Implement Svelte-based UI architecture with component system
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Major refactoring of the UI layer to use Svelte components:
- Replace inline HTML with modular Svelte components
- Add authentication system with UserProfile component
- Implement navigation store for view management
- Create comprehensive settings and controls screens
- Add level editor with JSON validation
- Implement progression tracking system
- Update level configurations and base station model

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

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Michael Mainguy 2025-11-21 15:01:17 -06:00
parent ff8d69b6ec
commit eccf101b73
41 changed files with 2559 additions and 911 deletions

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</script>
</head>
<body>
<!-- Game View -->
<div data-view="game">
<!-- BabylonJS Canvas (fixed background) -->
<canvas id="gameCanvas"></canvas>
<!-- Semantic Header with Navigation -->
<header class="app-header" id="appHeader" style="display: none;">
<div class="header-content">
<div class="header-left">
<h1 class="app-title">Space Combat VR</h1>
</div>
<nav class="header-nav">
<div id="userProfile"></div>
<a href="#/editor" class="nav-link editor-link">📝 Level Editor</a>
<a href="#/controls" class="nav-link controls-link">🎮 Controls</a>
<a href="#/settings" class="nav-link settings-link">⚙️ Settings</a>
</nav>
</div>
</header>
<div id="mainDiv">
<div id="loadingDiv"></div>
<div id="levelSelect">
<!-- Hero Section -->
<div class="hero">
<h1 class="hero-title">🚀 Space Combat VR</h1>
<p class="hero-subtitle">
Pilot your spaceship through asteroid fields and complete missions
</p>
</div>
<!-- Level Selection Section -->
<div class="level-section">
<h2 class="level-header">Your Mission</h2>
<p class="level-description">
Complete levels to unlock new challenges and the level editor
</p>
<div id="levelCardsContainer" class="card-container">
<!-- Level cards will be dynamically populated from localStorage -->
</div>
</div>
<!-- Controls Section (Collapsed by default) -->
<details class="controls-info">
<summary>
🎮 How to Play (Click to expand)
</summary>
<div class="controls-grid">
<div class="control-section">
<h3>VR Controllers (Required for VR)</h3>
<ul>
<li><strong>Left Thumbstick:</strong> Move forward/backward and yaw left/right</li>
<li><strong>Right Thumbstick:</strong> Pitch up/down and Roll left/right</li>
<li><strong>Front Trigger:</strong> Fire weapon</li>
</ul>
</div>
<div class="control-section">
<h3>Desktop Controls (Preview Mode)</h3>
<ul>
<li><strong>W/S:</strong> Move forward/backward</li>
<li><strong>A/D:</strong> Yaw left/right</li>
<li><strong>Arrow Up/Down:</strong> Pitch up/down</li>
<li><strong>Arrow Left/Right:</strong> Roll left/right</li>
<li><strong>Space:</strong> Fire weapon</li>
</ul>
</div>
</div>
<p class="controls-note">
⚠️ <strong>Note:</strong> This game is designed for VR headsets with controllers. Desktop controls are provided for preview and testing purposes only.
</p>
</details>
<!-- Test Buttons (Hidden by default) -->
<div class="test-buttons-container" id="testButtonsContainer" style="display: none;">
<button id="testLevelBtn" class="test-level-button">
🧪 Test Scene (Debug)
</button>
<button id="viewReplaysBtn" class="test-level-button">
📹 View Replays
</button>
<br>
<a href="#/editor" class="level-create-link">
+ Create New Level
</a>
</div>
</div>
</div>
</div>
<!-- Editor View -->
<div data-view="editor" style="display: none;">
<div class="editor-container">
<a href="#/" class="back-link">← Back to Game</a>
<h1>🚀 Level Editor</h1>
<p class="subtitle">Configure and generate custom level configurations</p>
<div class="section">
<h2>Difficulty Presets</h2>
<div class="preset-buttons">
<button class="preset-btn" data-difficulty="recruit">Recruit</button>
<button class="preset-btn" data-difficulty="pilot">Pilot</button>
<button class="preset-btn" data-difficulty="captain">Captain</button>
<button class="preset-btn" data-difficulty="commander">Commander</button>
<button class="preset-btn" data-difficulty="test">Test</button>
<button class="preset-btn" data-difficulty="custom">Custom</button>
</div>
</div>
<div class="editor-grid">
<!-- Basic Settings -->
<div class="section">
<h2>⚙️ Basic Settings</h2>
<div class="form-group">
<label for="levelName">Level Name</label>
<input type="text" id="levelName" placeholder="my-custom-level">
</div>
<div class="form-group">
<label for="difficulty">Difficulty</label>
<select id="difficulty">
<option value="recruit">Recruit</option>
<option value="pilot">Pilot</option>
<option value="captain">Captain</option>
<option value="commander">Commander</option>
<option value="test">Test</option>
<option value="custom">Custom</option>
</select>
</div>
<div class="form-group">
<label for="author">Author (Optional)</label>
<input type="text" id="author" placeholder="Your name">
</div>
<div class="form-group">
<label for="description">Description (Optional)</label>
<input type="text" id="description" placeholder="Level description">
</div>
</div>
<!-- Ship Configuration -->
<div class="section">
<h2>🚀 Ship</h2>
<div class="form-group">
<label>Position</label>
<div class="vector-input">
<div>
<div class="vector-label">X</div>
<input type="number" id="shipX" value="0" step="0.1">
</div>
<div>
<div class="vector-label">Y</div>
<input type="number" id="shipY" value="1" step="0.1">
</div>
<div>
<div class="vector-label">Z</div>
<input type="number" id="shipZ" value="0" step="0.1">
</div>
</div>
</div>
</div>
<!-- Start Base Configuration -->
<div class="section">
<h2>🎯 Start Base</h2>
<div class="form-group">
<label>Position</label>
<div class="vector-input">
<div>
<div class="vector-label">X</div>
<input type="number" id="baseX" value="0" step="0.1">
</div>
<div>
<div class="vector-label">Y</div>
<input type="number" id="baseY" value="0" step="0.1">
</div>
<div>
<div class="vector-label">Z</div>
<input type="number" id="baseZ" value="0" step="0.1">
</div>
</div>
</div>
<div class="form-group">
<label>Base GLB Path</label>
<input type="text" id="baseGlbPath" value="base.glb" placeholder="base.glb">
</div>
</div>
<!-- Sun Configuration -->
<div class="section">
<h2>☀️ Sun</h2>
<div class="form-group">
<label>Position</label>
<div class="vector-input">
<div>
<div class="vector-label">X</div>
<input type="number" id="sunX" value="0" step="1">
</div>
<div>
<div class="vector-label">Y</div>
<input type="number" id="sunY" value="0" step="1">
</div>
<div>
<div class="vector-label">Z</div>
<input type="number" id="sunZ" value="400" step="1">
</div>
</div>
</div>
<div class="form-group">
<label for="sunDiameter">Diameter</label>
<input type="number" id="sunDiameter" value="50" step="1" min="1">
</div>
</div>
<!-- Planet Generation -->
<div class="section">
<h2>🪐 Planets</h2>
<div class="form-group">
<label for="planetCount">Count</label>
<input type="number" id="planetCount" value="12" min="0" max="50">
</div>
<div class="form-group">
<label for="planetMinDiam">Min Diameter</label>
<input type="number" id="planetMinDiam" value="100" step="10" min="10">
</div>
<div class="form-group">
<label for="planetMaxDiam">Max Diameter</label>
<input type="number" id="planetMaxDiam" value="200" step="10" min="10">
</div>
<div class="form-group">
<label for="planetMinDist">Min Distance from Sun</label>
<input type="number" id="planetMinDist" value="1000" step="100" min="100">
</div>
<div class="form-group">
<label for="planetMaxDist">Max Distance from Sun</label>
<input type="number" id="planetMaxDist" value="2000" step="100" min="100">
</div>
</div>
<!-- Asteroid Generation -->
<div class="section">
<h2>☄️ Asteroids</h2>
<div class="form-group">
<label for="asteroidCount">Count</label>
<input type="number" id="asteroidCount" value="20" min="1" max="200">
</div>
<div class="form-group">
<label for="forceMultiplier">Force Multiplier</label>
<input type="number" id="forceMultiplier" value="1.2" step="0.1" min="0.1">
<div class="help-text">Controls asteroid speed</div>
</div>
<div class="form-group">
<label for="asteroidMinSize">Min Size</label>
<input type="number" id="asteroidMinSize" value="2" step="0.5" min="0.5">
</div>
<div class="form-group">
<label for="asteroidMaxSize">Max Size</label>
<input type="number" id="asteroidMaxSize" value="7" step="0.5" min="0.5">
</div>
<div class="form-group">
<label for="asteroidMinDist">Min Distance</label>
<input type="number" id="asteroidMinDist" value="100" step="10" min="10">
<div class="help-text">Distance from start base</div>
</div>
<div class="form-group">
<label for="asteroidMaxDist">Max Distance</label>
<input type="number" id="asteroidMaxDist" value="250" step="10" min="10">
</div>
</div>
</div>
<div class="button-group">
<button class="btn-primary" id="generateBtn">Generate & Save</button>
<button class="btn-success" id="downloadBtn">Download JSON</button>
<button class="btn-secondary" id="copyBtn">Copy to Clipboard</button>
</div>
<div class="output-section" id="savedLevelsSection">
<h2>💾 Saved Levels</h2>
<div id="savedLevelsList"></div>
</div>
<div class="output-section editor-json-output" id="outputSection" style="display: none;">
<h2>Generated JSON</h2>
<p class="editor-json-note">
You can edit this JSON directly and save your changes.
</p>
<textarea id="jsonEditor" class="json-editor-textarea"></textarea>
<div class="editor-json-buttons">
<button class="btn-primary" id="saveEditedJsonBtn">Save Edited JSON</button>
<button class="btn-secondary" id="validateJsonBtn">Validate JSON</button>
</div>
<div id="jsonValidationMessage" class="json-validation-message"></div>
</div>
</div>
</div>
<!-- Controller Mapping View -->
<div data-view="controls" style="display: none;">
<div class="editor-container">
<a href="#/" class="back-link">← Back to Game</a>
<h1>🎮 Controller Mapping</h1>
<p class="subtitle">Customize VR controller button and stick mappings</p>
<div class="settings-grid">
<!-- Left Stick Section -->
<div class="section">
<h2>🕹️ Left Stick</h2>
<p class="settings-description">
Configure what actions the left thumbstick controls.
</p>
<div class="form-group">
<label for="leftStickX">Left Stick X-Axis (Left/Right)</label>
<select id="leftStickX" class="settings-select"></select>
<label class="checkbox-label" style="margin-top: 8px;">
<input type="checkbox" id="invertLeftStickX" class="settings-checkbox">
<span>Invert this axis</span>
</label>
</div>
<div class="form-group">
<label for="leftStickY">Left Stick Y-Axis (Up/Down)</label>
<select id="leftStickY" class="settings-select"></select>
<label class="checkbox-label" style="margin-top: 8px;">
<input type="checkbox" id="invertLeftStickY" class="settings-checkbox">
<span>Invert this axis</span>
</label>
</div>
</div>
<!-- Right Stick Section -->
<div class="section">
<h2>🕹️ Right Stick</h2>
<p class="settings-description">
Configure what actions the right thumbstick controls.
</p>
<div class="form-group">
<label for="rightStickX">Right Stick X-Axis (Left/Right)</label>
<select id="rightStickX" class="settings-select"></select>
<label class="checkbox-label" style="margin-top: 8px;">
<input type="checkbox" id="invertRightStickX" class="settings-checkbox">
<span>Invert this axis</span>
</label>
</div>
<div class="form-group">
<label for="rightStickY">Right Stick Y-Axis (Up/Down)</label>
<select id="rightStickY" class="settings-select"></select>
<label class="checkbox-label" style="margin-top: 8px;">
<input type="checkbox" id="invertRightStickY" class="settings-checkbox">
<span>Invert this axis</span>
</label>
</div>
</div>
<!-- Button Mappings Section -->
<div class="section">
<h2>🔘 Button Mappings</h2>
<p class="settings-description">
Configure what actions each controller button performs.
</p>
<div class="form-group">
<label for="trigger">Trigger (Index Finger)</label>
<select id="trigger" class="settings-select"></select>
</div>
<div class="form-group">
<label for="aButton">A Button (Right Controller)</label>
<select id="aButton" class="settings-select"></select>
</div>
<div class="form-group">
<label for="bButton">B Button (Right Controller)</label>
<select id="bButton" class="settings-select"></select>
</div>
<div class="form-group">
<label for="xButton">X Button (Left Controller)</label>
<select id="xButton" class="settings-select"></select>
</div>
<div class="form-group">
<label for="yButton">Y Button (Left Controller)</label>
<select id="yButton" class="settings-select"></select>
</div>
<div class="form-group">
<label for="squeeze">Squeeze/Grip Button</label>
<select id="squeeze" class="settings-select"></select>
</div>
</div>
<!-- Info Section -->
<div class="section">
<h2> Action Guide</h2>
<div class="settings-info-content">
<p><strong class="settings-label">Yaw:</strong> Turn left/right (rotate around vertical axis)</p>
<p><strong class="settings-label">Pitch:</strong> Nose up/down (rotate around horizontal axis)</p>
<p><strong class="settings-label">Roll:</strong> Barrel roll (rotate around forward axis)</p>
<p><strong class="settings-label">Forward:</strong> Forward and backward thrust</p>
<p><strong class="settings-label">None:</strong> No action assigned</p>
</div>
</div>
<!-- Storage Info -->
<div class="section">
<h2>💾 Storage Info</h2>
<div class="settings-info-content">
<p>Controller mappings are automatically saved to your browser's local storage and will persist between sessions.</p>
<p class="settings-warning">
⚠️ Note: Changes will take effect when you start a new level. Restart the current level to see changes.
</p>
</div>
</div>
</div>
<div class="button-group">
<button class="btn-primary" id="saveControlsBtn">💾 Save Mapping</button>
<button class="btn-secondary" id="resetControlsBtn">🔄 Reset to Default</button>
<button class="btn-secondary" id="testControlsBtn">👁️ Preview Mapping</button>
</div>
<div id="controlsMessage" class="settings-message"></div>
</div>
</div>
<!-- Settings View -->
<div data-view="settings" style="display: none;">
<div class="editor-container">
<a href="#/" class="back-link">← Back to Game</a>
<h1>⚙️ Game Settings</h1>
<p class="subtitle">Configure graphics quality and physics settings</p>
<div class="settings-grid">
<!-- Physics Settings -->
<div class="section">
<h2>⚛️ Physics</h2>
<p class="settings-description">
Disabling physics can significantly improve performance but will prevent gameplay.
</p>
<div class="form-group">
<label class="checkbox-label">
<input type="checkbox" id="physicsEnabled" class="settings-checkbox">
<span>Enable Physics</span>
</label>
<div class="help-text">
Required for collisions, shooting, and asteroid movement. Disabling this will prevent gameplay but may help with debugging or viewing the scene.
</div>
</div>
</div>
<!-- Debug Settings -->
<div class="section">
<h2>🐛 Developer</h2>
<p class="settings-description">
Enable debug logging to console for troubleshooting and development.
</p>
<div class="form-group">
<label class="checkbox-label">
<input type="checkbox" id="debugEnabled" class="settings-checkbox">
<span>Enable Debug Logging</span>
</label>
<div class="help-text">
When enabled, debug messages will be shown in the browser console. Useful for development and troubleshooting issues.
</div>
</div>
</div>
<!-- Ship Physics Settings -->
<div class="section">
<h2>🚀 Ship Physics</h2>
<p class="settings-description">
Advanced tuning parameters for ship movement and handling. Adjust these to customize how the ship responds to controls.
</p>
<div class="form-group">
<label for="maxLinearVelocity">Max Linear Velocity</label>
<input type="number" id="maxLinearVelocity" value="200" step="10" min="50" max="1000">
<div class="help-text">
Maximum forward/backward speed of the ship. Higher values allow faster movement.
</div>
</div>
<div class="form-group">
<label for="maxAngularVelocity">Max Angular Velocity</label>
<input type="number" id="maxAngularVelocity" value="1.4" step="0.1" min="0.5" max="5.0">
<div class="help-text">
Maximum rotation speed of the ship. Higher values allow faster turning.
</div>
</div>
<div class="form-group">
<label for="linearForceMultiplier">Linear Force Multiplier</label>
<input type="number" id="linearForceMultiplier" value="800" step="50" min="100" max="3000">
<div class="help-text">
Acceleration power for forward/backward thrust. Higher values = faster acceleration.
</div>
</div>
<div class="form-group">
<label for="angularForceMultiplier">Angular Force Multiplier</label>
<input type="number" id="angularForceMultiplier" value="15" step="1" min="5" max="50">
<div class="help-text">
Torque power for rotation. Higher values = faster rotational acceleration.
</div>
</div>
</div>
<!-- Info Section -->
<div class="section">
<h2> Quality Level Guide</h2>
<div class="settings-info-content">
<p><strong class="settings-label">Wireframe:</strong> Minimal rendering, shows mesh structure only. Best for debugging or very low-end devices.</p>
<p><strong class="settings-label">Simple Material:</strong> Basic solid colors without textures. Good performance with basic visuals.</p>
<p><strong class="settings-label">Full Texture:</strong> Standard textures with procedural generation. Recommended for most users.</p>
<p><strong class="settings-label">PBR Texture:</strong> Physically-based rendering with enhanced materials. Best visual quality but higher GPU usage.</p>
</div>
</div>
<!-- Current Config Display -->
<div class="section">
<h2>💾 Storage Info</h2>
<div class="settings-info-content">
<p>Settings are automatically saved to your browser's local storage and will persist between sessions.</p>
<p class="settings-warning">
⚠️ Note: Changes will take effect when you start a new level. Restart the current level to see changes.
</p>
</div>
</div>
</div>
<div class="button-group">
<button class="btn-primary" id="saveSettingsBtn">💾 Save Settings</button>
<button class="btn-secondary" id="resetSettingsBtn">🔄 Reset to Defaults</button>
</div>
<div id="settingsMessage" class="settings-message"></div>
</div>
</div>
<!-- Svelte App Mount Point -->
<div id="app"></div>
<!-- Main TypeScript Entry Point -->
<script type="module" src="/src/main.ts"></script>
</body>
</html>

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta content="width=device-width, initial-scale=1, height=device-height" name="viewport">
<link href="/styles.css" rel="stylesheet">
<title>Space Game</title>
<script>
navigator.serviceWorker.getRegistrations().then(registrations => {
for (const registration of registrations) {
registration.unregister();
}
});
</script>
</head>
<body>
<!-- Game View -->
<div data-view="game">
<canvas id="gameCanvas"></canvas>
<!-- Semantic Header with Navigation -->
<header class="app-header" id="appHeader" style="display: none;">
<div class="header-content">
<div class="header-left">
<h1 class="app-title">Space Combat VR</h1>
</div>
<nav class="header-nav">
<div id="userProfile"></div>
<a href="#/editor" class="nav-link editor-link">📝 Level Editor</a>
<a href="#/controls" class="nav-link controls-link">🎮 Controls</a>
<a href="#/settings" class="nav-link settings-link">⚙️ Settings</a>
</nav>
</div>
</header>
<div id="mainDiv">
<div id="loadingDiv"></div>
<div id="levelSelect">
<!-- Hero Section -->
<div class="hero">
<h1 class="hero-title">🚀 Space Combat VR</h1>
<p class="hero-subtitle">
Pilot your spaceship through asteroid fields and complete missions
</p>
</div>
<!-- Level Selection Section -->
<div class="level-section">
<h2 class="level-header">Your Mission</h2>
<p class="level-description">
Complete levels to unlock new challenges and the level editor
</p>
<div id="levelCardsContainer" class="card-container">
<!-- Level cards will be dynamically populated from localStorage -->
</div>
</div>
<!-- Controls Section (Collapsed by default) -->
<details class="controls-info">
<summary>
🎮 How to Play (Click to expand)
</summary>
<div class="controls-grid">
<div class="control-section">
<h3>VR Controllers (Required for VR)</h3>
<ul>
<li><strong>Left Thumbstick:</strong> Move forward/backward and yaw left/right</li>
<li><strong>Right Thumbstick:</strong> Pitch up/down and Roll left/right</li>
<li><strong>Front Trigger:</strong> Fire weapon</li>
</ul>
</div>
<div class="control-section">
<h3>Desktop Controls (Preview Mode)</h3>
<ul>
<li><strong>W/S:</strong> Move forward/backward</li>
<li><strong>A/D:</strong> Yaw left/right</li>
<li><strong>Arrow Up/Down:</strong> Pitch up/down</li>
<li><strong>Arrow Left/Right:</strong> Roll left/right</li>
<li><strong>Space:</strong> Fire weapon</li>
</ul>
</div>
</div>
<p class="controls-note">
⚠️ <strong>Note:</strong> This game is designed for VR headsets with controllers. Desktop controls are provided for preview and testing purposes only.
</p>
</details>
<!-- Test Buttons (Hidden by default) -->
<div class="test-buttons-container" id="testButtonsContainer" style="display: none;">
<button id="testLevelBtn" class="test-level-button">
🧪 Test Scene (Debug)
</button>
<button id="viewReplaysBtn" class="test-level-button">
📹 View Replays
</button>
<br>
<a href="#/editor" class="level-create-link">
+ Create New Level
</a>
</div>
</div>
</div>
</div>
<!-- Editor View -->
<div data-view="editor" style="display: none;">
<div class="editor-container">
<a href="#/" class="back-link">← Back to Game</a>
<h1>🚀 Level Editor</h1>
<p class="subtitle">Configure and generate custom level configurations</p>
<div class="section">
<h2>Difficulty Presets</h2>
<div class="preset-buttons">
<button class="preset-btn" data-difficulty="recruit">Recruit</button>
<button class="preset-btn" data-difficulty="pilot">Pilot</button>
<button class="preset-btn" data-difficulty="captain">Captain</button>
<button class="preset-btn" data-difficulty="commander">Commander</button>
<button class="preset-btn" data-difficulty="test">Test</button>
<button class="preset-btn" data-difficulty="custom">Custom</button>
</div>
</div>
<div class="editor-grid">
<!-- Basic Settings -->
<div class="section">
<h2>⚙️ Basic Settings</h2>
<div class="form-group">
<label for="levelName">Level Name</label>
<input type="text" id="levelName" placeholder="my-custom-level">
</div>
<div class="form-group">
<label for="difficulty">Difficulty</label>
<select id="difficulty">
<option value="recruit">Recruit</option>
<option value="pilot">Pilot</option>
<option value="captain">Captain</option>
<option value="commander">Commander</option>
<option value="test">Test</option>
<option value="custom">Custom</option>
</select>
</div>
<div class="form-group">
<label for="author">Author (Optional)</label>
<input type="text" id="author" placeholder="Your name">
</div>
<div class="form-group">
<label for="description">Description (Optional)</label>
<input type="text" id="description" placeholder="Level description">
</div>
</div>
<!-- Ship Configuration -->
<div class="section">
<h2>🚀 Ship</h2>
<div class="form-group">
<label>Position</label>
<div class="vector-input">
<div>
<div class="vector-label">X</div>
<input type="number" id="shipX" value="0" step="0.1">
</div>
<div>
<div class="vector-label">Y</div>
<input type="number" id="shipY" value="1" step="0.1">
</div>
<div>
<div class="vector-label">Z</div>
<input type="number" id="shipZ" value="0" step="0.1">
</div>
</div>
</div>
</div>
<!-- Start Base Configuration -->
<div class="section">
<h2>🎯 Start Base</h2>
<div class="form-group">
<label>Position</label>
<div class="vector-input">
<div>
<div class="vector-label">X</div>
<input type="number" id="baseX" value="0" step="0.1">
</div>
<div>
<div class="vector-label">Y</div>
<input type="number" id="baseY" value="0" step="0.1">
</div>
<div>
<div class="vector-label">Z</div>
<input type="number" id="baseZ" value="0" step="0.1">
</div>
</div>
</div>
<div class="form-group">
<label>Base GLB Path</label>
<input type="text" id="baseGlbPath" value="base.glb" placeholder="base.glb">
</div>
</div>
<!-- Sun Configuration -->
<div class="section">
<h2>☀️ Sun</h2>
<div class="form-group">
<label>Position</label>
<div class="vector-input">
<div>
<div class="vector-label">X</div>
<input type="number" id="sunX" value="0" step="1">
</div>
<div>
<div class="vector-label">Y</div>
<input type="number" id="sunY" value="0" step="1">
</div>
<div>
<div class="vector-label">Z</div>
<input type="number" id="sunZ" value="400" step="1">
</div>
</div>
</div>
<div class="form-group">
<label for="sunDiameter">Diameter</label>
<input type="number" id="sunDiameter" value="50" step="1" min="1">
</div>
</div>
<!-- Planet Generation -->
<div class="section">
<h2>🪐 Planets</h2>
<div class="form-group">
<label for="planetCount">Count</label>
<input type="number" id="planetCount" value="12" min="0" max="50">
</div>
<div class="form-group">
<label for="planetMinDiam">Min Diameter</label>
<input type="number" id="planetMinDiam" value="100" step="10" min="10">
</div>
<div class="form-group">
<label for="planetMaxDiam">Max Diameter</label>
<input type="number" id="planetMaxDiam" value="200" step="10" min="10">
</div>
<div class="form-group">
<label for="planetMinDist">Min Distance from Sun</label>
<input type="number" id="planetMinDist" value="1000" step="100" min="100">
</div>
<div class="form-group">
<label for="planetMaxDist">Max Distance from Sun</label>
<input type="number" id="planetMaxDist" value="2000" step="100" min="100">
</div>
</div>
<!-- Asteroid Generation -->
<div class="section">
<h2>☄️ Asteroids</h2>
<div class="form-group">
<label for="asteroidCount">Count</label>
<input type="number" id="asteroidCount" value="20" min="1" max="200">
</div>
<div class="form-group">
<label for="forceMultiplier">Force Multiplier</label>
<input type="number" id="forceMultiplier" value="1.2" step="0.1" min="0.1">
<div class="help-text">Controls asteroid speed</div>
</div>
<div class="form-group">
<label for="asteroidMinSize">Min Size</label>
<input type="number" id="asteroidMinSize" value="2" step="0.5" min="0.5">
</div>
<div class="form-group">
<label for="asteroidMaxSize">Max Size</label>
<input type="number" id="asteroidMaxSize" value="7" step="0.5" min="0.5">
</div>
<div class="form-group">
<label for="asteroidMinDist">Min Distance</label>
<input type="number" id="asteroidMinDist" value="100" step="10" min="10">
<div class="help-text">Distance from start base</div>
</div>
<div class="form-group">
<label for="asteroidMaxDist">Max Distance</label>
<input type="number" id="asteroidMaxDist" value="250" step="10" min="10">
</div>
</div>
</div>
<div class="button-group">
<button class="btn-primary" id="generateBtn">Generate & Save</button>
<button class="btn-success" id="downloadBtn">Download JSON</button>
<button class="btn-secondary" id="copyBtn">Copy to Clipboard</button>
</div>
<div class="output-section" id="savedLevelsSection">
<h2>💾 Saved Levels</h2>
<div id="savedLevelsList"></div>
</div>
<div class="output-section editor-json-output" id="outputSection" style="display: none;">
<h2>Generated JSON</h2>
<p class="editor-json-note">
You can edit this JSON directly and save your changes.
</p>
<textarea id="jsonEditor" class="json-editor-textarea"></textarea>
<div class="editor-json-buttons">
<button class="btn-primary" id="saveEditedJsonBtn">Save Edited JSON</button>
<button class="btn-secondary" id="validateJsonBtn">Validate JSON</button>
</div>
<div id="jsonValidationMessage" class="json-validation-message"></div>
</div>
</div>
</div>
<!-- Controller Mapping View -->
<div data-view="controls" style="display: none;">
<div class="editor-container">
<a href="#/" class="back-link">← Back to Game</a>
<h1>🎮 Controller Mapping</h1>
<p class="subtitle">Customize VR controller button and stick mappings</p>
<div class="settings-grid">
<!-- Left Stick Section -->
<div class="section">
<h2>🕹️ Left Stick</h2>
<p class="settings-description">
Configure what actions the left thumbstick controls.
</p>
<div class="form-group">
<label for="leftStickX">Left Stick X-Axis (Left/Right)</label>
<select id="leftStickX" class="settings-select"></select>
<label class="checkbox-label" style="margin-top: 8px;">
<input type="checkbox" id="invertLeftStickX" class="settings-checkbox">
<span>Invert this axis</span>
</label>
</div>
<div class="form-group">
<label for="leftStickY">Left Stick Y-Axis (Up/Down)</label>
<select id="leftStickY" class="settings-select"></select>
<label class="checkbox-label" style="margin-top: 8px;">
<input type="checkbox" id="invertLeftStickY" class="settings-checkbox">
<span>Invert this axis</span>
</label>
</div>
</div>
<!-- Right Stick Section -->
<div class="section">
<h2>🕹️ Right Stick</h2>
<p class="settings-description">
Configure what actions the right thumbstick controls.
</p>
<div class="form-group">
<label for="rightStickX">Right Stick X-Axis (Left/Right)</label>
<select id="rightStickX" class="settings-select"></select>
<label class="checkbox-label" style="margin-top: 8px;">
<input type="checkbox" id="invertRightStickX" class="settings-checkbox">
<span>Invert this axis</span>
</label>
</div>
<div class="form-group">
<label for="rightStickY">Right Stick Y-Axis (Up/Down)</label>
<select id="rightStickY" class="settings-select"></select>
<label class="checkbox-label" style="margin-top: 8px;">
<input type="checkbox" id="invertRightStickY" class="settings-checkbox">
<span>Invert this axis</span>
</label>
</div>
</div>
<!-- Button Mappings Section -->
<div class="section">
<h2>🔘 Button Mappings</h2>
<p class="settings-description">
Configure what actions each controller button performs.
</p>
<div class="form-group">
<label for="trigger">Trigger (Index Finger)</label>
<select id="trigger" class="settings-select"></select>
</div>
<div class="form-group">
<label for="aButton">A Button (Right Controller)</label>
<select id="aButton" class="settings-select"></select>
</div>
<div class="form-group">
<label for="bButton">B Button (Right Controller)</label>
<select id="bButton" class="settings-select"></select>
</div>
<div class="form-group">
<label for="xButton">X Button (Left Controller)</label>
<select id="xButton" class="settings-select"></select>
</div>
<div class="form-group">
<label for="yButton">Y Button (Left Controller)</label>
<select id="yButton" class="settings-select"></select>
</div>
<div class="form-group">
<label for="squeeze">Squeeze/Grip Button</label>
<select id="squeeze" class="settings-select"></select>
</div>
</div>
<!-- Info Section -->
<div class="section">
<h2> Action Guide</h2>
<div class="settings-info-content">
<p><strong class="settings-label">Yaw:</strong> Turn left/right (rotate around vertical axis)</p>
<p><strong class="settings-label">Pitch:</strong> Nose up/down (rotate around horizontal axis)</p>
<p><strong class="settings-label">Roll:</strong> Barrel roll (rotate around forward axis)</p>
<p><strong class="settings-label">Forward:</strong> Forward and backward thrust</p>
<p><strong class="settings-label">None:</strong> No action assigned</p>
</div>
</div>
<!-- Storage Info -->
<div class="section">
<h2>💾 Storage Info</h2>
<div class="settings-info-content">
<p>Controller mappings are automatically saved to your browser's local storage and will persist between sessions.</p>
<p class="settings-warning">
⚠️ Note: Changes will take effect when you start a new level. Restart the current level to see changes.
</p>
</div>
</div>
</div>
<div class="button-group">
<button class="btn-primary" id="saveControlsBtn">💾 Save Mapping</button>
<button class="btn-secondary" id="resetControlsBtn">🔄 Reset to Default</button>
<button class="btn-secondary" id="testControlsBtn">👁️ Preview Mapping</button>
</div>
<div id="controlsMessage" class="settings-message"></div>
</div>
</div>
<!-- Settings View -->
<div data-view="settings" style="display: none;">
<div class="editor-container">
<a href="#/" class="back-link">← Back to Game</a>
<h1>⚙️ Game Settings</h1>
<p class="subtitle">Configure graphics quality and physics settings</p>
<div class="settings-grid">
<!-- Physics Settings -->
<div class="section">
<h2>⚛️ Physics</h2>
<p class="settings-description">
Disabling physics can significantly improve performance but will prevent gameplay.
</p>
<div class="form-group">
<label class="checkbox-label">
<input type="checkbox" id="physicsEnabled" class="settings-checkbox">
<span>Enable Physics</span>
</label>
<div class="help-text">
Required for collisions, shooting, and asteroid movement. Disabling this will prevent gameplay but may help with debugging or viewing the scene.
</div>
</div>
</div>
<!-- Debug Settings -->
<div class="section">
<h2>🐛 Developer</h2>
<p class="settings-description">
Enable debug logging to console for troubleshooting and development.
</p>
<div class="form-group">
<label class="checkbox-label">
<input type="checkbox" id="debugEnabled" class="settings-checkbox">
<span>Enable Debug Logging</span>
</label>
<div class="help-text">
When enabled, debug messages will be shown in the browser console. Useful for development and troubleshooting issues.
</div>
</div>
</div>
<!-- Ship Physics Settings -->
<div class="section">
<h2>🚀 Ship Physics</h2>
<p class="settings-description">
Advanced tuning parameters for ship movement and handling. Adjust these to customize how the ship responds to controls.
</p>
<div class="form-group">
<label for="maxLinearVelocity">Max Linear Velocity</label>
<input type="number" id="maxLinearVelocity" value="200" step="10" min="50" max="1000">
<div class="help-text">
Maximum forward/backward speed of the ship. Higher values allow faster movement.
</div>
</div>
<div class="form-group">
<label for="maxAngularVelocity">Max Angular Velocity</label>
<input type="number" id="maxAngularVelocity" value="1.4" step="0.1" min="0.5" max="5.0">
<div class="help-text">
Maximum rotation speed of the ship. Higher values allow faster turning.
</div>
</div>
<div class="form-group">
<label for="linearForceMultiplier">Linear Force Multiplier</label>
<input type="number" id="linearForceMultiplier" value="800" step="50" min="100" max="3000">
<div class="help-text">
Acceleration power for forward/backward thrust. Higher values = faster acceleration.
</div>
</div>
<div class="form-group">
<label for="angularForceMultiplier">Angular Force Multiplier</label>
<input type="number" id="angularForceMultiplier" value="15" step="1" min="5" max="50">
<div class="help-text">
Torque power for rotation. Higher values = faster rotational acceleration.
</div>
</div>
</div>
<!-- Info Section -->
<div class="section">
<h2> Quality Level Guide</h2>
<div class="settings-info-content">
<p><strong class="settings-label">Wireframe:</strong> Minimal rendering, shows mesh structure only. Best for debugging or very low-end devices.</p>
<p><strong class="settings-label">Simple Material:</strong> Basic solid colors without textures. Good performance with basic visuals.</p>
<p><strong class="settings-label">Full Texture:</strong> Standard textures with procedural generation. Recommended for most users.</p>
<p><strong class="settings-label">PBR Texture:</strong> Physically-based rendering with enhanced materials. Best visual quality but higher GPU usage.</p>
</div>
</div>
<!-- Current Config Display -->
<div class="section">
<h2>💾 Storage Info</h2>
<div class="settings-info-content">
<p>Settings are automatically saved to your browser's local storage and will persist between sessions.</p>
<p class="settings-warning">
⚠️ Note: Changes will take effect when you start a new level. Restart the current level to see changes.
</p>
</div>
</div>
</div>
<div class="button-group">
<button class="btn-primary" id="saveSettingsBtn">💾 Save Settings</button>
<button class="btn-secondary" id="resetSettingsBtn">🔄 Reset to Defaults</button>
</div>
<div id="settingsMessage" class="settings-message"></div>
</div>
</div>
<script type="module" src="/src/main.ts"></script>
</body>
</html>

350
package-lock.json generated
View File

@ -18,10 +18,14 @@
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@ -591,6 +595,56 @@
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@ -931,6 +985,55 @@
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@ -1009,11 +1125,31 @@
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@ -1037,6 +1173,16 @@
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"dev": true,
"license": "MIT",
"dependencies": {
"ms": "^2.1.3"
},
"engines": {
"node": ">=6.0"
},
"peerDependenciesMeta": {
"supports-color": {
"optional": true
}
}
},
"node_modules/deepmerge": {
"version": "4.3.1",
"resolved": "https://registry.npmjs.org/deepmerge/-/deepmerge-4.3.1.tgz",
"integrity": "sha512-3sUqbMEc77XqpdNO7FRyRog+eW3ph+GYCbj+rK+uYyRMuwsVy0rMiVtPn+QJlKFvWP/1PYpapqYn0Me2knFn+A==",
"dev": true,
"license": "MIT",
"engines": {
"node": ">=0.10.0"
}
},
"node_modules/delayed-stream": {
"version": "1.0.0",
"resolved": "https://registry.npmjs.org/delayed-stream/-/delayed-stream-1.0.0.tgz",
@ -1116,6 +1290,23 @@
"@esbuild/win32-x64": "0.25.12"
}
},
"node_modules/esm-env": {
"version": "1.2.2",
"resolved": "https://registry.npmjs.org/esm-env/-/esm-env-1.2.2.tgz",
"integrity": "sha512-Epxrv+Nr/CaL4ZcFGPJIYLWFom+YeV1DqMLHJoEd9SYRxNbaFruBwfEX/kkHUJf55j2+TUbmDcmuilbP1TmXHA==",
"dev": true,
"license": "MIT"
},
"node_modules/esrap": {
"version": "2.1.3",
"resolved": "https://registry.npmjs.org/esrap/-/esrap-2.1.3.tgz",
"integrity": "sha512-T/Dhhv/QH+yYmiaLz9SA3PW+YyenlnRKDNdtlYJrSOBmNsH4nvPux+mTwx7p+wAedlJrGoZtXNI0a0MjQ2QkVg==",
"dev": true,
"license": "MIT",
"dependencies": {
"@jridgewell/sourcemap-codec": "^1.4.15"
}
},
"node_modules/event-target-shim": {
"version": "5.0.1",
"resolved": "https://registry.npmjs.org/event-target-shim/-/event-target-shim-5.0.1.tgz",
@ -1218,11 +1409,38 @@
"ms": "^2.0.0"
}
},
"node_modules/is-reference": {
"version": "3.0.3",
"resolved": "https://registry.npmjs.org/is-reference/-/is-reference-3.0.3.tgz",
"integrity": "sha512-ixkJoqQvAP88E6wLydLGGqCJsrFUnqoH6HnaczB8XmDH1oaWU+xxdptvikTgaEhtZ53Ky6YXiBuUI2WXLMCwjw==",
"dev": true,
"license": "MIT",
"dependencies": {
"@types/estree": "^1.0.6"
}
},
"node_modules/locate-character": {
"version": "3.0.0",
"resolved": "https://registry.npmjs.org/locate-character/-/locate-character-3.0.0.tgz",
"integrity": "sha512-SW13ws7BjaeJ6p7Q6CO2nchbYEc3X3J6WrmTTDto7yMPqVSZTUyY5Tjbid+Ab8gLnATtygYtiDIJGQRRn2ZOiA==",
"dev": true,
"license": "MIT"
},
"node_modules/lodash": {
"version": "4.17.21",
"resolved": "https://registry.npmjs.org/lodash/-/lodash-4.17.21.tgz",
"integrity": "sha512-v2kDEe57lecTulaDIuNTPy3Ry4gLGJ6Z1O3vE1krgXZNrsQ+LFTGHVxVjcXPs17LhbZVGedAJv8XZ1tvj5FvSg=="
},
"node_modules/magic-string": {
"version": "0.30.21",
"resolved": "https://registry.npmjs.org/magic-string/-/magic-string-0.30.21.tgz",
"integrity": "sha512-vd2F4YUyEXKGcLHoq+TEyCjxueSeHnFxyyjNp80yg0XV4vUhnDer/lvvlqM/arB5bXQN5K2/3oinyCRyx8T2CQ==",
"dev": true,
"license": "MIT",
"dependencies": {
"@jridgewell/sourcemap-codec": "^1.5.5"
}
},
"node_modules/mime-db": {
"version": "1.52.0",
"resolved": "https://registry.npmjs.org/mime-db/-/mime-db-1.52.0.tgz",
@ -1381,6 +1599,15 @@
"node": "^10 || ^12 || >=14"
}
},
"node_modules/regexparam": {
"version": "2.0.2",
"resolved": "https://registry.npmjs.org/regexparam/-/regexparam-2.0.2.tgz",
"integrity": "sha512-A1PeDEYMrkLrfyOwv2jwihXbo9qxdGD3atBYQA9JJgreAx8/7rC6IUkWOw2NQlOxLp2wL0ifQbh1HuidDfYA6w==",
"license": "MIT",
"engines": {
"node": ">=8"
}
},
"node_modules/resolve-pkg-maps": {
"version": "1.0.0",
"resolved": "https://registry.npmjs.org/resolve-pkg-maps/-/resolve-pkg-maps-1.0.0.tgz",
@ -1439,6 +1666,100 @@
"node": ">=0.10.0"
}
},
"node_modules/svelte": {
"version": "5.43.14",
"resolved": "https://registry.npmjs.org/svelte/-/svelte-5.43.14.tgz",
"integrity": "sha512-pHeUrp1A5S6RGaXhJB7PtYjL1VVjbVrJ2EfuAoPu9/1LeoMaJa/pcdCsCSb0gS4eUHAHnhCbUDxORZyvGK6kOQ==",
"dev": true,
"license": "MIT",
"dependencies": {
"@jridgewell/remapping": "^2.3.4",
"@jridgewell/sourcemap-codec": "^1.5.0",
"@sveltejs/acorn-typescript": "^1.0.5",
"@types/estree": "^1.0.5",
"acorn": "^8.12.1",
"aria-query": "^5.3.1",
"axobject-query": "^4.1.0",
"clsx": "^2.1.1",
"esm-env": "^1.2.1",
"esrap": "^2.1.0",
"is-reference": "^3.0.3",
"locate-character": "^3.0.0",
"magic-string": "^0.30.11",
"zimmerframe": "^1.1.2"
},
"engines": {
"node": ">=18"
}
},
"node_modules/svelte-preprocess": {
"version": "6.0.3",
"resolved": "https://registry.npmjs.org/svelte-preprocess/-/svelte-preprocess-6.0.3.tgz",
"integrity": "sha512-PLG2k05qHdhmRG7zR/dyo5qKvakhm8IJ+hD2eFRQmMLHp7X3eJnjeupUtvuRpbNiF31RjVw45W+abDwHEmP5OA==",
"dev": true,
"hasInstallScript": true,
"license": "MIT",
"engines": {
"node": ">= 18.0.0"
},
"peerDependencies": {
"@babel/core": "^7.10.2",
"coffeescript": "^2.5.1",
"less": "^3.11.3 || ^4.0.0",
"postcss": "^7 || ^8",
"postcss-load-config": ">=3",
"pug": "^3.0.0",
"sass": "^1.26.8",
"stylus": ">=0.55",
"sugarss": "^2.0.0 || ^3.0.0 || ^4.0.0",
"svelte": "^4.0.0 || ^5.0.0-next.100 || ^5.0.0",
"typescript": "^5.0.0"
},
"peerDependenciesMeta": {
"@babel/core": {
"optional": true
},
"coffeescript": {
"optional": true
},
"less": {
"optional": true
},
"postcss": {
"optional": true
},
"postcss-load-config": {
"optional": true
},
"pug": {
"optional": true
},
"sass": {
"optional": true
},
"stylus": {
"optional": true
},
"sugarss": {
"optional": true
},
"typescript": {
"optional": true
}
}
},
"node_modules/svelte-spa-router": {
"version": "4.0.1",
"resolved": "https://registry.npmjs.org/svelte-spa-router/-/svelte-spa-router-4.0.1.tgz",
"integrity": "sha512-2JkmUQ2f9jRluijL58LtdQBIpynSbem2eBGp4zXdi7aDY1znbR6yjw0KsonD0aq2QLwf4Yx4tBJQjxIjgjXHKg==",
"license": "MIT",
"dependencies": {
"regexparam": "2.0.2"
},
"funding": {
"url": "https://github.com/sponsors/ItalyPaleAle"
}
},
"node_modules/tinyglobby": {
"version": "0.2.15",
"resolved": "https://registry.npmjs.org/tinyglobby/-/tinyglobby-0.2.15.tgz",
@ -1571,6 +1892,26 @@
}
}
},
"node_modules/vitefu": {
"version": "1.1.1",
"resolved": "https://registry.npmjs.org/vitefu/-/vitefu-1.1.1.tgz",
"integrity": "sha512-B/Fegf3i8zh0yFbpzZ21amWzHmuNlLlmJT6n7bu5e+pCHUKQIfXSYokrqOBGEMMe9UG2sostKQF9mml/vYaWJQ==",
"dev": true,
"license": "MIT",
"workspaces": [
"tests/deps/*",
"tests/projects/*",
"tests/projects/workspace/packages/*"
],
"peerDependencies": {
"vite": "^3.0.0 || ^4.0.0 || ^5.0.0 || ^6.0.0 || ^7.0.0-beta.0"
},
"peerDependenciesMeta": {
"vite": {
"optional": true
}
}
},
"node_modules/web-streams-polyfill": {
"version": "3.3.3",
"resolved": "https://registry.npmjs.org/web-streams-polyfill/-/web-streams-polyfill-3.3.3.tgz",
@ -1611,6 +1952,13 @@
"engines": {
"node": ">= 14.6"
}
},
"node_modules/zimmerframe": {
"version": "1.1.4",
"resolved": "https://registry.npmjs.org/zimmerframe/-/zimmerframe-1.1.4.tgz",
"integrity": "sha512-B58NGBEoc8Y9MWWCQGl/gq9xBCe4IiKM0a2x7GZdQKOW5Exr8S1W24J6OgM1njK8xCRGvAJIL/MxXHf6SkmQKQ==",
"dev": true,
"license": "MIT"
}
}
}

View File

@ -24,11 +24,15 @@
"@babylonjs/materials": "8.36.1",
"@babylonjs/procedural-textures": "8.36.1",
"@babylonjs/serializers": "8.36.1",
"@newrelic/browser-agent": "^1.302.0",
"openai": "4.52.3",
"@newrelic/browser-agent": "^1.302.0"
},
"svelte-spa-router": "^4.0.1"
},
"devDependencies": {
"@sveltejs/vite-plugin-svelte": "^6.2.1",
"@types/node": "^20.0.0",
"svelte": "^5.43.14",
"svelte-preprocess": "^6.0.3",
"tsx": "^4.7.1",
"typescript": "^5.5.3",
"vite": "^7.2.2"

View File

@ -1,5 +1,5 @@
{
"version": "1.0.5",
"version": "1.0.6",
"levels": [
{
"id": "rookie-training",

View File

@ -11,12 +11,12 @@
"ship": {
"position": [
0,
1,
0
1.5,
500
],
"rotation": [
0,
0,
180,
0
],
"linearVelocity": [

View File

@ -1,14 +0,0 @@
import OpenAI from "openai";
import * as fs from "fs";
async function build() {
const client = new OpenAI({ apiKey: ""})
const mp3 = await client.audio.speech.create({
model: 'tts-1-hd',
voice: 'alloy',
input: 'test 1 2 3'
});
const buffer = Buffer.from(await mp3.arrayBuffer());
await fs.promises.writeFile('./output.mp3', buffer);
}

View File

@ -0,0 +1,49 @@
<script lang="ts">
import { authStore } from '../../stores/auth';
import Button from '../shared/Button.svelte';
async function handleLogin() {
await authStore.login();
}
async function handleLogout() {
await authStore.logout();
}
</script>
<div id="userProfile">
{#if $authStore.isLoading}
<span class="loading">Loading...</span>
{:else if $authStore.isAuthenticated && $authStore.user}
<div class="user-info">
<span class="user-name">{$authStore.user.name || $authStore.user.email}</span>
<Button variant="secondary" on:click={handleLogout}>Logout</Button>
</div>
{:else}
<Button variant="primary" on:click={handleLogin}>Sign In</Button>
{/if}
</div>
<style>
#userProfile {
display: flex;
align-items: center;
gap: var(--space-sm, 0.5rem);
}
.user-info {
display: flex;
align-items: center;
gap: var(--space-sm, 0.5rem);
}
.user-name {
color: var(--color-text, #fff);
font-size: var(--font-size-sm, 0.875rem);
}
.loading {
color: var(--color-text-secondary, #ccc);
font-size: var(--font-size-sm, 0.875rem);
}
</style>

View File

@ -0,0 +1,176 @@
<script lang="ts">
import { onMount } from 'svelte';
import { link } from 'svelte-spa-router';
import { controllerMappingStore } from '../../stores/controllerMapping';
import { ControllerMappingConfig } from '../../ship/input/controllerMapping';
import Button from '../shared/Button.svelte';
import Section from '../shared/Section.svelte';
import FormGroup from '../shared/FormGroup.svelte';
import Select from '../shared/Select.svelte';
import Checkbox from '../shared/Checkbox.svelte';
import InfoBox from '../shared/InfoBox.svelte';
let message = '';
let messageType: 'success' | 'error' | 'warning' = 'success';
let showMessage = false;
// Reload store from singleton on mount to ensure fresh data
onMount(() => {
const config = ControllerMappingConfig.getInstance();
controllerMappingStore.set(config.getMapping());
});
// Get available options
const stickActions = ControllerMappingConfig.getAvailableStickActions().map(action => ({
value: action,
label: ControllerMappingConfig.getStickActionLabel(action)
}));
const buttonActions = ControllerMappingConfig.getAvailableButtonActions().map(action => ({
value: action,
label: ControllerMappingConfig.getButtonActionLabel(action)
}));
function handleSave() {
const warnings = controllerMappingStore.validate();
if (warnings.length > 0) {
message = 'Configuration saved with warnings:\n' + warnings.join('\n');
messageType = 'warning';
} else {
message = 'Configuration saved successfully!';
messageType = 'success';
}
controllerMappingStore.save();
showMessage = true;
setTimeout(() => { showMessage = false; }, 5000);
}
function handleReset() {
if (confirm('Reset all controller mappings to default? This cannot be undone.')) {
controllerMappingStore.reset();
message = 'Reset to default configuration';
messageType = 'success';
showMessage = true;
setTimeout(() => { showMessage = false; }, 5000);
}
}
function handleTest() {
const mapping = $controllerMappingStore;
let preview = 'Current Controller Mapping:\n\n';
preview += '📋 STICK MAPPINGS:\n';
preview += ` Left Stick X: ${ControllerMappingConfig.getStickActionLabel(mapping.leftStickX)}`;
preview += mapping.invertLeftStickX ? ' (Inverted)\n' : '\n';
preview += ` Left Stick Y: ${ControllerMappingConfig.getStickActionLabel(mapping.leftStickY)}`;
preview += mapping.invertLeftStickY ? ' (Inverted)\n' : '\n';
preview += ` Right Stick X: ${ControllerMappingConfig.getStickActionLabel(mapping.rightStickX)}`;
preview += mapping.invertRightStickX ? ' (Inverted)\n' : '\n';
preview += ` Right Stick Y: ${ControllerMappingConfig.getStickActionLabel(mapping.rightStickY)}`;
preview += mapping.invertRightStickY ? ' (Inverted)\n' : '\n';
preview += '\n🎮 BUTTON MAPPINGS:\n';
preview += ` Trigger: ${ControllerMappingConfig.getButtonActionLabel(mapping.trigger)}\n`;
preview += ` A Button: ${ControllerMappingConfig.getButtonActionLabel(mapping.aButton)}\n`;
preview += ` B Button: ${ControllerMappingConfig.getButtonActionLabel(mapping.bButton)}\n`;
preview += ` X Button: ${ControllerMappingConfig.getButtonActionLabel(mapping.xButton)}\n`;
preview += ` Y Button: ${ControllerMappingConfig.getButtonActionLabel(mapping.yButton)}\n`;
preview += ` Squeeze/Grip: ${ControllerMappingConfig.getButtonActionLabel(mapping.squeeze)}\n`;
alert(preview);
}
</script>
<div class="editor-container">
<a href="/" use:link class="back-link">← Back to Game</a>
<h1>🎮 Controller Mapping</h1>
<p class="subtitle">Customize VR controller button and stick mappings</p>
<div class="settings-grid">
<!-- Left Stick -->
<Section title="🕹️ Left Stick" description="Configure what actions the left thumbstick controls.">
<FormGroup label="Left Stick X-Axis (Left/Right)">
<Select bind:value={$controllerMappingStore.leftStickX} options={stickActions} />
<Checkbox bind:checked={$controllerMappingStore.invertLeftStickX} label="Invert this axis" />
</FormGroup>
<FormGroup label="Left Stick Y-Axis (Up/Down)">
<Select bind:value={$controllerMappingStore.leftStickY} options={stickActions} />
<Checkbox bind:checked={$controllerMappingStore.invertLeftStickY} label="Invert this axis" />
</FormGroup>
</Section>
<!-- Right Stick -->
<Section title="🕹️ Right Stick" description="Configure what actions the right thumbstick controls.">
<FormGroup label="Right Stick X-Axis (Left/Right)">
<Select bind:value={$controllerMappingStore.rightStickX} options={stickActions} />
<Checkbox bind:checked={$controllerMappingStore.invertRightStickX} label="Invert this axis" />
</FormGroup>
<FormGroup label="Right Stick Y-Axis (Up/Down)">
<Select bind:value={$controllerMappingStore.rightStickY} options={stickActions} />
<Checkbox bind:checked={$controllerMappingStore.invertRightStickY} label="Invert this axis" />
</FormGroup>
</Section>
<!-- Button Mappings -->
<Section title="🔘 Button Mappings" description="Configure what actions each controller button performs.">
<FormGroup label="Trigger (Index Finger)">
<Select bind:value={$controllerMappingStore.trigger} options={buttonActions} />
</FormGroup>
<FormGroup label="A Button (Right Controller)">
<Select bind:value={$controllerMappingStore.aButton} options={buttonActions} />
</FormGroup>
<FormGroup label="B Button (Right Controller)">
<Select bind:value={$controllerMappingStore.bButton} options={buttonActions} />
</FormGroup>
<FormGroup label="X Button (Left Controller)">
<Select bind:value={$controllerMappingStore.xButton} options={buttonActions} />
</FormGroup>
<FormGroup label="Y Button (Left Controller)">
<Select bind:value={$controllerMappingStore.yButton} options={buttonActions} />
</FormGroup>
<FormGroup label="Squeeze/Grip Button">
<Select bind:value={$controllerMappingStore.squeeze} options={buttonActions} />
</FormGroup>
</Section>
<!-- Info Section -->
<Section title=" Action Guide">
<div class="settings-info-content">
<p><strong class="settings-label">Yaw:</strong> Turn left/right (rotate around vertical axis)</p>
<p><strong class="settings-label">Pitch:</strong> Nose up/down (rotate around horizontal axis)</p>
<p><strong class="settings-label">Roll:</strong> Barrel roll (rotate around forward axis)</p>
<p><strong class="settings-label">Forward:</strong> Forward and backward thrust</p>
<p><strong class="settings-label">None:</strong> No action assigned</p>
</div>
</Section>
<!-- Storage Info -->
<Section title="💾 Storage Info">
<div class="settings-info-content">
<p>Controller mappings are automatically saved to your browser's local storage and will persist between sessions.</p>
<p class="settings-warning">
⚠️ Note: Changes will take effect when you start a new level. Restart the current level to see changes.
</p>
</div>
</Section>
</div>
<div class="button-group">
<Button variant="primary" on:click={handleSave}>💾 Save Mapping</Button>
<Button variant="secondary" on:click={handleReset}>🔄 Reset to Default</Button>
<Button variant="secondary" on:click={handleTest}>👁️ Preview Mapping</Button>
</div>
<InfoBox {message} type={messageType} visible={showMessage} />
</div>
<style>
/* Inherits from global styles.css */
</style>

View File

@ -0,0 +1,42 @@
<script lang="ts">
import { link } from 'svelte-spa-router';
import Button from '../shared/Button.svelte';
import Section from '../shared/Section.svelte';
// This is a simplified stub - full implementation would be much larger
// For now, just show a placeholder
</script>
<div class="editor-container">
<a href="/" use:link class="back-link">← Back to Game</a>
<h1>📝 Level Editor</h1>
<p class="subtitle">Create and customize your own asteroid field levels</p>
<Section title="🚧 Under Construction">
<p>The level editor is being migrated to Svelte.</p>
<p>This component will include:</p>
<ul>
<li>Difficulty presets</li>
<li>Ship, base, and celestial object configuration</li>
<li>Asteroid generation settings</li>
<li>JSON editor</li>
<li>Save/load functionality</li>
</ul>
</Section>
<div class="button-group">
<Button variant="secondary" on:click={() => history.back()}> Back</Button>
</div>
</div>
<style>
ul {
padding-left: var(--space-lg, 1.5rem);
color: var(--color-text-secondary, #ccc);
}
li {
margin: var(--space-xs, 0.25rem) 0;
}
</style>

View File

@ -0,0 +1,144 @@
<script lang="ts">
import type { LevelDirectoryEntry } from '../../levels/storage/levelRegistry';
import { levelRegistryStore } from '../../stores/levelRegistry';
import { authStore } from '../../stores/auth';
import { progressionStore } from '../../stores/progression';
import { gameConfigStore } from '../../stores/gameConfig';
import Button from '../shared/Button.svelte';
export let levelId: string;
export let directoryEntry: LevelDirectoryEntry;
export let isDefault: boolean = true;
async function handleLevelClick() {
console.log('[LevelCard] Level clicked:', {
levelId,
levelName: directoryEntry.name,
isUnlocked,
isAuthenticated: $authStore.isAuthenticated,
buttonText
});
// If level is locked and user not authenticated, prompt to sign in
if (!isUnlocked && !$authStore.isAuthenticated) {
console.log('[LevelCard] Locked level clicked - prompting for sign in');
try {
await authStore.login();
console.log('[LevelCard] Login completed');
} catch (error) {
console.error('[LevelCard] Login failed:', error);
}
return;
}
// If level is still locked (progression), don't allow play
if (!isUnlocked) {
console.log('[LevelCard] Level still locked after auth check (progression lock)');
return;
}
// Dispatch custom event for main.ts to handle
console.log('[LevelCard] Level unlocked, loading config...');
const config = await levelRegistryStore.getLevel(levelId);
if (config) {
console.log('[LevelCard] Config loaded, dispatching levelSelected event');
window.dispatchEvent(new CustomEvent('levelSelected', {
detail: { levelName: levelId, config }
}));
} else {
console.error('[LevelCard] Failed to load level config');
}
}
async function handleDelete() {
if (confirm(`Are you sure you want to delete "${levelId}"?`)) {
levelRegistryStore.deleteCustomLevel(levelId);
}
}
// Determine if level is unlocked - complex logic matching original implementation
$: {
const isTutorial = progressionStore.isTutorial(directoryEntry.name);
const isAuthenticated = $authStore.isAuthenticated;
const progressionEnabled = $gameConfigStore.progressionEnabled;
if (isTutorial) {
// Tutorial is always unlocked
isUnlocked = true;
lockReason = '';
buttonText = 'Play Level';
} else if (!isAuthenticated) {
// Non-tutorial requires authentication
isUnlocked = false;
lockReason = 'Sign in to unlock';
buttonText = 'Sign In Required';
} else if (progressionEnabled && isDefault) {
// Check sequential progression
isUnlocked = progressionStore.isLevelUnlocked(directoryEntry.name, isDefault);
if (!isUnlocked) {
const prevLevel = progressionStore.getPreviousLevelName(directoryEntry.name);
lockReason = prevLevel ? `Complete "${prevLevel}" to unlock` : 'Locked';
buttonText = 'Locked';
} else {
lockReason = '';
buttonText = 'Play Level';
}
} else {
// Custom levels or progression disabled - always unlocked when authenticated
isUnlocked = true;
lockReason = '';
buttonText = 'Play Level';
}
}
let isUnlocked: boolean = false;
let lockReason: string = '';
let buttonText: string = 'Play Level';
$: cardClasses = isUnlocked ? 'level-card' : 'level-card level-card-locked';
</script>
<div class={cardClasses}>
<div class="level-card-header">
<h2 class="level-card-title">{directoryEntry.name}</h2>
{#if !isUnlocked}
<div class="level-card-status level-card-status-locked">🔒</div>
{/if}
{#if !isDefault}
<div class="level-card-badge level-card-badge-custom">CUSTOM</div>
{/if}
</div>
<div class="level-meta">
Difficulty: {directoryEntry.difficulty || 'unknown'}
{#if directoryEntry.estimatedTime}
{directoryEntry.estimatedTime}
{/if}
</div>
<p class="level-card-description">{directoryEntry.description}</p>
{#if !isUnlocked && lockReason}
<div class="level-lock-reason">{lockReason}</div>
{/if}
<div class="level-card-actions">
<Button
variant="primary"
on:click={handleLevelClick}
>
{buttonText}
</Button>
{#if !isDefault && isUnlocked}
<Button variant="secondary" on:click={handleDelete} title="Delete level">
🗑️
</Button>
{/if}
</div>
</div>
<style>
/* Inherits from global styles.css */
/* All .level-card-* classes already defined */
</style>

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@ -0,0 +1,94 @@
<script lang="ts">
import { levelRegistryStore } from '../../stores/levelRegistry';
import { authStore } from '../../stores/auth';
import { link } from 'svelte-spa-router';
import LevelCard from './LevelCard.svelte';
import ProgressBar from './ProgressBar.svelte';
// Get default levels in order
const DEFAULT_LEVEL_ORDER = [
'rookie-training',
'rescue-mission',
'deep-space-patrol',
'enemy-territory',
'the-gauntlet',
'final-challenge'
];
// Reactive declarations for store values
$: isReady = $levelRegistryStore.isInitialized;
$: defaultLevels = $levelRegistryStore.defaultLevels;
$: customLevels = $levelRegistryStore.customLevels;
</script>
<div id="mainDiv">
<div id="levelSelect" class:ready={isReady}>
<!-- Hero Section -->
<div class="hero">
<h1 class="hero-title">🚀 Space Combat VR</h1>
<p class="hero-subtitle">
Pilot your spaceship through asteroid fields and complete missions
</p>
</div>
<!-- Level Selection Section -->
<div class="level-section">
<h2 class="level-header">Your Mission</h2>
<p class="level-description">
Choose your level and prepare for launch
</p>
<div class="card-container" id="levelCardsContainer">
{#if !isReady}
<div class="loading-message">Loading levels...</div>
{:else if defaultLevels.size === 0}
<div class="no-levels-message">
<h2>No Levels Found</h2>
<p>No levels available. Please check your installation.</p>
</div>
{:else}
{#each DEFAULT_LEVEL_ORDER as levelId}
{@const entry = defaultLevels.get(levelId)}
{#if entry}
<LevelCard
{levelId}
directoryEntry={entry.directoryEntry}
isDefault={entry.isDefault}
/>
{/if}
{/each}
{#if customLevels.size > 0}
<div style="grid-column: 1 / -1; margin-top: var(--space-2xl);">
<h3 class="level-header">Custom Levels</h3>
</div>
{#each Array.from(customLevels.entries()) as [levelId, entry]}
<LevelCard
{levelId}
directoryEntry={entry.directoryEntry}
isDefault={false}
/>
{/each}
{/if}
{/if}
</div>
</div>
</div>
</div>
<style>
/* Inherits from global styles.css */
/* Most classes already defined */
.loading-message, .no-levels-message {
grid-column: 1 / -1;
text-align: center;
padding: var(--space-2xl, 2rem);
}
</style>

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@ -0,0 +1,17 @@
<script lang="ts">
export let progress: number = 0; // 0-100
export let visible: boolean = false;
</script>
{#if visible}
<div class="progress-bar-container">
<div class="progress-bar-track">
<div class="progress-fill" style="width: {progress}%;"></div>
</div>
</div>
{/if}
<style>
/* Inherits from global styles.css */
/* .progress-bar-* classes already defined */
</style>

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@ -0,0 +1,82 @@
<script lang="ts">
import { onMount } from 'svelte';
import Router from 'svelte-spa-router';
import { wrap } from 'svelte-spa-router/wrap';
import AppHeader from './AppHeader.svelte';
import { navigationStore } from '../../stores/navigation';
import { AuthService } from '../../services/authService';
import { authStore } from '../../stores/auth';
// Import game view directly (most common route)
import LevelSelect from '../game/LevelSelect.svelte';
// Lazy load other views for better performance
const routes = {
'/': LevelSelect,
'/editor': wrap({
asyncComponent: () => import('../editor/LevelEditor.svelte')
}),
'/settings': wrap({
asyncComponent: () => import('../settings/SettingsScreen.svelte')
}),
'/controls': wrap({
asyncComponent: () => import('../controls/ControlsScreen.svelte')
}),
};
// Track route changes
function routeLoaded(event: CustomEvent) {
const { route } = event.detail;
navigationStore.setRoute(route);
}
// Initialize Auth0 when component mounts
onMount(async () => {
console.log('[App] ========== APP MOUNTED - INITIALIZING AUTH0 ==========');
try {
const authService = AuthService.getInstance();
await authService.initialize();
console.log('[App] Auth0 initialized successfully');
// Refresh auth store to update UI with current auth state
console.log('[App] Refreshing auth store...');
await authStore.refresh();
console.log('[App] Auth store refreshed');
} catch (error) {
console.error('[App] !!!!! AUTH0 INITIALIZATION FAILED !!!!!', error);
console.error('[App] Error details:', error?.message, error?.stack);
}
console.log('[App] ========== AUTH0 INITIALIZATION COMPLETE ==========');
});
</script>
<div class="app">
<AppHeader />
<div class="app-content">
<Router {routes} on:routeLoaded={routeLoaded} />
</div>
</div>
<style>
.app {
min-height: 100vh;
display: flex;
flex-direction: column;
}
.app-content {
flex: 1;
position: relative;
}
/* Ensure canvas stays in background */
:global(#gameCanvas) {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: -1;
}
</style>

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@ -0,0 +1,32 @@
<script lang="ts">
import { link } from 'svelte-spa-router';
import { authStore } from '../../stores/auth';
import UserProfile from '../auth/UserProfile.svelte';
let visible = false;
// Show header when not in game
$: visible = true; // We'll control visibility via parent component if needed
</script>
{#if visible}
<header class="app-header" id="appHeader">
<div class="header-content">
<div class="header-left">
<h1 class="app-title">Space Combat VR</h1>
</div>
<nav class="header-nav">
<a href="/controls" use:link class="nav-link controls-link">🎮 Customize Controls</a>
<UserProfile />
<a href="/editor" use:link class="nav-link editor-link">📝 Level Editor</a>
<a href="/settings" use:link class="nav-link settings-link">⚙️ Settings</a>
</nav>
</div>
</header>
{/if}
<style>
/* Inherits from global styles.css */
/* .app-header, .header-content, etc. are already defined */
</style>

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@ -0,0 +1,147 @@
<script lang="ts">
import { onMount } from 'svelte';
import { link } from 'svelte-spa-router';
import { gameConfigStore } from '../../stores/gameConfig';
import Button from '../shared/Button.svelte';
import Section from '../shared/Section.svelte';
import FormGroup from '../shared/FormGroup.svelte';
import Checkbox from '../shared/Checkbox.svelte';
import NumberInput from '../shared/NumberInput.svelte';
import InfoBox from '../shared/InfoBox.svelte';
let message = '';
let messageType: 'success' | 'error' | 'warning' = 'success';
let showMessage = false;
// Reload config from localStorage on mount to ensure fresh data
onMount(() => {
const stored = localStorage.getItem('game-config');
if (stored) {
try {
const config = JSON.parse(stored);
gameConfigStore.set(config);
} catch (error) {
console.warn('[SettingsScreen] Failed to reload config:', error);
}
}
});
function handleSave() {
gameConfigStore.save();
message = 'Settings saved successfully! Changes will take effect when you start a new level.';
messageType = 'success';
showMessage = true;
setTimeout(() => { showMessage = false; }, 5000);
}
function handleReset() {
if (confirm('Reset all settings to defaults? This cannot be undone.')) {
gameConfigStore.reset();
message = 'Settings reset to defaults';
messageType = 'success';
showMessage = true;
setTimeout(() => { showMessage = false; }, 5000);
}
}
</script>
<div class="editor-container">
<a href="/" use:link class="back-link">← Back to Game</a>
<h1>⚙️ Game Settings</h1>
<p class="subtitle">Configure graphics quality and physics settings</p>
<div class="settings-grid">
<!-- Physics Settings -->
<Section title="⚛️ Physics" description="Disabling physics can significantly improve performance but will prevent gameplay.">
<FormGroup
label="Enable Physics"
helpText="Required for collisions, shooting, and asteroid movement. Disabling this will prevent gameplay but may help with debugging or viewing the scene."
>
<Checkbox bind:checked={$gameConfigStore.physicsEnabled} label="Enable Physics" />
</FormGroup>
</Section>
<!-- Debug Settings -->
<Section title="🐛 Developer" description="Enable debug logging to console for troubleshooting and development.">
<FormGroup
label="Enable Debug Logging"
helpText="When enabled, debug messages will be shown in the browser console. Useful for development and troubleshooting issues."
>
<Checkbox bind:checked={$gameConfigStore.debugEnabled} label="Enable Debug Logging" />
</FormGroup>
</Section>
<!-- Ship Physics Settings -->
<Section title="🚀 Ship Physics" description="Advanced tuning parameters for ship movement and handling. Adjust these to customize how the ship responds to controls.">
<FormGroup
label="Max Linear Velocity"
helpText="Maximum forward/backward speed of the ship. Higher values allow faster movement."
>
<NumberInput
bind:value={$gameConfigStore.shipPhysics.maxLinearVelocity}
min={50}
max={1000}
step={10}
/>
</FormGroup>
<FormGroup
label="Max Angular Velocity"
helpText="Maximum rotation speed of the ship. Higher values allow faster turning."
>
<NumberInput
bind:value={$gameConfigStore.shipPhysics.maxAngularVelocity}
min={0.5}
max={5.0}
step={0.1}
/>
</FormGroup>
<FormGroup
label="Linear Force Multiplier"
helpText="Acceleration power for forward/backward thrust. Higher values = faster acceleration."
>
<NumberInput
bind:value={$gameConfigStore.shipPhysics.linearForceMultiplier}
min={100}
max={3000}
step={50}
/>
</FormGroup>
<FormGroup
label="Angular Force Multiplier"
helpText="Torque power for rotation. Higher values = faster rotational acceleration."
>
<NumberInput
bind:value={$gameConfigStore.shipPhysics.angularForceMultiplier}
min={5}
max={50}
step={1}
/>
</FormGroup>
</Section>
<!-- Storage Info -->
<Section title="💾 Storage Info">
<div class="settings-info-content">
<p>Settings are automatically saved to your browser's local storage and will persist between sessions.</p>
<p class="settings-warning">
⚠️ Note: Changes will take effect when you start a new level. Restart the current level to see changes.
</p>
</div>
</Section>
</div>
<div class="button-group">
<Button variant="primary" on:click={handleSave}>💾 Save Settings</Button>
<Button variant="secondary" on:click={handleReset}>🔄 Reset to Defaults</Button>
</div>
<InfoBox {message} type={messageType} visible={showMessage} />
</div>
<style>
/* Inherits from global styles.css */
</style>

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@ -0,0 +1,21 @@
<script lang="ts">
export let variant: 'primary' | 'secondary' | 'success' | 'danger' = 'primary';
export let disabled = false;
export let type: 'button' | 'submit' | 'reset' = 'button';
const className = `btn-${variant}`;
</script>
<button
class={className}
{disabled}
{type}
on:click
>
<slot />
</button>
<style>
/* Inherits styles from global styles.css */
/* btn-primary, btn-secondary, etc. are already defined */
</style>

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@ -0,0 +1,26 @@
<script lang="ts">
export let checked: boolean = false;
export let label: string = '';
export let disabled: boolean = false;
export let id: string = '';
</script>
<label class="checkbox-label">
<input
type="checkbox"
bind:checked
{disabled}
{id}
class="settings-checkbox"
on:change
/>
{#if label}
<span>{label}</span>
{/if}
<slot />
</label>
<style>
/* Inherits from global styles.css */
/* .checkbox-label and .settings-checkbox are already defined */
</style>

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@ -0,0 +1,31 @@
<script lang="ts">
export let label: string = '';
export let helpText: string = '';
export let error: string = '';
export let htmlFor: string = '';
</script>
<div class="form-group">
{#if label}
<label for={htmlFor}>{label}</label>
{/if}
<slot />
{#if helpText && !error}
<div class="help-text">{helpText}</div>
{/if}
{#if error}
<div class="error-text">{error}</div>
{/if}
</div>
<style>
/* Inherits from global styles.css */
.error-text {
color: var(--color-danger, #ff4444);
font-size: var(--font-size-sm, 0.875rem);
margin-top: var(--space-xs, 0.25rem);
}
</style>

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@ -0,0 +1,44 @@
<script lang="ts">
export let type: 'success' | 'warning' | 'error' | 'info' = 'info';
export let message: string = '';
export let visible: boolean = true;
</script>
{#if visible && message}
<div class="settings-message {type}">
{message}
</div>
{/if}
<style>
/* Inherits from global styles.css */
.settings-message {
padding: var(--space-md, 1rem);
border-radius: var(--border-radius-md, 8px);
margin-top: var(--space-md, 1rem);
}
.settings-message.success {
background: rgba(76, 175, 80, 0.1);
color: var(--color-success, #4caf50);
border: 1px solid var(--color-success, #4caf50);
}
.settings-message.warning {
background: rgba(255, 152, 0, 0.1);
color: #ff9800;
border: 1px solid #ff9800;
}
.settings-message.error {
background: rgba(244, 67, 54, 0.1);
color: var(--color-danger, #f44336);
border: 1px solid var(--color-danger, #f44336);
}
.settings-message.info {
background: rgba(33, 150, 243, 0.1);
color: #2196f3;
border: 1px solid #2196f3;
}
</style>

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@ -0,0 +1,37 @@
<script lang="ts">
export let value: number = 0;
export let min: number | undefined = undefined;
export let max: number | undefined = undefined;
export let step: number = 1;
export let disabled: boolean = false;
export let id: string = '';
</script>
<input
type="number"
bind:value
{min}
{max}
{step}
{disabled}
{id}
on:input
on:change
/>
<style>
input[type="number"] {
width: 100%;
padding: var(--space-sm, 0.5rem);
border: 1px solid var(--color-border, #ccc);
border-radius: var(--border-radius-sm, 5px);
font-size: var(--font-size-base, 1rem);
background: var(--color-bg-secondary, #fff);
color: var(--color-text, #000);
}
input[type="number"]:disabled {
opacity: 0.5;
cursor: not-allowed;
}
</style>

View File

@ -0,0 +1,22 @@
<script lang="ts">
export let title: string = '';
export let description: string = '';
export let icon: string = '';
</script>
<div class="section">
{#if title}
<h2>{icon}{title}</h2>
{/if}
{#if description}
<p class="settings-description">{description}</p>
{/if}
<slot />
</div>
<style>
/* Inherits from global styles.css */
/* .section class is already defined */
</style>

View File

@ -0,0 +1,23 @@
<script lang="ts">
export let value: string | number = '';
export let options: Array<{value: string | number, label: string}> = [];
export let disabled: boolean = false;
export let id: string = '';
</script>
<select
{id}
bind:value
{disabled}
class="settings-select"
on:change
>
{#each options as option}
<option value={option.value}>{option.label}</option>
{/each}
</select>
<style>
/* Inherits from global styles.css */
/* .settings-select class is already defined */
</style>

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@ -0,0 +1,44 @@
<script lang="ts">
import NumberInput from './NumberInput.svelte';
export let x: number = 0;
export let y: number = 0;
export let z: number = 0;
export let step: number = 1;
export let disabled: boolean = false;
</script>
<div class="vector-input">
<div class="vector-field">
<label>X</label>
<NumberInput bind:value={x} {step} {disabled} on:change />
</div>
<div class="vector-field">
<label>Y</label>
<NumberInput bind:value={y} {step} {disabled} on:change />
</div>
<div class="vector-field">
<label>Z</label>
<NumberInput bind:value={z} {step} {disabled} on:change />
</div>
</div>
<style>
.vector-input {
display: grid;
grid-template-columns: repeat(3, 1fr);
gap: var(--space-sm, 0.5rem);
}
.vector-field {
display: flex;
flex-direction: column;
gap: var(--space-xs, 0.25rem);
}
.vector-field label {
font-size: var(--font-size-sm, 0.875rem);
font-weight: 500;
color: var(--color-text-secondary, #666);
}
</style>

View File

@ -352,7 +352,12 @@ export class Level1 implements Level {
// Initialize mission brief (will be shown when entering XR)
setLoadingMessage("Initializing mission brief...");
console.log('[Level1] ========== ABOUT TO INITIALIZE MISSION BRIEF ==========');
console.log('[Level1] _missionBrief object:', this._missionBrief);
console.log('[Level1] Ship exists:', !!this._ship);
console.log('[Level1] Ship ID in scene:', DefaultScene.MainScene.getNodeById('Ship') !== null);
this._missionBrief.initialize();
console.log('[Level1] ========== MISSION BRIEF INITIALIZATION COMPLETE ==========');
debugLog('Mission brief initialized');
this._initialized = true;

View File

@ -18,7 +18,7 @@ export class TestLevel implements Level {
private _onReadyObservable: Observable<Level> = new Observable<Level>();
private _initialized: boolean = false;
private _audioEngine: AudioEngineV2;
private _boxCreationInterval: NodeJS.Timeout | null = null;
private _boxCreationInterval: number | null = null;
private _totalBoxesCreated: number = 0;
private _boxesPerIteration: number = 1;

View File

@ -35,6 +35,9 @@ import {updateUserProfile} from "./ui/screens/loginScreen";
import {Preloader} from "./ui/screens/preloader";
import {DiscordWidget} from "./ui/widgets/discordWidget";
// Svelte App
import { mount } from 'svelte';
import App from './components/layouts/App.svelte';
import { BrowserAgent } from '@newrelic/browser-agent/loaders/browser-agent'
import { AnalyticsService } from './analytics/analyticsService';
@ -213,23 +216,43 @@ export class Main {
// If we entered XR before level creation, manually setup camera parenting
// (This is needed because onInitialXRPoseSetObservable won't fire if we're already in XR)
console.log('[Main] ========== CHECKING XR STATE ==========');
console.log('[Main] DefaultScene.XR exists:', !!DefaultScene.XR);
console.log('[Main] xrSession exists:', !!xrSession);
if (DefaultScene.XR) {
console.log('[Main] XR base experience state:', DefaultScene.XR.baseExperience.state);
}
if (DefaultScene.XR && xrSession && DefaultScene.XR.baseExperience.state === 2) { // WebXRState.IN_XR = 2
console.log('[Main] ========== XR ALREADY ACTIVE - MANUAL SETUP ==========');
if (ship && ship.transformNode) {
console.log('[Main] Ship and transformNode exist - parenting camera');
debugLog('Manually parenting XR camera to ship transformNode');
DefaultScene.XR.baseExperience.camera.parent = ship.transformNode;
DefaultScene.XR.baseExperience.camera.position = new Vector3(0, 1.5, 0);
console.log('[Main] Camera parented successfully');
console.log('[Main] ========== ABOUT TO SHOW MISSION BRIEF ==========');
console.log('[Main] level1 object:', level1);
console.log('[Main] level1._missionBrief:', (level1 as any)._missionBrief);
console.log('[Main] XR already active - showing mission brief');
// Show mission brief (since onInitialXRPoseSetObservable won't fire)
await level1.showMissionBrief();
console.log('[Main] Mission brief shown, mission brief will call startGameplay() on button click');
console.log('[Main] ========== MISSION BRIEF SHOW() RETURNED ==========');
console.log('[Main] Mission brief will call startGameplay() when trigger is pulled');
// NOTE: Don't start timer/recording here anymore - mission brief will do it
// when the user clicks the START button
} else {
console.error('[Main] !!!!! SHIP OR TRANSFORM NODE NOT FOUND !!!!!');
console.log('[Main] ship exists:', !!ship);
console.log('[Main] ship.transformNode exists:', ship ? !!ship.transformNode : 'N/A');
debugLog('WARNING: Could not parent XR camera - ship or transformNode not found');
}
} else {
console.log('[Main] XR not active yet - will use onInitialXRPoseSetObservable instead');
}
// Hide preloader
@ -239,10 +262,18 @@ export class Main {
}, 500);
// Remove UI
console.log('[Main] ========== ABOUT TO REMOVE MAIN DIV ==========');
console.log('[Main] mainDiv exists:', !!mainDiv);
console.log('[Main] Timestamp:', Date.now());
if (mainDiv) {
mainDiv.remove();
console.log('[Main] mainDiv removed from DOM');
}
// Start the game (XR session already active, or flat mode)
console.log('[Main] About to call this.play()');
await this.play();
console.log('[Main] this.play() completed');
});
// Now initialize the level (after observable is registered)
@ -747,11 +778,36 @@ async function initializeApp() {
await LevelRegistry.getInstance().initialize();
console.log('[Main] LevelRegistry.initialize() completed successfully [AFTER MIGRATION]');
debugLog('[Main] LevelRegistry initialized after migration');
router.start();
// NOTE: Old router disabled - now using svelte-spa-router
// router.start();
// Mount Svelte app
console.log('[Main] Mounting Svelte app [AFTER MIGRATION]');
const appElement = document.getElementById('app');
if (appElement) {
mount(App, {
target: appElement
});
console.log('[Main] Svelte app mounted successfully [AFTER MIGRATION]');
// Create Main instance lazily only if it doesn't exist
if (!DEBUG_CONTROLLERS && !(window as any).__mainInstance) {
debugLog('[Main] Creating Main instance (not initialized) [AFTER MIGRATION]');
const main = new Main();
(window as any).__mainInstance = main;
// Initialize demo mode without engine (just for UI purposes)
const demo = new Demo(main);
}
} else {
console.error('[Main] Failed to mount Svelte app - #app element not found [AFTER MIGRATION]');
}
resolve();
} catch (error) {
console.error('[Main] Failed to initialize LevelRegistry after migration:', error);
router.start(); // Start anyway to show error state
// NOTE: Old router disabled - now using svelte-spa-router
// router.start(); // Start anyway to show error state
resolve();
}
});
@ -777,17 +833,41 @@ async function initializeApp() {
console.log('[Main] To clear caches: window.__levelRegistry.clearAllCaches().then(() => location.reload())');
}
console.log('[Main] About to call router.start()');
router.start();
console.log('[Main] router.start() completed');
// NOTE: Old router disabled - now using svelte-spa-router
// console.log('[Main] About to call router.start()');
// router.start();
// console.log('[Main] router.start() completed');
} catch (error) {
console.error('[Main] !!!!! EXCEPTION in LevelRegistry initialization !!!!!');
console.error('[Main] Failed to initialize LevelRegistry:', error);
console.error('[Main] Error stack:', error?.stack);
router.start(); // Start anyway to show error state
// NOTE: Old router disabled - now using svelte-spa-router
// router.start(); // Start anyway to show error state
}
}
// Mount Svelte app
console.log('[Main] Mounting Svelte app');
const appElement = document.getElementById('app');
if (appElement) {
mount(App, {
target: appElement
});
console.log('[Main] Svelte app mounted successfully');
// Create Main instance lazily only if it doesn't exist
if (!DEBUG_CONTROLLERS && !(window as any).__mainInstance) {
debugLog('[Main] Creating Main instance (not initialized)');
const main = new Main();
(window as any).__mainInstance = main;
// Initialize demo mode without engine (just for UI purposes)
const demo = new Demo(main);
}
} else {
console.error('[Main] Failed to mount Svelte app - #app element not found');
}
console.log('[Main] initializeApp() FINISHED at', new Date().toISOString());
}

View File

@ -26,14 +26,22 @@ export class AuthService {
* Call this early in the application lifecycle
*/
public async initialize(): Promise<void> {
console.log('[AuthService] ========== INITIALIZE CALLED ==========');
const domain = import.meta.env.VITE_AUTH0_DOMAIN;
const clientId = import.meta.env.VITE_AUTH0_CLIENT_ID;
console.log('[AuthService] Config:', {
domain,
clientId: clientId ? clientId.substring(0, 10) + '...' : 'missing',
redirectUri: window.location.origin
});
if (!domain || !clientId || domain.trim() === '') {
console.warn('Auth0 not configured - authentication features will be disabled');
console.warn('[AuthService] Auth0 not configured - authentication features will be disabled');
return;
}
console.log(window.location.origin);
console.log('[AuthService] Creating Auth0 client...');
this._client = await createAuth0Client({
domain,
clientId,
@ -43,33 +51,58 @@ export class AuthService {
cacheLocation: 'localstorage', // Persist tokens across page reloads
useRefreshTokens: true // Enable silent token refresh
});
console.log('[AuthService] Auth0 client created successfully');
// Handle redirect callback after login
if (window.location.search.includes('code=') ||
window.location.search.includes('state=')) {
const hasCallback = window.location.search.includes('code=') ||
window.location.search.includes('state=');
console.log('[AuthService] Checking for Auth0 callback:', hasCallback);
console.log('[AuthService] Current URL:', window.location.href);
if (hasCallback) {
console.log('[AuthService] ========== PROCESSING AUTH0 CALLBACK ==========');
try {
await this._client.handleRedirectCallback();
const result = await this._client.handleRedirectCallback();
console.log('[AuthService] Callback handled successfully:', result);
// Clean up the URL after handling callback
window.history.replaceState({}, document.title, '/');
console.log('[AuthService] URL cleaned, redirected to home');
} catch (error) {
console.error('Error handling redirect callback:', error);
console.error('[AuthService] !!!!! CALLBACK ERROR !!!!!', error);
console.error('[AuthService] Error details:', error?.message, error?.stack);
}
}
// Check if user is authenticated and load user info
console.log('[AuthService] Checking authentication status...');
const isAuth = await this._client.isAuthenticated();
console.log('[AuthService] Is authenticated:', isAuth);
if (isAuth) {
console.log('[AuthService] Loading user info...');
this._user = await this._client.getUser() ?? null;
console.log('[AuthService] User loaded:', {
name: this._user?.name,
email: this._user?.email,
sub: this._user?.sub
});
} else {
console.log('[AuthService] User not authenticated');
}
console.log('[AuthService] ========== INITIALIZATION COMPLETE ==========');
}
/**
* Redirect to Auth0 login page
*/
public async login(): Promise<void> {
console.log('[AuthService] ========== LOGIN CALLED ==========');
if (!this._client) {
console.error('[AuthService] !!!!! CLIENT NOT INITIALIZED !!!!!');
throw new Error('Auth client not initialized. Call initialize() first.');
}
console.log('[AuthService] Redirecting to Auth0 login...');
await this._client.loginWithRedirect();
}
@ -77,10 +110,13 @@ export class AuthService {
* Log out the current user and redirect to home
*/
public async logout(): Promise<void> {
console.log('[AuthService] ========== LOGOUT CALLED ==========');
if (!this._client) {
console.error('[AuthService] !!!!! CLIENT NOT INITIALIZED !!!!!');
throw new Error('Auth client not initialized. Call initialize() first.');
}
this._user = null;
console.log('[AuthService] Logging out and redirecting to:', window.location.origin);
await this._client.logout({
logoutParams: {
returnTo: window.location.origin

View File

@ -446,7 +446,7 @@ export class Ship {
}
// Check condition 2: Stranded (outside landing zone, no fuel, low velocity)
if (!this._isInLandingZone && fuel < 0.01 && totalVelocity < 1) {
if (!this._isInLandingZone && fuel < 0.01 && totalVelocity < 5) {
debugLog('Game end condition met: Stranded (no fuel, low velocity)');
this._statusScreen.show(true, false); // Game ended, not victory
this._keyboardInput?.setEnabled(false);

54
src/stores/auth.ts Normal file
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@ -0,0 +1,54 @@
import { writable } from 'svelte/store';
import { AuthService } from '../services/authService';
export interface AuthState {
isAuthenticated: boolean;
user: any | null;
isLoading: boolean;
}
function createAuthStore() {
const authService = AuthService.getInstance();
const initial: AuthState = {
isAuthenticated: false,
user: null,
isLoading: true,
};
const { subscribe, set, update } = writable<AuthState>(initial);
console.log('[AuthStore] Store created with initial state:', initial);
// Initialize auth state - will be properly initialized after AuthService.initialize() is called
(async () => {
console.log('[AuthStore] Checking initial auth state...');
const isAuth = await authService.isAuthenticated();
const user = authService.getUser();
console.log('[AuthStore] Initial auth check:', { isAuth, user: user?.name || user?.email || null });
set({ isAuthenticated: isAuth, user, isLoading: false });
})();
return {
subscribe,
login: async () => {
console.log('[AuthStore] login() called');
await authService.login();
// After redirect, page will reload and auth state will be refreshed
},
logout: async () => {
console.log('[AuthStore] logout() called');
await authService.logout();
// After logout redirect, page will reload
},
refresh: async () => {
console.log('[AuthStore] refresh() called');
const isAuth = await authService.isAuthenticated();
const user = authService.getUser();
console.log('[AuthStore] Refreshed auth state:', { isAuth, user: user?.name || user?.email || null });
update(state => ({ ...state, isAuthenticated: isAuth, user }));
},
};
}
export const authStore = createAuthStore();

View File

@ -0,0 +1,38 @@
import { writable, get } from 'svelte/store';
import type { ControllerMapping } from '../ship/input/controllerMapping';
import { ControllerMappingConfig } from '../ship/input/controllerMapping';
const STORAGE_KEY = 'space-game-controller-mapping';
function createControllerMappingStore() {
const config = ControllerMappingConfig.getInstance();
const initial = config.getMapping();
const { subscribe, set, update } = writable<ControllerMapping>(initial);
return {
subscribe,
update,
set: (value: ControllerMapping) => {
set(value);
config.setMapping(value);
},
save: () => {
const mapping = get(controllerMappingStore);
config.setMapping(mapping);
config.save();
console.log('[ControllerMapping Store] Saved');
},
reset: () => {
config.resetToDefault();
config.save();
set(config.getMapping());
console.log('[ControllerMapping Store] Reset to defaults');
},
validate: () => {
return config.validate();
},
};
}
export const controllerMappingStore = createControllerMappingStore();

71
src/stores/gameConfig.ts Normal file
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@ -0,0 +1,71 @@
import { writable, get } from 'svelte/store';
const STORAGE_KEY = 'game-config';
export interface GameConfigData {
physicsEnabled: boolean;
debugEnabled: boolean;
progressionEnabled: boolean;
shipPhysics: {
maxLinearVelocity: number;
maxAngularVelocity: number;
linearForceMultiplier: number;
angularForceMultiplier: number;
};
}
const defaultConfig: GameConfigData = {
physicsEnabled: true,
debugEnabled: false,
progressionEnabled: true,
shipPhysics: {
maxLinearVelocity: 200,
maxAngularVelocity: 1.4,
linearForceMultiplier: 800,
angularForceMultiplier: 15,
},
};
function loadFromStorage(): GameConfigData {
try {
const stored = localStorage.getItem(STORAGE_KEY);
if (stored) {
const parsed = JSON.parse(stored);
return { ...defaultConfig, ...parsed };
}
} catch (error) {
console.warn('[GameConfig Store] Failed to load from localStorage:', error);
}
return { ...defaultConfig };
}
function createGameConfigStore() {
const initial = loadFromStorage();
const { subscribe, set, update } = writable<GameConfigData>(initial);
return {
subscribe,
update,
set,
save: () => {
const config = get(gameConfigStore);
try {
localStorage.setItem(STORAGE_KEY, JSON.stringify(config));
console.log('[GameConfig Store] Saved to localStorage');
} catch (error) {
console.error('[GameConfig Store] Failed to save:', error);
}
},
reset: () => {
set({ ...defaultConfig });
try {
localStorage.setItem(STORAGE_KEY, JSON.stringify(defaultConfig));
console.log('[GameConfig Store] Reset to defaults');
} catch (error) {
console.error('[GameConfig Store] Failed to save defaults:', error);
}
},
};
}
export const gameConfigStore = createGameConfigStore();

View File

@ -0,0 +1,59 @@
import { writable, get } from 'svelte/store';
import { LevelRegistry, type LevelDirectoryEntry } from '../levels/storage/levelRegistry';
import type { LevelConfig } from '../levels/config/levelConfig';
export interface LevelRegistryState {
isInitialized: boolean;
defaultLevels: Map<string, { config: LevelConfig | null; directoryEntry: LevelDirectoryEntry; isDefault: boolean }>;
customLevels: Map<string, { config: LevelConfig | null; directoryEntry: LevelDirectoryEntry; isDefault: boolean }>;
}
function createLevelRegistryStore() {
const registry = LevelRegistry.getInstance();
const initial: LevelRegistryState = {
isInitialized: false,
defaultLevels: new Map(),
customLevels: new Map(),
};
const { subscribe, set, update } = writable<LevelRegistryState>(initial);
// Initialize registry
(async () => {
await registry.initialize();
update(state => ({
...state,
isInitialized: true,
defaultLevels: registry.getDefaultLevels(),
customLevels: registry.getCustomLevels(),
}));
})();
return {
subscribe,
getLevel: async (levelId: string): Promise<LevelConfig | null> => {
return await registry.getLevel(levelId);
},
refresh: async () => {
await registry.initialize();
update(state => ({
...state,
defaultLevels: registry.getDefaultLevels(),
customLevels: registry.getCustomLevels(),
}));
},
deleteCustomLevel: (levelId: string): boolean => {
const success = registry.deleteCustomLevel(levelId);
if (success) {
update(state => ({
...state,
customLevels: registry.getCustomLevels(),
}));
}
return success;
},
};
}
export const levelRegistryStore = createLevelRegistryStore();

29
src/stores/navigation.ts Normal file
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@ -0,0 +1,29 @@
import { writable } from 'svelte/store';
export interface NavigationState {
currentRoute: string;
isLoading: boolean;
loadingMessage: string;
}
function createNavigationStore() {
const initial: NavigationState = {
currentRoute: '/',
isLoading: false,
loadingMessage: '',
};
const { subscribe, set, update } = writable<NavigationState>(initial);
return {
subscribe,
setRoute: (route: string) => {
update(state => ({ ...state, currentRoute: route }));
},
setLoading: (isLoading: boolean, message: string = '') => {
update(state => ({ ...state, isLoading, loadingMessage: message }));
},
};
}
export const navigationStore = createNavigationStore();

127
src/stores/progression.ts Normal file
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@ -0,0 +1,127 @@
import { writable, get } from 'svelte/store';
import { ProgressionManager, type LevelProgress } from '../game/progression';
import { gameConfigStore } from './gameConfig';
interface ProgressionState {
completedLevels: Map<string, LevelProgress>;
editorUnlocked: boolean;
completedCount: number;
totalLevels: number;
completionPercentage: number;
}
function createProgressionStore() {
const progression = ProgressionManager.getInstance();
// Create initial state from progression manager
const initialState: ProgressionState = {
completedLevels: new Map(),
editorUnlocked: progression.isEditorUnlocked(),
completedCount: progression.getCompletedCount(),
totalLevels: progression.getTotalDefaultLevels(),
completionPercentage: progression.getCompletionPercentage(),
};
const { subscribe, set, update } = writable<ProgressionState>(initialState);
return {
subscribe,
/**
* Check if a level is unlocked and can be played
* @param levelName - The name of the level (e.g., "Rookie Training")
* @param isDefault - Whether this is a default level (not custom)
* @returns true if the level is unlocked
*/
isLevelUnlocked: (levelName: string, isDefault: boolean): boolean => {
const config = get(gameConfigStore);
// If progression is disabled, all levels are unlocked
if (!config.progressionEnabled) {
return true;
}
// Custom levels are always unlocked
if (!isDefault) {
return true;
}
// Check with progression manager
return progression.isLevelUnlocked(levelName);
},
/**
* Check if a level has been completed
*/
isLevelComplete: (levelName: string): boolean => {
return progression.isLevelComplete(levelName);
},
/**
* Mark a level as completed
*/
markLevelComplete: (levelName: string, stats?: { completionTime?: number; accuracy?: number }) => {
progression.markLevelComplete(levelName, stats);
// Update store state
update(state => ({
...state,
completedLevels: new Map(), // Could be populated if needed
editorUnlocked: progression.isEditorUnlocked(),
completedCount: progression.getCompletedCount(),
totalLevels: progression.getTotalDefaultLevels(),
completionPercentage: progression.getCompletionPercentage(),
}));
},
/**
* Get the previous level name (for lock messages)
*/
getPreviousLevelName: (levelName: string): string | null => {
const defaultLevels = [
'Rookie Training',
'Rescue Mission',
'Deep Space Patrol',
'Enemy Territory',
'The Gauntlet',
'Final Challenge'
];
const levelIndex = defaultLevels.indexOf(levelName);
if (levelIndex > 0) {
return defaultLevels[levelIndex - 1];
}
return null;
},
/**
* Check if this is the tutorial level
*/
isTutorial: (levelName: string): boolean => {
return levelName === 'Rookie Training';
},
/**
* Get next level to play
*/
getNextLevel: (): string | null => {
return progression.getNextLevel();
},
/**
* Reset all progression
*/
reset: () => {
progression.reset();
update(state => ({
...state,
completedLevels: new Map(),
editorUnlocked: false,
completedCount: 0,
completionPercentage: 0,
}));
},
};
}
export const progressionStore = createProgressionStore();

View File

@ -26,16 +26,35 @@ export class MissionBrief {
* Initialize the mission brief as a fullscreen overlay
*/
public initialize(): void {
console.log('[MissionBrief] ========== INITIALIZE CALLED ==========');
const scene = DefaultScene.MainScene;
console.log('[MissionBrief] Scene exists:', !!scene);
try {
console.log('[MissionBrief] Initializing as fullscreen overlay');
const mesh = MeshBuilder.CreatePlane('brief', {size: 2});
console.log('[MissionBrief] Mesh created:', mesh.name, 'ID:', mesh.id);
const ship = scene.getNodeById('Ship');
console.log('[MissionBrief] Ship node found:', !!ship);
if (!ship) {
console.error('[MissionBrief] ERROR: Ship node not found! Cannot parent mission brief mesh.');
return;
}
mesh.parent = ship;
mesh.position = new Vector3(0,1,2.8);
console.log('[MissionBrief] Mesh parented to ship at position:', mesh.position);
console.log('[MissionBrief] Mesh absolute position:', mesh.getAbsolutePosition());
console.log('[MissionBrief] Mesh scaling:', mesh.scaling);
console.log('[MissionBrief] Mesh isEnabled:', mesh.isEnabled());
console.log('[MissionBrief] Mesh isVisible:', mesh.isVisible);
// Create fullscreen advanced texture (not attached to mesh)
this._advancedTexture = AdvancedDynamicTexture.CreateForMesh(mesh);
console.log('[MissionBrief] AdvancedDynamicTexture created for mesh');
console.log('[MissionBrief] Texture dimensions:', this._advancedTexture.getSize());
console.log('[MissionBrief] Fullscreen UI created');
@ -50,11 +69,17 @@ export class MissionBrief {
this._container.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;
this._container.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;
this._advancedTexture.addControl(this._container);
console.log('[MissionBrief] Container created and added to texture');
// Initially hidden
this._container.isVisible = false;
console.log('[MissionBrief] Container initially hidden');
console.log('[MissionBrief] Fullscreen overlay initialized');
console.log('[MissionBrief] ========== INITIALIZATION COMPLETE ==========');
} catch (error) {
console.error('[MissionBrief] !!!!! INITIALIZATION FAILED !!!!!', error);
console.error('[MissionBrief] Error stack:', error?.stack);
}
}
/**
@ -65,12 +90,18 @@ export class MissionBrief {
* @param onStart - Callback when start button is pressed
*/
public show(levelConfig: LevelConfig, directoryEntry: LevelDirectoryEntry | null, triggerObservable: Observable<void>, onStart: () => void): void {
console.log('[MissionBrief] ========== SHOW() CALLED ==========');
console.log('[MissionBrief] Container exists:', !!this._container);
console.log('[MissionBrief] AdvancedTexture exists:', !!this._advancedTexture);
if (!this._container || !this._advancedTexture) {
debugLog('[MissionBrief] Cannot show - not initialized');
console.error('[MissionBrief] !!!!! CANNOT SHOW - NOT INITIALIZED !!!!!');
console.error('[MissionBrief] Container:', this._container);
console.error('[MissionBrief] AdvancedTexture:', this._advancedTexture);
return;
}
debugLog('[MissionBrief] Showing with config:', {
console.log('[MissionBrief] Showing with config:', {
difficulty: levelConfig.difficulty,
description: levelConfig.metadata?.description,
asteroidCount: levelConfig.asteroids?.length,
@ -183,7 +214,12 @@ export class MissionBrief {
this._container.isVisible = true;
this._isVisible = true;
debugLog('[MissionBrief] Mission brief displayed');
console.log('[MissionBrief] ========== CONTAINER NOW VISIBLE ==========');
console.log('[MissionBrief] Container.isVisible:', this._container.isVisible);
console.log('[MissionBrief] _isVisible flag:', this._isVisible);
console.log('[MissionBrief] Container children count:', this._container.children.length);
console.log('[MissionBrief] AdvancedTexture control count:', this._advancedTexture.rootContainer.children.length);
console.log('[MissionBrief] ========== MISSION BRIEF DISPLAY COMPLETE ==========');
}
/**

View File

@ -1,301 +0,0 @@
import { spawn } from 'child_process';
import { platform } from 'os';
import { existsSync, watch } from 'fs';
import path from 'path';
/**
* Configuration options for Blender export
*/
export interface BlenderExportOptions {
/**
* Custom path to Blender executable (optional)
* If not provided, will use default paths for the current platform
*/
blenderPath?: string;
/**
* Additional glTF export parameters
* See: https://docs.blender.org/api/current/bpy.ops.export_scene.html#bpy.ops.export_scene.gltf
*/
exportParams?: {
export_format?: 'GLB' | 'GLTF_SEPARATE' | 'GLTF_EMBEDDED';
export_draco_mesh_compression_enable?: boolean;
export_texture_dir?: string;
export_apply_modifiers?: boolean;
export_yup?: boolean;
export_animations?: boolean;
export_materials?: 'EXPORT' | 'PLACEHOLDER' | 'NONE';
[key: string]: any;
};
/**
* Timeout in milliseconds (default: 60000 = 1 minute)
*/
timeout?: number;
}
/**
* Result of a Blender export operation
*/
export interface BlenderExportResult {
success: boolean;
outputPath: string;
stdout: string;
stderr: string;
duration: number; // milliseconds
}
/**
* Get the default Blender executable path for the current platform
*/
function getDefaultBlenderPath(): string {
const os = platform();
switch (os) {
case 'darwin': // macOS
return '/Applications/Blender.app/Contents/MacOS/Blender';
case 'win32': // Windows
// Try common installation paths
const windowsPaths = [
'C:\\Program Files\\Blender Foundation\\Blender 4.2\\blender.exe',
'C:\\Program Files\\Blender Foundation\\Blender 4.1\\blender.exe',
'C:\\Program Files\\Blender Foundation\\Blender 4.0\\blender.exe',
'C:\\Program Files\\Blender Foundation\\Blender 3.6\\blender.exe',
'C:\\Program Files\\Blender Foundation\\Blender\\blender.exe',
];
for (const p of windowsPaths) {
if (existsSync(p)) return p;
}
return 'blender'; // Fall back to PATH
case 'linux':
return 'blender'; // Assume it's in PATH
default:
return 'blender';
}
}
/**
* Build the Python expression for glTF export
*/
function buildPythonExpr(outputPath: string, options?: BlenderExportOptions['exportParams']): string {
const params: string[] = [`filepath='${outputPath.replace(/\\/g, '/')}'`];
if (options) {
for (const [key, value] of Object.entries(options)) {
if (typeof value === 'boolean') {
params.push(`${key}=${value ? 'True' : 'False'}`);
} else if (typeof value === 'string') {
params.push(`${key}='${value}'`);
} else if (typeof value === 'number') {
params.push(`${key}=${value}`);
}
}
}
return `import bpy; bpy.ops.export_scene.gltf(${params.join(', ')})`;
}
/**
* Export a Blender file to GLB format using Blender's command-line interface
*
* @param blendFilePath - Path to the input .blend file
* @param outputPath - Path for the output .glb file
* @param options - Optional configuration for the export
* @returns Promise that resolves with export result
*
* @example
* ```typescript
* // Basic usage
* await exportBlendToGLB('./models/ship.blend', './public/ship.glb');
*
* // With options
* await exportBlendToGLB('./models/asteroid.blend', './public/asteroid.glb', {
* exportParams: {
* export_draco_mesh_compression_enable: true,
* export_apply_modifiers: true
* }
* });
*
* // With custom Blender path
* await exportBlendToGLB('./model.blend', './output.glb', {
* blenderPath: '/custom/path/to/blender'
* });
* ```
*/
export async function exportBlendToGLB(
blendFilePath: string,
outputPath: string,
options?: BlenderExportOptions
): Promise<BlenderExportResult> {
const startTime = Date.now();
// Validate input file exists
if (!existsSync(blendFilePath)) {
throw new Error(`Input blend file not found: ${blendFilePath}`);
}
// Ensure output directory exists
const outputDir = path.dirname(outputPath);
if (!existsSync(outputDir)) {
throw new Error(`Output directory does not exist: ${outputDir}`);
}
// Get Blender executable path
const blenderPath = options?.blenderPath || getDefaultBlenderPath();
// Verify Blender exists
if (blenderPath !== 'blender' && !existsSync(blenderPath)) {
throw new Error(`Blender executable not found at: ${blenderPath}`);
}
// Build Python expression
const pythonExpr = buildPythonExpr(outputPath, options?.exportParams);
// Build command arguments
const args = [
'-b', // Background mode (no UI)
blendFilePath, // Input file
'--python-expr', // Execute Python expression
pythonExpr // The export command
];
console.log(`[BlenderExporter] Running: ${blenderPath} ${args.join(' ')}`);
return new Promise((resolve, reject) => {
let stdout = '';
let stderr = '';
const process = spawn(blenderPath, args, {
shell: false,
windowsHide: true
});
// Set timeout
const timeout = options?.timeout || 60000;
const timeoutId = setTimeout(() => {
process.kill();
reject(new Error(`Blender export timed out after ${timeout}ms`));
}, timeout);
process.stdout.on('data', (data) => {
stdout += data.toString();
});
process.stderr.on('data', (data) => {
stderr += data.toString();
});
process.on('error', (error) => {
clearTimeout(timeoutId);
reject(new Error(`Failed to spawn Blender process: ${error.message}`));
});
process.on('close', (code) => {
clearTimeout(timeoutId);
const duration = Date.now() - startTime;
if (code === 0) {
// Check if output file was created
if (existsSync(outputPath)) {
console.log(`[BlenderExporter] Successfully exported to ${outputPath} in ${duration}ms`);
resolve({
success: true,
outputPath,
stdout,
stderr,
duration
});
} else {
reject(new Error(`Blender exited successfully but output file was not created: ${outputPath}`));
}
} else {
const error = new Error(
`Blender export failed with exit code ${code}\n` +
`STDERR: ${stderr}\n` +
`STDOUT: ${stdout}`
);
reject(error);
}
});
});
}
/**
* Batch export multiple Blender files to GLB
*
* @param exports - Array of [inputPath, outputPath] tuples
* @param options - Optional configuration for all exports
* @param sequential - If true, run exports one at a time (default: false for parallel)
* @returns Promise that resolves with array of results
*
* @example
* ```typescript
* const results = await batchExportBlendToGLB([
* ['./ship1.blend', './public/ship1.glb'],
* ['./ship2.blend', './public/ship2.glb'],
* ['./asteroid.blend', './public/asteroid.glb']
* ], {
* exportParams: { export_draco_mesh_compression_enable: true }
* });
* ```
*/
export async function batchExportBlendToGLB(
exports: Array<[string, string]>,
options?: BlenderExportOptions,
sequential: boolean = false
): Promise<BlenderExportResult[]> {
if (sequential) {
const results: BlenderExportResult[] = [];
for (const [input, output] of exports) {
const result = await exportBlendToGLB(input, output, options);
results.push(result);
}
return results;
} else {
return Promise.all(
exports.map(([input, output]) => exportBlendToGLB(input, output, options))
);
}
}
/**
* Watch a Blender file and auto-export on changes
* (Requires fs.watch - Node.js only, not for browser)
*
* @param blendFilePath - Path to watch
* @param outputPath - Output GLB path
* @param options - Export options
* @returns Function to stop watching
*/
export function watchAndExport(
blendFilePath: string,
outputPath: string,
options?: BlenderExportOptions
): () => void {
console.log(`[BlenderExporter] Watching ${blendFilePath} for changes...`);
let debounceTimer: NodeJS.Timeout | null = null;
const watcher = watch(blendFilePath, (eventType: string) => {
if (eventType === 'change') {
// Debounce: wait 1 second after last change
if (debounceTimer) clearTimeout(debounceTimer);
debounceTimer = setTimeout(async () => {
console.log(`[BlenderExporter] Detected change in ${blendFilePath}, exporting...`);
try {
await exportBlendToGLB(blendFilePath, outputPath, options);
} catch (error) {
console.error(`[BlenderExporter] Export failed:`, error);
}
}, 1000);
}
});
// Return cleanup function
return () => {
if (debounceTimer) clearTimeout(debounceTimer);
watcher.close();
console.log(`[BlenderExporter] Stopped watching ${blendFilePath}`);
};
}

11
svelte.config.js Normal file
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@ -0,0 +1,11 @@
import { vitePreprocess } from '@sveltejs/vite-plugin-svelte';
export default {
// Preprocess TypeScript and other syntax
preprocess: vitePreprocess(),
compilerOptions: {
// Enable HMR in development
hmr: true,
}
};

Binary file not shown.

View File

@ -1,6 +1,6 @@
{
"compilerOptions": {
"target": "es6",
"target": "es2023",
"outDir": "./dist",
// choose our ECMA/JavaScript version (all modern browsers support ES6 so it's your best bet)
"allowSyntheticDefaultImports": true,
@ -8,7 +8,7 @@
// choose our default ECMA/libraries to import
"dom",
// mandatory for all browser-based apps
"es6"
"es2023"
// mandatory for targeting ES6
],
"useDefineForClassFields": true,
@ -33,12 +33,17 @@
// raises an error for unused parameters
"noImplicitReturns": true,
// raises an error for functions that return nothing
"skipLibCheck": true
"skipLibCheck": true,
// skip type-checking of .d.ts files (it speeds up transpiling)
"types": ["svelte"]
// add Svelte type definitions
},
"include": [
"src",
"server"
],
// specify location(s) of .ts files
"exclude": [
"node_modules"
]
}

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@ -1,7 +1,9 @@
import {defineConfig} from "vite";
import { svelte } from '@sveltejs/vite-plugin-svelte';
/** @type {import('vite').UserConfig} */
export default defineConfig({
plugins: [svelte()],
test: {},
define: {},
build: {
@ -10,7 +12,8 @@ export default defineConfig({
output: {
manualChunks: {
'babylon': ['@babylonjs/core'],
'babylon-procedural': ['@babylonjs/procedural-textures']
'babylon-procedural': ['@babylonjs/procedural-textures'],
'babylon-inspector': ['@babylonjs/inspector'],
}
}
}