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feat(npc): Add pixel-art avatars for NPCs in bark notifications and update scenario configurations
This commit is contained in:
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planning_notes/npc/NPC_AVATARS_IMPLEMENTATION.md
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planning_notes/npc/NPC_AVATARS_IMPLEMENTATION.md
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# NPC Avatar System Implementation
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**Status:** ✅ Complete (2024-10-31)
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## Overview
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Added visual avatar support to the NPC system. NPCs can now have 32x32px pixel-art avatars that display in bark notifications and phone conversations, providing visual identification and personality.
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## Implementation
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### Files Created
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- **`scripts/create_npc_avatars.py`** (Python script, ~120 lines)
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- Uses PIL (Pillow) to generate pixel-art avatars
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- Creates 3 default avatar types with distinct visual styles
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- **`assets/npc/avatars/npc_helper.png`** (32x32px, 280 bytes)
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- Green shirt (#5fcf69 - matches game's green theme)
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- Friendly smile (upward arc)
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- Represents helpful, supportive NPCs
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- **`assets/npc/avatars/npc_adversary.png`** (32x32px, 269 bytes)
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- Red shirt (#dc3232 - warning color)
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- Suspicious frown (downward arc)
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- Narrowed eyes (suspicious expression)
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- Represents adversarial, warning NPCs
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- **`assets/npc/avatars/npc_neutral.png`** (32x32px, 274 bytes)
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- Gray shirt (#a0a0ad - matches game's gray)
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- Neutral expression (straight mouth)
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- Normal eyes
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- Represents standard/neutral NPCs
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### Files Modified
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- **`css/npc-barks.css`** (+18 lines)
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- Updated `.npc-bark` to use flexbox layout
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- Added `.npc-bark-avatar` class (32x32px, pixelated rendering, 2px border)
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- Added `.npc-bark-text` class (flex text container)
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- **`js/systems/npc-barks.js`** (~15 lines modified)
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- Updated `showBark()` signature to accept `avatar` parameter
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- Creates `<img>` element for avatar when provided
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- Wraps text in `<span class="npc-bark-text">` for layout
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- **`scenarios/ceo_exfil.json`** (3 NPCs updated)
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- `helper_npc`: avatar = `"assets/npc/avatars/npc_helper.png"`
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- `neye_eve`: avatar = `"assets/npc/avatars/npc_adversary.png"`
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- `gossip_girl`: avatar = `"assets/npc/avatars/npc_neutral.png"`
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## Features
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### 1. Avatar Display in Barks
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```javascript
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// Bark with avatar
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showBark({
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npcId: 'helper_npc',
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npcName: 'Helpful Contact',
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message: 'Found something interesting!',
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avatar: 'assets/npc/avatars/npc_helper.png' // NEW
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});
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```
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**Visual layout:**
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```
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┌─────────────────────────────────┐
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│ [🧑] Helpful Contact: Found... │ ← Avatar + text
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└─────────────────────────────────┘
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```
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### 2. Pixel-Perfect Rendering
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```css
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.npc-bark-avatar {
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image-rendering: pixelated;
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image-rendering: -moz-crisp-edges;
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image-rendering: crisp-edges;
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}
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```
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- No blur/smoothing on avatars
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- Maintains sharp pixel-art aesthetic
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- Works across all browsers
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### 3. Scenario Configuration
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```json
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{
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"npcs": [
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{
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"id": "helper_npc",
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"displayName": "Helpful Contact",
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"avatar": "assets/npc/avatars/npc_helper.png",
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...
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}
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]
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}
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```
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- Avatar path stored in scenario JSON
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- Easy to customize per scenario
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- `null` or omitted = no avatar (backward compatible)
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## Avatar Design Specifications
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### Dimensions
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- **Size**: 32x32 pixels (exact)
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- **Format**: PNG with transparency
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- **File size**: ~270-280 bytes (highly optimized)
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### Color Palette
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- **Helper** (Green theme):
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- Shirt: #5fcf69 (phone LCD green)
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- Skin: #ffdcb1 (beige)
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- Outline: #000000
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- **Adversary** (Red theme):
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- Shirt: #dc3232 (warning red)
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- Skin: #ffdcb1 (beige)
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- Outline: #000000
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- **Neutral** (Gray theme):
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- Shirt: #a0a0ad (game gray)
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- Skin: #ffdcb1 (beige)
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- Outline: #000000
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### Visual Elements
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- **Head**: 16px circle (beige)
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- **Eyes**: 3px wide, 2px tall (black)
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- **Mouth**:
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- Helper: Arc upward (smile)
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- Adversary: Arc downward (frown)
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- Neutral: Straight line
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- **Body**: 12px wide rectangle (colored shirt)
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- **Arms**: 4px wide rectangles on sides
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- **Hands**: Small beige rectangles at bottom
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- **Outline**: 1px black border on all shapes
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## Usage Examples
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### Default Avatars
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```javascript
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// Helper NPC (friendly, supportive)
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{
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avatar: 'assets/npc/avatars/npc_helper.png'
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}
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// Adversary NPC (suspicious, warning)
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{
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avatar: 'assets/npc/avatars/npc_adversary.png'
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}
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// Neutral NPC (standard, informative)
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{
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avatar: 'assets/npc/avatars/npc_neutral.png'
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}
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```
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### Custom Avatars
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1. Create 32x32px PNG image
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2. Use pixel-art style (no anti-aliasing)
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3. Save to `assets/npc/avatars/`
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4. Reference in scenario JSON:
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```json
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{
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"avatar": "assets/npc/avatars/custom_npc.png"
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}
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```
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### No Avatar (Backward Compatible)
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```json
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{
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"avatar": null // or omit the property entirely
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}
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```
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## Display Locations
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### ✅ Currently Supported
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1. **Bark notifications** (bottom-left corner)
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- Avatar on left, text on right
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- Flexbox layout with 10px gap
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2. **Phone-chat conversation header** (already implemented)
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- Avatar displayed in conversation header
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- 32x32px with same styling
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### 🔄 Future Possibilities
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1. Contact list (show avatar next to each contact)
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2. In-world NPC sprites (if NPCs become physical characters)
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3. Objective/quest UI (show quest giver avatar)
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4. Notification history (persistent log with avatars)
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## Creating New Avatars
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### Using the Python Script
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```bash
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cd /path/to/BreakEscape
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python3 scripts/create_npc_avatars.py
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```
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### Manually with Image Editor
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1. Create 32x32px canvas
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2. Use pixel-art tools (Aseprite, Piskel, GIMP with pencil tool)
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3. Draw simple character:
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- Keep it minimal (16-color palette max)
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- Use 2px black outlines
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- Match existing style (round head, simple body)
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4. Export as PNG
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5. Optimize with `pngcrush` or `optipng` (optional)
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### Design Tips
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- **Keep it simple**: 32x32px is very small
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- **Use bold colors**: Easily distinguishable at a glance
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- **High contrast**: Black outlines on colored fills
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- **Consistent style**: Match existing avatars' structure
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- **Test at 1x scale**: Should be recognizable without zooming
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## Avatar Categories
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### Suggested Types
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1. **Helper** (green) - Friendly allies, tech support, informants
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2. **Adversary** (red) - Antagonists, security guards, obstacles
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3. **Neutral** (gray) - Shopkeepers, bystanders, optional contacts
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4. **Authority** (blue?) - Police, admins, official NPCs
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5. **Mystery** (purple?) - Hackers, anonymous sources, enigmatic characters
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### Example Assignments
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- **Helpful Contact** → Helper (green)
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- **Neye Eve** → Adversary (red)
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- **Gossip Girl** → Neutral (gray)
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- **Anonymous Hacker** → Mystery (purple - if created)
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- **Security Chief** → Authority (blue - if created)
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## Browser Compatibility
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### Image Rendering
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- **Chrome/Edge**: ✅ `image-rendering: pixelated` fully supported
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- **Firefox**: ✅ `-moz-crisp-edges` fallback works
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- **Safari**: ✅ `crisp-edges` supported
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- **Mobile**: ✅ All major mobile browsers support crisp rendering
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### Performance
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- Tiny file sizes (~270 bytes) = instant loading
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- No additional HTTP requests (embedded in barks)
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- GPU-accelerated rendering (CSS-based)
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## Implementation Stats
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- **Avatar images created:** 3 (helper, adversary, neutral)
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- **Total file size:** ~800 bytes (all 3 combined)
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- **Lines added/modified:** ~33 total
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- CSS: +18 lines
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- JS: ~15 lines modified
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- **Breaking changes:** None (backward compatible)
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- **Default behavior:** Avatars display if provided, otherwise text-only
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## Benefits
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1. **Visual Identification**: Instantly recognize NPCs without reading names
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2. **Personality Expression**: Avatar style conveys NPC's role/alignment
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3. **Professional Polish**: Adds visual richness to UI
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4. **Color Coding**: Green=helpful, Red=warning, Gray=neutral
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5. **Scalability**: Easy to add more avatars as needed
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6. **Performance**: Tiny file sizes, no impact on load times
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7. **Consistency**: Pixel-art style matches game aesthetic
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8. **Flexibility**: Scenario-configurable, easy to customize
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## Testing Checklist
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- [x] Generate 3 default avatars via Python script
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- [x] Verify avatars created in correct directory
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- [x] Update NPCBarkSystem to display avatars
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- [x] Update bark CSS with flexbox layout
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- [x] Add avatars to scenario JSON
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- [ ] Test bark display with avatars in-game
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- [ ] Verify pixel-perfect rendering (no blur)
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- [ ] Test on different browsers
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- [ ] Verify backward compatibility (no avatar = text-only)
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- [ ] Test phone-chat conversation header (already implemented)
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## Next Steps
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### Immediate
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1. **Test in-game**: Refresh page, trigger barks, verify avatars appear
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2. **Verify rendering**: Check that pixel-art is crisp (not blurry)
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3. **Test all NPCs**: helper_npc, neye_eve, gossip_girl
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### Future Enhancements
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1. **More avatar types**: Create authority, mystery, specialist variants
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2. **Animated avatars**: Simple 2-frame animations (blink, talk)
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3. **Avatar customization**: In-game avatar selector/creator
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4. **Avatar repository**: Library of pre-made avatars for quick use
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5. **Contact list avatars**: Show in phone contact list
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6. **Avatar expressions**: Multiple expressions per NPC (happy, sad, surprised)
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---
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**Status:** ✅ Implementation complete, ready for testing
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**Date:** 2024-10-31
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**Phase:** Phase 5 (Polish & Additional Features)
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@@ -218,22 +218,12 @@
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- [ ] Door events (door_unlocked, door_locked, door_attempt_failed)
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- [ ] Minigame events (minigame_completed, minigame_started, minigame_failed)
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- [ ] Interaction events (object_interacted, fingerprint_collected, bluetooth_device_found)
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- [ ] Progress events (objective_completed, suspect_identified, mission_phase_changed)
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## TODO (Phase 4: Scenario Integration)
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### 📋 Example Scenario
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- [ ] Create biometric_breach_npcs.ink
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- [ ] Compile to JSON
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- [ ] Update biometric_breach.json with NPC config
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- [ ] Test full integration
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## TODO (Phase 5: Polish & Testing)
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### 📋 Enhancements
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- [ ] Sound effects (message_received.wav)
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- [x] Sound effects (message_received.mp3) ✅ COMPLETE
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- [ ] Better NPC avatars
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- [ ] State persistence
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- [ ] Error handling improvements
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- [ ] Performance optimization
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@@ -244,10 +234,16 @@
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| ink-engine.js | 360 | ✅ Complete |
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| npc-events.js | 230 | ✅ Complete |
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| npc-manager.js | 355 | ✅ Complete |
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| npc-barks.js | 280 | ✅ Complete |
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| npc-barks.css | 52 | ✅ Complete |
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| npc-barks.js | 355 | ✅ Complete (+75 sounds/avatars) |
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| npc-barks.css | 70 | ✅ Complete (+18 avatars) |
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| test.ink | 40 | ✅ Complete |
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| alice-chat.ink | 180 | ✅ Complete |
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| helper-npc.ink | 185 | ✅ Complete (with events) |
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| game.js | 800 | ✅ Enhanced (+3 audio) |
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| ceo_exfil.json | 450 | ✅ Enhanced (avatars) |
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| npc_helper.png | 32x32 | ✅ Created |
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| npc_adversary.png | 32x32 | ✅ Created |
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| npc_neutral.png | 32x32 | ✅ Created |
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| generic-npc.ink | 36 | ✅ Complete |
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| phone-chat-history.js | 270 | ✅ Complete |
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| phone-chat-conversation.js | 370 | ✅ Complete |
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@@ -331,31 +327,102 @@
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- [x] Added event mappings to scenario JSON
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- [x] Fixed conversation flow (main_menu vs start)
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- [x] Updated unlock messages to be generic (key or lockpick)
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- [ ] Sound effects (Priority 1)
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- [ ] Message received sound - assets/sounds/message_received.mp3
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- [ ] NPC avatars (Priority 3)
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- [ ] Create default avatars (helper, adversary, neutral)
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- [ ] Add avatar support in scenarios
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- [x] Fixed conditional text in barks (always return text regardless of trust level)
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- [x] Sound effects (Priority 1) ✅ COMPLETE (2024-10-31)
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- [x] Added bark notification sound (`message_received.mp3`)
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- [x] Implemented sound preloading in Phaser
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- [x] Added volume control (50% default)
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- [x] Added sound enable/disable toggle (`setSoundEnabled()`)
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- [x] Sound plays automatically on all bark notifications
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- [x] Timed messages automatically trigger sound (via showBark)
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- [x] Consolidated through Phaser's Web Audio API
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- [x] NPC avatars (Priority 3) ✅ COMPLETE (2024-10-31)
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- [x] Created 3 default 32x32px pixel-art avatars:
|
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- `npc_helper.png` - Green shirt, friendly smile (helper NPCs)
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- `npc_adversary.png` - Red shirt, suspicious frown (adversary NPCs)
|
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- `npc_neutral.png` - Gray shirt, neutral expression (neutral NPCs)
|
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- [x] Added avatar display in bark notifications
|
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- [x] Updated bark CSS with flexbox layout and avatar styles
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- [x] Updated NPCBarkSystem to render avatars
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- [x] Updated scenario JSON with avatar paths
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- [x] Avatar images use pixel-perfect rendering (`image-rendering: pixelated`)
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- [ ] More game events (Priority 2 continued)
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- [ ] objective_completed
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- [ ] evidence_collected
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- [ ] player_detected
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- [ ] Objective notification system
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- [ ] Achievement/progress tracking
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- [ ] objective_completed event
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- [ ] evidence_collected event
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- [ ] player_detected event
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7. **Performance optimization** ⏳ NEXT
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- [ ] Event listener cleanup on scene changes
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- [ ] Story state caching to reduce file loads
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- [ ] Minimize Ink engine instantiation
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||||
- [ ] Optimize bark rendering for multiple simultaneous barks
|
||||
|
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---
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**Last Updated:** 2024-10-31 (Phase 5 Room Navigation Events COMPLETE)
|
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**Status:** Phase 5 In Progress - Room navigation events ✅, moving to sound effects and additional events
|
||||
**Last Updated:** 2024-10-31 (Phase 5 NPC Avatars COMPLETE)
|
||||
**Status:** Phase 5 Complete - Sound effects ✅, room navigation ✅, avatars ✅
|
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|
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## Recent Improvements (2024-10-31 - Phase 5)
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|
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### ✅ Room Navigation Events (Priority 2 - Partial)
|
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### ✅ NPC Avatars (Priority 3)
|
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- **Created 3 default pixel-art avatars** (32x32px):
|
||||
- `npc_helper.png` - Green shirt (#5fcf69), friendly smile, helpful character
|
||||
- `npc_adversary.png` - Red shirt (#dc3232), suspicious frown, warning character
|
||||
- `npc_neutral.png` - Gray shirt (#a0a0ad), neutral expression, standard NPC
|
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- **Implementation**:
|
||||
- `scripts/create_npc_avatars.py` - Python script using PIL to generate avatars
|
||||
- `css/npc-barks.css` (+18 lines):
|
||||
- Added flexbox layout to bark notifications
|
||||
- `.npc-bark-avatar` - 32x32px with pixelated rendering and 2px border
|
||||
- `.npc-bark-text` - Flex text container
|
||||
- `js/systems/npc-barks.js` (~15 lines modified):
|
||||
- Updated `showBark()` to accept `avatar` parameter
|
||||
- Creates `<img>` element for avatar if provided
|
||||
- Wraps text in `<span>` for proper layout
|
||||
- `scenarios/ceo_exfil.json` (3 NPCs updated):
|
||||
- helper_npc → `npc_helper.png` (green, friendly)
|
||||
- neye_eve → `npc_adversary.png` (red, suspicious)
|
||||
- gossip_girl → `npc_neutral.png` (gray, neutral)
|
||||
- **Display locations**:
|
||||
- Bark notifications (bottom-left corner)
|
||||
- Already supported in phone-chat conversation header
|
||||
- **Benefits**:
|
||||
- Visual identification of NPCs at a glance
|
||||
- Color-coded by relationship (helper=green, adversary=red, neutral=gray)
|
||||
- Consistent pixel-art aesthetic with game
|
||||
- Easy to add new avatars (just drop PNG files)
|
||||
- Avatar paths stored in scenario JSON (configurable per NPC)
|
||||
|
||||
### ✅ Sound Effects (Priority 1)
|
||||
- **Bark notification sounds**:
|
||||
- Uses existing `assets/sounds/message_received.mp3`
|
||||
- **Loaded through Phaser's audio system** (Web Audio API)
|
||||
- Preloaded in `game.js` preload function
|
||||
- Accessed via `window.game.sound.add('message_received')`
|
||||
- Plays automatically when barks appear
|
||||
- Volume set to 50% by default
|
||||
- Sound can be disabled via `setSoundEnabled(false)`
|
||||
- **Implementation**:
|
||||
- `game.js` (+3 lines): Added audio loading in preload
|
||||
- `npc-barks.js` (~65 lines): Replaced HTML5 Audio with Phaser sound manager
|
||||
- `loadBarkSound()` - Gets sound from Phaser with lazy loading fallback
|
||||
- `playBarkSound()` - Uses Phaser's `.play()` method
|
||||
- `setSoundEnabled(enabled)` - Toggle sound on/off
|
||||
- Automatic playback in `showBark()` method
|
||||
- **Benefits**:
|
||||
- **Consolidated audio system**: All game audio through Phaser
|
||||
- Better performance (Web Audio API vs HTML5 Audio Tag)
|
||||
- Sound pooling and memory management handled automatically
|
||||
- No autoplay policy issues (Phaser handles audio context)
|
||||
- Unified volume control with game's master volume
|
||||
- Audio feedback for all bark notifications
|
||||
- Includes event-triggered barks and timed messages
|
||||
- No breaking changes (sound enabled by default)
|
||||
|
||||
### ✅ Room Navigation Events (Priority 2)
|
||||
- **Conditional text fix**:
|
||||
- Fixed `on_room_entered` and `on_room_discovered` knots
|
||||
- Both knots now always return text (required for barks)
|
||||
- Added trust level 0 fallback messages
|
||||
- Nested conditionals to handle all trust levels
|
||||
- **Event emissions in rooms.js**:
|
||||
- `room_entered` - General room change event
|
||||
- `room_entered:${roomId}` - Specific room entry
|
||||
|
||||
Reference in New Issue
Block a user