feat: implement basic RPG mechanics with boss counter-attack

- Add Player and Boss data models (models.py)
- Implement command processing via regex matching (attack/heal/status)
- Add boss counter-attack mechanism (15 dmg per player attack)
- Add player death/respawn system (lose half gold, respawn full HP)
- Update frontend with boss HP bar, player stats panel, quick action buttons
- Add colored event log (red for attack, green for heal)
- Change port from 8000 to 8080

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
empty
2025-12-30 16:50:07 +08:00
parent 714b5824ba
commit 4c08b00832
7 changed files with 615 additions and 51 deletions

View File

@@ -1,10 +1,17 @@
/**
* The Island - Debug Client JavaScript
* Handles WebSocket connection and UI interactions
* Handles WebSocket connection, UI interactions, and game state display
*/
let ws = null;
const WS_URL = 'ws://localhost:8000/ws';
const WS_URL = 'ws://localhost:8080/ws';
// Player state (tracked from server events)
let playerState = {
hp: 100,
maxHp: 100,
gold: 0
};
// DOM Elements
const statusDot = document.getElementById('statusDot');
@@ -14,6 +21,17 @@ const eventLog = document.getElementById('eventLog');
const usernameInput = document.getElementById('username');
const messageInput = document.getElementById('message');
const autoScrollCheckbox = document.getElementById('autoScroll');
const hideTicksCheckbox = document.getElementById('hideTicks');
// Boss UI Elements
const bossName = document.getElementById('bossName');
const bossHpText = document.getElementById('bossHpText');
const bossHealthBar = document.getElementById('bossHealthBar');
const bossHealthLabel = document.getElementById('bossHealthLabel');
// Player UI Elements
const playerHpDisplay = document.getElementById('playerHp');
const playerGoldDisplay = document.getElementById('playerGold');
/**
* Toggle WebSocket connection
@@ -59,7 +77,7 @@ function connect() {
ws.onmessage = (event) => {
try {
const data = JSON.parse(event.data);
logEvent(data);
handleGameEvent(data);
} catch (e) {
console.error('Failed to parse message:', e);
}
@@ -67,7 +85,132 @@ function connect() {
}
/**
* Send a mock comment to the server
* Handle incoming game events
*/
function handleGameEvent(event) {
const eventType = event.event_type;
const data = event.data || {};
// Update UI based on event type
switch (eventType) {
case 'boss_update':
updateBossUI(data);
break;
case 'attack':
updateBossFromAttack(data);
updatePlayerFromEvent(data);
break;
case 'heal':
updatePlayerFromEvent(data);
break;
case 'status':
updatePlayerFromEvent(data);
updateBossFromStatus(data);
break;
case 'system':
// Handle player death/respawn updates
if (data.user && data.player_hp !== undefined) {
updatePlayerFromEvent(data);
}
break;
case 'tick':
if (data.boss_hp !== undefined) {
updateBossUI({
boss_hp: data.boss_hp,
boss_max_hp: data.boss_max_hp
});
}
break;
}
// Log the event
logEvent(event);
}
/**
* Update Boss health bar UI
*/
function updateBossUI(data) {
if (data.boss_name) {
bossName.textContent = data.boss_name;
}
if (data.boss_hp !== undefined && data.boss_max_hp !== undefined) {
const hp = data.boss_hp;
const maxHp = data.boss_max_hp;
const percentage = maxHp > 0 ? (hp / maxHp) * 100 : 0;
bossHpText.textContent = `HP: ${hp} / ${maxHp}`;
bossHealthBar.style.width = `${percentage}%`;
bossHealthLabel.textContent = `${Math.round(percentage)}%`;
// Change color based on HP percentage
if (percentage <= 25) {
bossHealthBar.style.background = 'linear-gradient(90deg, #ff2222 0%, #ff4444 100%)';
} else if (percentage <= 50) {
bossHealthBar.style.background = 'linear-gradient(90deg, #ff6600 0%, #ff8844 100%)';
} else {
bossHealthBar.style.background = 'linear-gradient(90deg, #ff4444 0%, #ff6666 100%)';
}
}
}
/**
* Update boss from attack event
*/
function updateBossFromAttack(data) {
if (data.boss_hp !== undefined && data.boss_max_hp !== undefined) {
updateBossUI({
boss_hp: data.boss_hp,
boss_max_hp: data.boss_max_hp
});
}
}
/**
* Update boss from status event
*/
function updateBossFromStatus(data) {
if (data.boss_hp !== undefined && data.boss_max_hp !== undefined) {
updateBossUI({
boss_name: data.boss_name,
boss_hp: data.boss_hp,
boss_max_hp: data.boss_max_hp
});
}
}
/**
* Update player stats from event data
*/
function updatePlayerFromEvent(data) {
const currentUser = usernameInput.value.trim() || 'Anonymous';
// Only update if this event is for the current user
if (data.user !== currentUser) return;
if (data.player_hp !== undefined) {
playerState.hp = data.player_hp;
}
if (data.player_max_hp !== undefined) {
playerState.maxHp = data.player_max_hp;
}
if (data.player_gold !== undefined) {
playerState.gold = data.player_gold;
}
updatePlayerUI();
}
/**
* Update player stats UI
*/
function updatePlayerUI() {
playerHpDisplay.textContent = `${playerState.hp}/${playerState.maxHp}`;
playerGoldDisplay.textContent = playerState.gold;
}
/**
* Send a comment/command to the server
*/
function sendComment() {
if (!ws || ws.readyState !== WebSocket.OPEN) {
@@ -92,6 +235,25 @@ function sendComment() {
messageInput.value = '';
}
/**
* Quick action buttons
*/
function quickAction(action) {
if (!ws || ws.readyState !== WebSocket.OPEN) {
alert('Not connected to server');
return;
}
const user = usernameInput.value.trim() || 'Anonymous';
const payload = {
action: 'send_comment',
payload: { user, message: action }
};
ws.send(JSON.stringify(payload));
}
/**
* Format timestamp for display
*/
@@ -110,10 +272,17 @@ function formatEventData(eventType, data) {
case 'agent_response':
return data.response;
case 'tick':
return `Tick #${data.tick}`;
return `Tick #${data.tick} | Players: ${data.player_count || 0}`;
case 'system':
case 'error':
return data.message;
case 'attack':
case 'heal':
case 'status':
case 'boss_defeated':
return data.message;
case 'boss_update':
return `Boss ${data.boss_name}: ${data.boss_hp}/${data.boss_max_hp} (${Math.round(data.boss_hp_percentage)}%)`;
default:
return JSON.stringify(data);
}
@@ -127,6 +296,16 @@ function logEvent(event) {
const timestamp = event.timestamp || Date.now() / 1000;
const data = event.data || {};
// Skip tick events if checkbox is checked
if (eventType === 'tick' && hideTicksCheckbox && hideTicksCheckbox.checked) {
return;
}
// Skip boss_update events to reduce log noise (they're reflected in the UI)
if (eventType === 'boss_update') {
return;
}
const div = document.createElement('div');
div.className = `event ${eventType}`;
div.innerHTML = `

View File

@@ -51,6 +51,88 @@
background: #44ff44;
box-shadow: 0 0 10px rgba(68, 255, 68, 0.5);
}
/* Boss Health Bar */
.boss-panel {
background: rgba(255, 68, 68, 0.1);
border: 1px solid rgba(255, 68, 68, 0.3);
border-radius: 12px;
padding: 20px;
margin-bottom: 20px;
}
.boss-header {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 10px;
}
.boss-name {
color: #ff6666;
font-size: 1.3rem;
font-weight: bold;
}
.boss-hp-text {
color: #ffaaaa;
font-size: 0.9rem;
}
.health-bar-container {
width: 100%;
height: 30px;
background: rgba(0, 0, 0, 0.4);
border-radius: 15px;
overflow: hidden;
position: relative;
}
.health-bar {
height: 100%;
background: linear-gradient(90deg, #ff4444 0%, #ff6666 100%);
border-radius: 15px;
transition: width 0.3s ease;
}
.health-bar-label {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
font-weight: bold;
text-shadow: 1px 1px 2px rgba(0,0,0,0.8);
}
/* Player Stats Panel */
.player-panel {
background: rgba(0, 212, 255, 0.1);
border: 1px solid rgba(0, 212, 255, 0.3);
border-radius: 12px;
padding: 20px;
margin-bottom: 20px;
}
.player-header {
color: #00d4ff;
font-size: 1.1rem;
margin-bottom: 15px;
}
.player-stats {
display: flex;
gap: 30px;
flex-wrap: wrap;
}
.stat-item {
display: flex;
align-items: center;
gap: 10px;
}
.stat-icon {
font-size: 1.5rem;
}
.stat-value {
font-size: 1.2rem;
font-weight: bold;
}
.stat-label {
font-size: 0.8rem;
color: #888;
}
.panels {
display: flex;
flex-direction: column;
@@ -104,6 +186,19 @@
background: #666;
cursor: not-allowed;
}
.quick-actions {
display: flex;
gap: 10px;
margin-top: 10px;
flex-wrap: wrap;
}
.quick-btn {
padding: 8px 16px;
font-size: 13px;
}
.quick-btn.attack { background: #ff6666; }
.quick-btn.heal { background: #44ff88; }
.quick-btn.status { background: #ffaa44; }
.controls {
display: flex;
gap: 15px;
@@ -117,7 +212,7 @@
font-size: 14px;
}
.event-log {
height: 400px;
height: 350px;
overflow-y: auto;
background: rgba(0, 0, 0, 0.4);
border-radius: 8px;
@@ -133,9 +228,15 @@
}
.event.comment { border-color: #ffaa00; background: rgba(255, 170, 0, 0.1); }
.event.agent_response { border-color: #00ff88; background: rgba(0, 255, 136, 0.1); }
.event.tick { border-color: #888; background: rgba(136, 136, 136, 0.1); }
.event.tick { border-color: #888; background: rgba(136, 136, 136, 0.05); opacity: 0.6; }
.event.system { border-color: #00d4ff; background: rgba(0, 212, 255, 0.1); }
.event.error { border-color: #ff4444; background: rgba(255, 68, 68, 0.1); }
/* RPG Event Styles */
.event.attack { border-color: #ff4444; background: rgba(255, 68, 68, 0.15); color: #ff8888; }
.event.heal { border-color: #44ff88; background: rgba(68, 255, 136, 0.15); color: #88ffaa; }
.event.status { border-color: #ffaa44; background: rgba(255, 170, 68, 0.1); }
.event.boss_update { border-color: #ff6666; background: rgba(255, 102, 102, 0.1); }
.event.boss_defeated { border-color: #ffdd00; background: rgba(255, 221, 0, 0.2); color: #ffee88; font-weight: bold; }
.event-time { color: #888; font-size: 11px; }
.event-type { font-weight: bold; text-transform: uppercase; font-size: 11px; }
.event-data { margin-top: 5px; }
@@ -153,14 +254,52 @@
<button id="connectBtn" onclick="toggleConnection()">Connect</button>
</div>
<!-- Boss Health Panel -->
<div class="boss-panel">
<div class="boss-header">
<span class="boss-name" id="bossName">Dragon</span>
<span class="boss-hp-text" id="bossHpText">HP: 1000 / 1000</span>
</div>
<div class="health-bar-container">
<div class="health-bar" id="bossHealthBar" style="width: 100%"></div>
<span class="health-bar-label" id="bossHealthLabel">100%</span>
</div>
</div>
<!-- Player Stats Panel -->
<div class="player-panel">
<div class="player-header">Your Stats</div>
<div class="player-stats">
<div class="stat-item">
<span class="stat-icon">❤️</span>
<div>
<div class="stat-value" id="playerHp">100/100</div>
<div class="stat-label">HP</div>
</div>
</div>
<div class="stat-item">
<span class="stat-icon">💰</span>
<div>
<div class="stat-value" id="playerGold">0</div>
<div class="stat-label">Gold</div>
</div>
</div>
</div>
</div>
<div class="panels">
<div class="panel">
<h2>Send Mock Comment</h2>
<h2>Send Command</h2>
<div class="input-group">
<input type="text" id="username" placeholder="Username" value="TestUser">
<input type="text" id="message" placeholder="Message (try: Attack!, Heal, Help...)">
<input type="text" id="message" placeholder="Message (attack, heal, status...)">
<button onclick="sendComment()">Send</button>
</div>
<div class="quick-actions">
<button class="quick-btn attack" onclick="quickAction('attack')">⚔️ Attack</button>
<button class="quick-btn heal" onclick="quickAction('heal')">💚 Heal</button>
<button class="quick-btn status" onclick="quickAction('status')">📊 Status</button>
</div>
</div>
<div class="panel">
@@ -168,6 +307,7 @@
<div class="controls">
<button onclick="clearLog()">Clear Log</button>
<label><input type="checkbox" id="autoScroll" checked> Auto-scroll</label>
<label><input type="checkbox" id="hideTicks"> Hide ticks</label>
</div>
<div class="event-log" id="eventLog"></div>
</div>