Files
the-island/frontend/app.js
empty 6c66764cce feat: add gameplay enhancements and visual improvements
Backend:
- Add weather system with 6 weather types and transition probabilities
- Add day/night cycle (dawn, day, dusk, night) with phase modifiers
- Add mood system for agents (happy, neutral, sad, anxious)
- Add new commands: heal, talk, encourage, revive
- Add agent social interaction system with relationships
- Add casual mode with auto-revive and reduced decay rates

Frontend (Web):
- Add world state display (weather, time of day)
- Add mood bar to agent cards
- Add new action buttons for heal, encourage, talk, revive
- Handle new event types from server

Unity Client:
- Add EnvironmentManager with dynamic sky gradient and island scene
- Add WeatherEffects with rain, sun rays, fog, and heat particles
- Add SceneBootstrap for automatic visual system initialization
- Improve AgentVisual with better character sprites and animations
- Add breathing and bobbing idle animations
- Add character shadows
- Improve UI panels with rounded corners and borders
- Improve SpeechBubble with rounded corners and proper tail
- Add support for all new server events and commands

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-01 15:25:15 +08:00

600 lines
16 KiB
JavaScript

/**
* The Island - Survival Simulation Client
* Handles WebSocket connection, agent display, and user interactions
*/
let ws = null;
const WS_URL = 'ws://localhost:8080/ws';
// User state
let userGold = 100;
// Agents state
let agents = [];
// World state
let worldState = {
day_count: 1,
time_of_day: 'day',
weather: 'Sunny'
};
// DOM Elements
const statusDot = document.getElementById('statusDot');
const statusText = document.getElementById('statusText');
const connectBtn = document.getElementById('connectBtn');
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');
const agentsGrid = document.getElementById('agentsGrid');
const userGoldDisplay = document.getElementById('userGold');
/**
* Toggle WebSocket connection
*/
function toggleConnection() {
if (ws && ws.readyState === WebSocket.OPEN) {
ws.close();
} else {
connect();
}
}
/**
* Establish WebSocket connection
*/
function connect() {
statusText.textContent = '连接中...';
connectBtn.disabled = true;
ws = new WebSocket(WS_URL);
ws.onopen = () => {
statusDot.classList.add('connected');
statusText.textContent = '已连接';
connectBtn.textContent = '断开';
connectBtn.disabled = false;
logEvent({ event_type: 'system', data: { message: '已连接到荒岛服务器' } });
};
ws.onclose = () => {
statusDot.classList.remove('connected');
statusText.textContent = '未连接';
connectBtn.textContent = '连接';
connectBtn.disabled = false;
logEvent({ event_type: 'system', data: { message: '与服务器断开连接' } });
};
ws.onerror = (error) => {
console.error('WebSocket error:', error);
logEvent({ event_type: 'error', data: { message: '连接错误' } });
};
ws.onmessage = (event) => {
try {
const data = JSON.parse(event.data);
handleGameEvent(data);
} catch (e) {
console.error('Failed to parse message:', e);
}
};
}
/**
* Handle incoming game events
*/
function handleGameEvent(event) {
const eventType = event.event_type;
const data = event.data || {};
switch (eventType) {
case 'agents_update':
updateAgentsUI(data.agents);
break;
case 'feed':
case 'heal':
case 'encourage':
case 'revive':
case 'user_update':
updateUserGold(data);
break;
case 'check':
if (data.user && data.user.username === getCurrentUser()) {
userGold = data.user.gold;
userGoldDisplay.textContent = userGold;
}
break;
case 'agent_speak':
case 'talk':
if (data.agent_id !== undefined) {
showSpeechBubble(data.agent_id, data.agent_name, data.text || data.response);
}
break;
case 'social_interaction':
showSocialInteraction(data);
break;
case 'world_update':
updateWorldState(data);
break;
case 'weather_change':
worldState.weather = data.new_weather;
updateWorldDisplay();
break;
case 'phase_change':
worldState.time_of_day = data.new_phase;
updateWorldDisplay();
break;
case 'day_change':
worldState.day_count = data.day;
updateWorldDisplay();
break;
case 'tick':
// Update world state from tick data
if (data.day) worldState.day_count = data.day;
if (data.time_of_day) worldState.time_of_day = data.time_of_day;
if (data.weather) worldState.weather = data.weather;
updateWorldDisplay();
break;
}
logEvent(event);
}
/**
* Get current username
*/
function getCurrentUser() {
return usernameInput.value.trim() || '观众001';
}
/**
* Update user gold display
*/
function updateUserGold(data) {
if (data.user === getCurrentUser() && data.gold !== undefined) {
userGold = data.gold;
userGoldDisplay.textContent = userGold;
}
if (data.user_gold !== undefined && data.user === getCurrentUser()) {
userGold = data.user_gold;
userGoldDisplay.textContent = userGold;
}
}
/**
* Update agents UI with card view
*/
function updateAgentsUI(agentsData) {
if (!agentsData || agentsData.length === 0) return;
agents = agentsData;
agentsGrid.innerHTML = '';
agents.forEach(agent => {
const card = createAgentCard(agent);
agentsGrid.appendChild(card);
});
}
/**
* Create an agent card element
*/
function createAgentCard(agent) {
const isDead = agent.status !== 'Alive';
const card = document.createElement('div');
card.className = `agent-card ${isDead ? 'dead' : ''}`;
card.id = `agent-${agent.id}`;
const statusClass = isDead ? 'dead' : 'alive';
const statusText = isDead ? '已死亡' : '存活';
// Mood emoji and color
const moodEmoji = getMoodEmoji(agent.mood_state);
const moodColor = getMoodColor(agent.mood_state);
card.innerHTML = `
<div class="agent-header">
<div>
<span class="agent-name">${agent.name}</span>
<span class="agent-personality">${agent.personality}</span>
</div>
<span class="agent-status ${statusClass}">${statusText}</span>
</div>
<div class="stat-bar-container">
<div class="stat-bar-label">
<span>❤️ 生命值</span>
<span>${agent.hp}/100</span>
</div>
<div class="stat-bar">
<div class="stat-bar-fill hp" style="width: ${agent.hp}%"></div>
</div>
</div>
<div class="stat-bar-container">
<div class="stat-bar-label">
<span>⚡ 体力</span>
<span>${agent.energy}/100</span>
</div>
<div class="stat-bar">
<div class="stat-bar-fill energy" style="width: ${agent.energy}%"></div>
</div>
</div>
<div class="stat-bar-container">
<div class="stat-bar-label">
<span>${moodEmoji} 心情</span>
<span>${agent.mood}/100</span>
</div>
<div class="stat-bar">
<div class="stat-bar-fill" style="width: ${agent.mood}%; background: ${moodColor}"></div>
</div>
</div>
<div class="agent-actions">
${isDead ? `
<button class="action-btn revive" onclick="reviveAgent('${agent.name}')">
💫 复活 (10g)
</button>
` : `
<button class="action-btn feed" onclick="feedAgent('${agent.name}')">
🍖 投喂 (10g)
</button>
<button class="action-btn heal" onclick="healAgent('${agent.name}')">
💊 治疗 (15g)
</button>
<button class="action-btn encourage" onclick="encourageAgent('${agent.name}')">
💪 鼓励 (5g)
</button>
<button class="action-btn talk" onclick="talkToAgent('${agent.name}')">
💬 交谈
</button>
`}
</div>
`;
return card;
}
/**
* Get mood emoji based on mood state
*/
function getMoodEmoji(moodState) {
const emojis = {
'happy': '😊',
'neutral': '😐',
'sad': '😢',
'anxious': '😰'
};
return emojis[moodState] || '😐';
}
/**
* Get mood color based on mood state
*/
function getMoodColor(moodState) {
const colors = {
'happy': '#4ade80',
'neutral': '#fbbf24',
'sad': '#60a5fa',
'anxious': '#f87171'
};
return colors[moodState] || '#fbbf24';
}
/**
* Update world state from server
*/
function updateWorldState(data) {
if (data.day_count) worldState.day_count = data.day_count;
if (data.time_of_day) worldState.time_of_day = data.time_of_day;
if (data.weather) worldState.weather = data.weather;
updateWorldDisplay();
}
/**
* Update the world display panel
*/
function updateWorldDisplay() {
const worldDisplay = document.getElementById('worldDisplay');
if (!worldDisplay) return;
const weatherEmojis = {
'Sunny': '☀️',
'Cloudy': '☁️',
'Rainy': '🌧️',
'Stormy': '⛈️',
'Hot': '🔥',
'Foggy': '🌫️'
};
const phaseEmojis = {
'dawn': '🌅',
'day': '☀️',
'dusk': '🌇',
'night': '🌙'
};
const phaseNames = {
'dawn': '黎明',
'day': '白天',
'dusk': '黄昏',
'night': '夜晚'
};
worldDisplay.innerHTML = `
<span>📅 第${worldState.day_count}天</span>
<span>${phaseEmojis[worldState.time_of_day] || '☀️'} ${phaseNames[worldState.time_of_day] || '白天'}</span>
<span>${weatherEmojis[worldState.weather] || '☀️'} ${worldState.weather}</span>
`;
}
/**
* Show social interaction notification
*/
function showSocialInteraction(data) {
const interactionNames = {
'chat': '聊天',
'share_food': '分享食物',
'help': '互相帮助',
'argue': '争吵',
'comfort': '安慰'
};
const message = `${data.initiator_name}${data.target_name} ${interactionNames[data.interaction_type] || '互动'}`;
logEvent({
event_type: 'social_interaction',
timestamp: Date.now() / 1000,
data: { message, dialogue: data.dialogue }
});
}
/**
* Feed an agent
*/
function feedAgent(agentName) {
sendCommand(`feed ${agentName}`);
}
/**
* Heal an agent
*/
function healAgent(agentName) {
sendCommand(`heal ${agentName}`);
}
/**
* Encourage an agent
*/
function encourageAgent(agentName) {
sendCommand(`encourage ${agentName}`);
}
/**
* Talk to an agent
*/
function talkToAgent(agentName) {
const topic = prompt(`想和 ${agentName} 聊什么?(留空则随便聊聊)`);
if (topic !== null) {
sendCommand(`talk ${agentName} ${topic}`.trim());
}
}
/**
* Revive a dead agent
*/
function reviveAgent(agentName) {
sendCommand(`revive ${agentName}`);
}
/**
* Send a command to the server
*/
function sendCommand(command) {
if (!ws || ws.readyState !== WebSocket.OPEN) {
alert('未连接到服务器');
return;
}
const user = getCurrentUser();
const payload = {
action: 'send_comment',
payload: { user, message: command }
};
ws.send(JSON.stringify(payload));
}
/**
* Show speech bubble above an agent card
*/
function showSpeechBubble(agentId, agentName, text) {
const card = document.getElementById(`agent-${agentId}`);
const overlay = document.getElementById('speechBubblesOverlay');
if (!card || !overlay) {
console.warn(`Agent card or overlay not found: agent-${agentId}`);
return;
}
// Remove existing bubble for this agent if any
const existingBubble = document.getElementById(`bubble-${agentId}`);
if (existingBubble) {
existingBubble.remove();
}
// Get card position relative to overlay
const cardRect = card.getBoundingClientRect();
const overlayRect = overlay.parentElement.getBoundingClientRect();
// Create new speech bubble
const bubble = document.createElement('div');
bubble.className = 'speech-bubble';
bubble.id = `bubble-${agentId}`;
bubble.innerHTML = `
<div class="bubble-name">${agentName}</div>
<div>${text}</div>
`;
// Position bubble above the card
const left = (cardRect.left - overlayRect.left) + (cardRect.width / 2);
const top = (cardRect.top - overlayRect.top) - 10;
bubble.style.left = `${left}px`;
bubble.style.top = `${top}px`;
overlay.appendChild(bubble);
// Auto-hide after 5 seconds
setTimeout(() => {
bubble.classList.add('fade-out');
setTimeout(() => {
if (bubble.parentNode) {
bubble.remove();
}
}, 300); // Wait for fade animation
}, 5000);
}
/**
* Reset game - revive all agents
*/
function resetGame() {
if (!ws || ws.readyState !== WebSocket.OPEN) {
alert('未连接到服务器');
return;
}
const user = getCurrentUser();
const payload = {
action: 'send_comment',
payload: { user, message: 'reset' }
};
ws.send(JSON.stringify(payload));
}
/**
* Send a comment/command to the server
*/
function sendComment() {
if (!ws || ws.readyState !== WebSocket.OPEN) {
alert('未连接到服务器');
return;
}
const user = getCurrentUser();
const message = messageInput.value.trim();
if (!message) {
alert('请输入指令');
return;
}
const payload = {
action: 'send_comment',
payload: { user, message }
};
ws.send(JSON.stringify(payload));
messageInput.value = '';
}
/**
* Format timestamp for display
*/
function formatTime(timestamp) {
const date = new Date(timestamp * 1000);
return date.toLocaleTimeString();
}
/**
* Format event data for display
*/
function formatEventData(eventType, data) {
switch (eventType) {
case 'comment':
return `${data.user}: ${data.message}`;
case 'tick':
const phaseEmoji = { 'dawn': '🌅', 'day': '☀️', 'dusk': '🌇', 'night': '🌙' };
const weatherEmoji = { 'Sunny': '☀️', 'Cloudy': '☁️', 'Rainy': '🌧️', 'Stormy': '⛈️', 'Hot': '🔥', 'Foggy': '🌫️' };
return `${data.day}${phaseEmoji[data.time_of_day] || ''}${data.time_of_day} | ${weatherEmoji[data.weather] || ''}${data.weather} | 存活: ${data.alive_agents}`;
case 'system':
case 'error':
case 'feed':
case 'heal':
case 'encourage':
case 'revive':
case 'auto_revive':
case 'agent_died':
case 'check':
return data.message;
case 'agent_speak':
return `💬 ${data.agent_name}: "${data.text}"`;
case 'talk':
return `💬 ${data.agent_name}${data.user} 说: "${data.response}"`;
case 'agents_update':
return `角色状态已更新`;
case 'user_update':
return `${data.user} 金币: ${data.gold}`;
case 'weather_change':
return `🌤️ 天气变化: ${data.old_weather}${data.new_weather}`;
case 'phase_change':
return `🕐 ${data.message}`;
case 'day_change':
return `📅 ${data.message}`;
case 'social_interaction':
const dialogue = data.dialogue ? `\n"${data.dialogue}"` : '';
return `👥 ${data.message}${dialogue}`;
case 'world_update':
return `🌍 世界状态已更新`;
default:
return JSON.stringify(data);
}
}
/**
* Log an event to the display
*/
function logEvent(event) {
const eventType = event.event_type || 'unknown';
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 agents_update to reduce noise
if (eventType === 'agents_update') {
return;
}
const div = document.createElement('div');
div.className = `event ${eventType}`;
div.innerHTML = `
<span class="event-time">${formatTime(timestamp)}</span>
<span class="event-type">${eventType}</span>
<div class="event-data">${formatEventData(eventType, data)}</div>
`;
eventLog.appendChild(div);
if (autoScrollCheckbox.checked) {
eventLog.scrollTop = eventLog.scrollHeight;
}
}
/**
* Clear the event log
*/
function clearLog() {
eventLog.innerHTML = '';
}
// Allow Enter key to send comment
messageInput.addEventListener('keypress', (e) => {
if (e.key === 'Enter') {
sendComment();
}
});