idlerpg.sh 0.1.0

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Files changed (478) hide show
  1. package/README.md +171 -0
  2. package/dist/affix/AffixRegistry.d.ts +68 -0
  3. package/dist/affix/AffixRegistry.d.ts.map +1 -0
  4. package/dist/affix/AffixRegistry.js +245 -0
  5. package/dist/affix/AffixRegistry.js.map +1 -0
  6. package/dist/affix/PluginLoader.d.ts +66 -0
  7. package/dist/affix/PluginLoader.d.ts.map +1 -0
  8. package/dist/affix/PluginLoader.js +321 -0
  9. package/dist/affix/PluginLoader.js.map +1 -0
  10. package/dist/affix/builtin.d.ts +6 -0
  11. package/dist/affix/builtin.d.ts.map +1 -0
  12. package/dist/affix/builtin.js +311 -0
  13. package/dist/affix/builtin.js.map +1 -0
  14. package/dist/affix/index.d.ts +8 -0
  15. package/dist/affix/index.d.ts.map +1 -0
  16. package/dist/affix/index.js +11 -0
  17. package/dist/affix/index.js.map +1 -0
  18. package/dist/affix/types.d.ts +152 -0
  19. package/dist/affix/types.d.ts.map +1 -0
  20. package/dist/affix/types.js +8 -0
  21. package/dist/affix/types.js.map +1 -0
  22. package/dist/ai/PlayKitClient.d.ts +208 -0
  23. package/dist/ai/PlayKitClient.d.ts.map +1 -0
  24. package/dist/ai/PlayKitClient.js +721 -0
  25. package/dist/ai/PlayKitClient.js.map +1 -0
  26. package/dist/ai/index.d.ts +5 -0
  27. package/dist/ai/index.d.ts.map +1 -0
  28. package/dist/ai/index.js +8 -0
  29. package/dist/ai/index.js.map +1 -0
  30. package/dist/app/App.d.ts +85 -0
  31. package/dist/app/App.d.ts.map +1 -0
  32. package/dist/app/App.js +296 -0
  33. package/dist/app/App.js.map +1 -0
  34. package/dist/app/EventBus.d.ts +222 -0
  35. package/dist/app/EventBus.d.ts.map +1 -0
  36. package/dist/app/EventBus.js +88 -0
  37. package/dist/app/EventBus.js.map +1 -0
  38. package/dist/app/Keybind.d.ts +83 -0
  39. package/dist/app/Keybind.d.ts.map +1 -0
  40. package/dist/app/Keybind.js +184 -0
  41. package/dist/app/Keybind.js.map +1 -0
  42. package/dist/app/Router.d.ts +123 -0
  43. package/dist/app/Router.d.ts.map +1 -0
  44. package/dist/app/Router.js +142 -0
  45. package/dist/app/Router.js.map +1 -0
  46. package/dist/app/ScreenManager.d.ts +97 -0
  47. package/dist/app/ScreenManager.d.ts.map +1 -0
  48. package/dist/app/ScreenManager.js +216 -0
  49. package/dist/app/ScreenManager.js.map +1 -0
  50. package/dist/app/index.d.ts +14 -0
  51. package/dist/app/index.d.ts.map +1 -0
  52. package/dist/app/index.js +19 -0
  53. package/dist/app/index.js.map +1 -0
  54. package/dist/app/screens/BaseScreen.d.ts +101 -0
  55. package/dist/app/screens/BaseScreen.d.ts.map +1 -0
  56. package/dist/app/screens/BaseScreen.js +132 -0
  57. package/dist/app/screens/BaseScreen.js.map +1 -0
  58. package/dist/app/screens/CharacterCreationScreen.d.ts +42 -0
  59. package/dist/app/screens/CharacterCreationScreen.d.ts.map +1 -0
  60. package/dist/app/screens/CharacterCreationScreen.js +467 -0
  61. package/dist/app/screens/CharacterCreationScreen.js.map +1 -0
  62. package/dist/app/screens/CombatScreen.d.ts +30 -0
  63. package/dist/app/screens/CombatScreen.d.ts.map +1 -0
  64. package/dist/app/screens/CombatScreen.js +309 -0
  65. package/dist/app/screens/CombatScreen.js.map +1 -0
  66. package/dist/app/screens/DialogScreen.d.ts +29 -0
  67. package/dist/app/screens/DialogScreen.d.ts.map +1 -0
  68. package/dist/app/screens/DialogScreen.js +295 -0
  69. package/dist/app/screens/DialogScreen.js.map +1 -0
  70. package/dist/app/screens/ExploreScreen.d.ts +50 -0
  71. package/dist/app/screens/ExploreScreen.d.ts.map +1 -0
  72. package/dist/app/screens/ExploreScreen.js +308 -0
  73. package/dist/app/screens/ExploreScreen.js.map +1 -0
  74. package/dist/app/screens/HelpScreen.d.ts +12 -0
  75. package/dist/app/screens/HelpScreen.d.ts.map +1 -0
  76. package/dist/app/screens/HelpScreen.js +155 -0
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  78. package/dist/app/screens/InventoryScreen.d.ts +27 -0
  79. package/dist/app/screens/InventoryScreen.d.ts.map +1 -0
  80. package/dist/app/screens/InventoryScreen.js +326 -0
  81. package/dist/app/screens/InventoryScreen.js.map +1 -0
  82. package/dist/app/screens/PrologueScreen.d.ts +24 -0
  83. package/dist/app/screens/PrologueScreen.d.ts.map +1 -0
  84. package/dist/app/screens/PrologueScreen.js +176 -0
  85. package/dist/app/screens/PrologueScreen.js.map +1 -0
  86. package/dist/app/screens/TitleScreen.d.ts +42 -0
  87. package/dist/app/screens/TitleScreen.d.ts.map +1 -0
  88. package/dist/app/screens/TitleScreen.js +380 -0
  89. package/dist/app/screens/TitleScreen.js.map +1 -0
  90. package/dist/app/screens/TravelScreen.d.ts +22 -0
  91. package/dist/app/screens/TravelScreen.d.ts.map +1 -0
  92. package/dist/app/screens/TravelScreen.js +122 -0
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  94. package/dist/app/screens/index.d.ts +14 -0
  95. package/dist/app/screens/index.d.ts.map +1 -0
  96. package/dist/app/screens/index.js +17 -0
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  98. package/dist/commands/CommandRegistry.d.ts +91 -0
  99. package/dist/commands/CommandRegistry.d.ts.map +1 -0
  100. package/dist/commands/CommandRegistry.js +159 -0
  101. package/dist/commands/CommandRegistry.js.map +1 -0
  102. package/dist/commands/index.d.ts +7 -0
  103. package/dist/commands/index.d.ts.map +1 -0
  104. package/dist/commands/index.js +10 -0
  105. package/dist/commands/index.js.map +1 -0
  106. package/dist/core/Actor.d.ts +103 -0
  107. package/dist/core/Actor.d.ts.map +1 -0
  108. package/dist/core/Actor.js +409 -0
  109. package/dist/core/Actor.js.map +1 -0
  110. package/dist/core/Combat.d.ts +37 -0
  111. package/dist/core/Combat.d.ts.map +1 -0
  112. package/dist/core/Combat.js +294 -0
  113. package/dist/core/Combat.js.map +1 -0
  114. package/dist/core/DungeonRunner.d.ts +169 -0
  115. package/dist/core/DungeonRunner.d.ts.map +1 -0
  116. package/dist/core/DungeonRunner.js +627 -0
  117. package/dist/core/DungeonRunner.js.map +1 -0
  118. package/dist/core/Game.d.ts +133 -0
  119. package/dist/core/Game.d.ts.map +1 -0
  120. package/dist/core/Game.js +644 -0
  121. package/dist/core/Game.js.map +1 -0
  122. package/dist/core/IdleCombat.d.ts +61 -0
  123. package/dist/core/IdleCombat.d.ts.map +1 -0
  124. package/dist/core/IdleCombat.js +461 -0
  125. package/dist/core/IdleCombat.js.map +1 -0
  126. package/dist/core/IdleGameManager.d.ts +198 -0
  127. package/dist/core/IdleGameManager.d.ts.map +1 -0
  128. package/dist/core/IdleGameManager.js +688 -0
  129. package/dist/core/IdleGameManager.js.map +1 -0
  130. package/dist/core/IdleSaveManager.d.ts +109 -0
  131. package/dist/core/IdleSaveManager.d.ts.map +1 -0
  132. package/dist/core/IdleSaveManager.js +296 -0
  133. package/dist/core/IdleSaveManager.js.map +1 -0
  134. package/dist/core/NewGameFlowManager.d.ts +64 -0
  135. package/dist/core/NewGameFlowManager.d.ts.map +1 -0
  136. package/dist/core/NewGameFlowManager.js +153 -0
  137. package/dist/core/NewGameFlowManager.js.map +1 -0
  138. package/dist/core/Player.d.ts +65 -0
  139. package/dist/core/Player.d.ts.map +1 -0
  140. package/dist/core/Player.js +261 -0
  141. package/dist/core/Player.js.map +1 -0
  142. package/dist/core/RoomHandlers.d.ts +75 -0
  143. package/dist/core/RoomHandlers.d.ts.map +1 -0
  144. package/dist/core/RoomHandlers.js +383 -0
  145. package/dist/core/RoomHandlers.js.map +1 -0
  146. package/dist/core/SaveManager.d.ts +84 -0
  147. package/dist/core/SaveManager.d.ts.map +1 -0
  148. package/dist/core/SaveManager.js +281 -0
  149. package/dist/core/SaveManager.js.map +1 -0
  150. package/dist/core/SaveMigration.d.ts +69 -0
  151. package/dist/core/SaveMigration.d.ts.map +1 -0
  152. package/dist/core/SaveMigration.js +408 -0
  153. package/dist/core/SaveMigration.js.map +1 -0
  154. package/dist/core/StateAdapter.d.ts +79 -0
  155. package/dist/core/StateAdapter.d.ts.map +1 -0
  156. package/dist/core/StateAdapter.js +397 -0
  157. package/dist/core/StateAdapter.js.map +1 -0
  158. package/dist/core/Team.d.ts +145 -0
  159. package/dist/core/Team.d.ts.map +1 -0
  160. package/dist/core/Team.js +371 -0
  161. package/dist/core/Team.js.map +1 -0
  162. package/dist/core/TeamCombat.d.ts +88 -0
  163. package/dist/core/TeamCombat.d.ts.map +1 -0
  164. package/dist/core/TeamCombat.js +405 -0
  165. package/dist/core/TeamCombat.js.map +1 -0
  166. package/dist/core/TeamDungeonRunner.d.ts +186 -0
  167. package/dist/core/TeamDungeonRunner.d.ts.map +1 -0
  168. package/dist/core/TeamDungeonRunner.js +758 -0
  169. package/dist/core/TeamDungeonRunner.js.map +1 -0
  170. package/dist/core/TimeManager.d.ts +114 -0
  171. package/dist/core/TimeManager.d.ts.map +1 -0
  172. package/dist/core/TimeManager.js +318 -0
  173. package/dist/core/TimeManager.js.map +1 -0
  174. package/dist/core/index.d.ts +9 -0
  175. package/dist/core/index.d.ts.map +1 -0
  176. package/dist/core/index.js +12 -0
  177. package/dist/core/index.js.map +1 -0
  178. package/dist/core/timeConstants.d.ts +135 -0
  179. package/dist/core/timeConstants.d.ts.map +1 -0
  180. package/dist/core/timeConstants.js +157 -0
  181. package/dist/core/timeConstants.js.map +1 -0
  182. package/dist/core/types.d.ts +780 -0
  183. package/dist/core/types.d.ts.map +1 -0
  184. package/dist/core/types.js +16 -0
  185. package/dist/core/types.js.map +1 -0
  186. package/dist/data/continents/index.d.ts +163 -0
  187. package/dist/data/continents/index.d.ts.map +1 -0
  188. package/dist/data/continents/index.js +31 -0
  189. package/dist/data/continents/index.js.map +1 -0
  190. package/dist/data/continents/verdantia.d.ts +294 -0
  191. package/dist/data/continents/verdantia.d.ts.map +1 -0
  192. package/dist/data/continents/verdantia.js +327 -0
  193. package/dist/data/continents/verdantia.js.map +1 -0
  194. package/dist/handlers/DialogHandler.d.ts +95 -0
  195. package/dist/handlers/DialogHandler.d.ts.map +1 -0
  196. package/dist/handlers/DialogHandler.js +450 -0
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  198. package/dist/handlers/SaveLoadHandler.d.ts +60 -0
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  202. package/dist/handlers/TitleScreenHandler.d.ts +43 -0
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  204. package/dist/handlers/TitleScreenHandler.js +508 -0
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  206. package/dist/handlers/WorkshopHandler.d.ts +75 -0
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  210. package/dist/handlers/index.d.ts +12 -0
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  214. package/dist/handlers/types.d.ts +34 -0
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  218. package/dist/i18n/en.d.ts +3 -0
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  230. package/dist/i18n/zh.d.ts +3 -0
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  234. package/dist/instrument.d.ts +8 -0
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  238. package/dist/main-new.d.ts +12 -0
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  242. package/dist/main.d.ts +7 -0
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  246. package/dist/map/ContinentManager.d.ts +88 -0
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  250. package/dist/map/DungeonGenerator.d.ts +32 -0
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  254. package/dist/map/MapGenerator.d.ts +27 -0
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  262. package/dist/npc/NPCGenerator.d.ts +68 -0
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  270. package/dist/npc/fixedNPCs.d.ts +7 -0
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  286. package/dist/quest/QuestManager.d.ts +79 -0
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  478. package/package.json +46 -0
@@ -0,0 +1,380 @@
1
+ /**
2
+ * Title Screen - Game entry point with ASCII art and login flow
3
+ */
4
+
5
+ !function(){try{var e="undefined"!=typeof window?window:"undefined"!=typeof global?global:"undefined"!=typeof globalThis?globalThis:"undefined"!=typeof self?self:{},n=(new e.Error).stack;n&&(e._sentryDebugIds=e._sentryDebugIds||{},e._sentryDebugIds[n]="8460ba50-494c-5c62-9456-e2fddaed9215")}catch(e){}}();
6
+ import { BaseScreen } from './BaseScreen.js';
7
+ import { ANSI } from '../../tui/Screen.js';
8
+ import { initiateLogin, completeLogin, generateQRCode } from '../../ai/PlayKitClient.js';
9
+ // ASCII Art Logo
10
+ const ASCII_LOGO = [
11
+ '██╗██████╗ ██╗ ███████╗██████╗ ██████╗ ██████╗ ',
12
+ '██║██╔══██╗██║ ██╔════╝██╔══██╗██╔══██╗██╔════╝ ',
13
+ '██║██║ ██║██║ █████╗ ██████╔╝██████╔╝██║ ███╗',
14
+ '██║██║ ██║██║ ██╔══╝ ██╔══██╗██╔═══╝ ██║ ██║',
15
+ '██║██████╔╝███████╗███████╗██║ ██║██║ ╚██████╔╝',
16
+ '╚═╝╚═════╝ ╚══════╝╚══════╝╚═╝ ╚═╝╚═╝ ╚═════╝ ',
17
+ ];
18
+ const ASCII_TERMINAL = [
19
+ '████████╗███████╗██████╗ ███╗ ███╗██╗███╗ ██╗ █████╗ ██╗ ',
20
+ '╚══██╔══╝██╔════╝██╔══██╗████╗ ████║██║████╗ ██║██╔══██╗██║ ',
21
+ ' ██║ █████╗ ██████╔╝██╔████╔██║██║██╔██╗ ██║███████║██║ ',
22
+ ' ██║ ██╔══╝ ██╔══██╗██║╚██╔╝██║██║██║╚██╗██║██╔══██║██║ ',
23
+ ' ██║ ███████╗██║ ██║██║ ╚═╝ ██║██║██║ ╚████║██║ ██║███████╗',
24
+ ' ╚═╝ ╚══════╝╚═╝ ╚═╝╚═╝ ╚═╝╚═╝╚═╝ ╚═══╝╚═╝ ╚═╝╚══════╝',
25
+ ];
26
+ // Compact ASCII for smaller terminals
27
+ const ASCII_COMPACT = [
28
+ ' ╔═══════════════════════════════════════╗',
29
+ ' ║ █ ████ █ █████ ████ ████ ██ ║',
30
+ ' ║ █ █ █ █ █ █ █ █ █ █ ║',
31
+ ' ║ █ █ █ █ ████ ████ ████ █ ██ ║',
32
+ ' ║ █ █ █ █ █ █ █ █ █ █ ║',
33
+ ' ║ █ ████ █████ █████ █ █ █ ██ ║',
34
+ ' ╠═══════════════════════════════════════╣',
35
+ ' ║ T E R M I N A L v0.1.0 ║',
36
+ ' ╚═══════════════════════════════════════╝',
37
+ ];
38
+ // Spinner frames
39
+ const SPINNER_FRAMES = ['⠋', '⠙', '⠹', '⠸', '⠼', '⠴', '⠦', '⠧', '⠇', '⠏'];
40
+ export class TitleScreen extends BaseScreen {
41
+ state = {
42
+ loginState: 'init',
43
+ playerName: '',
44
+ loginInfo: null,
45
+ qrCode: null,
46
+ errorMessage: null,
47
+ spinnerFrame: 0,
48
+ };
49
+ resolveInput = null;
50
+ spinnerInterval = null;
51
+ async onEnter() {
52
+ await super.onEnter();
53
+ this.state = {
54
+ loginState: 'init',
55
+ playerName: '',
56
+ loginInfo: null,
57
+ qrCode: null,
58
+ errorMessage: null,
59
+ spinnerFrame: 0,
60
+ };
61
+ }
62
+ async onLeave() {
63
+ this.stopSpinner();
64
+ await super.onLeave();
65
+ }
66
+ startSpinner() {
67
+ this.stopSpinner();
68
+ this.spinnerInterval = setInterval(() => {
69
+ this.state.spinnerFrame = (this.state.spinnerFrame + 1) % SPINNER_FRAMES.length;
70
+ if (this.isActive) {
71
+ this.render();
72
+ }
73
+ }, 100);
74
+ }
75
+ stopSpinner() {
76
+ if (this.spinnerInterval) {
77
+ clearInterval(this.spinnerInterval);
78
+ this.spinnerInterval = null;
79
+ }
80
+ }
81
+ getSpinner() {
82
+ return SPINNER_FRAMES[this.state.spinnerFrame];
83
+ }
84
+ render() {
85
+ this.clear();
86
+ const centerX = Math.floor(this.width / 2);
87
+ // Use compact logo for smaller terminals
88
+ const useCompact = this.width < 75;
89
+ const logo = useCompact ? ASCII_COMPACT : ASCII_LOGO;
90
+ const logoWidth = logo[0].length;
91
+ // Calculate positions
92
+ const logoX = Math.floor((this.width - logoWidth) / 2);
93
+ let y = 2;
94
+ // Draw ASCII logo
95
+ for (const line of logo) {
96
+ this.write(Math.max(1, logoX), y++, line, ANSI.fg.cyan);
97
+ }
98
+ // Draw TERMINAL text (if using full logo)
99
+ if (!useCompact) {
100
+ y++;
101
+ const termX = Math.floor((this.width - ASCII_TERMINAL[0].length) / 2);
102
+ for (const line of ASCII_TERMINAL) {
103
+ this.write(Math.max(1, termX), y++, line, ANSI.fg.yellow);
104
+ }
105
+ }
106
+ y += 2;
107
+ // Tagline
108
+ const tagline = '~ An AI-native adventure that lives in your terminal ~';
109
+ this.writeCentered(y++, tagline, ANSI.fg.gray);
110
+ y++;
111
+ // Decorative line
112
+ const lineWidth = Math.min(50, this.width - 10);
113
+ const lineX = Math.floor((this.width - lineWidth) / 2);
114
+ this.write(lineX, y++, '═'.repeat(lineWidth), ANSI.fg.gray);
115
+ y++;
116
+ // Render based on login state
117
+ switch (this.state.loginState) {
118
+ case 'init':
119
+ this.renderInitState(y);
120
+ break;
121
+ case 'generating':
122
+ this.renderGeneratingState(y);
123
+ break;
124
+ case 'waiting':
125
+ this.renderWaitingState(y);
126
+ break;
127
+ case 'authenticating':
128
+ this.renderAuthenticatingState(y);
129
+ break;
130
+ case 'success':
131
+ this.renderSuccessState(y);
132
+ break;
133
+ case 'error':
134
+ this.renderErrorState(y);
135
+ break;
136
+ case 'name':
137
+ this.renderNameInputState(y);
138
+ break;
139
+ }
140
+ // Footer
141
+ this.write(2, this.height - 2, '© 2024 IdleRPG.Terminal', ANSI.fg.gray);
142
+ this.write(this.width - 10, this.height - 2, 'v0.1.0', ANSI.fg.gray);
143
+ this.flush();
144
+ }
145
+ renderInitState(y) {
146
+ this.writeCentered(y++, 'Welcome to IdleRPG.Terminal', ANSI.fg.white);
147
+ y++;
148
+ this.writeCentered(y++, 'Login required to play', ANSI.fg.gray);
149
+ y += 2;
150
+ this.writeCentered(y, '▶ Press ENTER to Login ◀', ANSI.fg.cyan, ANSI.bg.gray, ANSI.bold);
151
+ y += 3;
152
+ this.writeCentered(y, 'Esc to quit', ANSI.fg.gray);
153
+ }
154
+ renderGeneratingState(y) {
155
+ this.writeCentered(y++, `${this.getSpinner()} Preparing login...`, ANSI.fg.yellow);
156
+ }
157
+ renderWaitingState(y) {
158
+ // QR Code
159
+ if (this.state.qrCode) {
160
+ const qrLines = this.state.qrCode.split('\n');
161
+ for (const line of qrLines) {
162
+ if (line.trim()) {
163
+ this.writeCentered(y++, line, ANSI.fg.white);
164
+ }
165
+ }
166
+ y++;
167
+ }
168
+ // Instructions
169
+ this.writeCentered(y++, 'Scan QR code or visit:', ANSI.fg.white);
170
+ y++;
171
+ if (this.state.loginInfo) {
172
+ // Truncate URL if too long
173
+ const url = this.state.loginInfo.authUrl;
174
+ const maxLen = this.width - 10;
175
+ const displayUrl = url.length > maxLen ? url.slice(0, maxLen - 3) + '...' : url;
176
+ this.writeCentered(y++, displayUrl, ANSI.fg.cyan);
177
+ }
178
+ y += 2;
179
+ this.writeCentered(y++, `${this.getSpinner()} Waiting for authentication...`, ANSI.fg.yellow);
180
+ y++;
181
+ this.writeCentered(y++, 'Press O to open in browser', ANSI.fg.gray);
182
+ this.writeCentered(y, 'Press Esc to cancel', ANSI.fg.gray);
183
+ }
184
+ renderAuthenticatingState(y) {
185
+ this.writeCentered(y++, `${this.getSpinner()} Completing login...`, ANSI.fg.green);
186
+ }
187
+ renderSuccessState(y) {
188
+ this.writeCentered(y++, '✓ Login successful!', ANSI.fg.green);
189
+ y++;
190
+ if (this.state.playerName) {
191
+ this.writeCentered(y++, `Welcome back, ${this.state.playerName}!`, ANSI.fg.white);
192
+ }
193
+ y++;
194
+ this.writeCentered(y, 'Starting game...', ANSI.fg.gray);
195
+ }
196
+ renderErrorState(y) {
197
+ this.writeCentered(y++, '✗ Login failed', ANSI.fg.red);
198
+ y++;
199
+ if (this.state.errorMessage) {
200
+ this.writeCentered(y++, this.state.errorMessage, ANSI.fg.gray);
201
+ }
202
+ y += 2;
203
+ this.writeCentered(y++, 'Press ENTER to try again', ANSI.fg.white);
204
+ this.writeCentered(y, 'Press Esc to quit', ANSI.fg.gray);
205
+ }
206
+ renderNameInputState(y) {
207
+ this.writeCentered(y++, 'What is your name, adventurer?', ANSI.fg.white);
208
+ y++;
209
+ const inputWidth = 24;
210
+ const inputX = Math.floor((this.width - inputWidth) / 2);
211
+ // Input box
212
+ this.write(inputX, y, '╔' + '═'.repeat(inputWidth - 2) + '╗', ANSI.fg.cyan);
213
+ y++;
214
+ this.write(inputX, y, '║ ', ANSI.fg.cyan);
215
+ this.write(inputX + 2, y, this.state.playerName.padEnd(inputWidth - 4) + '▌', ANSI.fg.white);
216
+ this.write(inputX + inputWidth - 1, y, '║', ANSI.fg.cyan);
217
+ y++;
218
+ this.write(inputX, y, '╚' + '═'.repeat(inputWidth - 2) + '╝', ANSI.fg.cyan);
219
+ y += 2;
220
+ this.writeCentered(y, 'Enter to confirm', ANSI.fg.gray);
221
+ }
222
+ async handleKey(key) {
223
+ switch (this.state.loginState) {
224
+ case 'init':
225
+ return this.handleInitKey(key);
226
+ case 'waiting':
227
+ return this.handleWaitingKey(key);
228
+ case 'error':
229
+ return this.handleErrorKey(key);
230
+ case 'name':
231
+ return this.handleNameInput(key);
232
+ default:
233
+ // During other states, only allow quit
234
+ if (key.name === 'escape' || (key.ctrl && key.name === 'c')) {
235
+ process.exit(0);
236
+ }
237
+ return true;
238
+ }
239
+ }
240
+ handleInitKey(key) {
241
+ switch (key.name) {
242
+ case 'return':
243
+ this.startLogin();
244
+ return true;
245
+ case 'escape':
246
+ process.exit(0);
247
+ return true;
248
+ }
249
+ return false;
250
+ }
251
+ handleWaitingKey(key) {
252
+ switch (key.name) {
253
+ case 'o':
254
+ // Open URL in browser (dynamic import)
255
+ if (this.state.loginInfo) {
256
+ import('open').then(({ default: openUrl }) => {
257
+ openUrl(this.state.loginInfo.authUrl).catch(() => { });
258
+ }).catch(() => { });
259
+ }
260
+ return true;
261
+ case 'escape':
262
+ // Cancel login
263
+ this.state.loginState = 'init';
264
+ this.stopSpinner();
265
+ this.render();
266
+ return true;
267
+ }
268
+ return true;
269
+ }
270
+ handleErrorKey(key) {
271
+ switch (key.name) {
272
+ case 'return':
273
+ // Retry login
274
+ this.startLogin();
275
+ return true;
276
+ case 'escape':
277
+ process.exit(0);
278
+ return true;
279
+ }
280
+ return false;
281
+ }
282
+ handleNameInput(key) {
283
+ const maxLength = 20;
284
+ switch (key.name) {
285
+ case 'return':
286
+ const name = this.state.playerName.trim() || 'Wanderer';
287
+ this.screen.hideCursor();
288
+ if (this.resolveInput) {
289
+ this.resolveInput(name);
290
+ this.resolveInput = null;
291
+ }
292
+ return true;
293
+ case 'backspace':
294
+ this.state.playerName = this.state.playerName.slice(0, -1);
295
+ this.render();
296
+ return true;
297
+ default:
298
+ if (key.raw && !key.ctrl && !key.meta && key.raw.length === 1) {
299
+ const charCode = key.raw.charCodeAt(0);
300
+ if (charCode >= 32 && this.state.playerName.length < maxLength) {
301
+ this.state.playerName += key.raw;
302
+ this.render();
303
+ }
304
+ }
305
+ return true;
306
+ }
307
+ }
308
+ /**
309
+ * Start the login process
310
+ */
311
+ async startLogin() {
312
+ this.state.loginState = 'generating';
313
+ this.startSpinner();
314
+ this.render();
315
+ try {
316
+ // Step 1: Get login URL
317
+ const loginInfo = await initiateLogin();
318
+ this.state.loginInfo = loginInfo;
319
+ // Step 2: Generate QR code
320
+ this.state.qrCode = await generateQRCode(loginInfo.authUrl);
321
+ this.state.loginState = 'waiting';
322
+ this.render();
323
+ // Step 3: Wait for authentication
324
+ const { playerName } = await completeLogin((status) => {
325
+ if (status === 'pending') {
326
+ // Still waiting
327
+ }
328
+ else if (status === 'completed') {
329
+ this.state.loginState = 'authenticating';
330
+ this.render();
331
+ }
332
+ });
333
+ // Success!
334
+ this.stopSpinner();
335
+ this.state.loginState = 'success';
336
+ this.state.playerName = playerName;
337
+ this.render();
338
+ // Brief pause then proceed
339
+ await this.sleep(1500);
340
+ // If we have a name from auth, use it; otherwise ask for name
341
+ if (this.resolveInput) {
342
+ this.resolveInput(playerName);
343
+ this.resolveInput = null;
344
+ }
345
+ else {
346
+ // Ask for name if needed
347
+ this.state.loginState = 'name';
348
+ this.screen.showCursor();
349
+ this.render();
350
+ }
351
+ }
352
+ catch (error) {
353
+ this.stopSpinner();
354
+ this.state.loginState = 'error';
355
+ this.state.errorMessage = error.message || 'Login failed';
356
+ this.render();
357
+ }
358
+ }
359
+ sleep(ms) {
360
+ return new Promise(resolve => setTimeout(resolve, ms));
361
+ }
362
+ /**
363
+ * Wait for login and player name
364
+ */
365
+ waitForName() {
366
+ return new Promise((resolve) => {
367
+ this.resolveInput = resolve;
368
+ // Start the login flow automatically
369
+ this.startLogin();
370
+ });
371
+ }
372
+ /**
373
+ * Set player name directly
374
+ */
375
+ setPlayerName(name) {
376
+ this.state.playerName = name;
377
+ }
378
+ }
379
+ //# sourceMappingURL=TitleScreen.js.map
380
+ //# debugId=8460ba50-494c-5c62-9456-e2fddaed9215
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TitleScreen.js","sources":["app/screens/TitleScreen.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Title Screen - Game entry point with ASCII art and login flow\r\n */\r\n\r\nimport { BaseScreen } from './BaseScreen.js';\r\nimport { ANSI } from '../../tui/Screen.js';\r\nimport type { KeyEvent } from '../../tui/Input.js';\r\nimport { initiateLogin, completeLogin, generateQRCode, type LoginInfo } from '../../ai/PlayKitClient.js';\r\n\r\n// ASCII Art Logo\r\nconst ASCII_LOGO = [\r\n '██╗██████╗ ██╗ ███████╗██████╗ ██████╗ ██████╗ ',\r\n '██║██╔══██╗██║ ██╔════╝██╔══██╗██╔══██╗██╔════╝ ',\r\n '██║██║ ██║██║ █████╗ ██████╔╝██████╔╝██║ ███╗',\r\n '██║██║ ██║██║ ██╔══╝ ██╔══██╗██╔═══╝ ██║ ██║',\r\n '██║██████╔╝███████╗███████╗██║ ██║██║ ╚██████╔╝',\r\n '╚═╝╚═════╝ ╚══════╝╚══════╝╚═╝ ╚═╝╚═╝ ╚═════╝ ',\r\n];\r\n\r\nconst ASCII_TERMINAL = [\r\n '████████╗███████╗██████╗ ███╗ ███╗██╗███╗ ██╗ █████╗ ██╗ ',\r\n '╚══██╔══╝██╔════╝██╔══██╗████╗ ████║██║████╗ ██║██╔══██╗██║ ',\r\n ' ██║ █████╗ ██████╔╝██╔████╔██║██║██╔██╗ ██║███████║██║ ',\r\n ' ██║ ██╔══╝ ██╔══██╗██║╚██╔╝██║██║██║╚██╗██║██╔══██║██║ ',\r\n ' ██║ ███████╗██║ ██║██║ ╚═╝ ██║██║██║ ╚████║██║ ██║███████╗',\r\n ' ╚═╝ ╚══════╝╚═╝ ╚═╝╚═╝ ╚═╝╚═╝╚═╝ ╚═══╝╚═╝ ╚═╝╚══════╝',\r\n];\r\n\r\n// Compact ASCII for smaller terminals\r\nconst ASCII_COMPACT = [\r\n ' ╔═══════════════════════════════════════╗',\r\n ' ║ █ ████ █ █████ ████ ████ ██ ║',\r\n ' ║ █ █ █ █ █ █ █ █ █ █ ║',\r\n ' ║ █ █ █ █ ████ ████ ████ █ ██ ║',\r\n ' ║ █ █ █ █ █ █ █ █ █ █ ║',\r\n ' ║ █ ████ █████ █████ █ █ █ ██ ║',\r\n ' ╠═══════════════════════════════════════╣',\r\n ' ║ T E R M I N A L v0.1.0 ║',\r\n ' ╚═══════════════════════════════════════╝',\r\n];\r\n\r\n// Spinner frames\r\nconst SPINNER_FRAMES = ['⠋', '⠙', '⠹', '⠸', '⠼', '⠴', '⠦', '⠧', '⠇', '⠏'];\r\n\r\ntype LoginState = \r\n | 'init' // Initial state - press Enter to login\r\n | 'generating' // Generating QR code\r\n | 'waiting' // Showing QR code, waiting for auth\r\n | 'authenticating' // User authenticated, finalizing\r\n | 'success' // Login successful\r\n | 'error' // Login failed\r\n | 'name'; // Entering player name\r\n\r\ninterface TitleScreenState {\r\n loginState: LoginState;\r\n playerName: string;\r\n loginInfo: LoginInfo | null;\r\n qrCode: string | null;\r\n errorMessage: string | null;\r\n spinnerFrame: number;\r\n}\r\n\r\nexport class TitleScreen extends BaseScreen {\r\n private state: TitleScreenState = {\r\n loginState: 'init',\r\n playerName: '',\r\n loginInfo: null,\r\n qrCode: null,\r\n errorMessage: null,\r\n spinnerFrame: 0,\r\n };\r\n\r\n private resolveInput: ((name: string) => void) | null = null;\r\n private spinnerInterval: NodeJS.Timeout | null = null;\r\n\r\n async onEnter(): Promise<void> {\r\n await super.onEnter();\r\n this.state = {\r\n loginState: 'init',\r\n playerName: '',\r\n loginInfo: null,\r\n qrCode: null,\r\n errorMessage: null,\r\n spinnerFrame: 0,\r\n };\r\n }\r\n\r\n async onLeave(): Promise<void> {\r\n this.stopSpinner();\r\n await super.onLeave();\r\n }\r\n\r\n private startSpinner(): void {\r\n this.stopSpinner();\r\n this.spinnerInterval = setInterval(() => {\r\n this.state.spinnerFrame = (this.state.spinnerFrame + 1) % SPINNER_FRAMES.length;\r\n if (this.isActive) {\r\n this.render();\r\n }\r\n }, 100);\r\n }\r\n\r\n private stopSpinner(): void {\r\n if (this.spinnerInterval) {\r\n clearInterval(this.spinnerInterval);\r\n this.spinnerInterval = null;\r\n }\r\n }\r\n\r\n private getSpinner(): string {\r\n return SPINNER_FRAMES[this.state.spinnerFrame];\r\n }\r\n\r\n render(): void {\r\n this.clear();\r\n\r\n const centerX = Math.floor(this.width / 2);\r\n \r\n // Use compact logo for smaller terminals\r\n const useCompact = this.width < 75;\r\n const logo = useCompact ? ASCII_COMPACT : ASCII_LOGO;\r\n const logoWidth = logo[0].length;\r\n \r\n // Calculate positions\r\n const logoX = Math.floor((this.width - logoWidth) / 2);\r\n let y = 2;\r\n\r\n // Draw ASCII logo\r\n for (const line of logo) {\r\n this.write(Math.max(1, logoX), y++, line, ANSI.fg.cyan);\r\n }\r\n\r\n // Draw TERMINAL text (if using full logo)\r\n if (!useCompact) {\r\n y++;\r\n const termX = Math.floor((this.width - ASCII_TERMINAL[0].length) / 2);\r\n for (const line of ASCII_TERMINAL) {\r\n this.write(Math.max(1, termX), y++, line, ANSI.fg.yellow);\r\n }\r\n }\r\n\r\n y += 2;\r\n\r\n // Tagline\r\n const tagline = '~ An AI-native adventure that lives in your terminal ~';\r\n this.writeCentered(y++, tagline, ANSI.fg.gray);\r\n y++;\r\n\r\n // Decorative line\r\n const lineWidth = Math.min(50, this.width - 10);\r\n const lineX = Math.floor((this.width - lineWidth) / 2);\r\n this.write(lineX, y++, '═'.repeat(lineWidth), ANSI.fg.gray);\r\n y++;\r\n\r\n // Render based on login state\r\n switch (this.state.loginState) {\r\n case 'init':\r\n this.renderInitState(y);\r\n break;\r\n case 'generating':\r\n this.renderGeneratingState(y);\r\n break;\r\n case 'waiting':\r\n this.renderWaitingState(y);\r\n break;\r\n case 'authenticating':\r\n this.renderAuthenticatingState(y);\r\n break;\r\n case 'success':\r\n this.renderSuccessState(y);\r\n break;\r\n case 'error':\r\n this.renderErrorState(y);\r\n break;\r\n case 'name':\r\n this.renderNameInputState(y);\r\n break;\r\n }\r\n\r\n // Footer\r\n this.write(2, this.height - 2, '© 2024 IdleRPG.Terminal', ANSI.fg.gray);\r\n this.write(this.width - 10, this.height - 2, 'v0.1.0', ANSI.fg.gray);\r\n\r\n this.flush();\r\n }\r\n\r\n private renderInitState(y: number): void {\r\n this.writeCentered(y++, 'Welcome to IdleRPG.Terminal', ANSI.fg.white);\r\n y++;\r\n this.writeCentered(y++, 'Login required to play', ANSI.fg.gray);\r\n y += 2;\r\n this.writeCentered(y, '▶ Press ENTER to Login ◀', ANSI.fg.cyan, ANSI.bg.gray, ANSI.bold);\r\n y += 3;\r\n this.writeCentered(y, 'Esc to quit', ANSI.fg.gray);\r\n }\r\n\r\n private renderGeneratingState(y: number): void {\r\n this.writeCentered(y++, `${this.getSpinner()} Preparing login...`, ANSI.fg.yellow);\r\n }\r\n\r\n private renderWaitingState(y: number): void {\r\n // QR Code\r\n if (this.state.qrCode) {\r\n const qrLines = this.state.qrCode.split('\\n');\r\n for (const line of qrLines) {\r\n if (line.trim()) {\r\n this.writeCentered(y++, line, ANSI.fg.white);\r\n }\r\n }\r\n y++;\r\n }\r\n\r\n // Instructions\r\n this.writeCentered(y++, 'Scan QR code or visit:', ANSI.fg.white);\r\n y++;\r\n \r\n if (this.state.loginInfo) {\r\n // Truncate URL if too long\r\n const url = this.state.loginInfo.authUrl;\r\n const maxLen = this.width - 10;\r\n const displayUrl = url.length > maxLen ? url.slice(0, maxLen - 3) + '...' : url;\r\n this.writeCentered(y++, displayUrl, ANSI.fg.cyan);\r\n }\r\n \r\n y += 2;\r\n this.writeCentered(y++, `${this.getSpinner()} Waiting for authentication...`, ANSI.fg.yellow);\r\n y++;\r\n this.writeCentered(y++, 'Press O to open in browser', ANSI.fg.gray);\r\n this.writeCentered(y, 'Press Esc to cancel', ANSI.fg.gray);\r\n }\r\n\r\n private renderAuthenticatingState(y: number): void {\r\n this.writeCentered(y++, `${this.getSpinner()} Completing login...`, ANSI.fg.green);\r\n }\r\n\r\n private renderSuccessState(y: number): void {\r\n this.writeCentered(y++, '✓ Login successful!', ANSI.fg.green);\r\n y++;\r\n if (this.state.playerName) {\r\n this.writeCentered(y++, `Welcome back, ${this.state.playerName}!`, ANSI.fg.white);\r\n }\r\n y++;\r\n this.writeCentered(y, 'Starting game...', ANSI.fg.gray);\r\n }\r\n\r\n private renderErrorState(y: number): void {\r\n this.writeCentered(y++, '✗ Login failed', ANSI.fg.red);\r\n y++;\r\n if (this.state.errorMessage) {\r\n this.writeCentered(y++, this.state.errorMessage, ANSI.fg.gray);\r\n }\r\n y += 2;\r\n this.writeCentered(y++, 'Press ENTER to try again', ANSI.fg.white);\r\n this.writeCentered(y, 'Press Esc to quit', ANSI.fg.gray);\r\n }\r\n\r\n private renderNameInputState(y: number): void {\r\n this.writeCentered(y++, 'What is your name, adventurer?', ANSI.fg.white);\r\n y++;\r\n\r\n const inputWidth = 24;\r\n const inputX = Math.floor((this.width - inputWidth) / 2);\r\n \r\n // Input box\r\n this.write(inputX, y, '╔' + '═'.repeat(inputWidth - 2) + '╗', ANSI.fg.cyan);\r\n y++;\r\n this.write(inputX, y, '║ ', ANSI.fg.cyan);\r\n this.write(inputX + 2, y, this.state.playerName.padEnd(inputWidth - 4) + '▌', ANSI.fg.white);\r\n this.write(inputX + inputWidth - 1, y, '║', ANSI.fg.cyan);\r\n y++;\r\n this.write(inputX, y, '╚' + '═'.repeat(inputWidth - 2) + '╝', ANSI.fg.cyan);\r\n \r\n y += 2;\r\n this.writeCentered(y, 'Enter to confirm', ANSI.fg.gray);\r\n }\r\n\r\n async handleKey(key: KeyEvent): Promise<boolean> {\r\n switch (this.state.loginState) {\r\n case 'init':\r\n return this.handleInitKey(key);\r\n case 'waiting':\r\n return this.handleWaitingKey(key);\r\n case 'error':\r\n return this.handleErrorKey(key);\r\n case 'name':\r\n return this.handleNameInput(key);\r\n default:\r\n // During other states, only allow quit\r\n if (key.name === 'escape' || (key.ctrl && key.name === 'c')) {\r\n process.exit(0);\r\n }\r\n return true;\r\n }\r\n }\r\n\r\n private handleInitKey(key: KeyEvent): boolean {\r\n switch (key.name) {\r\n case 'return':\r\n this.startLogin();\r\n return true;\r\n case 'escape':\r\n process.exit(0);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n private handleWaitingKey(key: KeyEvent): boolean {\r\n switch (key.name) {\r\n case 'o':\r\n // Open URL in browser (dynamic import)\r\n if (this.state.loginInfo) {\r\n import('open').then(({ default: openUrl }) => {\r\n openUrl(this.state.loginInfo!.authUrl).catch(() => {});\r\n }).catch(() => {});\r\n }\r\n return true;\r\n case 'escape':\r\n // Cancel login\r\n this.state.loginState = 'init';\r\n this.stopSpinner();\r\n this.render();\r\n return true;\r\n }\r\n return true;\r\n }\r\n\r\n private handleErrorKey(key: KeyEvent): boolean {\r\n switch (key.name) {\r\n case 'return':\r\n // Retry login\r\n this.startLogin();\r\n return true;\r\n case 'escape':\r\n process.exit(0);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n private handleNameInput(key: KeyEvent): boolean {\r\n const maxLength = 20;\r\n\r\n switch (key.name) {\r\n case 'return':\r\n const name = this.state.playerName.trim() || 'Wanderer';\r\n this.screen.hideCursor();\r\n if (this.resolveInput) {\r\n this.resolveInput(name);\r\n this.resolveInput = null;\r\n }\r\n return true;\r\n\r\n case 'backspace':\r\n this.state.playerName = this.state.playerName.slice(0, -1);\r\n this.render();\r\n return true;\r\n\r\n default:\r\n if (key.raw && !key.ctrl && !key.meta && key.raw.length === 1) {\r\n const charCode = key.raw.charCodeAt(0);\r\n if (charCode >= 32 && this.state.playerName.length < maxLength) {\r\n this.state.playerName += key.raw;\r\n this.render();\r\n }\r\n }\r\n return true;\r\n }\r\n }\r\n\r\n /**\r\n * Start the login process\r\n */\r\n private async startLogin(): Promise<void> {\r\n this.state.loginState = 'generating';\r\n this.startSpinner();\r\n this.render();\r\n\r\n try {\r\n // Step 1: Get login URL\r\n const loginInfo = await initiateLogin();\r\n this.state.loginInfo = loginInfo;\r\n\r\n // Step 2: Generate QR code\r\n this.state.qrCode = await generateQRCode(loginInfo.authUrl);\r\n \r\n this.state.loginState = 'waiting';\r\n this.render();\r\n\r\n // Step 3: Wait for authentication\r\n const { playerName } = await completeLogin((status) => {\r\n if (status === 'pending') {\r\n // Still waiting\r\n } else if (status === 'completed') {\r\n this.state.loginState = 'authenticating';\r\n this.render();\r\n }\r\n });\r\n\r\n // Success!\r\n this.stopSpinner();\r\n this.state.loginState = 'success';\r\n this.state.playerName = playerName;\r\n this.render();\r\n\r\n // Brief pause then proceed\r\n await this.sleep(1500);\r\n\r\n // If we have a name from auth, use it; otherwise ask for name\r\n if (this.resolveInput) {\r\n this.resolveInput(playerName);\r\n this.resolveInput = null;\r\n } else {\r\n // Ask for name if needed\r\n this.state.loginState = 'name';\r\n this.screen.showCursor();\r\n this.render();\r\n }\r\n\r\n } catch (error) {\r\n this.stopSpinner();\r\n this.state.loginState = 'error';\r\n this.state.errorMessage = (error as Error).message || 'Login failed';\r\n this.render();\r\n }\r\n }\r\n\r\n private sleep(ms: number): Promise<void> {\r\n return new Promise(resolve => setTimeout(resolve, ms));\r\n }\r\n\r\n /**\r\n * Wait for login and player name\r\n */\r\n waitForName(): Promise<string> {\r\n return new Promise((resolve) => {\r\n this.resolveInput = resolve;\r\n // Start the login flow automatically\r\n this.startLogin();\r\n });\r\n }\r\n\r\n /**\r\n * Set player name directly\r\n */\r\n setPlayerName(name: string): void {\r\n this.state.playerName = name;\r\n 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@@ -0,0 +1,22 @@
1
+ /**
2
+ * Travel Screen - Travel animation and events
3
+ */
4
+ import { BaseScreen } from './BaseScreen.js';
5
+ import type { KeyEvent } from '../../tui/Input.js';
6
+ export declare class TravelScreen extends BaseScreen {
7
+ private state;
8
+ private animationFrame;
9
+ onEnter(params?: {
10
+ targetRoomId: string;
11
+ fromRoom?: string;
12
+ duration?: number;
13
+ }): Promise<void>;
14
+ onLeave(): Promise<void>;
15
+ private startAnimation;
16
+ private stopAnimation;
17
+ private addRandomEvent;
18
+ private completeTravel;
19
+ render(): void;
20
+ handleKey(key: KeyEvent): Promise<boolean>;
21
+ }
22
+ //# sourceMappingURL=TravelScreen.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TravelScreen.d.ts","sourceRoot":"/","sources":["app/screens/TravelScreen.ts"],"names":[],"mappings":"AAAA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAE7C,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,oBAAoB,CAAC;AAYnD,qBAAa,YAAa,SAAQ,UAAU;IAC1C,OAAO,CAAC,KAAK,CAQX;IAEF,OAAO,CAAC,cAAc,CAA+B;IAE/C,OAAO,CAAC,MAAM,CAAC,EAAE;QAAE,YAAY,EAAE,MAAM,CAAC;QAAC,QAAQ,CAAC,EAAE,MAAM,CAAC;QAAC,QAAQ,CAAC,EAAE,MAAM,CAAA;KAAE,GAAG,OAAO,CAAC,IAAI,CAAC;IAiB/F,OAAO,IAAI,OAAO,CAAC,IAAI,CAAC;IAK9B,OAAO,CAAC,cAAc;IAuBtB,OAAO,CAAC,aAAa;IAOrB,OAAO,CAAC,cAAc;IAgBtB,OAAO,CAAC,cAAc;IAKtB,MAAM,IAAI,IAAI;IA2CR,SAAS,CAAC,GAAG,EAAE,QAAQ,GAAG,OAAO,CAAC,OAAO,CAAC;CAUjD"}
@@ -0,0 +1,122 @@
1
+ /**
2
+ * Travel Screen - Travel animation and events
3
+ */
4
+
5
+ !function(){try{var e="undefined"!=typeof window?window:"undefined"!=typeof global?global:"undefined"!=typeof globalThis?globalThis:"undefined"!=typeof self?self:{},n=(new e.Error).stack;n&&(e._sentryDebugIds=e._sentryDebugIds||{},e._sentryDebugIds[n]="30c72a55-c181-5a35-b168-7e5e6a1781c1")}catch(e){}}();
6
+ import { BaseScreen } from './BaseScreen.js';
7
+ import { ANSI } from '../../tui/Screen.js';
8
+ export class TravelScreen extends BaseScreen {
9
+ state = {
10
+ fromRoom: '',
11
+ toRoom: '',
12
+ progress: 0,
13
+ duration: 3000, // 3 seconds
14
+ startTime: 0,
15
+ events: [],
16
+ isCancelled: false,
17
+ };
18
+ animationFrame = null;
19
+ async onEnter(params) {
20
+ await super.onEnter();
21
+ if (params) {
22
+ this.state.toRoom = params.targetRoomId;
23
+ this.state.fromRoom = params.fromRoom || 'Unknown';
24
+ this.state.duration = params.duration || 3000;
25
+ }
26
+ this.state.progress = 0;
27
+ this.state.startTime = Date.now();
28
+ this.state.events = ['You begin your journey...'];
29
+ this.state.isCancelled = false;
30
+ this.startAnimation();
31
+ }
32
+ async onLeave() {
33
+ this.stopAnimation();
34
+ await super.onLeave();
35
+ }
36
+ startAnimation() {
37
+ this.stopAnimation();
38
+ this.animationFrame = setInterval(() => {
39
+ if (this.state.isCancelled)
40
+ return;
41
+ const elapsed = Date.now() - this.state.startTime;
42
+ this.state.progress = Math.min(elapsed / this.state.duration, 1);
43
+ // Random travel events
44
+ if (Math.random() < 0.02) {
45
+ this.addRandomEvent();
46
+ }
47
+ this.render();
48
+ // Check if complete
49
+ if (this.state.progress >= 1) {
50
+ this.completeTravel();
51
+ }
52
+ }, 100);
53
+ }
54
+ stopAnimation() {
55
+ if (this.animationFrame) {
56
+ clearInterval(this.animationFrame);
57
+ this.animationFrame = null;
58
+ }
59
+ }
60
+ addRandomEvent() {
61
+ const events = [
62
+ 'You notice some interesting plants along the path.',
63
+ 'A bird flies overhead.',
64
+ 'You hear distant sounds.',
65
+ 'The weather is pleasant.',
66
+ 'You pass by an old signpost.',
67
+ 'The terrain changes slightly.',
68
+ ];
69
+ const event = events[Math.floor(Math.random() * events.length)];
70
+ this.state.events.push(event);
71
+ if (this.state.events.length > 5) {
72
+ this.state.events.shift();
73
+ }
74
+ }
75
+ completeTravel() {
76
+ this.stopAnimation();
77
+ this.bus.dispatch('travel:complete', { roomId: this.state.toRoom });
78
+ }
79
+ render() {
80
+ this.clear();
81
+ const centerY = Math.floor(this.height / 2);
82
+ // Header
83
+ this.drawBox(0, 0, this.width, 3, '', true);
84
+ this.write(2, 1, 'TRAVELING', ANSI.fg.cyan, undefined, ANSI.bold);
85
+ // Journey info
86
+ this.writeCentered(centerY - 4, `From: ${this.state.fromRoom}`, ANSI.fg.gray);
87
+ this.writeCentered(centerY - 3, `To: ${this.state.toRoom}`, ANSI.fg.yellow);
88
+ // Progress bar
89
+ const barWidth = Math.min(50, this.width - 10);
90
+ const barX = Math.floor((this.width - barWidth) / 2);
91
+ const filledWidth = Math.floor(this.state.progress * barWidth);
92
+ const progressBar = '█'.repeat(filledWidth) + '░'.repeat(barWidth - filledWidth);
93
+ this.write(barX, centerY, progressBar, ANSI.fg.green);
94
+ // Percentage
95
+ const pct = Math.floor(this.state.progress * 100);
96
+ this.writeCentered(centerY + 1, `${pct}%`, ANSI.fg.white);
97
+ // Traveler animation
98
+ const travelerPos = barX + filledWidth;
99
+ this.write(travelerPos, centerY - 1, '🚶', ANSI.fg.white);
100
+ // Events
101
+ const eventY = centerY + 4;
102
+ this.write(barX, eventY - 1, '─'.repeat(barWidth), ANSI.fg.gray);
103
+ for (let i = 0; i < this.state.events.length; i++) {
104
+ this.write(barX, eventY + i, this.state.events[i].slice(0, barWidth), ANSI.fg.gray);
105
+ }
106
+ // Cancel hint
107
+ this.writeCentered(this.height - 2, 'Press Esc to cancel (you will lose time)', ANSI.fg.gray);
108
+ this.flush();
109
+ }
110
+ async handleKey(key) {
111
+ if (key.name === 'escape') {
112
+ this.state.isCancelled = true;
113
+ this.stopAnimation();
114
+ this.bus.log('Travel cancelled.');
115
+ this.goBack();
116
+ return true;
117
+ }
118
+ return false;
119
+ }
120
+ }
121
+ //# sourceMappingURL=TravelScreen.js.map
122
+ //# debugId=30c72a55-c181-5a35-b168-7e5e6a1781c1
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TravelScreen.js","sources":["app/screens/TravelScreen.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Travel Screen - Travel animation and events\r\n */\r\n\r\nimport { BaseScreen } from './BaseScreen.js';\r\nimport { ANSI } from '../../tui/Screen.js';\r\nimport type { KeyEvent } from '../../tui/Input.js';\r\n\r\ninterface TravelScreenState {\r\n fromRoom: string;\r\n toRoom: string;\r\n progress: number;\r\n duration: number;\r\n startTime: number;\r\n events: string[];\r\n isCancelled: boolean;\r\n}\r\n\r\nexport class TravelScreen extends BaseScreen {\r\n private state: TravelScreenState = {\r\n fromRoom: '',\r\n toRoom: '',\r\n progress: 0,\r\n duration: 3000, // 3 seconds\r\n startTime: 0,\r\n events: [],\r\n isCancelled: false,\r\n };\r\n\r\n private animationFrame: NodeJS.Timeout | null = null;\r\n\r\n async onEnter(params?: { targetRoomId: string; fromRoom?: string; duration?: number }): Promise<void> {\r\n await super.onEnter();\r\n \r\n if (params) {\r\n this.state.toRoom = params.targetRoomId;\r\n this.state.fromRoom = params.fromRoom || 'Unknown';\r\n this.state.duration = params.duration || 3000;\r\n }\r\n\r\n this.state.progress = 0;\r\n this.state.startTime = Date.now();\r\n this.state.events = ['You begin your journey...'];\r\n this.state.isCancelled = false;\r\n\r\n this.startAnimation();\r\n }\r\n\r\n async onLeave(): Promise<void> {\r\n this.stopAnimation();\r\n await super.onLeave();\r\n }\r\n\r\n private startAnimation(): void {\r\n this.stopAnimation();\r\n\r\n this.animationFrame = setInterval(() => {\r\n if (this.state.isCancelled) return;\r\n\r\n const elapsed = Date.now() - this.state.startTime;\r\n this.state.progress = Math.min(elapsed / this.state.duration, 1);\r\n\r\n // Random travel events\r\n if (Math.random() < 0.02) {\r\n this.addRandomEvent();\r\n }\r\n\r\n this.render();\r\n\r\n // Check if complete\r\n if (this.state.progress >= 1) {\r\n this.completeTravel();\r\n }\r\n }, 100);\r\n }\r\n\r\n private stopAnimation(): void {\r\n if (this.animationFrame) {\r\n clearInterval(this.animationFrame);\r\n this.animationFrame = null;\r\n }\r\n }\r\n\r\n private addRandomEvent(): void {\r\n const events = [\r\n 'You notice some interesting plants along the path.',\r\n 'A bird flies overhead.',\r\n 'You hear distant sounds.',\r\n 'The weather is pleasant.',\r\n 'You pass by an old signpost.',\r\n 'The terrain changes slightly.',\r\n ];\r\n const event = events[Math.floor(Math.random() * events.length)];\r\n this.state.events.push(event);\r\n if (this.state.events.length > 5) {\r\n this.state.events.shift();\r\n }\r\n }\r\n\r\n private completeTravel(): void {\r\n this.stopAnimation();\r\n this.bus.dispatch('travel:complete', { roomId: this.state.toRoom });\r\n }\r\n\r\n render(): void {\r\n this.clear();\r\n\r\n const centerY = Math.floor(this.height / 2);\r\n\r\n // Header\r\n this.drawBox(0, 0, this.width, 3, '', true);\r\n this.write(2, 1, 'TRAVELING', ANSI.fg.cyan, undefined, ANSI.bold);\r\n\r\n // Journey info\r\n this.writeCentered(centerY - 4, `From: ${this.state.fromRoom}`, ANSI.fg.gray);\r\n this.writeCentered(centerY - 3, `To: ${this.state.toRoom}`, ANSI.fg.yellow);\r\n\r\n // Progress bar\r\n const barWidth = Math.min(50, this.width - 10);\r\n const barX = Math.floor((this.width - barWidth) / 2);\r\n const filledWidth = Math.floor(this.state.progress * barWidth);\r\n\r\n const progressBar = '█'.repeat(filledWidth) + '░'.repeat(barWidth - filledWidth);\r\n this.write(barX, centerY, progressBar, ANSI.fg.green);\r\n\r\n // Percentage\r\n const pct = Math.floor(this.state.progress * 100);\r\n this.writeCentered(centerY + 1, `${pct}%`, ANSI.fg.white);\r\n\r\n // Traveler animation\r\n const travelerPos = barX + filledWidth;\r\n this.write(travelerPos, centerY - 1, '🚶', ANSI.fg.white);\r\n\r\n // Events\r\n const eventY = centerY + 4;\r\n this.write(barX, eventY - 1, '─'.repeat(barWidth), ANSI.fg.gray);\r\n \r\n for (let i = 0; i < this.state.events.length; i++) {\r\n this.write(barX, eventY + i, this.state.events[i].slice(0, barWidth), ANSI.fg.gray);\r\n }\r\n\r\n // Cancel hint\r\n this.writeCentered(this.height - 2, 'Press Esc to cancel (you will lose time)', ANSI.fg.gray);\r\n\r\n this.flush();\r\n }\r\n\r\n async handleKey(key: KeyEvent): Promise<boolean> {\r\n if (key.name === 'escape') {\r\n this.state.isCancelled = true;\r\n this.stopAnimation();\r\n this.bus.log('Travel cancelled.');\r\n this.goBack();\r\n return true;\r\n }\r\n return false;\r\n 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@@ -0,0 +1,14 @@
1
+ /**
2
+ * Screen exports
3
+ */
4
+ export { BaseScreen, type ScreenLifecycle } from './BaseScreen.js';
5
+ export { TitleScreen } from './TitleScreen.js';
6
+ export { ExploreScreen } from './ExploreScreen.js';
7
+ export { DialogScreen } from './DialogScreen.js';
8
+ export { InventoryScreen } from './InventoryScreen.js';
9
+ export { HelpScreen } from './HelpScreen.js';
10
+ export { TravelScreen } from './TravelScreen.js';
11
+ export { CombatScreen } from './CombatScreen.js';
12
+ export { CharacterCreationScreen } from './CharacterCreationScreen.js';
13
+ export { PrologueScreen } from './PrologueScreen.js';
14
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"/","sources":["app/screens/index.ts"],"names":[],"mappings":"AAAA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,KAAK,eAAe,EAAE,MAAM,iBAAiB,CAAC;AACnE,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAC/C,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,eAAe,EAAE,MAAM,sBAAsB,CAAC;AACvD,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAC7C,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,uBAAuB,EAAE,MAAM,8BAA8B,CAAC;AACvE,OAAO,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC"}
@@ -0,0 +1,17 @@
1
+ /**
2
+ * Screen exports
3
+ */
4
+
5
+ !function(){try{var e="undefined"!=typeof window?window:"undefined"!=typeof global?global:"undefined"!=typeof globalThis?globalThis:"undefined"!=typeof self?self:{},n=(new e.Error).stack;n&&(e._sentryDebugIds=e._sentryDebugIds||{},e._sentryDebugIds[n]="a66f425b-3042-55b0-8fd3-91a57ca5b5c4")}catch(e){}}();
6
+ export { BaseScreen } from './BaseScreen.js';
7
+ export { TitleScreen } from './TitleScreen.js';
8
+ export { ExploreScreen } from './ExploreScreen.js';
9
+ export { DialogScreen } from './DialogScreen.js';
10
+ export { InventoryScreen } from './InventoryScreen.js';
11
+ export { HelpScreen } from './HelpScreen.js';
12
+ export { TravelScreen } from './TravelScreen.js';
13
+ export { CombatScreen } from './CombatScreen.js';
14
+ export { CharacterCreationScreen } from './CharacterCreationScreen.js';
15
+ export { PrologueScreen } from './PrologueScreen.js';
16
+ //# sourceMappingURL=index.js.map
17
+ //# debugId=a66f425b-3042-55b0-8fd3-91a57ca5b5c4