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Fix NPC interaction and event handling issues - Added a visual problem-solution summary for debugging NPC event handling. - Resolved cooldown bug in NPCManager by implementing explicit null/undefined checks. - Modified PersonChatMinigame to prioritize event parameters over state restoration. - Updated security guard dialogue in Ink scenarios to improve interaction flow. - Adjusted vault key parameters in npc-patrol-lockpick.json for consistency. - Changed inventory stylesheet references to hud.css in test HTML files for better organization. feat(combat): Integrate chair kicking with punch mechanic Update chair interaction to use the punch system instead of direct kicking: **Changes to interactions.js:** - Modified swivel chair interaction to trigger player punch instead of directly applying kick velocity - Simplified chair interaction handler to just call playerCombat.punch() **Changes to player-combat.js:** - Extended checkForHits() to detect chairs in punch range and direction - Added kickChair() method that applies the same velocity calculation: - Calculates direction from player to chair - Applies 1200 px/s kick force in that direction - Triggers spin direction calculation for visual rotation - Adds visual feedback (flash chair, light screen shake) - Chairs now respond to punch AOE damage like hostile NPCs Now clicking a chair or pressing 'E' near it triggers a punch, and if the chair is in punch range and facing direction, it gets kicked with the original velocity physics. Multiple chairs can be kicked with one punch. feat(combat): Implement hostile NPC behavior and final integration (Phase 6-7) Complete hostile NPC combat system with chase behavior and integration: **Phase 6: Hostile NPC Behavior** - Modified npc-behavior.js determineState() to check hostile state from npcHostileSystem - Implemented updateHostileBehavior() with chase and attack logic: - NPCs chase player when hostile and in aggro range - NPCs stop and attack when in attack range - NPCs use directional movement with proper animations - Integration with npcCombat system for attack attempts - Added KO state check to prevent KO'd NPCs from acting **Phase 7: Final Integration** - Modified player.js to disable movement when player is KO - Added visual KO effect (50% alpha) to NPC sprites in npc-hostile.js - Connected all combat systems end-to-end: - Ink dialogue → hostile tag → hostile state → chase behavior → combat - Player interaction → punch → NPC damage → KO → visual feedback - NPC chase → attack → player damage → HP UI → game over Full combat loop now functional: hostile NPCs chase and attack player, player can punch hostile NPCs, complete visual/audio feedback, game over on KO. feat(combat): Add feedback, UI, and combat mechanics (Phase 2-5) Implement comprehensive combat feedback, UI, and mechanics: **Phase 2: Enhanced Feedback Systems** - damage-numbers.js: Floating damage numbers with object pooling - screen-effects.js: Screen flash and shake for combat feedback - sprite-effects.js: Sprite tinting, flashing, and visual effects - attack-telegraph.js: Visual indicators for incoming NPC attacks **Phase 3: UI Components** - health-ui.js: Player health display as hearts (5 hearts, shows when damaged) - npc-health-bars.js: Health bars above hostile NPCs with color coding - game-over-screen.js: KO screen with restart/main menu options **Phase 4-5: Combat Mechanics** - player-combat.js: Player punch system with AOE directional damage - npc-combat.js: NPC attack system with telegraph and cooldowns - Modified interactions.js to trigger punch on hostile NPC interaction - Integrated all systems into game.js create() and update() loops Combat now functional with complete visual/audio feedback pipeline. Player can punch hostile NPCs, NPCs can attack player, health tracking works. feat(combat): Add hostile NPC system foundation (Phase 0-1) Implement core hostile NPC combat system infrastructure: - Add #hostile tag handler to chat-helpers.js for Ink integration - Fix security-guard.ink to use proper hub pattern with -> hub instead of -> END - Add #hostile:security_guard tags to hostile conversation paths - Create combat configuration system (combat-config.js) - Create combat event constants (combat-events.js) - Implement player health tracking system with HP and KO state - Implement NPC hostile state management with HP tracking - Add combat debug utilities for testing - Add error handling utilities for validation - Integrate combat systems into game.js create() method - Create test-hostile.ink for testing hostile tag system This establishes the foundation for hostile NPC behavior, allowing NPCs to become hostile through Ink dialogue and tracking health for both player and NPCs. docs(npc): Apply codebase-verified corrections to hostile NPC plans Apply critical corrections based on actual codebase verification: CORRECTIONS.md (Updated): - ✅ Confirms #exit_conversation tag ALREADY IMPLEMENTED * Location: person-chat-minigame.js line 537 * No handler needed in chat-helpers.js - ❌ Hostile tag still needs implementation in chat-helpers.js - Provides exact code for hostile tag handler - Clarifies tag format: #hostile:npcId or #hostile (uses current NPC) - Updated action items to reflect what's already working INTEGRATION_UPDATES.md (New): - Comprehensive correction document - Issue 1 Corrected: Exit conversation already works - Issue 6 Corrected: Punch mechanics are interaction-based with AOE - Details interaction-based punch targeting: * Player clicks hostile NPC OR presses 'E' nearby * Punch animation plays in facing direction * Damage applies to ALL NPCs in range + direction (AOE) * Can hit multiple enemies if grouped (strategic gameplay) - Provides complete implementation examples - Removes complexity of target selection systems - Uses existing interaction patterns quick_start.md (Updated): - Removed exit_conversation handler (already exists) - Updated hostile tag handler code - Added punch mechanics design section - Clarified interaction-based targeting - Added troubleshooting for exit_conversation Key Findings: ✅ Exit conversation tag works out of the box ✅ Punch targeting uses existing interaction system (simpler!) ✅ AOE punch adds strategic depth without complexity ❌ Only ONE critical task remains: Add hostile tag to chat-helpers.js Impact: - Less work required (don't need exit_conversation handler) - Simpler implementation (use existing interaction patterns) - Better gameplay (AOE punches, directional attacks) - Clear path forward with exact code examples docs(npc): Add critical corrections and codebase integration review Add comprehensive review of hostile NPC plans against actual codebase: CORRECTIONS.md: - Identifies critical Ink pattern error (-> END vs -> hub) - Documents correct hub-based conversation pattern - Provides corrected examples for all Ink files - Explains why -> hub is required after #exit_conversation FORMAT_REVIEW.md: - Validates JSON scenario format against existing scenarios - Reviews NPC object structure and required fields - Documents correct Ink hub pattern from helper-npc.ink - Proposes hostile configuration object for NPC customization - Provides complete format reference and checklists review2/integration_review.md: - Comprehensive codebase analysis by Explore agent - Identifies 2 critical blockers requiring immediate attention: * Missing tag handlers for #hostile and #exit_conversation * Incorrect Ink pattern (-> END) in planning documents - Documents 4 important integration differences: * Initialization in game.js not main.js * Event dispatcher already exists (window.eventDispatcher) * Room transition behavior needs design decision * Multi-hostile NPC targeting needs design decision - Confirms 8 systems are fully compatible with plan - Provides existing code patterns to follow - Corrects integration sequence review2/quick_start.md: - Step-by-step guide for Phase 0-1 implementation - Includes complete code examples for critical systems - Browser console test procedures - Common issues and solutions - Success criteria checklist Key Findings: ✅ 90% compatible with existing codebase ❌ Must add tag handlers to chat-helpers.js before implementation ❌ Must fix all Ink examples to use -> hub not -> END ⚠️ Should follow game.js initialization pattern not main.js ⚠️ Should use existing window.eventDispatcher ⚠️ Need design decisions on room transitions and multi-targeting All critical issues documented with solutions ready. Implementation can proceed with high confidence after corrections applied. docs(npc): Add comprehensive planning documents for hostile NPC system Add detailed implementation plans for hostile NPC feature including: - Complete implementation plan with phase-by-phase breakdown - Architecture overview with system diagrams and data flows - Detailed TODO list with 200+ actionable tasks - Phase 0 foundation with design decisions and base components - Enhanced combat feedback implementation guide - Implementation roadmap with 6-day schedule Add comprehensive review documents: - Implementation review with risk assessment and recommendations - Technical review analyzing code patterns and best practices - UX review covering player experience and game feel Key features planned: - NPC hostile state triggered via Ink tags - Player health system with heart-based UI - NPC health bars and combat mechanics - Punch combat for both player and NPCs - Strong visual/audio feedback for combat - Game over system and KO states - Attack telegraphing for fairness - Enhanced NPC chase behavior with LOS - Debug utilities and error handling - Comprehensive testing strategy
5.8 KiB
5.8 KiB
Health UI Display Fix
Problem
The health UI was not displaying when the player took damage. The HUD needs to show above the inventory with proper z-index layering.
Solution
Changes Made
1. Updated js/ui/health-ui.js
-
Changed from emoji hearts to PNG image icons
- Full heart:
assets/icons/heart.png - Half heart:
assets/icons/heart-half.png - Empty heart:
assets/icons/heart.pngwith 20% opacity
- Full heart:
-
Updated HTML structure
- Changed from
<div>with text content to<img>elements - Container now uses
id="health-ui-container"(outer wrapper) - Inner display uses
id="health-ui"withclass="health-ui-display" - Each heart is an
<img>withclass="health-heart"
- Changed from
-
Updated display method
- Changed from
display: 'block'todisplay: 'flex'for proper alignment - Removed inline styles - moved all styling to CSS file
- Changed from
2. Created css/health-ui.css
New CSS file with proper styling:
#health-ui-container {
position: fixed;
top: 60px;
left: 50%;
transform: translateX(-50%);
z-index: 1100; /* ABOVE inventory (z-index: 1000) */
pointer-events: none; /* Don't block clicks */
}
.health-ui-display {
display: flex;
gap: 8px;
align-items: center;
justify-content: center;
padding: 12px 16px;
background: rgba(0, 0, 0, 0.8);
border: 2px solid #333;
box-shadow: 0 0 10px rgba(0, 0, 0, 0.9), inset 0 0 5px rgba(0, 0, 0, 0.5);
}
.health-heart {
width: 32px;
height: 32px;
image-rendering: pixelated; /* Maintain pixel-art style */
image-rendering: -moz-crisp-edges;
image-rendering: crisp-edges;
transition: opacity 0.2s ease-in-out;
display: block;
}
.health-heart:hover {
filter: drop-shadow(0 0 4px rgba(255, 0, 0, 0.6));
}
3. Updated index.html
- Added
<link rel="stylesheet" href="css/health-ui.css">after inventory.css
Key Features
Z-Index Stack
z-index: 2000 - Minigames (laptop popup, etc.)
z-index: 1100 - Health UI ✅ (NOW VISIBLE ABOVE INVENTORY)
z-index: 1000 - Inventory UI
z-index: 100 - Legacy elements
Heart Display Logic
- Full Heart (100%):
assets/icons/heart.pngat opacity 1.0 - Half Heart (50%):
assets/icons/heart-half.pngat opacity 1.0 - Empty Heart (0%):
assets/icons/heart.pngat opacity 0.2
Visibility Rules
- Hidden: When at full health (hp === maxHP)
- Shown: When damaged (hp < maxHP) OR when KO'd (PLAYER_KO event)
- Updated: Every time PLAYER_HP_CHANGED event fires
Styling
- Dark semi-transparent background:
rgba(0, 0, 0, 0.8) - 2px dark border for pixel-art style consistency
- Box shadow for depth (outer + inner)
- Hover effect with red glow on hearts
- Pixelated image rendering for crisp appearance at any scale
Visual Location
┌─────────────────────────────────────┐
│ ❤️ ❤️ ❤️ ❤️ 💔 ← Health UI (NEW) │
│ (Top center, above inventory) │
│ │
│ [Main Game Area] │
│ │
│ [Inventory on right side] ← Below │
│ - Item 1 │
│ - Item 2 │
│ - Item 3 │
└─────────────────────────────────────┘
Testing
- Load the game in
index.html - Trigger damage (fight hostile NPC or take damage)
- Verify display:
- Health UI appears at top center
- Positioned above inventory
- Uses PNG heart icons
- Shows correct number of full/half/empty hearts
- Updates when HP changes
- Hides when back to full health
Expected Console Output
✅ Health UI initialized
Expected Heart Display States
| HP | Out of 100 | Display |
|---|---|---|
| 100 | 5/5 | ❤️ ❤️ ❤️ ❤️ ❤️ (not visible - hidden) |
| 80 | 4/5 | ❤️ ❤️ ❤️ ❤️ 🖤 |
| 60 | 3/5 | ❤️ ❤️ ❤️ 🖤 🖤 |
| 50 | 2.5/5 | ❤️ ❤️ 💔 🖤 🖤 |
| 40 | 2/5 | ❤️ ❤️ 🖤 🖤 🖤 |
| 20 | 1/5 | ❤️ 🖤 🖤 🖤 🖤 |
| 10 | 0.5/5 | 💔 🖤 🖤 🖤 🖤 |
| 0 | 0/5 | 🖤 🖤 🖤 🖤 🖤 |
Files Modified
- js/ui/health-ui.js - Updated to use PNG icons, removed inline styles
- css/health-ui.css - NEW file with proper styling and z-index
- index.html - Added health-ui.css link
Asset Files Used
assets/icons/heart.png- Full/empty heartassets/icons/heart-half.png- Half heart (for remainder health)
Both files already exist in the project.
Event Integration
The health UI automatically responds to:
CombatEvents.PLAYER_HP_CHANGED- Updates heart displayCombatEvents.PLAYER_KO- Shows UI when player is defeated
These events are emitted by the combat system when health changes.
Browser Compatibility
- ✅ Firefox (image-rendering: -moz-crisp-edges)
- ✅ Chrome/Edge (image-rendering: crisp-edges)
- ✅ Safari (image-rendering: pixelated)
- ✅ All modern browsers supporting CSS3
Troubleshooting
| Issue | Cause | Fix |
|---|---|---|
| Health UI not visible | CSS not loaded | Check health-ui.css link in index.html |
| Icons blurry | Rendering mode wrong | Check image-rendering in CSS |
| Behind inventory | Z-index too low | Should be 1100 (above inventory's 1000) |
| Hearts all full | No damage event | Verify PLAYER_HP_CHANGED event fires |
| Emoji showing | Old code running | Hard refresh (Ctrl+Shift+R) |
Performance
- Minimal DOM: Only 5 img elements + 1 container
- No animations: Uses opacity transitions only (GPU-accelerated)
- Lazy rendering: Only updates when health changes
- Pointer-events: none: Doesn't interfere with game input