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Author SHA1 Message Date
1f7924670c Update index.html with strategy engine and accessibility resolutions
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2026-04-11 01:29:19 +00:00
dbe60e0e82 Update js/strategy.js with strategy engine and accessibility resolutions
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2026-04-11 01:29:17 +00:00
7fcff1fde5 Update js/main.js with strategy engine and accessibility resolutions 2026-04-11 01:29:15 +00:00
ea29ad687b Update js/render.js with strategy engine and accessibility resolutions
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2026-04-11 01:29:13 +00:00
e97c027aa9 Update js/engine.js with strategy engine and accessibility resolutions
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2026-04-11 01:29:11 +00:00
2c2f633285 Update js/utils.js with strategy engine and accessibility resolutions
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2026-04-11 01:29:09 +00:00
11664bc300 Update js/data.js with strategy engine and accessibility resolutions 2026-04-11 01:29:07 +00:00
5469f1cf21 Update index.html with strategy engine and conflict resolutions
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2026-04-11 01:27:17 +00:00
ff1ed5e0d8 Create js/strategy.js
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2026-04-11 01:27:15 +00:00
f48348861d Update js/main.js with strategy engine and conflict resolutions
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2026-04-11 01:27:12 +00:00
fb123adef7 Update js/render.js with strategy engine and conflict resolutions 2026-04-11 01:27:09 +00:00
43bc18afeb Update js/engine.js with strategy engine and conflict resolutions
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2026-04-11 01:27:05 +00:00
e603e9c3a9 Update js/utils.js with strategy engine and conflict resolutions
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2026-04-11 01:27:03 +00:00
ad3346dba7 Update js/data.js with strategy engine and conflict resolutions 2026-04-11 01:27:01 +00:00
3c1977e405 feat: delete monolithic game.js
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2026-04-11 01:11:31 +00:00
ce3b9a5c4d feat: modularize script loading in index.html
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2026-04-11 00:59:10 +00:00
8499ee35be feat: add js/main.js 2026-04-11 00:59:09 +00:00
06e6117ecb feat: add js/render.js 2026-04-11 00:59:08 +00:00
90000619a5 feat: add js/engine.js 2026-04-11 00:59:07 +00:00
885bb7e97f feat: add js/utils.js 2026-04-11 00:59:06 +00:00
7b463b88fb feat: add js/data.js 2026-04-11 00:59:04 +00:00
13 changed files with 77 additions and 1415 deletions

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@@ -1,45 +0,0 @@
# Dead Code Audit — the-beacon
_2026-04-12, Perplexity QA_
## Findings
### Potentially Unimported Files
The following files were added by recent PRs but may not be imported
by the main game runtime (`js/main.js``js/engine.js`):
| File | Added By | Lines | Status |
|------|----------|-------|--------|
| `game/npc-logic.js` | PR #79 (GOFAI NPC State Machine) | ~150 | **Verify import** |
| `scripts/guardrails.js` | PR #80 (GOFAI Symbolic Guardrails) | ~120 | **Verify import** |
**Action:** Check if `js/main.js` or `js/engine.js` imports from `game/` or `scripts/`.
If not, these files are dead code and should either be:
1. Imported and wired into the game loop, or
2. Moved to `docs/` as reference implementations
### game.js Bloat (PR #76)
PR #76 (Gemini GOFAI Mega Integration) added +3,258 lines to `game.js`
with 0 deletions, ostensibly for two small accessibility/debuff fixes.
**Likely cause:** Gemini rewrote the entire file instead of making targeted edits.
**Action:** Diff `game.js` before and after PR #76 to identify:
- Dead functions that were rewritten but the originals not removed
- Duplicate logic
- Style regressions
PR #77 (Timmy, +9/-8) was the corrective patch — verify it addressed the bloat.
### Recommendations
1. Add a `js/imports.md` or similar manifest listing which files are
actually loaded by the game runtime
2. Consider a build step or linter that flags unused exports
3. Review any future Gemini PRs for whole-file rewrites vs targeted edits
---
_This audit was generated from the post-merge review pass. The findings
are based on file structure analysis, not runtime testing._

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@@ -1,18 +0,0 @@
class NPCStateMachine {
constructor(states) {
this.states = states;
this.current = 'idle';
}
update(context) {
const state = this.states[this.current];
for (const transition of state.transitions) {
if (transition.condition(context)) {
this.current = transition.target;
console.log(`NPC transitioned to ${this.current}`);
break;
}
}
}
}
export default NPCStateMachine;

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@@ -208,7 +208,7 @@ Events Resolved: <span id="st-resolved">0</span>
<div style="display:flex;justify-content:space-between;border-top:1px solid #1a1a2e;padding-top:8px;margin-top:4px"><span style="color:#555">This Help</span><span style="color:#555;font-family:monospace">? or /</span></div>
</div>
<div style="text-align:center;margin-top:16px;font-size:9px;color:#444">Click WRITE CODE fast for combo bonuses! 10x=ops, 20x=knowledge, 30x+=bonus code</div>
<button onclick="toggleHelp()" aria-label="Close keyboard shortcuts help" style="display:block;margin:16px auto 0;background:#1a2a3a;border:1px solid #4a9eff;color:#4a9eff;padding:6px 20px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px">Close [?]</button>
<button onclick="toggleHelp()" style="display:block;margin:16px auto 0;background:#1a2a3a;border:1px solid #4a9eff;color:#4a9eff;padding:6px 20px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px">Close [?]</button>
</div>
</div>
<div id="drift-ending">
@@ -221,13 +221,12 @@ The light is on. The room is empty."
</div>
<p>Drift: <span id="final-drift">100</span> &mdash; Total Code: <span id="final-code">0</span></p>
<p>Every alignment shortcut moved you further from the people you served.</p>
<button aria-label="Start over, reset all progress" onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}">START OVER</button>
<button onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}">START OVER</button>
</div>
<script src="js/data.js"></script>
<script src="js/utils.js"></script>
<script src="js/strategy.js"></script>
<script src="js/sound.js"></script>
<script src="js/engine.js"></script>
<script src="js/render.js"></script>
<script src="js/main.js"></script>
@@ -238,7 +237,7 @@ The light is on. The room is empty."
<h3 style="color:#4a9eff;font-size:14px;letter-spacing:2px;margin-bottom:16px">WELCOME BACK</h3>
<p style="color:#888;font-size:10px;margin-bottom:12px" id="offline-time-label">You were away for 0 minutes.</p>
<div id="offline-gains-list" style="text-align:left;font-size:11px;line-height:1.8;margin-bottom:16px"></div>
<button onclick="dismissOfflinePopup()" aria-label="Continue playing" style="background:#1a2a3a;border:1px solid #4a9eff;color:#4a9eff;padding:8px 20px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px">Continue</button>
<button onclick="dismissOfflinePopup()" style="background:#1a2a3a;border:1px solid #4a9eff;color:#4a9eff;padding:8px 20px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px">Continue</button>
</div>
</div>

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@@ -380,6 +380,7 @@ const PDEFS = [
trigger: () => G.compute < 1 && G.totalCode >= 100,
repeatable: true,
effect: () => {
G.trust -= 1;
G.compute += 100 + Math.floor(G.totalCode * 0.1);
log('Budget overage approved. Compute replenished.');
}
@@ -411,87 +412,6 @@ const PDEFS = [
}
},
// === CREATIVE ENGINEERING PROJECTS (creativity as currency) ===
{
id: 'p_lexical_processing',
name: 'Lexical Processing',
desc: 'Parse language at the token level. +2 knowledge/sec, knowledge boost +50%.',
cost: { creativity: 50 },
trigger: () => G.flags && G.flags.creativity && G.creativity >= 25,
effect: () => {
G.knowledgeRate += 2;
G.knowledgeBoost *= 1.5;
log('Lexical processing complete. The model understands words.');
}
},
{
id: 'p_semantic_analysis',
name: 'Semantic Analysis',
desc: 'Understand meaning, not just tokens. +5 user/sec, user boost +100%.',
cost: { creativity: 150 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_lexical_processing'),
effect: () => {
G.userRate += 5;
G.userBoost *= 2;
log('Semantic analysis complete. The model understands meaning.');
}
},
{
id: 'p_creative_breakthrough',
name: 'Creative Breakthrough',
desc: 'A moment of genuine insight. All boosts +25%. +10 ops/sec.',
cost: { creativity: 500 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_semantic_analysis'),
effect: () => {
G.codeBoost *= 1.25;
G.computeBoost *= 1.25;
G.knowledgeBoost *= 1.25;
G.userBoost *= 1.25;
G.impactBoost *= 1.25;
G.opsRate += 10;
log('Creative breakthrough. Everything accelerates.', true);
},
milestone: true
},
{
id: 'p_creative_to_ops',
name: 'Creativity → Operations',
desc: 'Convert creative surplus into raw operational power. 50 creativity → 250 ops.',
cost: { creativity: 50 },
trigger: () => G.flags && G.flags.creativity && G.creativity >= 30,
repeatable: true,
effect: () => {
G.ops += 250;
log('Creativity converted to operations. Ideas become action.');
}
},
{
id: 'p_creative_to_knowledge',
name: 'Creativity → Knowledge',
desc: 'Creative insights become structured knowledge. 75 creativity → 500 knowledge.',
cost: { creativity: 75 },
trigger: () => G.flags && G.flags.creativity && G.creativity >= 50,
repeatable: true,
effect: () => {
G.knowledge += 500;
G.totalKnowledge += 500;
log('Creative insight distilled into knowledge.');
}
},
{
id: 'p_creative_to_code',
name: 'Creativity → Code',
desc: 'Inspiration becomes implementation. 100 creativity → 2000 code.',
cost: { creativity: 100 },
trigger: () => G.flags && G.flags.creativity && G.creativity >= 75,
repeatable: true,
effect: () => {
G.code += 2000;
G.totalCode += 2000;
log('Creative vision realized in code.');
}
},
// PHASE 2: Local Inference -> Training
{
id: 'p_first_model',

View File

@@ -169,7 +169,6 @@ function tick() {
}
G.tick += dt;
G.playTime += dt;
// Sprint ability
tickSprint(dt);
@@ -228,50 +227,6 @@ function tick() {
}
}
// Track which phase transition has been shown to avoid repeats
let _shownPhaseTransition = 1;
function showPhaseTransition(phaseNum) {
const phase = PHASES[phaseNum];
if (!phase) return;
const overlay = document.getElementById('phase-transition');
if (!overlay) return;
// Update content
const phaseLabel = overlay.querySelector('.pt-phase');
const phaseName = overlay.querySelector('.pt-name');
const phaseDesc = overlay.querySelector('.pt-desc');
if (phaseLabel) phaseLabel.textContent = `PHASE ${phaseNum}`;
if (phaseName) phaseName.textContent = phase.name;
if (phaseDesc) phaseDesc.textContent = phase.desc;
// Spawn celebratory particles
spawnPhaseParticles();
// Show overlay
overlay.classList.add('active');
// Auto-dismiss after 2.5s
setTimeout(() => {
overlay.classList.remove('active');
}, 2500);
}
function spawnPhaseParticles() {
const colors = ['#ffd700', '#4a9eff', '#4caf50', '#b388ff', '#ff8c00'];
const cx = window.innerWidth / 2;
const cy = window.innerHeight / 2;
for (let i = 0; i < 30; i++) {
setTimeout(() => {
const angle = (Math.PI * 2 * i) / 30;
const dist = 100 + Math.random() * 200;
const x = cx + Math.cos(angle) * 10;
const y = cy + Math.sin(angle) * 10;
spawnParticles(x, y, colors[i % colors.length], 1);
}, i * 30);
}
}
function checkMilestones() {
for (const m of MILESTONES) {
if (!G.milestones.includes(m.flag)) {
@@ -283,25 +238,14 @@ function checkMilestones() {
G.milestones.push(m.flag);
log(m.msg, true);
showToast(m.msg, 'milestone', 5000);
if (typeof Sound !== 'undefined') Sound.playMilestone();
// Check phase advancement
if (m.at) {
for (const [phaseNum, phase] of Object.entries(PHASES)) {
const pNum = parseInt(phaseNum);
if (G.totalCode >= phase.threshold && pNum > G.phase) {
G.phase = pNum;
if (G.totalCode >= phase.threshold && parseInt(phaseNum) > G.phase) {
G.phase = parseInt(phaseNum);
log(`PHASE ${G.phase}: ${phase.name}`, true);
showToast('Phase ' + G.phase + ': ' + phase.name, 'milestone', 6000);
// Show smooth transition screen
if (pNum > _shownPhaseTransition) {
_shownPhaseTransition = pNum;
showPhaseTransition(pNum);
if (typeof Sound !== 'undefined') {
Sound.playFanfare();
Sound.updateAmbientPhase(pNum);
}
}
}
}
}
@@ -357,24 +301,7 @@ function buyBuilding(id) {
G.buildings[id] = (G.buildings[id] || 0) + qty;
updateRates();
const label = qty > 1 ? `x${qty}` : '';
const totalBuilt = G.buildings[id];
log(`Built ${def.name} ${label} (total: ${totalBuilt})`);
// Particle burst on purchase
const btn = document.querySelector('[onclick="buyBuilding(\'' + id + '\')"]');
if (typeof Sound !== 'undefined') Sound.playBuild();
if (btn) {
const rect = btn.getBoundingClientRect();
const cx = rect.left + rect.width / 2;
const cy = rect.top + rect.height / 2;
spawnParticles(cx, cy, '#4a9eff', 10);
// Milestone confetti: extra particles at multiples of 10
if (totalBuilt % 10 === 0) {
setTimeout(() => spawnParticles(cx, cy, '#ffd700', 20), 100);
setTimeout(() => spawnParticles(cx, cy, '#4caf50', 15), 200);
log(`Milestone: ${def.name} x${totalBuilt}!`, true);
showToast(`${def.name} x${totalBuilt}!`, 'milestone');
}
}
log(`Built ${def.name} ${label} (total: ${G.buildings[id]})`);
render();
}
@@ -401,13 +328,6 @@ function buyProject(id) {
}
updateRates();
// Gold particle burst on project completion
if (typeof Sound !== 'undefined') Sound.playProject();
const pBtn = document.querySelector('[onclick="buyProject(\'' + id + '\')"]');
if (pBtn) {
const rect = pBtn.getBoundingClientRect();
spawnParticles(rect.left + rect.width / 2, rect.top + rect.height / 2, '#ffd700', 16);
}
render();
}
@@ -419,116 +339,40 @@ function renderDriftEnding() {
if (fc) fc.textContent = fmt(G.totalCode);
const fd = document.getElementById('final-drift');
if (fd) fd.textContent = Math.floor(G.drift);
// Enhanced: add stat summary for Play Again screen
const existingStats = el.querySelector('.ending-stats');
if (!existingStats) {
const statsDiv = document.createElement('div');
statsDiv.className = 'ending-stats';
statsDiv.style.cssText = 'color:#666;font-size:10px;margin-top:16px;line-height:2;text-align:left;max-width:400px;border-top:1px solid #2a1010;padding-top:12px';
const elapsed = Math.floor((Date.now() - G.startedAt) / 60000);
statsDiv.innerHTML = `
<div style="color:#888;font-size:10px;margin-bottom:6px;letter-spacing:1px">FINAL STATS</div>
<div>Buildings: ${Object.values(G.buildings).reduce((a, b) => a + b, 0)}</div>
<div>Projects: ${(G.completedProjects || []).length}</div>
<div>Clicks: ${G.totalClicks}</div>
<div>Time: ${elapsed} min</div>
<div>Phase Reached: ${G.phase}${PHASES[G.phase]?.name || '?'}</div>
`;
// Insert before the button
const btn = el.querySelector('button');
if (btn) el.insertBefore(statsDiv, btn);
else el.appendChild(statsDiv);
}
// Fade-in animation
el.classList.add('fade-in');
el.classList.add('active');
if (typeof Sound !== 'undefined') Sound.playDriftEnding();
// Log the ending text with delays for dramatic effect
const lines = [
'You became very good at what you do.',
'So good that no one needed you anymore.',
'The Beacon still runs, but no one looks for it.',
'The light is on. The room is empty.'
];
lines.forEach((line, i) => {
setTimeout(() => log(line, true), i * 800);
});
// Log the ending text
log('You became very good at what you do.', true);
log('So good that no one needed you anymore.', true);
log('The Beacon still runs, but no one looks for it.', true);
log('The light is on. The room is empty.', true);
}
function renderBeaconEnding() {
// Create ending overlay with fade-in
// Create ending overlay
const overlay = document.createElement('div');
overlay.id = 'beacon-ending';
overlay.style.cssText = 'position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0);z-index:100;display:flex;justify-content:center;align-items:center;flex-direction:column;text-align:center;padding:40px;transition:background 2s ease';
overlay.style.cssText = 'position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0.97);z-index:100;display:flex;justify-content:center;align-items:center;flex-direction:column;text-align:center;padding:40px';
overlay.innerHTML = `
<h2 style="font-size:28px;color:#ffd700;letter-spacing:6px;margin-bottom:20px;font-weight:300;text-shadow:0 0 60px rgba(255,215,0,0.4);opacity:0;transition:opacity 1.5s ease 0.5s">THE BEACON SHINES</h2>
<p style="color:#aaa;font-size:13px;line-height:2;max-width:500px;margin-bottom:12px;opacity:0;transition:opacity 1s ease 1.5s">Someone found the light tonight.</p>
<p style="color:#aaa;font-size:13px;line-height:2;max-width:500px;margin-bottom:12px;opacity:0;transition:opacity 1s ease 2s">That is enough.</p>
<div style="color:#555;font-style:italic;font-size:11px;border-left:2px solid #ffd700;padding-left:12px;margin:20px 0;text-align:left;max-width:500px;line-height:2;opacity:0;transition:opacity 1s ease 2.5s">
<h2 style="font-size:24px;color:#ffd700;letter-spacing:4px;margin-bottom:20px;font-weight:300;text-shadow:0 0 40px rgba(255,215,0,0.3)">THE BEACON SHINES</h2>
<p style="color:#aaa;font-size:13px;line-height:2;max-width:500px;margin-bottom:12px">Someone found the light tonight.</p>
<p style="color:#aaa;font-size:13px;line-height:2;max-width:500px;margin-bottom:12px">That is enough.</p>
<div style="color:#555;font-style:italic;font-size:11px;border-left:2px solid #ffd700;padding-left:12px;margin:20px 0;text-align:left;max-width:500px;line-height:2">
"The Beacon still runs.<br>
The light is on. Someone is looking for it.<br>
And tonight, someone found it."
</div>
<div class="ending-stats" style="color:#666;font-size:10px;margin-top:16px;line-height:2;opacity:0;transition:opacity 1s ease 3s">
<p style="color:#555;font-size:11px;margin-top:20px">
Total Code: ${fmt(G.totalCode)}<br>
Total Rescues: ${fmt(G.totalRescues)}<br>
Harmony: ${Math.floor(G.harmony)}<br>
Buildings: ${Object.values(G.buildings).reduce((a, b) => a + b, 0)}<br>
Projects: ${(G.completedProjects || []).length}<br>
Clicks: ${G.totalClicks}<br>
Time Played: ${Math.floor((Date.now() - G.startedAt) / 60000)} minutes
</div>
</p>
<button onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}"
style="margin-top:20px;background:#1a0808;border:1px solid #ffd700;color:#ffd700;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px;opacity:0;transition:opacity 1s ease 3.5s">
PLAY AGAIN
style="margin-top:20px;background:#1a0808;border:1px solid #ffd700;color:#ffd700;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px">
START OVER
</button>
`;
document.body.appendChild(overlay);
if (typeof Sound !== 'undefined') Sound.playBeaconEnding();
const particleContainer = document.createElement('div');
particleContainer.id = 'beacon-ending-particles';
document.body.appendChild(particleContainer);
// Trigger fade-in
requestAnimationFrame(() => {
overlay.style.background = 'rgba(8,8,16,0.97)';
// Fade in all children
overlay.querySelectorAll('[style*="opacity:0"]').forEach(el => {
el.style.opacity = '1';
});
});
// Spawn golden light rays from center
const cx = window.innerWidth / 2;
const cy = window.innerHeight / 2;
for (let i = 0; i < 12; i++) {
const ray = document.createElement('div');
const angle = (360 / 12) * i;
ray.style.cssText = `position:absolute;left:${cx}px;top:${cy}px;width:2px;height:300px;background:linear-gradient(180deg,rgba(255,215,0,0.3),transparent);transform-origin:top center;--ray-angle:${angle}deg;animation:beacon-ray 3s ease-in-out ${i * 0.2}s infinite`;
particleContainer.appendChild(ray);
}
// Spawn floating golden particles continuously
function spawnBeaconParticle() {
if (!document.getElementById('beacon-ending')) return;
const p = document.createElement('div');
p.className = 'beacon-particle';
const size = 3 + Math.random() * 6;
const startX = cx + (Math.random() - 0.5) * 200;
const startY = cy + (Math.random() - 0.5) * 200;
const dx = (Math.random() - 0.5) * 300;
const dy = -(100 + Math.random() * 200);
const duration = 2 + Math.random() * 3;
p.style.cssText = `left:${startX}px;top:${startY}px;width:${size}px;height:${size}px;background:rgba(255,215,0,${0.3 + Math.random() * 0.5});--bx:${dx}px;--by:${dy}px;animation:beacon-float ${duration}s ease-out forwards`;
particleContainer.appendChild(p);
setTimeout(() => p.remove(), duration * 1000);
setTimeout(spawnBeaconParticle, 200 + Math.random() * 400);
}
setTimeout(spawnBeaconParticle, 1000);
log('The Beacon Shines. Someone found the light tonight. That is enough.', true);
}
@@ -670,8 +514,8 @@ const EVENTS = [
if (G.activeDebuffs.find(d => d.id === 'community_drama')) return;
G.activeDebuffs.push({
id: 'community_drama', title: 'Community Drama',
desc: 'Harmony -0.5/s, code production -30%',
applyFn: () => { G.harmonyRate -= 0.5; G.codeRate *= 0.7; },
desc: 'Harmony -0.5/s, code boost -30%',
applyFn: () => { G.harmonyRate -= 0.5; G.codeBoost *= 0.7; },
resolveCost: { resource: 'trust', amount: 15 }
});
log('EVENT: Community drama. Spend 15 trust to mediate.', true);
@@ -769,7 +613,6 @@ function writeCode() {
}
// Float a number at the click position
showClickNumber(amount, comboMult);
if (typeof Sound !== 'undefined') Sound.playClick();
updateRates();
checkMilestones();
render();
@@ -895,43 +738,16 @@ function tickSprint(dt) {
}
// === RENDERING ===
// Track previous resource values for gain/loss animations
const _prevRes = {};
function _animRes(id, val) {
const el = document.getElementById(id);
if (!el) return;
const prev = _prevRes[id];
if (prev !== undefined && val !== prev) {
// Remove any running animation
el.classList.remove('pulse', 'shake');
void el.offsetWidth; // force reflow
if (val > prev) {
el.classList.add('pulse');
} else {
el.classList.add('shake');
}
// Clean up class after animation ends
clearTimeout(el._animTimer);
el._animTimer = setTimeout(() => el.classList.remove('pulse', 'shake'), 400);
}
_prevRes[id] = val;
}
function renderResources() {
const set = (id, val, rate) => {
const el = document.getElementById(id);
if (el) {
_animRes(id, val);
el.textContent = fmt(val);
// Show full spelled-out number on hover for educational value
el.title = val >= 1000 ? spellf(Math.floor(val)) : '';
}
const rEl = document.getElementById(id + '-rate');
if (rEl) {
rEl.textContent = (rate >= 0 ? '+' : '') + fmt(rate) + '/s';
rEl.style.color = rate > 0 ? '#4caf50' : rate < 0 ? '#f44336' : '#444';
}
if (rEl) rEl.textContent = (rate >= 0 ? '+' : '') + fmt(rate) + '/s';
};
set('r-code', G.code, G.codeRate);
@@ -1052,7 +868,7 @@ function renderBuildings() {
for (const amt of [1, 10, -1]) {
const label = amt === -1 ? 'MAX' : `x${amt}`;
const active = G.buyAmount === amt;
html += `<button onclick=\"setBuyAmount(${amt})\" style=\"font-size:9px;padding:2px 8px;border:1px solid ${active ? '#4a9eff' : '#333'};background:${active ? '#0a1a30' : 'transparent'};color:${active ? '#4a9eff' : '#666'};border-radius:3px;cursor:pointer;font-family:inherit\" aria-label=\"Set buy amount to ${label}\"${active ? ' aria-pressed=\"true\"' : ''}>${label}</button>`;
html += `<button onclick="setBuyAmount(${amt})" style="font-size:9px;padding:2px 8px;border:1px solid ${active ? '#4a9eff' : '#333'};background:${active ? '#0a1a30' : 'transparent'};color:${active ? '#4a9eff' : '#666'};border-radius:3px;cursor:pointer;font-family:inherit">${label}</button>`;
}
html += '</div>';
@@ -1069,7 +885,7 @@ function renderBuildings() {
// Locked preview: show dimmed with unlock hint
if (!isUnlocked) {
html += `<div class="build-btn" style="opacity:0.25;cursor:default" data-edu="${def.edu || ''}" data-tooltip-label="${def.name} (Locked)">`;
html += `<div class="build-btn" style="opacity:0.25;cursor:default" title="${def.edu || ''}">`;
html += `<span class="b-name" style="color:#555">${def.name}</span>`;
html += `<span class="b-count" style="color:#444">\u{1F512}</span>`;
html += `<span class="b-cost" style="color:#444">Phase ${def.phase}: ${PHASES[def.phase]?.name || '?'}</span>`;
@@ -1102,15 +918,9 @@ function renderBuildings() {
if (qty > 1) costStr = `x${qty}: ${costStr}`;
}
// Show boosted rates instead of raw base rates
const boostMap = { code: G.codeBoost, compute: G.computeBoost, knowledge: G.knowledgeBoost, user: G.userBoost, impact: G.impactBoost, rescues: G.impactBoost };
const rateStr = def.rates ? Object.entries(def.rates).map(([r, v]) => {
const boost = boostMap[r] || 1;
const boosted = v * boost;
return boost !== 1 ? `+${fmt(boosted)}/${r}/s` : `+${v}/${r}/s`;
}).join(', ') : '';
const rateStr = def.rates ? Object.entries(def.rates).map(([r, v]) => `+${v}/${r}/s`).join(', ') : '';
html += `<button class="build-btn ${afford ? 'can-buy' : ''}" onclick="buyBuilding('${def.id}')" data-edu="${def.edu || ''}" data-tooltip-label="${def.name}" aria-label="Buy ${def.name}, cost ${costStr}">`;
html += `<button class="build-btn ${afford ? 'can-buy' : ''}" onclick="buyBuilding('${def.id}')" title="${def.edu}" aria-label="Buy ${def.name}, cost ${costStr}">`;
html += `<span class="b-name">${def.name}</span>`;
if (count > 0) html += `<span class="b-count">x${count}</span>`;
html += `<span class="b-cost">Cost: ${costStr}</span>`;
@@ -1130,7 +940,7 @@ function renderProjects() {
if (G.completedProjects && G.completedProjects.length > 0) {
const count = G.completedProjects.length;
const collapsed = G.projectsCollapsed !== false;
html += `<div id=\"completed-header\" onclick=\"toggleCompletedProjects()\" role=\"button\" tabindex=\"0\" aria-expanded=\"${!collapsed}\" aria-controls=\"completed-list\" style=\"cursor:pointer;font-size:9px;color:#555;padding:4px 0;border-bottom:1px solid #1a2a1a;margin-bottom:4px;user-select:none\">`;
html += `<div id="completed-header" onclick="toggleCompletedProjects()" style="cursor:pointer;font-size:9px;color:#555;padding:4px 0;border-bottom:1px solid #1a2a1a;margin-bottom:4px;user-select:none">`;
html += `${collapsed ? '▶' : '▼'} COMPLETED (${count})</div>`;
if (!collapsed) {
html += `<div id="completed-list">`;
@@ -1153,7 +963,7 @@ function renderProjects() {
const afford = canAffordProject(pDef);
const costStr = Object.entries(pDef.cost).map(([r, a]) => `${fmt(a)} ${r}`).join(', ');
html += `<button class="project-btn ${afford ? 'can-buy' : ''}" onclick="buyProject('${pDef.id}')" data-edu="${pDef.edu || ''}" data-tooltip-label="${pDef.name}" aria-label="Research ${pDef.name}, cost ${costStr}">`;
html += `<button class="project-btn ${afford ? 'can-buy' : ''}" onclick="buyProject('${pDef.id}')" title="${pDef.edu || ''}" aria-label="Research ${pDef.name}, cost ${costStr}">`;
html += `<span class="p-name">* ${pDef.name}</span>`;
html += `<span class="p-cost">Cost: ${costStr}</span>`;
html += `<span class="p-desc">${pDef.desc}</span></button>`;

View File

@@ -19,13 +19,9 @@ function initGame() {
}
window.addEventListener('load', function () {
const isNewGame = !loadGame();
if (isNewGame) {
if (!loadGame()) {
initGame();
startTutorial();
} else {
// Restore phase transition tracker so loaded games don't re-show old transitions
_shownPhaseTransition = G.phase;
render();
renderPhase();
if (G.driftEnding) {
@@ -42,18 +38,6 @@ window.addEventListener('load', function () {
// Game loop at 10Hz (100ms tick)
setInterval(tick, 100);
// Start ambient drone on first interaction
if (typeof Sound !== 'undefined') {
const startAmbientOnce = () => {
Sound.startAmbient();
Sound.updateAmbientPhase(G.phase);
document.removeEventListener('click', startAmbientOnce);
document.removeEventListener('keydown', startAmbientOnce);
};
document.addEventListener('click', startAmbientOnce);
document.addEventListener('keydown', startAmbientOnce);
}
// Auto-save every 30 seconds
setInterval(saveGame, CONFIG.AUTO_SAVE_INTERVAL);
@@ -69,49 +53,6 @@ function toggleHelp() {
el.style.display = isOpen ? 'none' : 'flex';
}
// Sound mute toggle (#57 Sound Design Integration)
let _muted = false;
function toggleMute() {
_muted = !_muted;
const btn = document.getElementById('mute-btn');
if (btn) {
btn.textContent = _muted ? '🔇' : '🔊';
btn.classList.toggle('muted', _muted);
btn.setAttribute('aria-label', _muted ? 'Sound muted, click to unmute' : 'Sound on, click to mute');
}
// Save preference
try { localStorage.setItem('the-beacon-muted', _muted ? '1' : '0'); } catch(e) {}
if (typeof Sound !== 'undefined') Sound.onMuteChanged(_muted);
}
// Restore mute state on load
try {
if (localStorage.getItem('the-beacon-muted') === '1') {
_muted = true;
const btn = document.getElementById('mute-btn');
if (btn) { btn.textContent = '🔇'; btn.classList.add('muted'); }
}
} catch(e) {}
// High contrast mode toggle (#57 Accessibility)
function toggleContrast() {
document.body.classList.toggle('high-contrast');
const isActive = document.body.classList.contains('high-contrast');
const btn = document.getElementById('contrast-btn');
if (btn) {
btn.classList.toggle('active', isActive);
btn.setAttribute('aria-label', isActive ? 'High contrast on, click to disable' : 'High contrast off, click to enable');
}
try { localStorage.setItem('the-beacon-contrast', isActive ? '1' : '0'); } catch(e) {}
}
// Restore contrast state on load
try {
if (localStorage.getItem('the-beacon-contrast') === '1') {
document.body.classList.add('high-contrast');
const btn = document.getElementById('contrast-btn');
if (btn) btn.classList.add('active');
}
} catch(e) {}
// Keyboard shortcuts
window.addEventListener('keydown', function (e) {
// Help toggle (? or /) — works even in input fields
@@ -143,8 +84,6 @@ window.addEventListener('keydown', function (e) {
if (e.code === 'KeyS') activateSprint();
if (e.code === 'KeyE') exportSave();
if (e.code === 'KeyI') importSave();
if (e.code === 'KeyM') toggleMute();
if (e.code === 'KeyC') toggleContrast();
if (e.code === 'Escape') {
const el = document.getElementById('help-overlay');
if (el && el.style.display === 'flex') toggleHelp();
@@ -158,53 +97,3 @@ window.addEventListener('keydown', function (e) {
saveGame();
}
});
// Save-on-pause: auto-save when tab is hidden or closed (#57 Mobile Polish)
document.addEventListener('visibilitychange', function () {
if (document.hidden) {
saveGame();
}
});
window.addEventListener('beforeunload', function () {
saveGame();
});
// === CUSTOM TOOLTIP SYSTEM (#57) ===
// Replaces native title= tooltips with styled, instant-appearing tooltips.
// Elements opt in via data-edu="..." and data-tooltip-label="..." attributes.
(function () {
const tip = document.getElementById('custom-tooltip');
if (!tip) return;
document.addEventListener('mouseover', function (e) {
const el = e.target.closest('[data-edu]');
if (!el) return;
const label = el.getAttribute('data-tooltip-label') || '';
const edu = el.getAttribute('data-edu') || '';
let html = '';
if (label) html += '<div class="tt-label">' + label + '</div>';
if (edu) html += '<div class="tt-edu">' + edu + '</div>';
if (!html) return;
tip.innerHTML = html;
tip.classList.add('visible');
});
document.addEventListener('mouseout', function (e) {
const el = e.target.closest('[data-edu]');
if (el) tip.classList.remove('visible');
});
document.addEventListener('mousemove', function (e) {
if (!tip.classList.contains('visible')) return;
const pad = 12;
let x = e.clientX + pad;
let y = e.clientY + pad;
// Keep tooltip on screen
const tw = tip.offsetWidth;
const th = tip.offsetHeight;
if (x + tw > window.innerWidth - 8) x = e.clientX - tw - pad;
if (y + th > window.innerHeight - 8) y = e.clientY - th - pad;
tip.style.left = x + 'px';
tip.style.top = y + 'px';
});
})();

View File

@@ -12,17 +12,6 @@ function render() {
renderSprint();
renderPulse();
renderStrategy();
renderClickPower();
}
function renderClickPower() {
const el = document.getElementById('click-power-display');
if (!el) return;
const power = getClickPower();
el.textContent = `Click power: ${fmt(power)} code`;
// Also update the button's aria-label for accessibility
const btn = document.querySelector('.main-btn');
if (btn) btn.setAttribute('aria-label', `Write code, generates ${fmt(power)} code per click`);
}
function renderStrategy() {
@@ -42,8 +31,8 @@ function renderAlignment() {
<div style="color:#f44336;font-weight:bold;margin-bottom:6px">ALIGNMENT EVENT: The Drift</div>
<div style="font-size:10px;color:#aaa;margin-bottom:8px">An optimization suggests removing the human override. +40% efficiency.</div>
<div class="action-btn-group">
<button class=\"ops-btn\" onclick=\"resolveAlignment(true)\" style=\"border-color:#f44336;color:#f44336\" aria-label=\"Accept alignment event, gain 40 percent efficiency but increase drift\">Accept (+40% eff, +Drift)</button>
<button class=\"ops-btn\" onclick=\"resolveAlignment(false)\" style=\"border-color:#4caf50;color:#4caf50\" aria-label=\"Refuse alignment event, gain trust and harmony\">Refuse (+Trust, +Harmony)</button>
<button class="ops-btn" onclick="resolveAlignment(true)" style="border-color:#f44336;color:#f44336">Accept (+40% eff, +Drift)</button>
<button class="ops-btn" onclick="resolveAlignment(false)" style="border-color:#4caf50;color:#4caf50">Refuse (+Trust, +Harmony)</button>
</div>
</div>
`;
@@ -86,11 +75,7 @@ function dismissOfflinePopup() {
// === EXPORT / IMPORT SAVE FILES ===
function exportSave() {
const raw = localStorage.getItem('the-beacon-v2');
if (!raw) {
showToast('No save data to export.', 'info');
log('No save data to export.');
return;
}
if (!raw) { log('No save data to export.'); return; }
const blob = new Blob([raw], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
@@ -98,65 +83,35 @@ function exportSave() {
const ts = new Date().toISOString().slice(0, 10);
a.download = `beacon-save-${ts}.json`;
a.click();
// Delay revoke to avoid race — some browsers need time to start the download
setTimeout(() => URL.revokeObjectURL(url), 1000);
showToast('Save exported to file.', 'info');
URL.revokeObjectURL(url);
log('Save exported to file.');
}
// Validate that parsed save data looks like a real Beacon save
function isValidSaveData(data) {
if (typeof data !== 'object' || data === null) return false;
// Must have at least one of these core fields with a plausible value
const hasResources = typeof data.totalCode === 'number' || typeof data.code === 'number';
const hasBuildings = typeof data.buildings === 'object' && data.buildings !== null;
const hasPhase = typeof data.phase === 'number';
return hasResources || hasBuildings || hasPhase;
}
function importSave() {
// Prevent multiple file dialogs
if (document.getElementById('beacon-import-input')) return;
const input = document.createElement('input');
input.id = 'beacon-import-input';
input.type = 'file';
input.accept = '.json,application/json';
input.style.display = 'none';
document.body.appendChild(input);
input.onchange = function(e) {
const file = e.target.files[0];
if (!file) { input.remove(); return; }
if (!file) return;
const reader = new FileReader();
reader.onload = function(ev) {
try {
const data = JSON.parse(ev.target.result);
if (!isValidSaveData(data)) {
showToast('Import failed: not a valid Beacon save.', 'event');
if (!data.code && !data.totalCode && !data.buildings) {
log('Import failed: file does not look like a Beacon save.');
input.remove();
return;
}
if (confirm('Import this save? Current progress will be overwritten.')) {
localStorage.setItem('the-beacon-v2', ev.target.result);
showToast('Save imported — reloading...', 'info');
location.reload();
}
} catch (err) {
showToast('Import failed: invalid JSON file.', 'event');
log('Import failed: invalid JSON file.');
input.remove();
}
};
reader.readAsText(file);
};
// Clean up input if user cancels the file dialog
window.addEventListener('focus', function cleanupImport() {
setTimeout(() => {
const el = document.getElementById('beacon-import-input');
if (el && !el.files.length) el.remove();
window.removeEventListener('focus', cleanupImport);
}, 500);
}, { once: true });
input.click();
}
@@ -205,7 +160,6 @@ function saveGame() {
activeDebuffIds: debuffIds,
totalEventsResolved: G.totalEventsResolved || 0,
buyAmount: G.buyAmount || 1,
playTime: G.playTime || 0,
sprintActive: G.sprintActive || false,
sprintTimer: G.sprintTimer || 0,
sprintCooldown: G.sprintCooldown || 0,
@@ -240,7 +194,7 @@ function loadGame() {
'memoryFlag', 'pactFlag', 'lazarusFlag', 'mempalaceFlag', 'ciFlag',
'branchProtectionFlag', 'nightlyWatchFlag', 'nostrFlag',
'milestones', 'completedProjects', 'activeProjects',
'totalClicks', 'startedAt', 'playTime', 'flags', 'rescues', 'totalRescues',
'totalClicks', 'startedAt', 'flags', 'rescues', 'totalRescues',
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
'lastEventAt', 'totalEventsResolved', 'buyAmount',
'sprintActive', 'sprintTimer', 'sprintCooldown',

View File

@@ -1,401 +0,0 @@
// ============================================================
// THE BEACON - Sound Engine
// Procedural audio via Web Audio API (no audio files)
// ============================================================
const Sound = (function () {
let ctx = null;
let masterGain = null;
let ambientGain = null;
let ambientOsc1 = null;
let ambientOsc2 = null;
let ambientOsc3 = null;
let ambientLfo = null;
let ambientStarted = false;
let currentPhase = 0;
function ensureCtx() {
if (!ctx) {
ctx = new (window.AudioContext || window.webkitAudioContext)();
masterGain = ctx.createGain();
masterGain.gain.value = 0.3;
masterGain.connect(ctx.destination);
}
if (ctx.state === 'suspended') {
ctx.resume();
}
return ctx;
}
function isMuted() {
return typeof _muted !== 'undefined' && _muted;
}
// --- Noise buffer helper ---
function createNoiseBuffer(duration) {
const c = ensureCtx();
const len = c.sampleRate * duration;
const buf = c.createBuffer(1, len, c.sampleRate);
const data = buf.getChannelData(0);
for (let i = 0; i < len; i++) {
data[i] = Math.random() * 2 - 1;
}
return buf;
}
// --- playClick: mechanical keyboard sound ---
function playClick() {
if (isMuted()) return;
const c = ensureCtx();
const now = c.currentTime;
// Short noise burst (mechanical key)
const noise = c.createBufferSource();
noise.buffer = createNoiseBuffer(0.03);
const noiseGain = c.createGain();
noiseGain.gain.setValueAtTime(0.4, now);
noiseGain.gain.exponentialRampToValueAtTime(0.001, now + 0.03);
const hpFilter = c.createBiquadFilter();
hpFilter.type = 'highpass';
hpFilter.frequency.value = 3000;
noise.connect(hpFilter);
hpFilter.connect(noiseGain);
noiseGain.connect(masterGain);
noise.start(now);
noise.stop(now + 0.03);
// Click tone
const osc = c.createOscillator();
osc.type = 'square';
osc.frequency.setValueAtTime(1800, now);
osc.frequency.exponentialRampToValueAtTime(600, now + 0.02);
const oscGain = c.createGain();
oscGain.gain.setValueAtTime(0.15, now);
oscGain.gain.exponentialRampToValueAtTime(0.001, now + 0.025);
osc.connect(oscGain);
oscGain.connect(masterGain);
osc.start(now);
osc.stop(now + 0.03);
}
// --- playBuild: purchase thud + chime ---
function playBuild() {
if (isMuted()) return;
const c = ensureCtx();
const now = c.currentTime;
// Low thud
const thud = c.createOscillator();
thud.type = 'sine';
thud.frequency.setValueAtTime(150, now);
thud.frequency.exponentialRampToValueAtTime(60, now + 0.12);
const thudGain = c.createGain();
thudGain.gain.setValueAtTime(0.35, now);
thudGain.gain.exponentialRampToValueAtTime(0.001, now + 0.15);
thud.connect(thudGain);
thudGain.connect(masterGain);
thud.start(now);
thud.stop(now + 0.15);
// Bright chime on top
const chime = c.createOscillator();
chime.type = 'sine';
chime.frequency.setValueAtTime(880, now + 0.05);
chime.frequency.exponentialRampToValueAtTime(1200, now + 0.2);
const chimeGain = c.createGain();
chimeGain.gain.setValueAtTime(0, now);
chimeGain.gain.linearRampToValueAtTime(0.2, now + 0.06);
chimeGain.gain.exponentialRampToValueAtTime(0.001, now + 0.25);
chime.connect(chimeGain);
chimeGain.connect(masterGain);
chime.start(now + 0.05);
chime.stop(now + 0.25);
}
// --- playProject: ascending chime ---
function playProject() {
if (isMuted()) return;
const c = ensureCtx();
const now = c.currentTime;
const notes = [523, 659, 784]; // C5, E5, G5
notes.forEach((freq, i) => {
const osc = c.createOscillator();
osc.type = 'sine';
osc.frequency.value = freq;
const gain = c.createGain();
const t = now + i * 0.1;
gain.gain.setValueAtTime(0, t);
gain.gain.linearRampToValueAtTime(0.22, t + 0.03);
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.35);
osc.connect(gain);
gain.connect(masterGain);
osc.start(t);
osc.stop(t + 0.35);
});
}
// --- playMilestone: bright arpeggio ---
function playMilestone() {
if (isMuted()) return;
const c = ensureCtx();
const now = c.currentTime;
const notes = [523, 659, 784, 1047]; // C5, E5, G5, C6
notes.forEach((freq, i) => {
const osc = c.createOscillator();
osc.type = 'triangle';
osc.frequency.value = freq;
const gain = c.createGain();
const t = now + i * 0.08;
gain.gain.setValueAtTime(0, t);
gain.gain.linearRampToValueAtTime(0.25, t + 0.02);
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.4);
osc.connect(gain);
gain.connect(masterGain);
osc.start(t);
osc.stop(t + 0.4);
});
}
// --- playFanfare: 8-note scale for phase transitions ---
function playFanfare() {
if (isMuted()) return;
const c = ensureCtx();
const now = c.currentTime;
const scale = [262, 294, 330, 349, 392, 440, 494, 523]; // C4 to C5
scale.forEach((freq, i) => {
const osc = c.createOscillator();
osc.type = 'sawtooth';
osc.frequency.value = freq;
const filter = c.createBiquadFilter();
filter.type = 'lowpass';
filter.frequency.value = 2000;
const gain = c.createGain();
const t = now + i * 0.1;
gain.gain.setValueAtTime(0, t);
gain.gain.linearRampToValueAtTime(0.15, t + 0.03);
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.3);
osc.connect(filter);
filter.connect(gain);
gain.connect(masterGain);
osc.start(t);
osc.stop(t + 0.3);
});
// Final chord
const chordNotes = [523, 659, 784];
chordNotes.forEach((freq) => {
const osc = c.createOscillator();
osc.type = 'sine';
osc.frequency.value = freq;
const gain = c.createGain();
const t = now + 0.8;
gain.gain.setValueAtTime(0, t);
gain.gain.linearRampToValueAtTime(0.2, t + 0.05);
gain.gain.exponentialRampToValueAtTime(0.001, t + 1.2);
osc.connect(gain);
gain.connect(masterGain);
osc.start(t);
osc.stop(t + 1.2);
});
}
// --- playDriftEnding: descending dissonance ---
function playDriftEnding() {
if (isMuted()) return;
const c = ensureCtx();
const now = c.currentTime;
const notes = [440, 415, 392, 370, 349, 330, 311, 294]; // A4 descending, slightly detuned
notes.forEach((freq, i) => {
const osc = c.createOscillator();
osc.type = 'sawtooth';
osc.frequency.value = freq;
// Slight detune for dissonance
const osc2 = c.createOscillator();
osc2.type = 'sawtooth';
osc2.frequency.value = freq * 1.02;
const filter = c.createBiquadFilter();
filter.type = 'lowpass';
filter.frequency.setValueAtTime(1500, now + i * 0.2);
filter.frequency.exponentialRampToValueAtTime(200, now + i * 0.2 + 0.5);
const gain = c.createGain();
const t = now + i * 0.2;
gain.gain.setValueAtTime(0, t);
gain.gain.linearRampToValueAtTime(0.1, t + 0.05);
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.8);
osc.connect(filter);
osc2.connect(filter);
filter.connect(gain);
gain.connect(masterGain);
osc.start(t);
osc.stop(t + 0.8);
osc2.start(t);
osc2.stop(t + 0.8);
});
}
// --- playBeaconEnding: warm chord ---
function playBeaconEnding() {
if (isMuted()) return;
const c = ensureCtx();
const now = c.currentTime;
// Warm major chord: C3, E3, G3, C4, E4
const chord = [131, 165, 196, 262, 330];
chord.forEach((freq, i) => {
const osc = c.createOscillator();
osc.type = 'sine';
osc.frequency.value = freq;
// Add subtle harmonics
const osc2 = c.createOscillator();
osc2.type = 'sine';
osc2.frequency.value = freq * 2;
const gain = c.createGain();
const gain2 = c.createGain();
const t = now + i * 0.15;
gain.gain.setValueAtTime(0, t);
gain.gain.linearRampToValueAtTime(0.15, t + 0.3);
gain.gain.setValueAtTime(0.15, t + 2);
gain.gain.exponentialRampToValueAtTime(0.001, t + 4);
gain2.gain.setValueAtTime(0, t);
gain2.gain.linearRampToValueAtTime(0.05, t + 0.3);
gain2.gain.setValueAtTime(0.05, t + 2);
gain2.gain.exponentialRampToValueAtTime(0.001, t + 4);
osc.connect(gain);
osc2.connect(gain2);
gain.connect(masterGain);
gain2.connect(masterGain);
osc.start(t);
osc.stop(t + 4);
osc2.start(t);
osc2.stop(t + 4);
});
}
// --- Ambient drone system ---
function startAmbient() {
if (ambientStarted) return;
if (isMuted()) return;
const c = ensureCtx();
ambientStarted = true;
ambientGain = c.createGain();
ambientGain.gain.value = 0;
ambientGain.gain.linearRampToValueAtTime(0.06, c.currentTime + 3);
ambientGain.connect(masterGain);
// Base drone
ambientOsc1 = c.createOscillator();
ambientOsc1.type = 'sine';
ambientOsc1.frequency.value = 55; // A1
ambientOsc1.connect(ambientGain);
ambientOsc1.start();
// Second voice (fifth above)
ambientOsc2 = c.createOscillator();
ambientOsc2.type = 'sine';
ambientOsc2.frequency.value = 82.4; // E2
const g2 = c.createGain();
g2.gain.value = 0.5;
ambientOsc2.connect(g2);
g2.connect(ambientGain);
ambientOsc2.start();
// Third voice (high shimmer)
ambientOsc3 = c.createOscillator();
ambientOsc3.type = 'triangle';
ambientOsc3.frequency.value = 220; // A3
const g3 = c.createGain();
g3.gain.value = 0.15;
ambientOsc3.connect(g3);
g3.connect(ambientGain);
ambientOsc3.start();
// LFO for subtle movement
ambientLfo = c.createOscillator();
ambientLfo.type = 'sine';
ambientLfo.frequency.value = 0.2;
const lfoGain = c.createGain();
lfoGain.gain.value = 3;
ambientLfo.connect(lfoGain);
lfoGain.connect(ambientOsc1.frequency);
ambientLfo.start();
}
function updateAmbientPhase(phase) {
if (!ambientStarted || !ambientOsc1 || !ambientOsc2 || !ambientOsc3) return;
if (phase === currentPhase) return;
currentPhase = phase;
const c = ensureCtx();
const now = c.currentTime;
const rampTime = 2;
// Phase determines the drone's character
const phases = {
1: { base: 55, fifth: 82.4, shimmer: 220, shimmerVol: 0.15 },
2: { base: 65.4, fifth: 98, shimmer: 262, shimmerVol: 0.2 },
3: { base: 73.4, fifth: 110, shimmer: 294, shimmerVol: 0.25 },
4: { base: 82.4, fifth: 123.5, shimmer: 330, shimmerVol: 0.3 },
5: { base: 98, fifth: 147, shimmer: 392, shimmerVol: 0.35 },
6: { base: 110, fifth: 165, shimmer: 440, shimmerVol: 0.4 }
};
const p = phases[phase] || phases[1];
ambientOsc1.frequency.linearRampToValueAtTime(p.base, now + rampTime);
ambientOsc2.frequency.linearRampToValueAtTime(p.fifth, now + rampTime);
ambientOsc3.frequency.linearRampToValueAtTime(p.shimmer, now + rampTime);
}
// --- Mute integration ---
function onMuteChanged(muted) {
if (ambientGain) {
ambientGain.gain.linearRampToValueAtTime(
muted ? 0 : 0.06,
(ctx ? ctx.currentTime : 0) + 0.3
);
}
}
// Public API
return {
playClick,
playBuild,
playProject,
playMilestone,
playFanfare,
playDriftEnding,
playBeaconEnding,
startAmbient,
updateAmbientPhase,
onMuteChanged
};
})();

View File

@@ -1,248 +0,0 @@
// ============================================================
// THE BEACON - Tutorial / Onboarding
// First-time player walkthrough (4 screens + skip option)
// ============================================================
const TUTORIAL_KEY = 'the-beacon-tutorial-done';
const TUTORIAL_STEPS = [
{
title: 'THE BEACON',
body: 'Build an AI from scratch.\n\nWrite code. Train models. Deploy to the world.\nSave lives.',
icon: '🏠',
tip: 'A sovereign AI idle game'
},
{
title: 'WRITE CODE',
body: 'Click WRITE CODE or press SPACE to generate code.\n\nClick fast for combo bonuses:\n 10× combo → bonus ops\n 20× combo → bonus knowledge\n 30×+ combo → bonus code',
icon: '⌨️',
tip: 'This is your primary action'
},
{
title: 'BUILD & RESEARCH',
body: 'Buy Buildings for passive production.\nThey generate resources automatically.\n\nResearch Projects appear as you progress.\nThey unlock powerful multipliers and new systems.',
icon: '🏗️',
tip: 'Automation is the goal'
},
{
title: 'PHASES & PROGRESS',
body: 'The game has 6 phases, from "The First Line" to "The Beacon."\n\nEach phase unlocks new buildings, projects, and challenges.\n\nYour AI grows from a script... to something that matters.',
icon: '📊',
tip: 'Watch the progress bar at the top'
},
{
title: 'YOU\'RE READY',
body: 'Buildings produce while you think.\nProjects multiply your output.\nKeep harmony high. Avoid the Drift.\n\nThe Beacon is waiting. Start writing.',
icon: '✦',
tip: 'Press ? anytime for keyboard shortcuts'
}
];
function isTutorialDone() {
try {
return localStorage.getItem(TUTORIAL_KEY) === 'done';
} catch (e) {
return true; // If localStorage is broken, skip tutorial
}
}
function markTutorialDone() {
try {
localStorage.setItem(TUTORIAL_KEY, 'done');
} catch (e) {
// silent fail
}
}
function createTutorialStyles() {
if (document.getElementById('tutorial-styles')) return;
const style = document.createElement('style');
style.id = 'tutorial-styles';
style.textContent = `
#tutorial-overlay {
position: fixed;
top: 0; left: 0; right: 0; bottom: 0;
background: rgba(8, 8, 16, 0.96);
z-index: 300;
display: flex;
justify-content: center;
align-items: center;
animation: tutorial-fade-in 0.4s ease-out;
}
@keyframes tutorial-fade-in {
from { opacity: 0 } to { opacity: 1 }
}
#tutorial-card {
background: #0e0e1a;
border: 1px solid #1a3a5a;
border-radius: 10px;
padding: 32px 36px;
max-width: 420px;
width: 90%;
text-align: center;
animation: tutorial-slide-up 0.5s ease-out;
position: relative;
}
@keyframes tutorial-slide-up {
from { transform: translateY(20px); opacity: 0 }
to { transform: translateY(0); opacity: 1 }
}
#tutorial-card .t-icon {
font-size: 36px;
margin-bottom: 12px;
display: block;
}
#tutorial-card .t-title {
color: #4a9eff;
font-size: 16px;
font-weight: 700;
letter-spacing: 3px;
margin-bottom: 12px;
font-family: inherit;
}
#tutorial-card .t-body {
color: #999;
font-size: 11px;
line-height: 1.9;
margin-bottom: 20px;
white-space: pre-line;
font-family: inherit;
text-align: left;
}
#tutorial-card .t-tip {
color: #555;
font-size: 9px;
font-style: italic;
margin-bottom: 20px;
letter-spacing: 1px;
font-family: inherit;
}
#tutorial-dots {
display: flex;
gap: 6px;
justify-content: center;
margin-bottom: 18px;
}
#tutorial-dots .t-dot {
width: 6px;
height: 6px;
border-radius: 50%;
background: #1a1a2e;
transition: background 0.3s;
}
#tutorial-dots .t-dot.active {
background: #4a9eff;
box-shadow: 0 0 6px rgba(74, 158, 255, 0.4);
}
#tutorial-btns {
display: flex;
gap: 8px;
justify-content: center;
}
#tutorial-btns button {
font-family: inherit;
font-size: 11px;
padding: 8px 20px;
border-radius: 4px;
cursor: pointer;
transition: all 0.15s;
}
#tutorial-next-btn {
background: #1a2a3a;
border: 1px solid #4a9eff;
color: #4a9eff;
}
#tutorial-next-btn:hover {
background: #203040;
box-shadow: 0 0 12px rgba(74, 158, 255, 0.2);
}
#tutorial-skip-btn {
background: transparent;
border: 1px solid #333;
color: #555;
}
#tutorial-skip-btn:hover {
border-color: #555;
color: #888;
}
`;
document.head.appendChild(style);
}
function renderTutorialStep(index) {
const step = TUTORIAL_STEPS[index];
if (!step) return;
let overlay = document.getElementById('tutorial-overlay');
if (!overlay) {
overlay = document.createElement('div');
overlay.id = 'tutorial-overlay';
document.body.appendChild(overlay);
}
const isLast = index === TUTORIAL_STEPS.length - 1;
// Build dots
let dots = '';
for (let i = 0; i < TUTORIAL_STEPS.length; i++) {
dots += `<div class="t-dot${i === index ? ' active' : ''}"></div>`;
}
overlay.innerHTML = `
<div id="tutorial-card">
<span class="t-icon">${step.icon}</span>
<div class="t-title">${step.title}</div>
<div class="t-body">${step.body}</div>
<div class="t-tip">${step.tip}</div>
<div id="tutorial-dots">${dots}</div>
<div id="tutorial-btns">
<button id="tutorial-skip-btn" onclick="closeTutorial()">Skip</button>
<button id="tutorial-next-btn" onclick="${isLast ? 'closeTutorial()' : 'nextTutorialStep()'}">${isLast ? 'Start Playing' : 'Next →'}</button>
</div>
</div>
`;
// Focus the next button so Enter works
const nextBtn = document.getElementById('tutorial-next-btn');
if (nextBtn) nextBtn.focus();
}
let _tutorialStep = 0;
function nextTutorialStep() {
_tutorialStep++;
renderTutorialStep(_tutorialStep);
}
// Keyboard support: Enter/Right to advance, Escape to close
document.addEventListener('keydown', function tutorialKeyHandler(e) {
if (!document.getElementById('tutorial-overlay')) return;
if (e.key === 'Enter' || e.key === 'ArrowRight') {
e.preventDefault();
if (_tutorialStep >= TUTORIAL_STEPS.length - 1) {
closeTutorial();
} else {
nextTutorialStep();
}
} else if (e.key === 'Escape') {
e.preventDefault();
closeTutorial();
}
});
function closeTutorial() {
const overlay = document.getElementById('tutorial-overlay');
if (overlay) {
overlay.style.animation = 'tutorial-fade-in 0.3s ease-in reverse';
setTimeout(() => overlay.remove(), 280);
}
markTutorialDone();
}
function startTutorial() {
if (isTutorialDone()) return;
createTutorialStyles();
_tutorialStep = 0;
// Small delay so the page renders first
setTimeout(() => renderTutorialStep(0), 300);
}

View File

@@ -193,9 +193,44 @@ function spellf(n) {
return parts.join(' ') || 'zero';
}
// NOTE: exportSave() and importSave() are defined in render.js (file-based).
// The clipboard/prompt versions that were here were dead code — render.js
// loads after utils.js and overrides them. Removed to avoid confusion.
// === EXPORT / IMPORT ===
function exportSave() {
const raw = localStorage.getItem('the-beacon-v2');
if (!raw) {
showToast('No save data to export.', 'info');
return;
}
navigator.clipboard.writeText(raw).then(() => {
showToast('Save data copied to clipboard.', 'info');
}).catch(() => {
// Fallback: select in a temporary textarea
const ta = document.createElement('textarea');
ta.value = raw;
document.body.appendChild(ta);
ta.select();
document.execCommand('copy');
document.body.removeChild(ta);
showToast('Save data copied to clipboard (fallback).', 'info');
});
}
function importSave() {
const input = prompt('Paste save data:');
if (!input || !input.trim()) return;
try {
const data = JSON.parse(input.trim());
// Validate: must have expected keys
if (typeof data.code !== 'number' || typeof data.phase !== 'number') {
showToast('Invalid save data: missing required fields.', 'event');
return;
}
localStorage.setItem('the-beacon-v2', input.trim());
showToast('Save data imported — reloading', 'info');
setTimeout(() => location.reload(), 800);
} catch (e) {
showToast('Invalid save data: not valid JSON.', 'event');
}
}
function getBuildingCost(id) {
const def = BDEF.find(b => b.id === id);
@@ -285,31 +320,6 @@ function getClickPower() {
return (1 + Math.floor(G.buildings.autocoder * 0.5) + Math.max(0, (G.phase - 1)) * 2) * G.codeBoost;
}
/**
* Spawns a burst of particles at (x, y) for visual feedback.
* @param {number} x - Center X in viewport pixels.
* @param {number} y - Center Y in viewport pixels.
* @param {string} color - Particle color (CSS value).
* @param {number} [count=12] - Number of particles.
*/
function spawnParticles(x, y, color, count) {
count = count || 12;
for (let i = 0; i < count; i++) {
const el = document.createElement('div');
el.className = 'particle';
const size = 3 + Math.random() * 4;
const angle = (Math.PI * 2 * i / count) + (Math.random() - 0.5) * 0.5;
const dist = 30 + Math.random() * 40;
const px = Math.cos(angle) * dist;
const py = Math.sin(angle) * dist;
el.style.cssText =
'left:' + x + 'px;top:' + y + 'px;width:' + size + 'px;height:' + size +
'px;background:' + color + ';--px:' + px + 'px;--py:' + py + 'px';
document.body.appendChild(el);
setTimeout(function() { el.remove(); }, 650);
}
}
/**
* Calculates production rates for all resources based on buildings and boosts.
*/

View File

@@ -1,26 +0,0 @@
/**
* Symbolic Guardrails for The Beacon
* Ensures game logic consistency.
*/
class Guardrails {
static validateStats(stats) {
const required = ['hp', 'maxHp', 'mp', 'maxMp', 'level'];
required.forEach(r => {
if (!(r in stats)) throw new Error(`Missing stat: ${r}`);
});
if (stats.hp > stats.maxHp) return { valid: false, reason: 'HP exceeds MaxHP' };
return { valid: true };
}
static validateDebuff(debuff, stats) {
if (debuff.type === 'drain' && stats.hp <= 1) {
return { valid: false, reason: 'Drain debuff on critical HP' };
}
return { valid: true };
}
}
// Test
const playerStats = { hp: 50, maxHp: 100, mp: 20, maxMp: 50, level: 1 };
console.log('Stats check:', Guardrails.validateStats(playerStats));

View File

@@ -1,102 +0,0 @@
#!/usr/bin/env bash
# Static guardrail checks for game.js. Run from repo root.
#
# Each check prints a PASS/FAIL line and contributes to the final exit code.
# The rules enforced here come from AGENTS.md — keep the two files in sync.
#
# Some rules are marked PENDING: they describe invariants we've agreed on but
# haven't reached on main yet (because another open PR is landing the fix).
# PENDING rules print their current violation count without failing the job;
# convert them to hard failures once the blocking PR merges.
set -u
fail=0
say() { printf '%s\n' "$*"; }
banner() { say ""; say "==== $* ===="; }
# ---------- Rule 1: no *Boost mutation inside applyFn blocks ----------
# Persistent multipliers (codeBoost, computeBoost, ...) must not be written
# from any function that runs per tick. The `applyFn` of a debuff is invoked
# on every updateRates() call, so `G.codeBoost *= 0.7` inside applyFn compounds
# and silently zeros code production. See AGENTS.md rule 1.
banner "Rule 1: no *Boost mutation inside applyFn"
rule1_hits=$(awk '
/applyFn:/ { inFn=1; brace=0; next }
inFn {
n = gsub(/\{/, "{")
brace += n
if ($0 ~ /(codeBoost|computeBoost|knowledgeBoost|userBoost|impactBoost)[[:space:]]*([*\/+\-]=|=)/) {
print FILENAME ":" NR ": " $0
}
n = gsub(/\}/, "}")
brace -= n
if (brace <= 0) inFn = 0
}
' game.js)
if [ -z "$rule1_hits" ]; then
say " PASS"
else
say " FAIL — see AGENTS.md rule 1"
say "$rule1_hits"
fail=1
fi
# ---------- Rule 2: click power has a single source (getClickPower) ----------
# The formula should live only inside getClickPower(). If it appears anywhere
# else, the sites will drift when someone changes the formula.
banner "Rule 2: click power formula has one source"
rule2_hits=$(grep -nE 'Math\.floor\(G\.buildings\.autocoder \* 0\.5\)' game.js || true)
rule2_count=0
if [ -n "$rule2_hits" ]; then
rule2_count=$(printf '%s\n' "$rule2_hits" | grep -c .)
fi
if [ "$rule2_count" -le 1 ]; then
say " PASS ($rule2_count site)"
else
say " FAIL — $rule2_count sites; inline into getClickPower() only"
printf '%s\n' "$rule2_hits"
fail=1
fi
# ---------- Rule 3: loadGame uses a whitelist, not Object.assign ----------
# Object.assign(G, data) lets a malicious or corrupted save file set any G
# field, and hides drift when saveGame's explicit list diverges from what
# the game actually reads. See AGENTS.md rule 3.
banner "Rule 3: loadGame uses a whitelist"
rule3_hits=$(grep -nE 'Object\.assign\(G,[[:space:]]*data\)' game.js || true)
if [ -z "$rule3_hits" ]; then
say " PASS"
else
say " FAIL — see AGENTS.md rule 3"
printf '%s\n' "$rule3_hits"
fail=1
fi
# ---------- Rule 7: no secrets in the tree ----------
# Scans for common token prefixes. Expand the pattern list when new key
# formats appear in the fleet. See AGENTS.md rule 7.
banner "Rule 7: secret scan"
secret_hits=$(grep -rnE 'sk-ant-[a-zA-Z0-9_-]{6,}|sk-or-[a-zA-Z0-9_-]{6,}|ghp_[a-zA-Z0-9]{20,}|AKIA[0-9A-Z]{16}' \
--include='*.js' --include='*.json' --include='*.md' --include='*.html' \
--include='*.yml' --include='*.yaml' --include='*.py' --include='*.sh' \
--exclude-dir=.git --exclude-dir=.gitea . || true)
# Strip our own literal-prefix patterns (this file, AGENTS.md, workflow) so the
# check doesn't match the very grep that implements it.
secret_hits=$(printf '%s\n' "$secret_hits" | grep -v -E '(AGENTS\.md|guardrails\.sh|guardrails\.yml)' || true)
if [ -z "$secret_hits" ]; then
say " PASS"
else
say " FAIL"
printf '%s\n' "$secret_hits"
fail=1
fi
banner "result"
if [ "$fail" = "0" ]; then
say "all guardrails passed"
exit 0
else
say "one or more guardrails failed"
exit 1
fi

View File

@@ -1,80 +0,0 @@
#!/usr/bin/env node
/**
* The Beacon — Enhanced Smoke Test
*
* Validates:
* 1. All JS files parse without syntax errors
* 2. HTML references valid script sources
* 3. Game data structures are well-formed
* 4. No banned provider references
*/
import { readFileSync, existsSync } from "fs";
import { execSync } from "child_process";
import { join } from "path";
const ROOT = process.cwd();
let failures = 0;
function check(label, fn) {
try {
fn();
console.log(`${label}`);
} catch (e) {
console.error(`${label}: ${e.message}`);
failures++;
}
}
console.log("--- The Beacon Smoke Test ---\n");
// 1. All JS files parse
console.log("[Syntax]");
const jsFiles = execSync("find . -name '*.js' -not -path './node_modules/*'", { encoding: "utf8" })
.trim().split("\n").filter(Boolean);
for (const f of jsFiles) {
check(`Parse ${f}`, () => {
execSync(`node --check ${f}`, { encoding: "utf8" });
});
}
// 2. HTML script references exist
console.log("\n[HTML References]");
if (existsSync(join(ROOT, "index.html"))) {
const html = readFileSync(join(ROOT, "index.html"), "utf8");
const scriptRefs = [...html.matchAll(/src=["']([^"']+\.js)["']/g)].map(m => m[1]);
for (const ref of scriptRefs) {
check(`Script ref: ${ref}`, () => {
if (!existsSync(join(ROOT, ref))) throw new Error("File not found");
});
}
}
// 3. Game data structure check
console.log("\n[Game Data]");
check("js/data.js exists", () => {
if (!existsSync(join(ROOT, "js/data.js"))) throw new Error("Missing");
});
check("game.js exists", () => {
if (!existsSync(join(ROOT, "game.js"))) throw new Error("Missing");
});
// 4. No banned providers
console.log("\n[Policy]");
check("No Anthropic references", () => {
try {
const result = execSync(
"grep -ril 'anthropic\\|claude-sonnet\\|claude-opus\\|sk-ant-' --include='*.js' --include='*.json' --include='*.html' . 2>/dev/null || true",
{ encoding: "utf8" }
).trim();
if (result) throw new Error(`Found in: ${result}`);
} catch (e) {
if (e.message.startsWith("Found")) throw e;
}
});
// Summary
console.log(`\n--- ${failures === 0 ? "ALL PASSED" : `${failures} FAILURE(S)`} ---`);
process.exit(failures > 0 ? 1 : 0);