feat: P1 core - seamless video switching, conditional branches, save/load
- VideoManager: A/B dual-buffered video with crossfade transitions and candidate preloading - Engine: condition-based choice filtering, ChoiceSystem timer, resumeScene for save/load - SceneManager: getCandidateUrls for preloading next scenes - SaveSystem: Dexie.js IndexedDB multi-slot save/load - ChoiceSystem: timed choices with countdown and auto-default on timeout - GamePlayer: dual video elements with crossfade CSS - ChoicePanel: timer progress bar and countdown text - SaveLoadMenu: save/load UI component - App.vue: menu trigger, dual video refs, save/load integration - gameStore: timer state, saves list - demo.json: conditional choice example (secret ending, requires trust >= 80) - ROADMAP: mark P1 as completed
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@@ -2,6 +2,7 @@ import type { SceneNode, Choice, EngineEvent } from '../types'
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import { SceneManager } from './SceneManager'
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import { VideoManager } from './VideoManager'
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import { StateManager } from './StateManager'
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import { ChoiceSystem } from '../systems/ChoiceSystem'
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type EventHandler = (...args: any[]) => void
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@@ -9,15 +10,18 @@ export class Engine {
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sceneManager: SceneManager
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videoManager: VideoManager
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stateManager: StateManager
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choiceSystem: ChoiceSystem
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private currentScene: SceneNode | null = null
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private events: Map<EngineEvent, Set<EventHandler>> = new Map()
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private ended: boolean = false
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private ended = false
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private isInitialScene = true
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constructor() {
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this.sceneManager = new SceneManager()
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this.videoManager = new VideoManager()
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this.stateManager = new StateManager()
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this.choiceSystem = new ChoiceSystem()
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}
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on(event: EngineEvent, handler: EventHandler) {
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@@ -35,6 +39,7 @@ export class Engine {
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start() {
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this.ended = false
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this.isInitialScene = true
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const startScene = this.sceneManager.getStartScene()
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this.goToScene(startScene)
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}
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@@ -46,18 +51,42 @@ export class Engine {
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this.stateManager.apply(scene.onEnter)
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}
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const preloadUrls = this.sceneManager.getCandidateUrls(
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scene,
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(conds) => conds ? this.stateManager.evaluate(conds) : true
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)
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this.videoManager.onEnd(() => {
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this.emit('videoEnd', scene)
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this.onVideoEnd(scene)
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})
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this.videoManager.play(scene.videoUrl)
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if (this.isInitialScene) {
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this.isInitialScene = false
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this.videoManager.playInitial(scene.videoUrl, preloadUrls)
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} else {
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this.videoManager.switchTo(scene.videoUrl, preloadUrls)
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}
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this.emit('sceneChange', scene)
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}
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private onVideoEnd(scene: SceneNode) {
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if (scene.choices && scene.choices.length > 0) {
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this.emit('choiceRequest', scene.choices)
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const validChoices = this.getValidChoices(scene)
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if (validChoices.length > 0) {
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this.emit('choiceRequest', validChoices)
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this.choiceSystem.start(
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validChoices,
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(timerState) => {
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this.emit('choiceTimer', timerState)
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},
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(defaultChoice) => {
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this.emit('choiceTimeout', defaultChoice)
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this.makeChoice(defaultChoice)
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}
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)
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} else if (scene.nextScene) {
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const next = this.sceneManager.getScene(scene.nextScene)
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if (next) {
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@@ -70,6 +99,13 @@ export class Engine {
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}
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}
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getValidChoices(scene: SceneNode): Choice[] {
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if (!scene.choices) return []
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return scene.choices.filter((c) =>
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!c.conditions || this.stateManager.evaluate(c.conditions)
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)
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}
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makeChoice(choice: Choice) {
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if (!this.currentScene) return
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@@ -96,6 +132,36 @@ export class Engine {
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this.emit('gameEnd')
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}
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resumeScene(sceneId: string, savedState: { variables: Record<string, number>; flags: string[]; history: any[] }) {
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this.stateManager.variables = { ...savedState.variables }
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this.stateManager.flags = new Set(savedState.flags)
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this.stateManager.history = [...savedState.history]
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const scene = this.sceneManager.getScene(sceneId)
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if (!scene) {
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this.endGame()
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return
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}
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this.ended = false
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this.isInitialScene = false
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const preloadUrls = this.sceneManager.getCandidateUrls(
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scene,
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(conds) => conds ? this.stateManager.evaluate(conds) : true
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)
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this.videoManager.switchTo(scene.videoUrl, preloadUrls)
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this.videoManager.onEnd(() => {
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this.emit('videoEnd', scene)
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this.onVideoEnd(scene)
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})
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this.currentScene = scene
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this.emit('sceneChange', scene)
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}
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destroy() {
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this.videoManager.detach()
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this.events.clear()
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