANGE
});
// Add to Bluetooth scanner panel
const deviceName = obj.scenarioData?.name || "Unknown Device";
const signalStrength = Math.max(0, Math.round(100 - (distance / BLUETOOTH_SCAN_RANGE * 100)));
const details = `Type: ${obj.scenarioData?.type || "Unknown"}\nDistance: ${Math.round(distance)} units\nSignal Strength: ${signalStrength}%`;
// Check if device already exists in our list
const existingDevice = bluetoothDevices.find(device => device.mac === deviceMac);
if (existingDevice) {
// Update existing device details with real-time data
const oldSignalStrength = existingDevice.signalStrength;
existingDevice.details = details;
existingDevice.lastSeen = new Date();
existingDevice.nearby = true;
existingDevice.signalStrength = signalStrength;
// Only mark for update if signal strength changed significantly
if (Math.abs(oldSignalStrength - signalStrength) > 5) {
needsUpdate = true;
}
} else {
// Add as new device if not already in our list
const newDevice = addBluetoothDevice(deviceName, deviceMac, details, true);
if (newDevice) {
newDevice.signalStrength = signalStrength;
window.gameAlert(`Bluetooth device detected: ${deviceName} (MAC: ${deviceMac})`, 'info', 'Bluetooth Scanner', 4000);
needsUpdate = true;
}
}
}
}
});
// Mark devices that weren't detected in this scan as not nearby
bluetoothDevices.forEach(device => {
if (device.nearby && !detectedDevices.has(device.mac)) {
device.nearby = false;
device.lastSeen = new Date();
needsUpdate = true;
}
});
// Only update the panel if needed and not too frequently
const now = Date.now();
if (needsUpdate && now - lastBluetoothPanelUpdate > 1000) { // 1 second throttle
updateBluetoothPanel();
updateBluetoothCount();
lastBluetoothPanelUpdate = now;
}
}
export function addBluetoothDevice(name, mac, details = "", nearby = true) {
// Check if device already exists
const existingDevice = bluetoothDevices.find(device => device.mac === mac);
if (existingDevice) {
// Update existing device
existingDevice.details = details;
existingDevice.lastSeen = new Date();
existingDevice.nearby = nearby;
return existingDevice;
}
// Create new device
const newDevice = {
name: name,
mac: mac,
details: details,
nearby: nearby,
lastSeen: new Date(),
signalStrength: 0
};
bluetoothDevices.push(newDevice);
return newDevice;
}
export function updateBluetoothPanel() {
const bluetoothContent = document.getElementById('bluetooth-content');
if (!bluetoothContent) return;
const searchTerm = document.getElementById('bluetooth-search')?.value?.toLowerCase() || '';
const activeCategory = document.querySelector('.bluetooth-category.active')?.dataset.category || 'all';
// Filter devices based on search and category
let filteredDevices = [...bluetoothDevices];
// Apply category filter
if (activeCategory === 'nearby') {
filteredDevices = filteredDevices.filter(device => device.nearby);
} else if (activeCategory === 'saved') {
filteredDevices = filteredDevices.filter(device => !device.nearby);
}
// Apply search filter
if (searchTerm) {
filteredDevices = filteredDevices.filter(device =>
device.name.toLowerCase().includes(searchTerm) ||
device.mac.toLowerCase().includes(searchTerm)
);
}
// Sort devices by signal strength (nearby first, then by signal strength)
filteredDevices.sort((a, b) => {
if (a.nearby !== b.nearby) {
return a.nearby ? -1 : 1;
}
return (b.signalStrength || 0) - (a.signalStrength || 0);
});
// Clear current content
bluetoothContent.innerHTML = '';
// Add devices
if (filteredDevices.length === 0) {
if (searchTerm) {
bluetoothContent.innerHTML = '<div class="device-item">No devices match your search.</div>';
} else if (activeCategory === 'nearby') {
bluetoothContent.innerHTML = '<div class="device-item">No nearby devices found.</div>';
} else if (activeCategory === 'saved') {
bluetoothContent.innerHTML = '<div class="device-item">No saved devices found.</div>';
} else {
bluetoothContent.innerHTML = '<div class="device-item">No devices detected yet.</div>';
}
} else {
filteredDevices.forEach(device => {
const deviceElement = document.createElement('div');
deviceElement.className = 'device-item';
deviceElement.dataset.mac = device.mac;
const formattedTime = device.lastSeen ? device.lastSeen.toLocaleString() : 'Unknown';
const signalStrength = device.signalStrength || 0;
deviceElement.innerHTML = `
<div class="device-info">
<div class="device-name">${device.name}</div>
<div class="device-address">${device.mac}</div>
</div>
<div class="device-signal">${signalStrength}%</div>
<div class="device-status ${device.nearby ? 'nearby' : 'saved'}">
${device.nearby ? 'Nearby' : 'Not in range'}
</div>
`;
bluetoothContent.appendChild(deviceElement);
});
}
updateBluetoothCount();
}
export function updateBluetoothCount() {
const bluetoothCount = document.getElementById('bluetooth-count');
if (bluetoothCount) {
const nearbyCount = bluetoothDevices.filter(device => device.nearby).length;
bluetoothCount.textContent = nearbyCount;
}
}
export function toggleBluetoothPanel() {
const bluetoothPanel = document.getElementById('bluetooth-panel');
if (!bluetoothPanel) return;
const isVisible = bluetoothPanel.style.display === 'block';
bluetoothPanel.style.display = isVisible ? 'none' : 'block';
// Update panel content when opening
if (!isVisible) {
updateBluetoothPanel();
}
}
// Export for global access
window.initializeBluetoothPanel = initializeBluetoothPanel;
window.checkBluetoothDevices = checkBluetoothDevices;
window.addBluetoothDevice = addBluetoothDevice;
window.toggleBluetoothPanel = toggleBluetoothPanel;
window.updateBluetoothPanel = updateBluetoothPanel;
window.updateBluetoothCount = updateBluetoothCount;

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// Debug System
// Handles debug mode and debug logging
// Debug system variables
let debugMode = false;
let debugLevel = 1; // 1 = basic, 2 = detailed, 3 = verbose
let visualDebugMode = false;
// Initialize the debug system
export function initializeDebugSystem() {
// Listen for backtick key to toggle debug mode
document.addEventListener('keydown', function(event) {
// Toggle debug mode with backtick
if (event.key === '`') {
if (event.shiftKey) {
// Toggle visual debug mode with Shift+backtick
visualDebugMode = !visualDebugMode;
console.log(`%c[DEBUG] === VISUAL DEBUG MODE ${visualDebugMode ? 'ENABLED' : 'DISABLED'} ===`,
`color: ${visualDebugMode ? '#00AA00' : '#DD0000'}; font-weight: bold;`);
// Update physics debug display if game exists
if (window.game && window.game.scene && window.game.scene.scenes && window.game.scene.scenes[0]) {
const scene = window.game.scene.scenes[0];
if (scene.physics && scene.physics.world) {
scene.physics.world.drawDebug = debugMode && visualDebugMode;
}
}
} else if (event.ctrlKey) {
// Cycle through debug levels with Ctrl+backtick
if (debugMode) {
debugLevel = (debugLevel % 3) + 1; // Cycle through 1, 2, 3
console.log(`%c[DEBUG] === DEBUG LEVEL ${debugLevel} ===`,
`color: #0077FF; font-weight: bold;`);
}
} else {
// Regular debug mode toggle
debugMode = !debugMode;
console.log(`%c[DEBUG] === DEBUG MODE ${debugMode ? 'ENABLED' : 'DISABLED'} ===`,
`color: ${debugMode ? '#00AA00' : '#DD0000'}; font-weight: bold;`);
// Update physics debug display if game exists
if (window.game && window.game.scene && window.game.scene.scenes && window.game.scene.scenes[0]) {
const scene = window.game.scene.scenes[0];
if (scene.physics && scene.physics.world) {
scene.physics.world.drawDebug = debugMode && visualDebugMode;
}
}
}
}
});
console.log('Debug system initialized');
}
// Debug logging function that only logs when debug mode is active
export function debugLog(message, data = null, level = 1) {
if (!debugMode || debugLevel < level) return;
// Check if the first argument is a string
if (typeof message === 'string') {
// Create the formatted debug message
const formattedMessage = `[DEBUG] === ${message} ===`;
// Determine color based on message content
let color = '#0077FF'; // Default blue for general info
let fontWeight = 'bold';
// Success messages - green
if (message.includes('SUCCESS') ||
message.includes('UNLOCKED') ||
message.includes('NOT LOCKED')) {
color = '#00AA00'; // Green
}
// Error/failure messages - red
else if (message.includes('FAIL') ||
message.includes('ERROR') ||
message.includes('NO LOCK REQUIREMENTS FOUND')) {
color = '#DD0000'; // Red
}
// Sensitive information - purple
else if (message.includes('PIN') ||
message.includes('PASSWORD') ||
message.includes('KEY') ||
message.includes('LOCK REQUIREMENTS')) {
color = '#AA00AA'; // Purple
}
// Add level indicator to the message
const levelIndicator = level > 1 ? ` [L${level}]` : '';
const finalMessage = formattedMessage + levelIndicator;
// Log with formatting
if (data) {
console.log(`%c${finalMessage}`, `color: ${color}; font-weight: ${fontWeight};`, data);
} else {
console.log(`%c${finalMessage}`, `color: ${color}; font-weight: ${fontWeight};`);
}
} else {
// If not a string, just log as is
console.log(message, data);
}
}
// Export for global access
window.debugLog = debugLog;

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// Inventory System
// Handles inventory management and display
// Initialize the inventory system
export function initializeInventory() {
console.log('Inventory system initialized');
// Initialize inventory state
window.inventory = {
items: [],
container: null
};
// Get the HTML inventory container
const inventoryContainer = document.getElementById('inventory-container');
if (!inventoryContainer) {
console.error('Inventory container not found');
return;
}
inventoryContainer.innerHTML = '';
// Create 10 slot outlines
for (let i = 0; i < 10; i++) {
const slot = document.createElement('div');
slot.className = 'inventory-slot';
inventoryContainer.appendChild(slot);
}
// Store reference to container
window.inventory.container = inventoryContainer;
console.log('INVENTORY INITIALIZED', window.inventory);
}
// Process initial inventory items
export function processInitialInventoryItems() {
console.log('Processing initial inventory items');
if (!window.gameScenario || !window.gameScenario.rooms) {
console.error('Game scenario not loaded');
return;
}
// Loop through all rooms in the scenario
Object.entries(window.gameScenario.rooms).forEach(([roomId, roomData]) => {
if (roomData.objects && Array.isArray(roomData.objects)) {
roomData.objects.forEach(obj => {
// Check if this object should start in inventory
if (obj.inInventory === true) {
console.log(`Adding ${obj.name} to inventory from scenario data`);
// Create inventory sprite for this object
const inventoryItem = createInventorySprite(obj);
if (inventoryItem) {
addToInventory(inventoryItem);
}
}
});
}
});
}
function createInventorySprite(itemData) {
try {
// Create a pseudo-sprite object that can be used in inventory
const sprite = {
name: itemData.type,
objectId: `initial_${itemData.type}_${Date.now()}`,
scenarioData: itemData,
setVisible: function(visible) {
// For inventory items, visibility is handled by DOM
return this;
}
};
console.log('Created inventory sprite:', sprite);
return sprite;
} catch (error) {
console.error('Error creating inventory sprite:', error);
return null;
}
}
function addToInventory(sprite) {
if (!sprite || !sprite.scenarioData) {
console.warn('Invalid sprite for inventory');
return false;
}
try {
console.log("Adding to inventory:", {
objectId: sprite.objectId,
name: sprite.name,
type: sprite.scenarioData?.type
});
// Check if the item is already in the inventory
const itemIdentifier = `${sprite.scenarioData.type}_${sprite.scenarioData.name || 'unnamed'}`;
const isAlreadyInInventory = window.inventory.items.some(item =>
item && `${item.scenarioData.type}_${item.scenarioData.name || 'unnamed'}` === itemIdentifier
);
if (isAlreadyInInventory) {
console.log(`Item ${itemIdentifier} is already in inventory`);
return false;
}
// Find first empty slot
const inventoryContainer = document.getElementById('inventory-container');
if (!inventoryContainer) {
console.error('Inventory container not found');
return false;
}
const slots = inventoryContainer.getElementsByClassName('inventory-slot');
let emptySlot = null;
for (const slot of slots) {
if (!slot.hasChildNodes()) {
emptySlot = slot;
break;
}
}
if (!emptySlot) {
console.warn('No empty inventory slots available');
return false;
}
// Create inventory item
const itemImg = document.createElement('img');
itemImg.className = 'inventory-item';
itemImg.src = `assets/objects/${sprite.name}.png`;
itemImg.alt = sprite.scenarioData.name;
// Create tooltip
const tooltip = document.createElement('div');
tooltip.className = 'inventory-tooltip';
tooltip.textContent = sprite.scenarioData.name;
// Add item data
itemImg.scenarioData = sprite.scenarioData;
itemImg.name = sprite.name;
itemImg.objectId = sprite.objectId;
// Add click handler
itemImg.addEventListener('click', function() {
if (window.handleObjectInteraction) {
window.handleObjectInteraction(this);
}
});
// Add to slot
emptySlot.appendChild(itemImg);
emptySlot.appendChild(tooltip);
// Add to inventory array
window.inventory.items.push(itemImg);
// Show notification
if (window.gameAlert) {
window.gameAlert(`Added ${sprite.scenarioData.name} to inventory`, 'success', 'Item Collected', 3000);
}
// If this is the Bluetooth scanner, show the toggle button
if (sprite.scenarioData.type === "bluetooth_scanner") {
const bluetoothToggle = document.getElementById('bluetooth-toggle');
if (bluetoothToggle) {
bluetoothToggle.style.display = 'flex';
}
}
// If this is the fingerprint kit, show the biometrics toggle button
if (sprite.scenarioData.type === "fingerprint_kit") {
const biometricsToggle = document.getElementById('biometrics-toggle');
if (biometricsToggle) {
biometricsToggle.style.display = 'flex';
}
}
// Handle crypto workstation - use the proper modal implementation from helpers.js
if (sprite.scenarioData.type === "workstation") {
// Don't override the openCryptoWorkstation function - it's already properly defined in helpers.js
console.log('Crypto workstation added to inventory - modal function available');
}
return true;
} catch (error) {
console.error('Error adding to inventory:', error);
return false;
}
}
// Export for global access
window.initializeInventory = initializeInventory;
window.processInitialInventoryItems = processInitialInventoryItems;

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// Notes System
// Handles the notes panel and note management
import { showNotification } from './notifications.js?v=5';
import { formatTime } from '../utils/helpers.js?v=16';
// Game notes array
const gameNotes = [];
let unreadNotes = 0;
// Initialize the notes system
export function initializeNotes() {
// Set up notes toggle button
const notesToggle = document.getElementById('notes-toggle');
notesToggle.addEventListener('click', toggleNotesPanel);
// Set up notes close button
const notesClose = document.getElementById('notes-close');
notesClose.addEventListener('click', toggleNotesPanel);
// Set up search functionality
const notesSearch = document.getElementById('notes-search');
notesSearch.addEventListener('input', updateNotesPanel);
// Set up category filters
const categories = document.querySelectorAll('.notes-category');
categories.forEach(category => {
category.addEventListener('click', () => {
// Remove active class from all categories
categories.forEach(c => c.classList.remove('active'));
// Add active class to clicked category
category.classList.add('active');
// Update notes panel
updateNotesPanel();
});
});
// Initialize notes count
updateNotesCount();
console.log('Notes system initialized');
}
// Add a note to the notes panel
export function addNote(title, text, important = false) {
// Check if a note with the same title and text already exists
const existingNote = gameNotes.find(note => note.title === title && note.text === text);
// If the note already exists, don't add it again but mark it as read
if (existingNote) {
console.log(`Note "${title}" already exists, not adding duplicate`);
// Mark as read if it wasn't already
if (!existingNote.read) {
existingNote.read = true;
updateNotesPanel();
updateNotesCount();
}
return null;
}
const note = {
id: Date.now(),
title: title,
text: text,
timestamp: new Date(),
read: false,
important: important
};
gameNotes.push(note);
updateNotesPanel();
updateNotesCount();
// Show notification for new note
showNotification(`New note added: ${title}`, 'info', 'Note Added', 3000);
return note;
}
// Update the notes panel with current notes
export function updateNotesPanel() {
const notesContent = document.getElementById('notes-content');
const searchTerm = document.getElementById('notes-search')?.value?.toLowerCase() || '';
// Get active category
const activeCategory = document.querySelector('.notes-category.active')?.dataset.category || 'all';
// Filter notes based on search and category
let filteredNotes = [...gameNotes];
// Apply category filter
if (activeCategory === 'important') {
filteredNotes = filteredNotes.filter(note => note.important);
} else if (activeCategory === 'unread') {
filteredNotes = filteredNotes.filter(note => !note.read);
}
// Apply search filter
if (searchTerm) {
filteredNotes = filteredNotes.filter(note =>
note.title.toLowerCase().includes(searchTerm) ||
note.text.toLowerCase().includes(searchTerm)
);
}
// Sort notes with important ones first, then by timestamp (newest first)
filteredNotes.sort((a, b) => {
if (a.important !== b.important) {
return a.important ? -1 : 1;
}
return b.timestamp - a.timestamp;
});
// Clear current content
notesContent.innerHTML = '';
// Add notes
if (filteredNotes.length === 0) {
if (searchTerm) {
notesContent.innerHTML = '<div class="note-item">No notes match your search.</div>';
} else if (activeCategory !== 'all') {
notesContent.innerHTML = `<div class="note-item">No ${activeCategory} notes found.</div>`;
} else {
notesContent.innerHTML = '<div class="note-item">No notes yet.</div>';
}
} else {
filteredNotes.forEach(note => {
const noteElement = document.createElement('div');
noteElement.className = 'note-item';
noteElement.dataset.id = note.id;
// Format the timestamp
const formattedTime = formatTime(note.timestamp);
let noteContent = `<div class="note-title">
<span>${note.title}</span>
<div class="note-icons">`;
if (note.important) {
noteContent += `<span class="note-icon">⭐</span>`;
}
if (!note.read) {
noteContent += `<span class="note-icon">📌</span>`;
}
noteContent += `</div></div>`;
noteContent += `<div class="note-text">${note.text}</div>`;
noteContent += `<div class="note-timestamp">${formattedTime}</div>`;
noteElement.innerHTML = noteContent;
// Toggle expanded state when clicked
noteElement.addEventListener('click', () => {
noteElement.classList.toggle('expanded');
// Mark as read when expanded
if (!note.read && noteElement.classList.contains('expanded')) {
note.read = true;
updateNotesCount();
updateNotesPanel();
}
});
notesContent.appendChild(noteElement);
});
}
}
// Update the unread notes count
export function updateNotesCount() {
const notesCount = document.getElementById('notes-count');
unreadNotes = gameNotes.filter(note => !note.read).length;
notesCount.textContent = unreadNotes;
notesCount.style.display = unreadNotes > 0 ? 'flex' : 'none';
}
// Toggle the notes panel
export function toggleNotesPanel() {
const notesPanel = document.getElementById('notes-panel');
const isVisible = notesPanel.style.display === 'block';
notesPanel.style.display = isVisible ? 'none' : 'block';
}
// Export for global access
window.addNote = addNote;

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// Notification System
// Handles showing and managing notifications in the game
// Initialize the notification system
export function initializeNotifications() {
// System is initialized through CSS and HTML structure
console.log('Notification system initialized');
}
// Show a notification instead of using alert()
export function showNotification(message, type = 'info', title = '', duration = 5000) {
const notificationContainer = document.getElementById('notification-container');
// Create notification element
const notification = document.createElement('div');
notification.className = `notification ${type}`;
// Create notification content
let notificationContent = '';
if (title) {
notificationContent += `<div class="notification-title">${title}</div>`;
}
notificationContent += `<div class="notification-message">${message.replace(/\n/g, "<br>")}</div>`;
notificationContent += `<div class="notification-close">×</div>`;
if (duration > 0) {
notificationContent += `<div class="notification-progress"></div>`;
}
notification.innerHTML = notificationContent;
// Add to container
notificationContainer.appendChild(notification);
// Show notification with animation
setTimeout(() => {
notification.classList.add('show');
}, 10);
// Add progress animation if duration is set
if (duration > 0) {
const progress = notification.querySelector('.notification-progress');
progress.style.transition = `width ${duration}ms linear`;
// Start progress animation
setTimeout(() => {
progress.style.width = '0%';
}, 10);
// Remove notification after duration
setTimeout(() => {
removeNotification(notification);
}, duration);
}
// Add close button event listener
const closeBtn = notification.querySelector('.notification-close');
closeBtn.addEventListener('click', () => {
removeNotification(notification);
});
return notification;
}
// Remove a notification with animation
export function removeNotification(notification) {
notification.classList.remove('show');
// Remove from DOM after animation
setTimeout(() => {
if (notification.parentNode) {
notification.parentNode.removeChild(notification);
}
}, 300);
}
// Replace alert with our custom notification system
export function gameAlert(message, type = 'info', title = '', duration = 5000) {
return showNotification(message, type, title, duration);
}
// Export for global access
window.showNotification = showNotification;
window.gameAlert = gameAlert;

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// Modals System
// Handles modal dialogs and popups
// Initialize modals
export function initializeModals() {
console.log('Modals initialized');
}
// Show password modal
export function showPasswordModal(callback) {
const modal = document.getElementById('password-modal');
const input = document.getElementById('password-modal-input');
const show = document.getElementById('password-modal-show');
const okBtn = document.getElementById('password-modal-ok');
const cancelBtn = document.getElementById('password-modal-cancel');
// Reset input and checkbox
input.value = '';
show.checked = false;
input.type = 'password';
modal.style.display = 'flex';
input.focus();
function cleanup(result) {
modal.style.display = 'none';
okBtn.removeEventListener('click', onOk);
cancelBtn.removeEventListener('click', onCancel);
input.removeEventListener('keydown', onKeyDown);
show.removeEventListener('change', onShowChange);
callback(result);
}
function onOk() {
cleanup(input.value);
}
function onCancel() {
cleanup(null);
}
function onKeyDown(e) {
if (e.key === 'Enter') onOk();
if (e.key === 'Escape') onCancel();
}
function onShowChange() {
input.type = show.checked ? 'text' : 'password';
}
okBtn.addEventListener('click', onOk);
cancelBtn.addEventListener('click', onCancel);
input.addEventListener('keydown', onKeyDown);
show.addEventListener('change', onShowChange);
}
// Export for global access
window.initializeModals = initializeModals;
window.showPasswordModal = showPasswordModal;

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// UI Panels System
// Handles generic panel utilities - specific panel functionality is handled by individual systems
// Initialize UI panels (generic setup only)
export function initializeUI() {
console.log('UI panels system initialized');
// Note: Individual systems (notes.js, biometrics.js, bluetooth.js) handle their own panel setup
// This file only provides utility functions for generic panel operations
}
// Generic panel utility functions
export function togglePanel(panel) {
if (!panel) {
console.warn('togglePanel: panel is null or undefined');
return;
}
console.log('Toggling panel:', panel.id);
const isVisible = panel.style.display === 'block';
panel.style.display = isVisible ? 'none' : 'block';
// Add animation class for smooth transitions
if (!isVisible) {
panel.classList.add('panel-show');
setTimeout(() => panel.classList.remove('panel-show'), 300);
}
}
export function showPanel(panel) {
if (!panel) return;
console.log('Showing panel:', panel.id);
panel.style.display = 'block';
panel.classList.add('panel-show');
setTimeout(() => panel.classList.remove('panel-show'), 300);
}
export function hidePanel(panel) {
if (!panel) return;
console.log('Hiding panel:', panel.id);
panel.style.display = 'none';
}
export function hidePanelById(panelId) {
const panel = document.getElementById(panelId);
if (panel) {
hidePanel(panel);
}
}
// Export for global access (utility functions only)
window.togglePanel = togglePanel;
window.showPanel = showPanel;
window.hidePanel = hidePanel;
window.hidePanelById = hidePanelById;

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// Game constants
export const TILE_SIZE = 48;
export const DOOR_ALIGN_OVERLAP = 48 * 3;
export const GRID_SIZE = 32;
export const MOVEMENT_SPEED = 150;
export const ARRIVAL_THRESHOLD = 8;
export const PATH_UPDATE_INTERVAL = 500;
export const STUCK_THRESHOLD = 1;
export const STUCK_TIME = 500;
export const INVENTORY_X_OFFSET = 50;
export const INVENTORY_Y_OFFSET = 50;
export const CLICK_INDICATOR_DURATION = 800; // milliseconds
export const CLICK_INDICATOR_SIZE = 20; // pixels
export const PLAYER_FEET_OFFSET_Y = 30; // Adjust based on your sprite's feet position
// Room visibility settings
export const HIDE_ROOMS_INITIALLY = true;
export const HIDE_ROOMS_ON_EXIT = false;
export const HIDE_NON_ADJACENT_ROOMS = false;
// Interaction constants
export const INTERACTION_CHECK_INTERVAL = 100; // Only check interactions every 100ms
export const INTERACTION_RANGE = 2 * TILE_SIZE;
export const INTERACTION_RANGE_SQ = INTERACTION_RANGE * INTERACTION_RANGE;
export const ROOM_CHECK_THRESHOLD = 32; // Only check for room changes when player moves this many pixels
// Bluetooth constants
export const BLUETOOTH_SCAN_RANGE = TILE_SIZE * 2; // 2 tiles range for Bluetooth scanning
export const BLUETOOTH_SCAN_INTERVAL = 200; // Scan every 200ms for more responsive updates
// Game configuration
export const GAME_CONFIG = {
type: Phaser.AUTO,
width: window.innerWidth * 0.80,
height: window.innerHeight * 0.80,
parent: 'game-container',
pixelArt: true,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 0 },
debug: true
}
}
};

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// Crypto workstation functionality
export function createCryptoWorkstation(objectData) {
// Create the workstation sprite
const workstationSprite = this.add.sprite(0, 0, 'workstation');
workstationSprite.setVisible(false);
workstationSprite.name = "workstation";
workstationSprite.scenarioData = objectData;
workstationSprite.setInteractive({ useHandCursor: true });
return workstationSprite;
}
// Open the crypto workstation
export function openCryptoWorkstation() {
const laptopPopup = document.getElementById('laptop-popup');
const cyberchefFrame = document.getElementById('cyberchef-frame');
// Set the iframe source to the CyberChef HTML file
cyberchefFrame.src = 'assets/cyberchef/CyberChef_v10.19.4.html';
// Show the laptop popup
laptopPopup.style.display = 'block';
// Disable game input while laptop is open
if (window.game && window.game.input) {
window.game.input.mouse.enabled = false;
window.game.input.keyboard.enabled = false;
}
}
// Close the crypto workstation
export function closeLaptop() {
const laptopPopup = document.getElementById('laptop-popup');
const cyberchefFrame = document.getElementById('cyberchef-frame');
// Hide the laptop popup
laptopPopup.style.display = 'none';
// Clear the iframe source
cyberchefFrame.src = '';
// Re-enable game input
if (window.game && window.game.input) {
window.game.input.mouse.enabled = true;
window.game.input.keyboard.enabled = true;
}
}

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// Helper utility functions for the game
import { gameAlert } from '../systems/notifications.js?v=7';
import { addNote } from '../systems/notes.js?v=7';
// Introduce the scenario to the player
export function introduceScenario() {
const gameScenario = window.gameScenario;
if (!gameScenario) return;
console.log(gameScenario.scenario_brief);
// Add scenario brief as an important note
addNote("Mission Brief", gameScenario.scenario_brief, true);
// Show notification
gameAlert(gameScenario.scenario_brief, 'info', 'Mission Brief', 0);
}
// Import crypto workstation functions
import { createCryptoWorkstation, openCryptoWorkstation, closeLaptop } from './crypto-workstation.js';
// Re-export for other modules that import from helpers.js
export { createCryptoWorkstation };
// Generate fingerprint data for biometric samples
export function generateFingerprintData(item) {
// Generate consistent fingerprint data based on item properties
const itemId = item.scenarioData?.id || item.name || 'unknown';
const owner = item.scenarioData?.fingerprintOwner || 'unknown';
// Create a simple hash from the item and owner
let hash = 0;
const str = itemId + owner;
for (let i = 0; i < str.length; i++) {
const char = str.charCodeAt(i);
hash = ((hash << 5) - hash) + char;
hash = hash & hash; // Convert to 32-bit integer
}
// Use the hash to generate consistent but seemingly random data
const data = {
minutiae: Math.abs(hash % 100) + 50, // 50-149 minutiae points
ridgeCount: Math.abs(hash % 30) + 20, // 20-49 ridges
pattern: ['loop', 'whorl', 'arch'][Math.abs(hash % 3)],
quality: (Math.abs(hash % 40) + 60) / 100, // 0.6-0.99 quality
hash: hash.toString(16)
};
return data;
}
// Format time for display
export function formatTime(timestamp) {
const date = new Date(timestamp);
const formattedDate = date.toLocaleDateString();
const formattedTime = date.toLocaleTimeString([], { hour: '2-digit', minute: '2-digit' });
return `${formattedDate} ${formattedTime}`;
}
// Check if two positions are approximately equal (within threshold)
export function positionsEqual(pos1, pos2, threshold = 5) {
return Math.abs(pos1.x - pos2.x) < threshold && Math.abs(pos1.y - pos2.y) < threshold;
}
// Calculate distance between two points
export function calculateDistance(x1, y1, x2, y2) {
const dx = x2 - x1;
const dy = y2 - y1;
return Math.sqrt(dx * dx + dy * dy);
}
// Clamp a value between min and max
export function clamp(value, min, max) {
return Math.min(Math.max(value, min), max);
}
// Linear interpolation between two values
export function lerp(start, end, factor) {
return start + (end - start) * factor;
}
// Check if a point is within a rectangle
export function isPointInRect(point, rect) {
return point.x >= rect.x &&
point.x <= rect.x + rect.width &&
point.y >= rect.y &&
point.y <= rect.y + rect.height;
}
// Deep clone an object
export function deepClone(obj) {
if (obj === null || typeof obj !== 'object') return obj;
if (obj instanceof Date) return new Date(obj.getTime());
if (obj instanceof Array) return obj.map(item => deepClone(item));
if (typeof obj === 'object') {
const cloned = {};
for (const key in obj) {
if (obj.hasOwnProperty(key)) {
cloned[key] = deepClone(obj[key]);
}
}
return cloned;
}
}
// Debounce function calls
export function debounce(func, wait) {
let timeout;
return function executedFunction(...args) {
const later = () => {
clearTimeout(timeout);
func(...args);
};
clearTimeout(timeout);
timeout = setTimeout(later, wait);
};
}
// Export functions to global scope for backward compatibility
window.openCryptoWorkstation = openCryptoWorkstation;
window.closeLaptop = closeLaptop;

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{
"scenario_brief": "You are a security specialist tasked with investigating a high-security research facility after reports of unauthorized access. Your mission is to use biometric tools to identify the intruder, secure sensitive research data, and recover the stolen prototype before it leaves the facility.",
"endGoal": "Recover the stolen Project Sentinel prototype from the intruder's hidden exit route and secure all compromised data.",
"startRoom": "reception",
"rooms": {
"reception": {
"type": "room_reception",
"connections": {
"north": "office1"
},
"objects": [
{
"type": "phone",
"name": "Reception Phone",
"takeable": false,
"readable": true,
"text": "Voicemail: 'Security alert: Unauthorized access detected in the biometrics lab. All personnel must verify identity at security checkpoints. Server room PIN changed to 5923. Security lockdown initiated. - Security Team'",
"observations": "The reception phone's message light is blinking with an urgent message"
},
{
"type": "notes",
"name": "Security Log",
"takeable": true,
"readable": true,
"text": "Unusual access patterns detected:\n- Lab 1: 23:45 PM\n- Biometrics Lab: 01:30 AM\n- Server Room: 02:15 AM\n- Loading Dock: 03:05 AM\n- Director's Office: 03:22 AM",
"observations": "A concerning security log from last night"
},
{
"type": "fingerprint_kit",
"name": "Fingerprint Kit",
"takeable": true,
"inInventory": true,
"observations": "A professional kit for collecting fingerprint samples"
},
{
"type": "pc",
"name": "Reception Computer",
"takeable": false,
"hasFingerprint": true,
"fingerprintOwner": "receptionist",
"fingerprintDifficulty": "easy",
"observations": "The reception computer shows a security alert screen. There are clear fingerprints on the keyboard."
},
{
"type": "lockpick",
"name": "Lockpick",
"takeable": true,
"inInventory": true,
"observations": "A tool for picking locks"
},
{
"type": "workstation",
"name": "Crypto Analysis Station",
"takeable": true,
"inInventory": true,
"observations": "A powerful workstation for cryptographic analysis"
},
{
"type": "notes",
"name": "Biometric Security Notice",
"takeable": true,
"readable": true,
"text": "ALERT: SECURITY PROTOCOLS UPDATED\n\nAll internal doors now require biometric authentication due to the security breach.\n\nTo proceed: Use your fingerprint kit to collect prints, then present them at door scanners. The main office door requires the receptionist's credentials.\n\nReport any unauthorized access attempts to security immediately.",
"observations": "An important notice about the facility's security measures"
},
{
"type": "notes",
"name": "Facility Map",
"takeable": true,
"readable": true,
"text": "Facility Layout:\n- Reception (Main Entrance)\n- Main Office (North of Reception)\n- Administrative Office (North of Main Office)\n- Research Wing (North of Main Office)\n- Director's Office (North of Administrative Office)\n- Server Room (North of Research Wing)\n- Storage Closet (North of Director's Office)",
"observations": "A map of the facility showing all major areas"
}
]
},
"office1": {
"type": "room_office",
"connections": {
"north": ["office2", "office3"],
"south": "reception"
},
"locked": true,
"lockType": "biometric",
"requires": "receptionist",
"biometricMatchThreshold": 0.5,
"objects": [
{
"type": "pc",
"name": "Lab Computer",
"takeable": false,
"hasFingerprint": true,
"fingerprintOwner": "researcher",
"fingerprintDifficulty": "medium",
"observations": "A research computer with data analysis software running. There might be fingerprints on the keyboard."
},
{
"type": "notes",
"name": "Research Notes",
"takeable": true,
"readable": true,
"text": "Project Sentinel: Biometric security breakthrough. Final test results stored in secure server. Access requires Level 3 clearance or backup key. The prototype scanner is stored in the Director's office.",
"observations": "Important research notes about a biometric security project"
},
{
"type": "tablet",
"name": "Security Tablet",
"takeable": true,
"readable": true,
"text": "Security Alert: Unauthorized access to biometrics lab detected at 01:30 AM. Biometric scanner in server room requires admin fingerprint or emergency override key.",
"observations": "A security tablet showing access logs and alerts"
},
{
"type": "key",
"name": "Biolab Key",
"takeable": true,
"key_id": "ceo_office_key",
"observations": "A backup key for the biometrics lab, kept for emergencies"
},
{
"type": "notes",
"name": "Team Information",
"takeable": true,
"readable": true,
"text": "Project Sentinel Team:\nDr. Eleanor Chen (Director)\nDr. Marcus Patel (Lead Researcher)\nDr. Wei Zhang (Biometrics Specialist)\nAlex Morgan (Security Consultant)",
"observations": "Information about the Project Sentinel research team"
},
{
"type": "notes",
"name": "Security Guard Schedule",
"takeable": true,
"readable": true,
"text": "Night Shift (00:00-08:00):\n- John Reynolds: Front Entrance\n- Mark Stevens: Lab Wing (ON LEAVE)\n- Sarah Chen: Server Room\n\nNOTE: Due to staffing shortage, server room checks reduced to hourly instead of every 30 minutes.",
"observations": "The security guard rotation schedule for last night"
}
]
},
"office2": {
"type": "room_office",
"connections": {
"north": "ceo",
"south": "office1"
},
"locked": true,
"lockType": "biometric",
"requires": "researcher",
"biometricMatchThreshold": 0.7,
"objects": [
{
"type": "pc",
"name": "Biometrics Workstation",
"takeable": false,
"hasFingerprint": true,
"fingerprintOwner": "intruder",
"fingerprintDifficulty": "medium",
"observations": "A specialized workstation for biometric research. The screen shows someone was recently using it."
},
{
"type": "notes",
"name": "Access Log",
"takeable": true,
"readable": true,
"text": "Unusual access pattern detected: Admin credentials used during off-hours. Timestamp matches security alert. Safe PIN code: 8741",
"observations": "A log showing suspicious access to the biometrics lab"
},
{
"type": "notes",
"name": "Fingerprint Comparison Report",
"takeable": true,
"readable": true,
"text": "Fingerprint Analysis:\nRecent unauthorized access shows fingerprints matching consultant Alex Morgan (74% confidence).\n\nNOTE: Further analysis needed for confirmation. Check server room terminal for complete database.",
"observations": "A report analyzing fingerprints found on breached equipment"
}
]
},
"office3": {
"type": "room_office",
"connections": {
"north": "server1",
"south": "office1"
},
"objects": [
{
"type": "workstation",
"name": "Fingerprint Analysis Station",
"takeable": false,
"observations": "A specialized workstation for analyzing fingerprint samples"
},
{
"type": "notes",
"name": "Biometric Override Codes",
"takeable": true,
"readable": true,
"text": "Emergency Override Procedure:\n1. Director's Office Biometric Scanner: Code 72958\n2. Loading Dock Security Gate: Code 36714\n\nWARNING: Use only in emergency situations. All uses are logged and reviewed.",
"observations": "A highly sensitive document with emergency override codes"
},
{
"type": "key",
"name": "Server Room Key",
"takeable": true,
"key_id": "briefcase_key",
"observations": "A key to the server room, carelessly left behind by someone"
},
{
"type": "notes",
"name": "Maintenance Log",
"takeable": true,
"readable": true,
"text": "03/07 - HVAC repairs completed\n03/08 - Replaced server room cooling unit\n03/09 - Fixed office lighting circuits\n\nNOTE: Need to repair loading dock camera - currently offline due to power fluctuations.",
"observations": "A maintenance log for the facility"
}
]
},
"ceo": {
"type": "room_ceo",
"connections": {
"north": "closet",
"south": "office2"
},
"locked": true,
"lockType": "key",
"requires": "ceo_office_key",
"difficulty": "medium",
"objects": [
{
"type": "pc",
"name": "Director's Computer",
"takeable": false,
"hasFingerprint": true,
"fingerprintOwner": "director",
"fingerprintDifficulty": "hard",
"observations": "The director's high-security computer. Multiple fingerprints visible on the keyboard."
},
{
"type": "phone",
"name": "Director's Phone",
"takeable": false,
"readable": true,
"text": "Last call: Incoming from Security Office at 02:37 AM. Call log shows Security reporting unauthorized access to server room.",
"observations": "The director's phone with call history displayed"
},
{
"type": "safe",
"name": "Secure Cabinet Safe",
"takeable": false,
"locked": true,
"lockType": "key",
"requires": "safe_key",
"difficulty": "medium",
"observations": "A high-security cabinet safe where the prototype would normally be stored",
"contents": [
{
"type": "notes",
"name": "Empty Prototype Case",
"takeable": true,
"readable": true,
"text": "PROJECT SENTINEL PROTOTYPE\nProperty of Biometric Research Division\nAUTHORIZED ACCESS ONLY\n\nCase opened at 03:26 AM - SECURITY ALERT TRIGGERED",
"observations": "An empty case that previously held the prototype device",
"important": true
},
{
"type": "notes",
"name": "Project Investors",
"takeable": true,
"readable": true,
"text": "Project Sentinel Investors:\n- US Department of Defense: $15M\n- Northcrest Security Solutions: $8M\n- Rivera Technologies: $5M\n\nNOTE: Alex Morgan previously worked for Rivera Technologies for 3 years before becoming our consultant. Passed all background checks.",
"observations": "A confidential list of project investors and funding sources"
}
]
},
{
"type": "notes",
"name": "Director's Calendar",
"takeable": true,
"readable": true,
"text": "Today:\n9:00 AM - Staff Briefing\n11:00 AM - DOD Representative Visit\n2:00 PM - Demo of Project Sentinel Prototype\n\nNOTE: Ensure prototype is prepared for demonstration. Security consultant Alex Morgan to assist with setup.",
"observations": "The director's schedule for today"
}
]
},
"closet": {
"type": "room_closet",
"connections": {
"south": "ceo"
},
"locked": true,
"lockType": "pin",
"requires": "72958",
"objects": [
{
"type": "safe",
"name": "Hidden Safe",
"takeable": false,
"locked": true,
"lockType": "biometric",
"requires": "intruder",
"biometricMatchThreshold": 0.9,
"observations": "A well-hidden wall safe behind a painting with a fingerprint scanner",
"contents": [
{
"type": "notes",
"name": "Escape Plan",
"takeable": true,
"readable": true,
"text": "4:00 AM - Meet contact at loading dock\n4:15 AM - Transfer prototype and data\n4:30 AM - Leave separately\n\nBackup plan: If compromised, use maintenance tunnel fire exit. Car parked at south lot.",
"observations": "A detailed escape plan with timing information",
"important": true
},
{
"type": "key",
"name": "Safe Key",
"takeable": true,
"key_id": "safe_key",
"observations": "A small key with 'Secure Cabinet' written on it"
}
]
},
{
"type": "notes",
"name": "Scribbled Note",
"takeable": true,
"readable": true,
"text": "A = Meet at dock, 4AM\nN = Bring everything\nM = Getaway car ready\n\nLH will pay other half when delivered.",
"observations": "A hastily scribbled note, partially crumpled"
}
]
},
"server1": {
"type": "room_servers",
"connections": {
"south": "office3"
},
"locked": true,
"lockType": "key",
"requires": "briefcase_key",
"difficulty": "medium",
"objects": [
{
"type": "pc",
"name": "Server Terminal",
"takeable": false,
"hasFingerprint": true,
"fingerprintOwner": "intruder",
"fingerprintDifficulty": "medium",
"observations": "The main server terminal controlling access to research data. There are clear fingerprints on the screen."
},
{
"type": "safe",
"name": "Secure Data Safe",
"takeable": false,
"locked": true,
"lockType": "biometric",
"requires": "intruder",
"biometricMatchThreshold": 0.9,
"observations": "A secure safe with a fingerprint scanner containing the sensitive research data",
"contents": [
{
"type": "notes",
"name": "Project Sentinel Data",
"takeable": true,
"readable": true,
"text": "Complete research data for Project Sentinel biometric security system. Evidence shows unauthorized copy was made at 02:17 AM by someone using spoofed admin credentials.",
"observations": "The complete research data for the biometric security project",
"important": true
},
{
"type": "notes",
"name": "Security Camera Log",
"takeable": true,
"readable": true,
"text": "Camera footage deleted for the following time periods:\n- Loading Dock: 03:00 AM - 03:30 AM\n- Maintenance Tunnel: 03:10 AM - 03:25 AM\n- Director's Office: 03:20 AM - 03:40 AM\n\nSystem shows credentials used: Alex Morgan, Security Consultant",
"observations": "A report of deleted security camera footage"
}
]
},
{
"type": "suitcase",
"name": "Suspicious Case",
"takeable": false,
"locked": true,
"lockType": "biometric",
"requires": "intruder",
"biometricMatchThreshold": 0.9,
"observations": "A suspicious case hidden behind server racks with a fingerprint scanner",
"contents": [
{
"type": "notes",
"name": "Project Sentinel Prototype",
"takeable": true,
"readable": true,
"text": "PROJECT SENTINEL BIOMETRIC SCANNER PROTOTYPE\nSERIAL: PS-001-X\nCLASSIFICATION: TOP SECRET\n\nWARNING: Authorized handling only. Technology contains classified components.",
"observations": "The stolen prototype device, ready to be smuggled out. Congratulations! You've recovered the prototype and secured the sensitive research data. flag{biometric_breach_flag}",
"important": true,
"isEndGoal": true
},
{
"type": "notes",
"name": "Buyer Details",
"takeable": true,
"readable": true,
"text": "Buyer: Lazarus Hacking Group\nPayment: $2.5M total, $500K advance paid\nDelivery instructions: Loading dock 4:00 AM, March 10\nContact code name: Nighthawk\n\nDeliverable: Project Sentinel prototype + all research data",
"observations": "Details of the buyer and the transaction",
"important": true
}
]
}
]
}
}
}

270
scenarios/ceo_exfil.json Normal file
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{
"scenario_brief": "You are a cyber investigator tasked with uncovering evidence of corporate espionage. Anonymous tips suggest the CEO has been selling company secrets, but you need proof.",
"startRoom": "reception",
"rooms": {
"reception": {
"type": "room_reception",
"locked": true,
"lockType": "key",
"requires": "ceo_office_key",
"difficulty": "easy",
"connections": {
"north": "office1"
},
"objects": [
{
"type": "phone",
"name": "Reception Phone",
"takeable": false,
"readable": true,
"text": "Voicemail: 'Security breach detected in server room. Changed access code to 4829. - IT Team'",
"observations": "The reception phone's message light is blinking urgently"
},
{
"type": "notes",
"name": "Security Log",
"takeable": true,
"readable": true,
"text": "Unusual after-hours access detected:\n- CEO office: 11:30 PM\n- Server room: 2:15 AM\n- CEO office again: 3:45 AM",
"observations": "A concerning security log from last night"
},
{
"type": "pc",
"name": "Reception Computer",
"takeable": false,
"requires": "password",
"observations": "The reception's computer, currently locked"
},
{
"type": "tablet",
"name": "Tablet Device",
"takeable": true,
"locked": true,
"lockType": "bluetooth",
"mac": "00:11:22:33:44:55",
"observations": "A locked tablet device that requires Bluetooth pairing"
},
{
"type": "bluetooth_scanner",
"name": "Bluetooth Scanner",
"takeable": true,
"observations": "A device for detecting nearby Bluetooth signals",
"canScanBluetooth": true
},
{
"type": "workstation",
"name": "Crypto Analysis Station",
"takeable": true,
"inInventory": true,
"observations": "A powerful workstation for cryptographic analysis"
}
]
},
"office1": {
"type": "room_office",
"connections": {
"north": ["office2", "office3"],
"south": "reception"
},
"objects": [
{
"type": "pc",
"name": "Office Computer",
"takeable": false,
"requires": "password",
"hasFingerprint": true,
"fingerprintOwner": "ceo",
"fingerprintDifficulty": "medium",
"observations": "A computer with a cybersecurity alert on screen. There might be fingerprints on the keyboard."
},
{
"type": "notes",
"name": "IT Memo",
"takeable": true,
"readable": true,
"text": "URGENT: Multiple unauthorized access attempts detected from CEO's office IP address",
"observations": "A concerning IT department memo"
},
{
"type": "fingerprint_kit",
"name": "Fingerprint Kit",
"takeable": true,
"observations": "A kit used for collecting fingerprints from surfaces"
}
]
},
"office2": {
"type": "room_office",
"connections": {
"north": "ceo",
"south": "office1"
},
"objects": [
{
"type": "pc",
"name": "Office Computer",
"takeable": false,
"requires": "password",
"observations": "A standard office computer"
},
{
"type": "notes",
"name": "Shredded Document",
"takeable": true,
"readable": true,
"text": "Partially readable: '...offshore account...transfer complete...delete all traces...'",
"observations": "A partially shredded document that someone failed to dispose of properly"
},
{
"type": "key",
"name": "CEO Office Key",
"takeable": true,
"key_id": "ceo_office_key",
"observations": "A spare key to the CEO's office, carelessly left behind"
}
]
},
"office3": {
"type": "room_office",
"connections": {
"north": "server1",
"south": "office1"
},
"objects": [
{
"type": "pc",
"name": "IT Staff Computer",
"takeable": false,
"requires": "bluetooth",
"lockType": "bluetooth",
"mac": "00:11:22:33:44:55",
"observations": "An IT staff computer showing network security logs"
},
{
"type": "notes",
"name": "Network Logs",
"takeable": true,
"readable": true,
"text": "Large data transfers detected to unknown external IPs - All originating from CEO's office",
"observations": "Suspicious network activity logs"
},
{
"type": "lockpick",
"name": "Lock Pick Kit",
"takeable": true,
"inInventory": true,
"observations": "A professional lock picking kit with various picks and tension wrenches"
}
]
},
"ceo": {
"type": "room_ceo",
"connections": {
"north": "closet",
"south": "office2"
},
"locked": true,
"lockType": "key",
"requires": "ceo_office_key",
"difficulty": "easy",
"objects": [
{
"type": "pc",
"name": "CEO Computer",
"takeable": false,
"observations": "The CEO's laptop, still warm - recently used"
},
{
"type": "suitcase",
"name": "CEO Briefcase",
"takeable": false,
"locked": true,
"lockType": "key",
"requires": "briefcase_key",
"difficulty": "medium",
"observations": "An expensive leather briefcase with a sturdy lock",
"contents": [
{
"type": "notes",
"name": "Private Note",
"takeable": true,
"readable": true,
"text": "Closet keypad code: 7391 - Must move evidence to safe before audit",
"observations": "A hastily written note on expensive paper"
},
{
"type": "key",
"name": "Safe Key",
"takeable": true,
"key_id": "safe_key",
"observations": "A heavy-duty safe key hidden behind server equipment"
}
]
},
{
"type": "phone",
"name": "CEO Phone",
"takeable": false,
"readable": true,
"text": "Recent calls: 'Offshore Bank', 'Unknown', 'Data Buyer'",
"observations": "The CEO's phone shows suspicious recent calls"
}
]
},
"closet": {
"type": "room_closet",
"connections": {
"south": "ceo"
},
"locked": true,
"lockType": "pin",
"requires": "7391",
"objects": [
{
"type": "safe",
"name": "Hidden Safe",
"takeable": false,
"locked": true,
"lockType": "key",
"requires": "safe_key",
"difficulty": "hard",
"observations": "A well-hidden wall safe behind a painting",
"contents": [
{
"type": "notes",
"name": "Incriminating Documents",
"takeable": true,
"readable": true,
"text": "Contract for sale of proprietary technology\nBank transfers from competing companies\nDetails of upcoming corporate espionage operations",
"observations": "A folder containing damning evidence of corporate espionage. Congratulations! You've recovered the incriminating documents. flag{ceo_exfil_flag}"
}
]
}
]
},
"server1": {
"type": "room_servers",
"connections": {
"south": "office3"
},
"locked": true,
"lockType": "pin",
"requires": "4829",
"objects": [
{
"type": "pc",
"name": "Server Terminal",
"takeable": false,
"observations": "The main server terminal showing massive data exfiltration"
},
{
"type": "key",
"name": "Briefcase Key",
"takeable": true,
"key_id": "briefcase_key",
"observations": "A small key labeled 'Personal - Do Not Copy'"
}
]
}
}
}

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{
"scenario_brief": "Your beloved kitty sidekick, Captain Meow, has vanished without a trace! As a renowned adventurer and detective, you suspect foul play. The last clue? A cryptic paw print left on your desk and a strange voicemail message on your phone. Can you crack the codes, follow the trail, and rescue Captain Meow before its too late?",
"endGoal": "Recover the stolen Project Sentinel prototype from the intruder's hidden exit route and secure all compromised data.",
"startRoom": "reception",
"rooms": {
"reception": {
"type": "room_reception",
"connections": {
"north": "office1"
},
"objects": [
{
"type": "workstation",
"name": "Crypto Analysis Station",
"takeable": true,
"inInventory": true,
"observations": "A powerful workstation for cryptographic analysis"
},
{
"type": "phone",
"name": "Reception Phone",
"takeable": false,
"readable": true,
"text": ".--. / .-. / --- / ..-. / ..-. / . / ... / --- / .-.",
"observations": "You hear a series of dots and dashes on the phone. The message is directing you towards finding the villains identity. Maybe the first letter would be capitalised."
},
{
"type": "notes",
"name": "Hidden Clue Note",
"takeable": true,
"readable": true,
"text": "If you are reading this then I have been outsmarted and sadly captured...there are a series of clues I left behind for such circumstance, follow them to rescue me. I believe in you do not let me down :)",
"observations": "A cry for help?"
},
{
"type": "pc",
"name": "Reception Computer",
"takeable": false,
"readable": true,
"text": "QmFyay4=",
"observations": "A locked computer with a mysterious message on the screen. It looks like a familiar encoding. There are pawprints on the desk."
}
]
},
"office1": {
"type": "room_office",
"connections": {
"north": ["office2", "office3"],
"south": "reception"
},
"locked": true,
"lockType": "password",
"requires": "Professor Bark",
"objects": [
{
"type": "pc",
"name": "Office Computer",
"takeable": false,
"hasFingerprint": true,
"fingerprintOwner": "Mrs Moo",
"fingerprintDifficulty": "easy",
"observations": "A computer with a cybersecurity alert on screen. There might be pawprints on the keyboard."
},
{
"type": "notes",
"name": "IT Memo",
"takeable": true,
"readable": true,
"text": "URGENT: Unusual activity detected from the CEOs office. Security cameras captured a shadowy figure with a cat carrier.",
"observations": "A concerning observation on the surveillance cameras memo"
},
{
"type": "fingerprint_kit",
"name": "Fingerprint Kit",
"takeable": true,
"observations": "A kit used for collecting fingerprints from surfaces"
}
]
},
"office2": {
"type": "room_office",
"connections": {
"north": "ceo",
"south": "office1"
},
"locked": true,
"lockType": "biometric",
"requires": "Mrs Moo",
"biometricMatchThreshold": 0.5,
"objects": [
{
"type": "notes",
"name": "Shredded Note (Half)",
"takeable": true,
"readable": true,
"observations": "Deeper meaning into the image",
"text": "Professor Bark did not act alone, the hooveprint should be enough indication to who else is involved. To get the name, find the name hidden in the image using AES. The key is my favorite meal."
},
{
"type": "pc",
"name": "Image.jpeg",
"takeable": false,
"requires": "password",
"text": "",
"observations": "89504E470D0A1A0A0000000D49484452000000070000000608060000000F0E8476000000017352474200AECE1CE90000000467414D410000B18F0BFC61050000000970485973000012740000127401DE661F780000001B49444154185763646060F80FC458011394C60AE82DC92EC2CE0000AE7E012D8347D0010000000049454E44AE4260827365637265740000000000000000000000003164623237653536373663363036316665373962386563343432373263326239"
},
{
"type": "tablet",
"name": "Captain Meow's Tablet",
"takeable": false,
"locked": true,
"lockType": "bluetooth",
"mac": "00:AB:CD:EF:12:34",
"observations": "-Fav meal: Tuna Fish Sandwich With Chives And A Side Of CocaCola And A Cup Of Milk -Fav color: Black -Fav number: Eight -Fav country: Meowland -Fav activity: Napping"
},
{
"type": "bluetooth_scanner",
"name": "Bluetooth Scanner",
"takeable": true,
"observations": "A device for detecting nearby Bluetooth signals.",
"canScanBluetooth": true,
"mac": "00:AB:CD:EF:12:34"
}
]
},
"office3": {
"type": "room_office",
"connections": {
"north": "server1",
"south": "office1"
},
"locked": true,
"lockType": "biometric",
"requires": "Mrs Moo",
"biometricMatchThreshold": 0.5,
"objects": [
{
"type": "pc",
"name": "IT Staff Computer",
"takeable": false,
"requires": "password",
"observations": "146 157 165 162 40 145 151 147 150 164 40 164 167 157 40 156 151 156 145"
},
{
"type": "notes",
"name": "Dr Octopus data",
"takeable": true,
"readable": true,
"text": "We have noticed a security breached.",
"observations": "Suspicious activity logged, passcode encrypted for safety purposes."
}
]
},
"ceo": {
"type": "room_ceo",
"connections": {
"south": "office2"
},
"locked": true,
"lockType": "password",
"requires": "Mr Moo",
"objects": [
{
"type": "pc",
"name": "CEO Computer",
"takeable": false,
"observations": "To find me, locate the public IP address to locate me."
},
{
"type": "suitcase",
"name": "CEO Briefcase",
"takeable": false,
"locked": true,
"lockType": "key",
"requires": "briefcase_key",
"observations": "An expensive leather briefcase with a sturdy lock.",
"contents": [
{
"type": "notes",
"name": "Incriminating Documents",
"takeable": true,
"readable": true,
"text": "192.168.1.34 10.0.0.56 172.16.254.12 203.0.113.78 192.168.0.45 192.168.2.100 172.31.128.99 10.10.10.10",
"observations": "A bunch of IP addresses, follow the public IP address to find me."
}
]
},
{
"type": "safe",
"name": "safe",
"takeable": false,
"locked": true,
"lockType": "password",
"requires": "203.0.113.78",
"contents": [
{
"type": "notes",
"name": "Flag",
"takeable": true,
"readable": true,
"text": "I knew you could do it! You found me! Here is your prize for rescuing me: \nflag{sampleflaghere}" }
]
}
]
},
"server1": {
"type": "room_servers",
"connections": {
"south": "office3"
},
"locked": true,
"lockType": "pin",
"requires": "4829",
"objects": [
{
"type": "pc",
"name": "Server Terminal",
"takeable": false,
"observations": "Hash my name 'Captain Meow'"
},
{
"type": "safe",
"name": "Data safe",
"takeable": false,
"locked": true,
"lockType": "password",
"requires": "acffd84890456241cba3469e32fd46d3",
"observations": "A locked closet containing an important key. It requires a PIN to open.",
"contents": [
{
"type": "key",
"name": "Briefcase Key",
"takeable": true,
"key_id": "briefcase_key",
"observations": "A small key labeled 'Personal - Do Not Copy.'"
}
]
}
]
}
}
}

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<?xml version="1.0"?>
<scenario xmlns="http://www.github//cliffe/BreakEscapeGame/blob/main/assets/scenarios"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:schemaLocation="https://github.com/cliffe/BreakEscapeGame/blob/main/assets/scenarios/scenerio1.json">
<name>Captain Meow disappearance</name>
<author>Z. Cliffe Schreuders</author>
<description>
# Introduction
Your beloved kitty sidekick, Captain Meow, has vanished without a trace! As a renowned adventurer and detective, you suspect foul play. The last clue? A cryptic paw print left on your desk and a strange voicemail message on your phone.
Captain Meow has always been a sneaky genius, leaving behind puzzles in hopes that you would find him. If anyone could leave behind a trail of encrypted clues, its him. But who would kidnap the smartest cat in the world? And why?
Your journey begins in your study, where Captain Meows last trail begins. Can you decipher his messages, crack the codes, and rescue him before time runs out?
</description>
<type>escape room</type>
<difficulty>medium</difficulty>
<CyBOK KA="F" topic="Operating System Analysis">
<keyword>Steganography</keyword>
<keyword>Encoding and alternative data formats</keyword>
<keyword>SEARCH FOR EVIDENCE</keyword>
<keyword>METADATA</keyword>
</CyBOK>
<CyBOK KA="POR" topic="Privacy Technologies and Democratic Values">
<keyword>METADATA</keyword>
<keyword>STEGANOGRAPHY</keyword>
</CyBOK>
<CyBOK KA="AC" topic="Cryptographic Implementation">
<keyword>Cryptographic Libraries</keyword>
<keyword>ENCRYPTION - TOOLS</keyword>
</CyBOK>
<CyBOK KA="AC" topic="Physical Security">
<keyword>Fingerprint Authentication</keyword>
<keyword>Bluetooth Security</keyword>
<keyword>Physical Locks</keyword>
</CyBOK>
<CyBOK KA="AC" topic="Hashing and Integrity">
<keyword>Hash Functions</keyword>
<keyword>MD5 Hash</keyword>
</CyBOK>
<CyBOK KA="AC" topic="Encoding and Representation">
<keyword>Base64 Encoding</keyword>
<keyword>Octal Encoding</keyword>
<keyword>Hexadecimal (Hex) Encoding</keyword>
</CyBOK>
<CyBOK KA="AC" topic="Algorithms, Schemes and Protocols">
<keyword>ADVANCED ENCRYPTION STANDARD (AES)</keyword>
<keyword>ECB (ELECTRONIC CODE BOOK) BLOCK CIPHER MODE</keyword>
</CyBOK>
</scenario>

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{
"scenario_brief": "You are a curious traveler who stumbles upon Beckett, a ghost town shrouded in mystery. After entering the only standing building, the door slams shut, trapping you inside. A note from Mayor McFluffins warns: 'Fail to escape, and youll be turned into a llama.' Solve cryptographic puzzles and break the curse before time runs out, or grow fur and join the towns eerie fate!",
"startRoom": "room_start",
"rooms": {
"room_start": {
"type": "room_office",
"connections": {
"north": "room_office"
},
"locked": true,
"lockType": "key",
"requires": "briefcase_key",
"objects": [
{
"type": "workstation",
"name": "Crypto Analysis Station",
"takeable": true,
"inInventory": true,
"observations": "A powerful workstation for cryptographic analysis"
},
{
"type": "phone",
"name": "Recorded Conversation",
"takeable": false,
"observations": "Llamas are all pure evil! Jullie and Tim are the two who started this curse. Tim is 3 years old, and Jullie is 5 years old. Remember their ages!"
},
{
"type": "notes",
"name": "Clue Note",
"takeable": true,
"readable": true,
"observations": "Safe one, next to the left door is Tim's public key, safe two is Julies's private key and the briefcase is the shared key. \nRemember: Public keys are (g^age MOD p)"
},
{
"type": "pc",
"name": "Computer",
"takeable": false,
"requires": "password",
"observations": "Numbers are important, remember these to proceed:\n- Prime modulus (p): 23\n- Base (g): 5\n- Tim's private key (a): (5^3) MOD 23\n- Jullie's private key (b): (5^5) MOD 23\nEnter the shared secret key to decrypt the next clue."
},
{
"type": "safe",
"name": "Safe 1",
"takeable": false,
"locked": true,
"lockType": "password",
"requires": "10",
"observations": "A locked safe containing part of the conversation.",
"contents": [
{
"type": "notes",
"name": "Conversation Part 1",
"takeable": true,
"readable": true,
"text": "Tim: Do you remember how to calculate your public key again?\nJullie: Not really...I always found the Diffie-Hellman key exchange so confusing lol\nTim: Just remember '(G^private) MOD P' and you'll be good.\n...",
"observations": "First part of the conversation."
}
]
},
{
"type": "safe",
"name": "Safe 2",
"takeable": false,
"locked": true,
"lockType": "password",
"requires": "20",
"observations": "A locked safe containing the next part of the conversation.",
"contents": [
{
"type": "notes",
"name": "Conversation Part 2",
"takeable": true,
"readable": true,
"text": "Jullie: Thanks Tim, this way no one would be able to read our messages!\nTim: Exactly! We need to turn a lot of people into llamas or our plans are forever done for.\nJullie: Yeah, you're right. We need to stay focused and cover our tracks.\nTim: Don't forget our shared key. If you do, this is all for nothing, Jules.\nJullie: Yes, yes. The shared key is (B^a MOD p).",
"observations": "Second part of the conversation."
}
]
},
{
"type": "suitcase",
"name": "Briefcase",
"takeable": false,
"locked": true,
"lockType": "password",
"requires": "19",
"observations": "A locked briefcase containing the key to the next room.",
"contents": [
{
"type": "key",
"name": "Briefcase Key",
"takeable": true,
"key_id": "briefcase_key",
"observations": "You've found the key to unlock the next room!"
}
]
}
]
},
"room_office": {
"type": "room_office",
"connections": {
"south": "room_start",
"north": "room_servers"
},
"locked": true,
"lockType": "key",
"requires": "briefcase_key",
"objects": [
{
"type": "notes",
"name": "Prime Numbers Hint",
"takeable": true,
"readable": true,
"text": "The city's foundation rests on prime pillars. Find the numbers that uphold its secrets. Here's a riddle to guide you:\n\n'I am a prime number, the smallest of my kind with two digits. My neighbor to the right is also prime, and together we hold the key.'",
"observations": "A hint about prime numbers."
},
{
"type": "pc",
"name": "RSA Modulus Computer",
"takeable": false,
"requires": "password",
"observations": "Calculate N by multiplying two prime numbers (p and q). The pin is the last 4 digits of N."
}
]
},
"room_servers": {
"type": "room_servers",
"connections": {
"south": "room_office",
"north": "room_closet"
},
"locked": true,
"lockType": "password",
"requires": "0143",
"objects": [
{
"type": "pc",
"name": "Pop up message - decrypt message using private key",
"takeable": false,
"requires": "password",
"text": "Decrypt this base64 encrypted message using the private key.",
"observations": "jIYyQYFFzXNKgKS1Z744Sudq2KAXdRgSHlExns9MNVNlTZRlnBSm#vVGw6TeEjOhohJeGbFrWk5qNlPhvm0PmneIBbzZ9u4BwzaZ4vxHclLMDQ55e7tOByQ3KVjUgcxX1skW7qj1mPpic2IFsS1kyIyLE3ly1eNZxMCEy1S03bq0="
},
{
"type": "notes",
"name": "Private Key Part 1",
"takeable": true,
"readable": true,
"observations": "This note contains part of the private key required for decryption.",
"text": "-----BEGIN RSA PRIVATE KEY-----\nMIICXAIBAAKBgQCczVF4Oq+Njf1Olf/JNnZcSP0jbZVpdVJ+hySa7OPMSpjMsppb\nV1E8qytLIx+HfiU065I/Lhr0LhoKj+hWA3ceCUQa2GeSU+p8X5bseet6/hhrsBYV\nuT+4ajIQ8tDOi/0vrnSh+EMc912TpjAh1nEfeL65LXOwWHDf0rR8Uxv3AQIDAQAB\nAoGACiIVo/6s5im5Jzk32r2/h+a6ny2/hF1t25npsm5hKUxf1Aitw33g1Nod9eDa"
},
{
"type": "notes",
"name": "Private Key Part 2",
"takeable": true,
"readable": true,
"observations": "8oNjLaiUnqsg2EtbaPfUVKysJ6WaFQ4BnFe6rKQH+kXDEjSOyMcQsoObO0Bcjk/3\nWpxdTH0qp71yHzg1D6h40cwSra5u/t/ZRFJI/08hBdbt8DECQQDPQwVS5hYfDfXa\ni5Rxwwp4EBZmvy8z/KXPJ+8sXfqi5pBkZTrQfWsiqCW2aRtnTUsC0b3HjRQxf2SV\n+1y9aqQpAkEAwaypvhpE7I2P1LgIPrgW2HM1wiP0oZiM9LizsDHYO/bKqSWL7hnS\n/s6NcQ5CLOyB3uxYBkDIovUSem6/Y6hXGQJBAKi/qaMAQLySEj0Y7gjdwzVT69lG",
"text": "Cfmq15ldq0cVUU62qJOFNCiyJLt36hSlaTFnZg5qlLjXbbyLO2s92BlErVkCQDaY\nH3kxGoC8HvFNtzVG21nEkEDbtdffksxhTHW8d0Hf/ZzUsq85pFqjiwd1h332ZV2b\nreyFUoltH/pXQagsCfECQFyG0RpJtc9ojIRUMOqDGQvoi8il4xM4yCiSKQAcLzuu\nqLrEVyNbKHcBf2Hn3xuEHs/DB6zCLVj/FJ7ZWONCJuU=\n-----END RSA PRIVATE KEY-----"
}
]
},
"room_closet": {
"type": "room_closet",
"connections": {
"south": "room_servers",
"north": "room_ceo"
},
"locked": true,
"lockType": "password",
"requires": "8835",
"objects": [
{
"type": "pc",
"name": "RSA Encryption Computer",
"takeable": false,
"requires": "password",
"text": "Mcfluffins has sent out a memo to all llama population spot which one is the real one and the first four charecters will help you proceed",
"observations": "Verify the correct rsa signature from hex. remember 'llamas are the best' -----BEGIN PUBLIC KEY-----MIGfMA0GCSqGSIb3DQEBAQUAA4GNADCBiQKBgQDXSTdvKibflOrDlUuICO4I93xzuv5cKdM5QEcXMkJSPe0b/B7NQgOW4PumqwZw4sfEKgMIIAoW9BYErgQS38Ax6UelDaSIIGVtoqIXM8fDvchLXHqBh6L9rfxX5GsTybZqX5wQJtZRM8uAAldo98SByUMR6zjBp+ZTBLHLUt15vQIDAQAB-----END PUBLIC KEY-----"
},
{
"type": "notes",
"name": "First two digital signature",
"takeable": true,
"readable": true,
"text": "bd68b0b3e45ac3b2ed499c8014969ac4ab951653a67ca6bc085f8a10c1c4da220c0350f0c27b3fd727b86dbd36ee8f33b3476270cb819145d8a23456f9cf8c373e53e93bcdd1129a1df44c4792e6704f973820386db4306f84faca5f62657235e02e4259f9e9c080dc4a7da1268e671d90bec8435769b25f8f235fe9d1d1fce7",
"observations": "077228e6a71569c44ea0baa248f19048c2526a964d55d5c0bfaed061918f7fcae0c1729d8b3ad2f7717399dc04766308711b939fb28d3277a66669362cacef2e4e478bec1cfe8f72f6121bc0b1a41a0cb35353d722919e40dc04c20ecc534be3f427cabf5260829751948f2fc480399029fe961755c8483394feea60be092933"
},
{
"type": "notes",
"name": "Second two digital signature",
"takeable": true,
"readable": true,
"text": "30794e2409bd4db6a4891b1f74897cf10cf3704e685d4c89fb96956cf33889c7803ac9c5c818449827c36319b6a73691690ec4a2169c33aaff52c3114c3f4b4e16c7fb82f063ae0bfc84cfd9f3d1aadba960576d26cd61349ad0627107b4370106b6e30e66f28669aa0aa57c12ceba41c3a1d86858f1b4788c2a01dc68799cf1",
"observations": "d51e192f1e46fed49089b322d563a2089aa9ad5907b4f0c9e110ea58ef3a5f2dbfd7066d7a9bcab9335034e0b71d22d5ee9205fc31d025f70361bffa3322d901a65c3965b4770890bdddf0922dae6edf61157c68dd291e7ad81443b7c8ca98fbaa6b558024f586d36e777a904e5c400976bf9d0d659826a5cc96fde273e48246"
}
]
},
"room_ceo": {
"type": "room_ceo",
"connections": {
"south": "room_closet"
},
"locked": true,
"lockType": "password",
"requires": "bd68",
"objects": [
{
"type": "pc",
"name": "A terminal with a flickering screen",
"takeable": false,
"requires": "password",
"observations": "Use RSA decryption (m = c^d mod n). For example, if c=3, calculate (3^53 mod 161). Do this for all ciphertext values to reveal the town's hex message. '212,48,9,9,276,23,155,231' d=269 n=286"
},
{
"type": "safe",
"name": "Safe",
"takeable": false,
"locked": true,
"lockType": "password",
"requires": "freedom!",
"observations": "A locked safe containing part of the conversation.",
"contents": [
{
"type": "notes",
"name": "Freedom",
"takeable": true,
"readable": true,
"text": "You have saved yourself from being turned into a llama...sadly.",
"observations": "flag{hereisaflagsample}"
}
]
}
]
}
}
}

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<?xml version="1.0"?>
<scenario xmlns="http://www.github//cliffe/BreakEscapeGame/blob/main/assets/scenarios"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:schemaLocation="https://github.com/cliffe/BreakEscapeGame/blob/main/assets/scenarios/scenerio2.json">
<name>Asymmetric Encryption with RSA</name>
<author>Z. Cliffe Schreuders</author>
<description>
In this interactive escaape room, you will dive into the mystery of your beloved kitty sidekick, Captain Meow, who has vanished under suspicious circumstances. Your task is to navigate through various rooms, solving interconnected puzzles that utilize cryptographic concepts such as Morse code, AES encryption, and fingerprint analysis to uncover the truth.
In this adventure, you will decode messages, piece together fragmented notes, and utilize digital tools to gather clues about Captain Meow's whereabouts. These tasks will require a blend of teamwork, critical thinking, and creativity. With your skills, we can piece together the mystery and rescue Captain Meow!
</description>
<type>escape room</type>
<difficulty>intermediate</difficulty>
<CyBOK KA="AC" topic="Algorithms, Schemes and Protocols">
<keyword>CRYPTOGRAPHY - ASYMMETRIC - RSA</keyword>
<keyword>DIFFIE-HELLMAN ALGORITHM</keyword>
</CyBOK>
<CyBOK KA="AC" topic="Public-Key Cryptography">
<keyword>public-key encryption</keyword>
<keyword>public-key signatures</keyword>
<keyword>RSA MODULUS</keyword>
<keyword>RSA PROBLEM</keyword>
<keyword>RSA TRANSFORM</keyword>
</CyBOK>
<CyBOK KA="AC" topic="Key Management">
<keyword>key generation</keyword>
</CyBOK>
<CyBOK KA="AC" topic="Cryptographic Implementation">
<keyword>Cryptographic Libraries</keyword>
<keyword>ENCRYPTION - TOOLS</keyword>
</CyBOK>
</scenario>

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{
"scenario_brief": "You've discovered the workshop of the brilliant scientist, Dr. Knowitall, who has built a time machine. With him out, you plan to sneak in and grab the blueprints, but they're hidden behind a series of cryptographic puzzles. Entering the workshop triggers self-destruct countdown. You must solve the riddles quickly, or Dr. Knowitall's life's work will be lost forever!",
"startRoom": "room_reception",
"rooms": {
"room_reception": {
"type": "room_reception",
"connections": {
"north": "room_office"
},
"locked": true,
"lockType": "key",
"requires": "briefcase_key",
"objects": [
{
"type": "workstation",
"name": "Crypto Analysis Station",
"takeable": true,
"inInventory": true,
"observations": "A powerful workstation for cryptographic analysis"
},
{
"type": "pc",
"name": "AES Encrypted Terminal",
"takeable": false,
"requires": "password",
"observations": "A terminal displaying an encrypted message: '19e1363e815f0d10014f7804539cab9f'. \n Hex the answers to proceed, the key is my favorite scientist + a space and the IV is my favorite theory."
},
{
"type": "notes",
"name": "Fun facts about me - ordering from favorite to least favorite",
"takeable": true,
"readable": true,
"text": "Favorite scientists: \n-Albert Einstein \n-Frank Tipler \n-Igor Novikov \n-Stephen Hawking \n \nFavorite theories: \n-Relativity Theory \n-Gödels Rotating Universe \n-Tiplers Rotating Cylinder \n-Darwin's Theory of Evolution \nFavorite movie: \n-Back to the future \nPhone number: \n-07123456789"
},
{
"type": "safe",
"name": "Safe1",
"takeable": false,
"locked": true,
"lockType": "password",
"requires": "TimeIsMoney_123",
"observations": "A locked safe requiring a decrypted password.",
"contents": [
{
"type": "key",
"name": "Briefcase Key",
"takeable": true,
"key_id": "briefcase_key",
"observations": "A key labeled 'Briefcase Key'."
}
]
}
]
},
"room_office": {
"type": "room_office",
"connections": {
"south": "room_reception",
"north": "room_servers"
},
"locked": true,
"lockType": "key",
"requires": "briefcase_key",
"objects": [
{
"type": "pc",
"name": "Render the image and input the colour to open the safe in all lower caps",
"takeable": false,
"text": "Render the image and input the colour to open the safe in all lower caps",
"observations": "89504e470d0a1a0a0000000d4948445200000002000000250806000000681f38aa000000017352474200aece1ce90000000467414d410000b18f0bfc6105000000097048597300000ec300000ec301c76fa8640000001b494441542853637cf1f2ed7f20606062808251061090c360600000d66d0704a06be47e0000000049454e44ae426082"
},
{
"type": "safe",
"name": "Final Safe",
"takeable": false,
"locked": true,
"lockType": "password",
"requires": "white",
"observations": "A safe containing Dr. Knowitalls image.",
"contents": [
{
"type": "notes",
"name": "CBC mode",
"takeable": true,
"readable": true,
"text": "Since you've made it this far, encrypt the image you rendered with the same key and IV and the first six digits will lead you to the next cryptic puzzle.",
"observations": "Thank you for doing my dirty work for me :)"
}
]
}
]
},
"room_servers": {
"type": "room_servers",
"connections": {
"south": "room_office",
"north": "room_closet"
},
"locked": true,
"lockType": "password",
"requires": "6f8118",
"objects": [
{
"type": "pc",
"name": "ECB pc",
"takeable": false,
"observations": "Encrypt this formula using the same key and IV but using ECB 'E = mc2'"
}
]
},
"room_closet": {
"type": "room_closet",
"connections": {
"south": "room_servers",
"north": "room_ceo"
},
"locked": true,
"lockType": "password",
"requires": "7a7afe",
"objects": [
{
"type": "pc",
"name": "Authentication Terminal",
"takeable": false,
"requires": "password",
"text":"shift 10",
"observations": "Since I was TEN, I learnt to always shift my words, I deeply encourage you to do so too \n Dswo sc bovkdsfo, kxn cy sc iyeb ocmkzo. Dy pebdrob knfkxmo sx sx dro byywc. wi zryxo xewlob gsvv qesno iye."
}
]
},
"room_ceo": {
"type": "room_ceo",
"connections": {
"south": "room_closet"
},
"locked": true,
"lockType": "password",
"requires": "07123456789",
"objects": [
{
"type": "notes",
"name": "Blueprints",
"takeable": true,
"readable": true,
"observations": "Shift the phrase 'Its about time...literally' forward by 3 places. Convert letters to their alphabetic positions (A=1, B=2, ... Z=26) and sum them to find the checksum."
},
{
"type": "safe",
"name": "Final safe",
"takeable": false,
"locked": true,
"lockType": "password",
"requires": "289",
"observations": "A locked safe requiring a decrypted password.",
"contents": [
{
"type": "notes",
"name": "Briefcase Key",
"takeable": true,
"observations": "Congratulations! You've recovered my time machine blueprints and stopped the self-destruct sequence.\n You outsmarted me and for that I believe you deserve these blueprints more than me! \n flag{timemachineflag123}."
}
]
}
]
}
}
}

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<?xml version="1.0"?>
<scenario xmlns="http://www.github//cliffe/BreakEscapeGame/blob/main/assets/scenarios"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:schemaLocation="https://github.com/cliffe/BreakEscapeGame/blob/main/assets/scenarios/scenerio3.json">
<name>Symmetric Encryption with AES</name>
<author>Z. Cliffe Schreuders</author>
<description>
Youve stumbled upon the secret workshop of the brilliant but eccentric scientist, Dr. Knowitall, who has built a revolutionary time machine. However, the blueprints for the machine are hidden behind a series of cryptographic puzzles, protected by the Advanced Encryption Standard (AES). Dr. Knowitalls workshop is rigged with a self-destruct mechanism, and you must solve the puzzles quickly to retrieve the blueprints before time runs out.
In this escape room, you will explore the principles of symmetric encryption, focusing on AES, a widely used block cipher that secures data through cyberchef.
But beware: time is relative, and so is your escape. The self-destruct countdown is ticking, and every second counts. Can you outsmart Dr. Knowitalls puzzles, master AES encryption, and escape with the blueprints before its too late?
</description>
<type>escape room</type>
<difficulty>intermediate</difficulty>
<CyBOK KA="AC" topic="Algorithms, Schemes and Protocols">
<keyword>ADVANCED ENCRYPTION STANDARD (AES)</keyword>
<keyword>ECB (ELECTRONIC CODE BOOK) BLOCK CIPHER MODE</keyword>
</CyBOK>
<CyBOK KA="AC" topic="Symmetric Cryptography">
<keyword>symmetric primitives</keyword>
<keyword>symmetric encryption and authentication</keyword>
</CyBOK>
<CyBOK KA="AC" topic="Cryptographic Implementation">
<keyword>Cryptographic Libraries</keyword>
<keyword>ENCRYPTION - TOOLS</keyword>
<keyword>Hexadecimal Encoding</keyword>
</CyBOK>
</scenario>

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{
"scenario_brief": "Your legendary cookie recipe has been stolen by the mischievous squirrels led by Sir Acorn! Tracking them to their secret treehouse, the door slams shut behind you. A sign reads: 'Solve our riddles or forever be known as the Cookie Monster!' Crack the cryptographic challenges and reclaim your recipe before time runs out!",
"startRoom": "room_reception",
"rooms": {
"room_reception": {
"type": "room_reception",
"connections": {
"north": "room_office"
},
"objects": [
{
"type": "workstation",
"name": "Crypto Analysis Station",
"takeable": true,
"inInventory": true,
"observations": "A powerful workstation for cryptographic analysis"
},
{
"type": "pc",
"name": "Base64 Terminal",
"takeable": false,
"requires": "password",
"observations": "Decrypt this message: 'Y3VwIG9mIGZsb3Vy'"
},
{
"type": "notes",
"name": "Recipe Note",
"takeable": true,
"readable": true,
"text": "Cookies always start with the right ingredients! Step by step, you will gain an ingredient back from your recipe."
}
]
},
"room_office": {
"type": "room_office",
"connections": {
"north": "room_servers",
"south": "room_reception"
},
"locked": true,
"lockType": "password",
"requires": "cup of flour",
"objects": [
{
"type": "pc",
"name": "Caesar Cipher Terminal",
"takeable": false,
"requires": "password",
"observations": "Decrypt this message: 'zkgyvuut ul yamgx'"
},
{
"type": "notes",
"name": "Cipher Clue",
"takeable": true,
"readable": true,
"text": "A squirrels trick is always shifting things around…"
}
]
},
"room_servers": {
"type": "room_servers",
"connections": {
"north": "room_closet",
"south": "room_office"
},
"locked": true,
"lockType": "password",
"requires": "teaspoon of sugar",
"objects": [
{
"type": "pc",
"name": "Encoding Puzzle",
"takeable": false,
"requires": "password",
"observations": "Convert this cipher to text: '68 61 6c 66 20 61 20 63 75 70 20 6f 66 20 6d 69 6c 6b'"
},
{
"type": "notes",
"name": "Encoding Clue",
"takeable": true,
"readable": true,
"text": "There are many ways to say the same thing… use the right format!"
}
]
},
"room_closet": {
"type": "room_closet",
"connections": {
"north": "room_ceo",
"south": "room_servers"
},
"locked": true,
"lockType": "password",
"requires": "half a cup of milk",
"objects": [
{
"type": "pc",
"name": "Vigenère Cipher Terminal",
"takeable": false,
"requires": "password",
"observations": "Decrypt this message: 'gqh dnlzw razk'"
},
{
"type": "notes",
"name": "Cipher Hint",
"takeable": true,
"readable": true,
"text": "Squirrels love nuts. Use their favorite to unlock the next ingredient."
}
]
},
"room_ceo": {
"type": "room_ceo",
"connections": {
"south": "room_closet"
},
"locked": true,
"lockType": "password",
"requires": "two large eggs",
"objects": [
{
"type": "pc",
"name": "AES Encryption Safe",
"takeable": false,
"requires": "password",
"observations": "Decrypt this AES message for the safe next to the pc: 'e66ffb8accddb124cb14ec6551f33ccc' \nCount up to 20 for the key and IV."
},
{
"type": "safe",
"name": "Final Recipe Vault",
"takeable": false,
"locked": true,
"lockType": "password",
"requires": "a bunch of love",
"observations": "The final safe containing the stolen recipe!",
"contents": [
{
"type": "notes",
"name": "Clue to the next safe",
"takeable": true,
"readable": true,
"text": "Use md5 hash to hash the name of the cookie made with these ingredients 'love cookies'"
}
]
},
{
"type": "safe1",
"name": "Final Recipe Vault",
"takeable": false,
"locked": true,
"lockType": "password",
"requires": "2a4d3354d949c6d865c8c21a6340e7cf",
"observations": " ",
"contents": [
{
"type": "notes",
"name": "Recovered Cookie Recipe",
"takeable": true,
"readable": true,
"observations": "Congratulations! You've cracked our cryptographic traps and saved your recipe! \n flag{sampleflaghere}"
}
]
}
]
}
}
}

32
scenarios/scenario4.xml Normal file
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<?xml version="1.0"?>
<scenario xmlns="http://www.github//cliffe/BreakEscapeGame/blob/main/assets/scenarios"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:schemaLocation="https://github.com/cliffe/BreakEscapeGame/blob/main/assets/scenarios/scenerio4.json">
<name>Encoding and Encryption Lab</name>
<author>Z. Cliffe Schreuders</author>
<description>
Your legendary cookie recipe has been stolen by the mischievous squirrels led by Sir Acorn! Tracking them to their secret treehouse, the door slams shut behind you. A sign reads: 'Solve our riddles or forever be known as the Cookie Monster!' Crack the cryptographic challenges and reclaim your recipe before time runs out!
This scenario teaches foundational cryptography through Base64 decoding, hexadecimal conversion, Caesar cipher decryption, and AES/MD5 operations using CyberChef to reclaim a secret recipe.
</description>
<type>lab-sheet</type>
<difficulty>Beginner</difficulty>
<CyBOK KA="AC" topic="Algorithms, Schemes and Protocols">
<keyword>Encoding vs Cryptography</keyword>
<keyword>Caesar cipher</keyword>
<keyword>Vigenere cipher</keyword>
<keyword>SYMMETRIC CRYPTOGRAPHY - AES (ADVANCED ENCRYPTION STANDARD)</keyword>
</CyBOK>
<CyBOK KA="F" topic="Artifact Analysis">
<keyword>Encoding and alternative data formats</keyword>
</CyBOK>
<CyBOK KA="WAM" topic="Fundamental Concepts and Approaches">
<keyword>ENCODING</keyword>
<keyword>BASE64</keyword>
</CyBOK>
</scenario>