feat: chapter select system, multi-chapter support, scene manager refactor, and docs update

This commit is contained in:
2026-06-09 11:35:11 +08:00
parent 655b9a23d0
commit ace5ed1fb3
14 changed files with 413 additions and 17 deletions

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@@ -2,6 +2,14 @@
以下功能在讨论中出现但暂不纳入实施计划,后续需要扩展时参考。 以下功能在讨论中出现但暂不纳入实施计划,后续需要扩展时参考。
## 代码清理
- **移除 flag 机制** — `StateManager.flags` / `hasFlag` / `setFlag` / `clearFlag` 全部移除;
`Condition.op: 'hasFlag'``Effect.type: 'toggleFlag'` 删除;
统一用 `variable == 1` / `set: variable, value: 1` 替代;
SaveSystem 存档移除 `flags` 字段P8 不再需要 `defaultFlags`
变量机制完全能覆盖 flag 功能flag 是早期过度设计
## P7 全屏模式 - 扩展 ## P7 全屏模式 - 扩展
- **自动进入全屏** — 点击"开始游戏"时同步 `requestFullscreen()`,利用用户手势 - **自动进入全屏** — 点击"开始游戏"时同步 `requestFullscreen()`,利用用户手势
@@ -64,3 +72,21 @@
- 自动化测试框架(剧情路径遍历、回归测试) - 自动化测试框架(剧情路径遍历、回归测试)
- 热更新支持(不刷新页面替换 JSON 和视频) - 热更新支持(不刷新页面替换 JSON 和视频)
- WebSocket 多人同步(观察者模式、投票选分支) - WebSocket 多人同步(观察者模式、投票选分支)
# AI化
在引擎的基础上深入融合AI由AI去自动化完成引擎的使用。
AI的定位一个对**使用引擎**降本增效的工具。懂业务的人还是主题AI是辅助人的。
一个新技术的出现会帮助人类实现两种效果:突破式效果,帮助人类突破了一种以前从没有的能力,比如飞机帮助人类飞行,飞机之前人类无论如何都不能起飞的;降本增效式效果,改善了人类已有能力的效果,比如汽车帮助人类跑的更快了。
AI目前来看还是降本增效式效果没有AI的帮助人类也能做到现在AI能做的效果只是成本高点、速度慢点。
无论一个工具如何强大,只要在懂业务的人的手里才能发挥效果。比如缝纫机的出现,并没有取代真正的衣服制作者,并不会让不懂衣服制作的所有人都能制作衣服,善于使用缝纫机的人还是本身就懂衣服制作的人,即使没有缝纫机,他也知道如何制作衣服,只是缝纫机更快更高质量的帮助他完成了衣服的制作。
AI工具也一样一个不懂电影游戏制作的人只靠AI是做不出高质量的东西的只有本身就懂电影游戏制作的人无论使用啥工具都能做出合格的产品。
本引擎就是帮助懂电影游戏制作的人更快更高质量的完成产品AI是帮助引擎更容易使用达到降本增效的效果。
引擎帮助人降本增效AI帮助引擎更容易被使用和提升产出效率。

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@@ -433,29 +433,56 @@ GainNode 的 ramp 目标值 = `Math.min(bgmVolume, bgmDuckLevel × bgmVolume)`
- [x] `src/App.vue` — 右上角全屏按钮,与"菜单"按钮并排;`fullscreenchange` 同步图标状态 - [x] `src/App.vue` — 右上角全屏按钮,与"菜单"按钮并排;`fullscreenchange` 同步图标状态
- [x] `FUTURE.md` — 远期扩展笔记Pointer Lock、自动全屏、UI 自动隐藏、移动端适配等) - [x] `FUTURE.md` — 远期扩展笔记Pointer Lock、自动全屏、UI 自动隐藏、移动端适配等)
### P8 章节选择 — 通关后跳转(待实现) ### P8 章节选择 — 到达即解锁,主菜单+通关后跳转 ✅ 已完成 2026-06-09
目标:玩家通关后,可从中途任意章节起始点重新开始。每个章节记录一个入口场景 ID展示章节缩略图和标题 目标:玩家可从中途任意章节起始点重新开始。到达章节入口即解锁,主菜单和通关后均可进入章节选择界面
**核心规则:**
| 规则 | 说明 |
|------|------|
| **解锁方式** | 到达即解锁 — `goToScene` 中检测当前场景所属章节,立即标记解锁并持久化到 IndexedDB |
| **变量状态** | 跳转时套用该章的 `defaultVariables`,未定义时 fallback 到全局 `variables`;确保条件分支不锁死 |
| **入口** | 主菜单"章节选择"按钮 + 通关后"章节选择"按钮,两处均可进入 |
**数据结构设计:** **数据结构设计:**
```json ```json
{ {
"startScene": "intro",
"variables": { "trust": 50, "courage": 0, "investigation": 0 },
"chapters": [ "chapters": [
{ "id": "ch1", "label": "第一章:醒来", "startScene": "intro", "thumbnail": "/images/ch1.jpg" }, {
{ "id": "ch2", "label": "第章:抉择", "startScene": "left_door", "thumbnail": "/images/ch2.jpg" } "id": "ch1", "label": "第章:醒来", "startScene": "intro",
"thumbnail": "/images/ch1.jpg",
"defaultVariables": { "trust": 50, "courage": 0, "investigation": 0 }
},
{
"id": "ch2", "label": "第二章:调查", "startScene": "desk_detail",
"thumbnail": "/images/ch2.jpg",
"defaultVariables": { "trust": 60, "courage": 10, "investigation": 1 }
},
{
"id": "ch3", "label": "第三章:终局", "startScene": "qte_success",
"thumbnail": "/images/ch3.jpg",
"defaultVariables": { "trust": 70, "courage": 20, "investigation": 2 }
}
] ]
} }
``` ```
**实现清单:** **实现清单:**
- [ ] `engine/types.ts``GameData.chapters` 字段、`ChapterInfo` 接口 - [x] `engine/types.ts``GameData.chapters` 字段、`ChapterInfo` 接口(含 `defaultVariables`
- [ ] `engine/systems/SaveSystem.ts`章节解锁状态持久化(已通关章节记录) - [x] `engine/systems/SaveSystem.ts`DB v3 新增 `unlocks` 表;`unlockChapter`/`getUnlockedChapters`
- [ ] `src/components/ChapterSelect.vue` — 章节选择界面:缩略图网格 + 标题 + 锁定/解锁状态 - [x] `engine/core/SceneManager.ts``chapters` 存储、`getChapterBySceneId`/`getChapter` 查询
- [ ] `engine/core/Engine.ts``startChapter(chapterId)` 方法,跳转到指定章节起始场景 - [x] `engine/core/Engine.ts``goToScene` 检测场景所属章节 → `chapterUnlock` 事件;`startChapter` 套用 `defaultVariables` 并重置 flags/history
- [ ] `src/App.vue` — 主菜单:新游戏 / 章节选择 / 继续 - [x] `src/components/ChapterSelect.vue` — 章节选择 UI缩略图网格 + 标题 + 锁定/解锁
- [ ] 验证:通关后章节解锁、从章节入口跳转正确、未解锁章节灰显 - [x] `src/stores/gameStore.ts``chapters`/`unlockedChapterIds`/`showChapterSelect` 状态
- [x] `src/App.vue` — 主菜单"章节选择"按钮 + 游戏结束"章节选择"按钮
- [x] `public/scenes/demo.json` — 3 章定义(含 defaultVariables 和 thumbnail
- [x] `public/images/ch{1,2,3}.jpg` — 章节缩略图
- [x] 验证TypeScript + Vite build 通过
### P9 跳过已看 + 倍速播放(待实现) ### P9 跳过已看 + 倍速播放(待实现)

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@@ -1,4 +1,4 @@
import type { SceneNode, Choice, EngineEvent, Hotspot } from '../types' import type { SceneNode, Choice, EngineEvent, Hotspot, ChapterInfo } from '../types'
import { SceneManager } from './SceneManager' import { SceneManager } from './SceneManager'
import { VideoManager } from './VideoManager' import { VideoManager } from './VideoManager'
import { StateManager } from './StateManager' import { StateManager } from './StateManager'
@@ -24,6 +24,11 @@ export class Engine {
private qteResolved = false private qteResolved = false
private justCameFromImage = false private justCameFromImage = false
private loopActive = false private loopActive = false
private onUnlockChapter: ((chapterId: string) => void) | null = null
setChapterUnlockHandler(handler: (chapterId: string) => void) {
this.onUnlockChapter = handler
}
constructor() { constructor() {
this.sceneManager = new SceneManager() this.sceneManager = new SceneManager()
@@ -62,6 +67,12 @@ export class Engine {
this.qteResolved = false this.qteResolved = false
this.loopActive = false this.loopActive = false
const chapter = this.sceneManager.getChapterBySceneId(scene.id)
if (chapter) {
this.onUnlockChapter?.(chapter.id)
this.emit('chapterUnlock', chapter)
}
if (scene.onEnter) { if (scene.onEnter) {
this.stateManager.apply(scene.onEnter) this.stateManager.apply(scene.onEnter)
} }
@@ -333,6 +344,29 @@ export class Engine {
this.emit('gameEnd') this.emit('gameEnd')
} }
startChapter(chapterId: string) {
const chapter = this.sceneManager.getChapter(chapterId)
if (!chapter) return
const scene = this.sceneManager.getScene(chapter.startScene)
if (!scene) return
const defaultVars = chapter.defaultVariables
if (defaultVars) {
this.stateManager.variables = { ...defaultVars }
} else {
this.stateManager.init(this.sceneManager.chapters.length > 0
? {} // from chapters, use the chapter's defaultVariables or empty
: {})
}
this.stateManager.flags = new Set()
this.stateManager.history = []
this.ended = false
this.isInitialScene = false
this.goToScene(scene)
}
resumeScene(sceneId: string, savedState: { variables: Record<string, number>; flags: string[]; history: any[] }) { resumeScene(sceneId: string, savedState: { variables: Record<string, number>; flags: string[]; history: any[] }) {
this.stateManager.variables = { ...savedState.variables } this.stateManager.variables = { ...savedState.variables }
this.stateManager.flags = new Set(savedState.flags) this.stateManager.flags = new Set(savedState.flags)

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@@ -1,12 +1,14 @@
import type { GameData, SceneNode, Choice, Condition } from '../types' import type { GameData, SceneNode, ChapterInfo, Choice, Condition } from '../types'
export class SceneManager { export class SceneManager {
private scenes: Record<string, SceneNode> = {} private scenes: Record<string, SceneNode> = {}
private startScene: string = '' private startScene: string = ''
chapters: ChapterInfo[] = []
load(data: GameData) { load(data: GameData) {
this.scenes = data.scenes this.scenes = data.scenes
this.startScene = data.startScene this.startScene = data.startScene
this.chapters = data.chapters || []
} }
getScene(id: string): SceneNode | undefined { getScene(id: string): SceneNode | undefined {
@@ -23,6 +25,14 @@ export class SceneManager {
return Object.keys(this.scenes) return Object.keys(this.scenes)
} }
getChapterBySceneId(sceneId: string): ChapterInfo | undefined {
return this.chapters.find((ch) => ch.startScene === sceneId)
}
getChapter(chapterId: string): ChapterInfo | undefined {
return this.chapters.find((ch) => ch.id === chapterId)
}
getCandidateTargetIds(scene: SceneNode, evaluateCondition: (conds?: Condition[]) => boolean): string[] { getCandidateTargetIds(scene: SceneNode, evaluateCondition: (conds?: Condition[]) => boolean): string[] {
const targets: string[] = [] const targets: string[] = []

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@@ -12,13 +12,19 @@ interface SaveRecord {
thumbnail?: string thumbnail?: string
} }
interface UnlockRecord {
chapterId: string
}
class SaveDB extends Dexie { class SaveDB extends Dexie {
saves!: Table<SaveRecord, number> saves!: Table<SaveRecord, number>
unlocks!: Table<UnlockRecord, string>
constructor() { constructor() {
super('MovieGameSaves') super('MovieGameSaves')
this.version(2).stores({ this.version(3).stores({
saves: '++id, slot', saves: '++id, slot',
unlocks: 'chapterId',
}) })
} }
} }
@@ -73,4 +79,21 @@ export class SaveSystem {
async delete(slot: number): Promise<void> { async delete(slot: number): Promise<void> {
await db.saves.where('slot').equals(slot).delete() await db.saves.where('slot').equals(slot).delete()
} }
async unlockChapter(chapterId: string) {
const exists = await db.unlocks.get(chapterId)
if (!exists) {
await db.unlocks.put({ chapterId })
}
}
async isChapterUnlocked(chapterId: string): Promise<boolean> {
const record = await db.unlocks.get(chapterId)
return !!record
}
async getUnlockedChapters(): Promise<string[]> {
const records = await db.unlocks.toArray()
return records.map((r) => r.chapterId)
}
} }

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@@ -67,10 +67,19 @@ export interface QTEDefinition {
} }
} }
export interface ChapterInfo {
id: string
label: string
startScene: string
thumbnail?: string
defaultVariables?: Record<string, number>
}
export interface GameData { export interface GameData {
scenes: Record<string, SceneNode> scenes: Record<string, SceneNode>
startScene: string startScene: string
variables: Record<string, number> variables: Record<string, number>
chapters?: ChapterInfo[]
} }
export interface ChoiceRecord { export interface ChoiceRecord {
@@ -101,3 +110,4 @@ export type EngineEvent =
| 'choiceTimeout' | 'choiceTimeout'
| 'hotspotRequest' | 'hotspotRequest'
| 'hotspotUpdate' | 'hotspotUpdate'
| 'chapterUnlock'

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@@ -5,6 +5,29 @@
"courage": 0, "courage": 0,
"investigation": 0 "investigation": 0
}, },
"chapters": [
{
"id": "ch1",
"label": "第一章:醒来",
"startScene": "intro",
"thumbnail": "/images/ch1.jpg",
"defaultVariables": { "trust": 50, "courage": 0, "investigation": 0 }
},
{
"id": "ch2",
"label": "第二章:调查",
"startScene": "desk_detail",
"thumbnail": "/images/ch2.jpg",
"defaultVariables": { "trust": 60, "courage": 10, "investigation": 1 }
},
{
"id": "ch3",
"label": "第三章:终局",
"startScene": "qte_success",
"thumbnail": "/images/ch3.jpg",
"defaultVariables": { "trust": 70, "courage": 20, "investigation": 2 }
}
],
"scenes": { "scenes": {
"intro": { "intro": {
"id": "intro", "id": "intro",

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@@ -6,6 +6,7 @@ import QTEOverlay from '@/components/QTEOverlay.vue'
import Subtitles from '@/components/Subtitles.vue' import Subtitles from '@/components/Subtitles.vue'
import HotspotLayer from '@/components/HotspotLayer.vue' import HotspotLayer from '@/components/HotspotLayer.vue'
import SaveLoadMenu from '@/components/SaveLoadMenu.vue' import SaveLoadMenu from '@/components/SaveLoadMenu.vue'
import ChapterSelect from '@/components/ChapterSelect.vue'
import { useGameEngine } from '@/composables/useGameEngine' import { useGameEngine } from '@/composables/useGameEngine'
import { useGameStore } from '@/stores/gameStore' import { useGameStore } from '@/stores/gameStore'
import { useFullscreen } from '@/composables/useFullscreen' import { useFullscreen } from '@/composables/useFullscreen'
@@ -17,9 +18,11 @@ const videoElB = ref<HTMLVideoElement | null>(null)
const loading = ref(true) const loading = ref(true)
const started = ref(false) const started = ref(false)
const showMenu = ref(false) const showMenu = ref(false)
const showChapterSelect = ref(false)
const hasAutoSave = ref(false) const hasAutoSave = ref(false)
const { loadGame, start, resumeAutoSave, makeChoice, clickHotspot, saveGame, loadGameFromSlot, refreshSaves, saveSystem } = const { loadGame, start, resumeAutoSave, makeChoice, clickHotspot, startChapter,
saveGame, loadGameFromSlot, refreshSaves, saveSystem } =
useGameEngine(() => [videoElA.value, videoElB.value]) useGameEngine(() => [videoElA.value, videoElB.value])
async function init() { async function init() {
@@ -63,6 +66,17 @@ async function onLoad(slot: number) {
showMenu.value = false showMenu.value = false
} }
function openChapterSelect() {
showMenu.value = false
showChapterSelect.value = true
}
async function onStartChapter(chapterId: string) {
showChapterSelect.value = false
started.value = true
startChapter(chapterId)
}
init() init()
</script> </script>
@@ -107,9 +121,13 @@ init()
<div v-if="!started" class="start-overlay"> <div v-if="!started" class="start-overlay">
<button class="start-btn" @click="handleStart">开始游戏</button> <button class="start-btn" @click="handleStart">开始游戏</button>
<button v-if="hasAutoSave" class="start-btn resume-btn" @click="handleResume">继续上次进度</button> <button v-if="hasAutoSave" class="start-btn resume-btn" @click="handleResume">继续上次进度</button>
<button v-if="store.chapters.length > 0" class="start-btn chapters-btn" @click="openChapterSelect">章节选择</button>
</div> </div>
<div v-if="store.gameEnded" class="game-end-overlay"> <div v-if="store.gameEnded" class="game-end-overlay">
<div class="game-end-text">游戏结束</div> <div class="game-end-text">游戏结束</div>
<div v-if="store.chapters.length > 0" class="game-end-actions">
<button class="end-btn" @click="openChapterSelect">章节选择</button>
</div>
</div> </div>
<SaveLoadMenu <SaveLoadMenu
v-if="showMenu" v-if="showMenu"
@@ -118,6 +136,13 @@ init()
@load="onLoad" @load="onLoad"
@close="showMenu = false" @close="showMenu = false"
/> />
<ChapterSelect
v-if="showChapterSelect"
:chapters="store.chapters"
:unlocked-ids="store.unlockedChapterIds"
@select="onStartChapter"
@back="showChapterSelect = false"
/>
</template> </template>
</div> </div>
</template> </template>
@@ -236,4 +261,33 @@ html, body {
border-color: rgba(100, 200, 255, 0.3); border-color: rgba(100, 200, 255, 0.3);
color: #8cf; color: #8cf;
} }
.chapters-btn {
margin-top: 16px;
border-color: rgba(255, 200, 100, 0.3);
color: #fc8;
}
.game-end-actions {
margin-top: 24px;
display: flex;
gap: 12px;
justify-content: center;
}
.end-btn {
padding: 14px 32px;
font-size: 18px;
color: #fc8;
background: rgba(255, 200, 100, 0.08);
border: 1px solid rgba(255, 200, 100, 0.2);
border-radius: 4px;
cursor: pointer;
letter-spacing: 2px;
transition: background 0.2s;
}
.end-btn:hover {
background: rgba(255, 200, 100, 0.15);
}
</style> </style>

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@@ -0,0 +1,151 @@
<script setup lang="ts">
import type { ChapterInfo } from '@engine/types'
defineProps<{
chapters: ChapterInfo[]
unlockedIds: Set<string>
}>()
const emit = defineEmits<{
select: [chapterId: string]
back: []
}>()
</script>
<template>
<div class="chapter-overlay">
<div class="chapter-panel">
<h2 class="chapter-title">章节选择</h2>
<div class="chapter-grid">
<div
v-for="ch in chapters"
:key="ch.id"
class="chapter-card"
:class="{ locked: !unlockedIds.has(ch.id) }"
@click="unlockedIds.has(ch.id) && emit('select', ch.id)"
>
<div class="chapter-thumb">
<img v-if="ch.thumbnail" :src="ch.thumbnail" class="thumb-img" />
<div v-else class="thumb-placeholder">?</div>
</div>
<div class="chapter-label">{{ ch.label }}</div>
<div v-if="!unlockedIds.has(ch.id)" class="lock-icon">🔒</div>
</div>
</div>
<button class="back-btn" @click="emit('back')">返回</button>
</div>
</div>
</template>
<style scoped>
.chapter-overlay {
position: fixed;
inset: 0;
background: rgba(0, 0, 0, 0.88);
display: flex;
align-items: center;
justify-content: center;
z-index: 200;
}
.chapter-panel {
background: #1a1a2e;
border: 1px solid rgba(255, 255, 255, 0.12);
border-radius: 10px;
padding: 36px 40px;
min-width: 520px;
max-width: 700px;
}
.chapter-title {
text-align: center;
font-size: 22px;
font-weight: 400;
color: #ddd;
letter-spacing: 3px;
margin-bottom: 28px;
}
.chapter-grid {
display: flex;
gap: 16px;
justify-content: center;
}
.chapter-card {
display: flex;
flex-direction: column;
align-items: center;
gap: 10px;
padding: 16px;
background: rgba(255, 255, 255, 0.04);
border: 1px solid rgba(255, 255, 255, 0.1);
border-radius: 8px;
cursor: pointer;
transition: background 0.2s, border-color 0.2s, transform 0.15s;
width: 150px;
}
.chapter-card:hover:not(.locked) {
background: rgba(255, 255, 255, 0.1);
border-color: rgba(255, 255, 255, 0.25);
transform: translateY(-2px);
}
.chapter-card.locked {
opacity: 0.4;
cursor: default;
}
.chapter-thumb {
width: 100px;
height: 56px;
background: rgba(0, 0, 0, 0.4);
border-radius: 4px;
overflow: hidden;
display: flex;
align-items: center;
justify-content: center;
}
.thumb-img {
width: 100%;
height: 100%;
object-fit: cover;
}
.thumb-placeholder {
font-size: 24px;
color: #555;
}
.chapter-label {
font-size: 13px;
color: #ccc;
text-align: center;
}
.lock-icon {
font-size: 14px;
}
.back-btn {
display: block;
margin: 24px auto 0;
padding: 10px 36px;
font-size: 14px;
color: #888;
background: rgba(255, 255, 255, 0.05);
border: 1px solid rgba(255, 255, 255, 0.12);
border-radius: 4px;
cursor: pointer;
transition: background 0.15s, color 0.15s;
}
.back-btn:hover {
background: rgba(255, 255, 255, 0.1);
color: #ccc;
}
</style>

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@@ -20,9 +20,18 @@ export function useGameEngine(videoEls: () => [HTMLVideoElement | null, HTMLVide
const data: GameData = await resp.json() const data: GameData = await resp.json()
engine.sceneManager.load(data) engine.sceneManager.load(data)
engine.stateManager.init(data.variables) engine.stateManager.init(data.variables)
store.setChapters(data.chapters || [])
const unlocked = await saveSystem.getUnlockedChapters()
store.setUnlockedChapters(unlocked)
} }
function registerEvents() { function registerEvents() {
engine.setChapterUnlockHandler(async (chapterId) => {
await saveSystem.unlockChapter(chapterId)
store.addUnlockedChapter(chapterId)
})
engine.on('sceneChange', (scene) => { engine.on('sceneChange', (scene) => {
store.setScene(scene) store.setScene(scene)
store.clearChoices() store.clearChoices()
@@ -122,6 +131,13 @@ export function useGameEngine(videoEls: () => [HTMLVideoElement | null, HTMLVide
} }
} }
function startChapter(chapterId: string) {
const [elA, elB] = videoEls()
if (elA && elB) engine.videoManager.attach(elA, elB)
store.setGameEnded(false)
engine.startChapter(chapterId)
}
async function saveGame(slot: number) { async function saveGame(slot: number) {
const state = engine.stateManager const state = engine.stateManager
const currentScene = store.currentScene const currentScene = store.currentScene
@@ -163,5 +179,6 @@ export function useGameEngine(videoEls: () => [HTMLVideoElement | null, HTMLVide
destroy() destroy()
}) })
return { loadGame, start, resumeAutoSave, makeChoice, clickHotspot, saveGame, loadGameFromSlot, refreshSaves, engine, saveSystem } return { loadGame, start, resumeAutoSave, makeChoice, clickHotspot, startChapter,
saveGame, loadGameFromSlot, refreshSaves, engine, saveSystem }
} }

View File

@@ -1,6 +1,6 @@
import { defineStore } from 'pinia' import { defineStore } from 'pinia'
import { ref, shallowRef } from 'vue' import { ref, shallowRef } from 'vue'
import type { SceneNode, Choice, QTEDefinition, Hotspot } from '@engine/types' import type { SceneNode, Choice, QTEDefinition, Hotspot, ChapterInfo } from '@engine/types'
export interface SlotInfo { export interface SlotInfo {
slot: number slot: number
@@ -25,6 +25,9 @@ export const useGameStore = defineStore('game', () => {
const videoTime = ref(0) const videoTime = ref(0)
const hotspots = ref<Hotspot[]>([]) const hotspots = ref<Hotspot[]>([])
const isImageScene = ref(false) const isImageScene = ref(false)
const showChapterSelect = ref(false)
const chapters = ref<ChapterInfo[]>([])
const unlockedChapterIds = ref<Set<string>>(new Set())
function setScene(scene: SceneNode) { function setScene(scene: SceneNode) {
currentScene.value = scene currentScene.value = scene
@@ -93,6 +96,23 @@ export const useGameStore = defineStore('game', () => {
isImageScene.value = val isImageScene.value = val
} }
function setChapters(list: ChapterInfo[]) {
chapters.value = list
}
function setUnlockedChapters(ids: string[]) {
unlockedChapterIds.value = new Set(ids)
}
function addUnlockedChapter(id: string) {
unlockedChapterIds.value.add(id)
unlockedChapterIds.value = new Set(unlockedChapterIds.value)
}
function setShowChapterSelect(val: boolean) {
showChapterSelect.value = val
}
function dump() { function dump() {
console.group('GameStore') console.group('GameStore')
console.log('currentScene:', currentScene.value?.id) console.log('currentScene:', currentScene.value?.id)
@@ -108,11 +128,12 @@ export const useGameStore = defineStore('game', () => {
return { return {
currentScene, choices, gameEnded, timerTotal, timerRemaining, saves, currentScene, choices, gameEnded, timerTotal, timerRemaining, saves,
qteActive, qteDef, qteTotal, qteRemaining, qteResult, videoTime, qteActive, qteDef, qteTotal, qteRemaining, qteResult, videoTime,
hotspots, isImageScene, hotspots, isImageScene, showChapterSelect, chapters, unlockedChapterIds,
setScene, setChoices, clearChoices, setGameEnded, setScene, setChoices, clearChoices, setGameEnded,
setTimer, clearTimer, setSaves, setTimer, clearTimer, setSaves,
showQTE, updateQTE, resolveQTE, setVideoTime, showQTE, updateQTE, resolveQTE, setVideoTime,
setHotspots, clearHotspots, setIsImageScene, setHotspots, clearHotspots, setIsImageScene,
setChapters, setUnlockedChapters, addUnlockedChapter, setShowChapterSelect,
dump, dump,
} }
}) })