Commit Graph

29 Commits

Author SHA1 Message Date
f9ee24197a chore: update roadmap and session log 2026-06-07 22:00:30 +08:00
3b4c6d7024 feat: P3 - visual scenario editor with Vue Flow
- editor/: stand-alone Vite multi-page app for visual scenario editing
- editor/components/SceneGraph.vue: Vue Flow graph with scene nodes, branch/default/QTE edges
- editor/components/NodeEditor.vue: right panel editing video/subtitle paths, choices, QTE params
- editor/components/PreviewPanel.vue: embedded video player previewing selected scene
- editor/composables/useGraphEditor.ts: bidirectional graph<->JSON sync
- editor/App.vue: toolbar (new scene, import/export JSON, load demo, start scene selector)
- @vue-flow/core|background|controls: graph visualization dependencies
- vite.config.ts: multi-page build (main + editor)
- ROADMAP: mark P3 as completed
2026-06-07 21:38:08 +08:00
65c26e0972 fix: clear old subtitle cues when switching to scene without subtitles
Previously when subtitleUrl became null, the old cues array was retained
and would replay from the beginning on the next scene.
2026-06-07 21:22:45 +08:00
a34d787336 fix: register checkQTE once in constructor instead of per-scene
Previously goToScene added a new checkQTE closure to onTimeUpdate on
every scene transition, accumulating stale closures that re-triggered
old QTE. Now checkQTE is an arrow property registered once in the
constructor, reading this.currentScene directly — no closure, no stale
references, no guard condition needed.
2026-06-07 21:16:31 +08:00
4da4d65d5e fix: checkQTE guard against stale scene closures
Since onTimeUpdate callbacks are now additive (Set), goToScene closures
for old scenes persist. Add currentScene?.id !== scene.id check to
prevent QTE from re-triggering for past scenes after scene transitions.
2026-06-07 21:14:40 +08:00
bb657b3547 fix: capture save thumbnail on videoEnd instead of sceneChange
Previously thumbnail was captured during sceneChange (before video starts
playing), so readyState was low and capture was skipped. Now capture on
videoEnd when frame is guaranteed visible, store in lastThumbnail, and
reuse for both auto-save (slot 0) and manual save.
2026-06-07 21:11:18 +08:00
b6eb3c3959 fix: QTE false race condition + restore auto-save slot in menu
- QTESystem: add if (!this.active) return guard in setInterval/setTimeout
  callbacks to prevent false result from firing after successful key press
- SaveLoadMenu: restore auto-save slot 0 row with blue styling, thumbnail,
  scene label, and read-only load button
2026-06-07 21:07:21 +08:00
e2670c50d4 refactor: rename Subtitles prop videoUrl to subtitleUrl 2026-06-07 20:48:39 +08:00
b3bbe7b39d fix: support multiple onTimeUpdate callbacks in VideoManager
Previously onTimeCallback was a single nullable function pointer, so
registerEvents()'s store.setVideoTime callback was overwritten by
goToScene()'s checkQTE callback, causing videoTime to stay at 0.
Changed to a Set to support multiple concurrent listeners.
2026-06-07 20:38:24 +08:00
ef00babdb7 feat: add dump() method to GameStore for debugging 2026-06-07 20:30:39 +08:00
64a474a741 feat: expose store as window.__store for debugging 2026-06-07 20:29:14 +08:00
12d30cc128 docs: add QTE explanation comment in QTESystem 2026-06-07 19:50:45 +08:00
319a379921 feat: P2 - QTE system, subtitles, save thumbnails
- QTESystem: trigger detection via timeupdate, multi-key matching, timeout handling
- QTEOverlay: SVG countdown ring + key prompts + success/fail animation
- Engine: integrate QTE (timeupdate check, conditional branching, effect application)
- Subtitles: WebVTT parsing + synchronized subtitle rendering
- GamePlayer: overlay QTE and subtitle components
- SaveSystem: DB v2 with thumbnail field, canvas snapshot at 320x180 JPEG
- SaveLoadMenu: thumbnail preview for save slots
- VideoManager: getActiveVideoElement() for canvas capture
- App.vue: QTE/subtitle integration, thumbnail capture on save
- stores: QTE state management, save list with thumbnails
- demo.json: QTE scene (right_door), subtitles, new event types
- ROADMAP: mark P2 as completed
2026-06-07 19:35:14 +08:00
c168e30e52 tweak: reduce intro timeLimit from 15s to 5s for faster testing 2026-06-07 19:00:16 +08:00
fa84ed909a test: add timeLimit to intro scene for timer feature testing
First intro choice has 15s limit, times out to left_door if user doesn't act
2026-06-07 18:59:37 +08:00
7826d789a7 docs: add unit comment for Choice.timeLimit 2026-06-07 18:57:16 +08:00
c7d035bd8f fix: interpret Choice.timeLimit as seconds, convert to ms internally
Previously maxLimit was passed directly to setTimeout/setInterval (ms),
so a JSON value of 10 meant 10ms instead of the intended 10 seconds.
Now timeLimit in JSON represents seconds, engine multiplies by 1000.
2026-06-07 18:56:30 +08:00
25ea9ce9fd fix: consistent timer unit (seconds) in ChoiceSystem first onUpdate
The first onUpdate call used raw milliseconds (e.g. total: 10000),
while subsequent ticks used seconds (total: 10). This caused the
progress bar to jump on the first interval tick.
2026-06-07 18:53:05 +08:00
c61826e87c feat: auto-save on scene change + resume from auto-save
- useGameEngine: auto-save to slot 0 on every sceneChange event
- useGameEngine: add resumeAutoSave() for continuing from auto-save
- useGameEngine: extract registerEvents() to share between start and resume
- SaveLoadMenu: show slot 0 as '自动存档' with distinct styling and read-only button
- App.vue: check auto-save on load, show '继续上次进度' button if available
2026-06-07 18:42:34 +08:00
2de9f99a81 feat: add StateManager.dump() and expose window.__sm for debugging
- StateManager.dump(): console.table formatted dump of variables, flags, history
- window.__sm: exposes engine.stateManager in dev mode for console inspection
2026-06-07 17:27:52 +08:00
b96a12a2f3 docs: add comment explaining waitReady logic 2026-06-07 17:05:59 +08:00
937e45c203 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
2026-06-07 16:48:52 +08:00
42181fe185 chore: remove unused imports in useGameEngine 2026-06-07 16:18:05 +08:00
058e688f6e add feature idea: AI-generated story from player choices 2026-06-07 16:03:05 +08:00
7aed2b46ca fix: add start button to satisfy browser autoplay policy
Replace auto-start after loading with a '开始游戏' button overlay.
The user click provides the required user gesture for autoplay with sound,
fixing the issue where play() was silently rejected and choices never appeared.
2026-06-07 15:44:31 +08:00
192ecbbce2 fix: wait for video metadata before playing and set onEnd before play
- Reorder onEnd callback before play() in Engine.goToScene to prevent
  missed ended event if video ends synchronously
- Wait for loadedmetadata event in VideoManager.play() before seeking
  to ensure currentTime reset works correctly on new video sources
2026-06-07 14:34:15 +08:00
fb93782331 fix: wait for DOM update before attaching video element 2026-06-07 14:16:20 +08:00
3729b90be9 add README 2026-06-07 14:05:01 +08:00
aeb6dc46a4 init 2026-06-07 13:50:05 +08:00