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questHandler.js
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163 lines (144 loc) · 5.33 KB
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import { displayDialogue } from '../utils.js';
import { k } from '../kplayCtx.js';
// Create celebration effect with confetti/stars
export const createCelebrationEffect = () => {
const celebrationContainer = document.createElement('div');
celebrationContainer.className = 'celebration-container';
document.body.appendChild(celebrationContainer);
for (let i = 0; i < 50; i++) {
const particle = document.createElement('div');
const isConfetti = Math.random() > 0.5;
if (isConfetti) {
// Confetti piece
particle.className = 'confetti-particle';
particle.style.cssText = `
background: hsl(${Math.random() * 360}, 70%, 60%);
animation: confetti-fall ${2 + Math.random() * 3}s linear forwards;
left: ${Math.random() * 100}%;
transform: rotate(${Math.random() * 360}deg);
`;
} else {
// Star particle
particle.innerHTML = '✨';
particle.className = 'star-particle';
particle.style.cssText = `
font-size: ${12 + Math.random() * 8}px;
animation: star-twinkle ${1.5 + Math.random() * 2}s ease-out forwards;
left: ${Math.random() * 100}%;
top: ${Math.random() * 100}%;
`;
}
celebrationContainer.appendChild(particle);
}
// Clean up after animation
setTimeout(() => {
if (celebrationContainer.parentNode) {
celebrationContainer.parentNode.removeChild(celebrationContainer);
}
}, 5000);
};
export const completeQuest = async (player, questName) => {
if (playerHasQuest(player, questName)) {
if (player.state.quests[questName].done) {
return;
}
const { objectives } = player.state.quests[questName];
// New object to contain quest properties
const newObj = {};
let hasFoundIncompleteObjective = false;
let questStatusText = '';
// If there is an objective that is not finished then show the status to user
for (let objective in objectives) {
if (!objectives[objective]) {
questStatusText += `<br />🚫 ${objective}`;
hasFoundIncompleteObjective = true;
} else {
questStatusText += `<br />✅ ${objective}`;
}
}
await displayDialogue({
k,
player,
characterName: 'Quest System',
text: [`"${questName}" Quest Status:${questStatusText}`],
});
if (hasFoundIncompleteObjective) {
return;
}
// Triggers set handler in Proxy state object
newObj[questName] = { ...player.state.quests[questName], done: true };
player.state.quests = { ...player.state.quests, ...newObj };
createCelebrationEffect();
await displayDialogue({
k,
player,
characterName: 'Quest System',
text: [`🎉 Quest Completed! 🎉<br />${questName}`],
});
}
};
export const completeQuestObjective = async (player, questName, objective) => {
// If player does not have quest or objective
if (
!playerHasQuest(player, questName) ||
!playerHasObjective(player, questName, objective)
) {
return;
}
if (player.state.quests[questName].objectives[objective]) {
return;
}
// Sets objective to true status
player.state.quests[questName].objectives[objective] = true;
// Triggers set handler in Proxy state object
player.state.quests = { ...player.state.quests };
createCelebrationEffect();
await displayDialogue({
k,
player,
characterName: 'Quest System',
text: [`"${questName}" Objective Completed!<br />✅ ${objective}`],
});
return true;
};
export const retrieveQuestObjectiveStatus = (player, questName, objective) => {
// If player does not have quest or objective
if (
!playerHasQuest(player, questName) ||
!playerHasObjective(player, questName, objective)
) {
return;
}
// Returns objective status
return player.state.quests[questName].objectives[objective];
};
export const receiveQuest = async (player, quest) => {
if (!playerHasQuest(player, Object.keys(quest)[0])) {
// Triggers set handler in Proxy state object
player.state.quests = { ...player.state.quests, ...quest };
createCelebrationEffect();
await displayDialogue({
k,
player,
characterName: 'Quest System',
text: [`🆕 New Quest Started!<br />"${Object.keys(quest)[0]}"`],
});
}
};
export const playerHasQuest = (player, questName) => {
return questName in player.state.quests;
};
const playerHasObjective = (player, questName, objective) => {
return objective in player.state.quests[questName].objectives;
};
export const isObjectiveComplete = (player, questName, objective) => {
if (
!playerHasQuest(player, questName) ||
!playerHasObjective(player, questName, objective)
) {
return false;
}
return player.state.quests[questName].objectives[objective];
};
// If you want to add quests, you can recieve them through interactions.
// Use receiveQuest to get the quest via the player's state object.