Replace NPC emoji with sprite: oak.png
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@@ -16,8 +16,22 @@ const CONFIG = {
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namePrompt: "Hello there! Welcome to PokéAzure! My name is Professor Oak — the Azure Pokémon Professor. Now tell me, what is your name?",
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};
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function setNPC(el, val) {
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if (!el) return;
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if (val && val.endsWith('.png')) {
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el.innerHTML = '';
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const img = document.createElement('img');
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img.src = val;
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img.style.cssText = 'height:1em;width:auto;image-rendering:pixelated;vertical-align:middle;';
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el.appendChild(img);
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} else {
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el.textContent = val || '🧑';
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}
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}
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const NPC = {
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'Professor Oak': '👴',
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'Professor Oak': './oak.png',
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'Rival Gary': '😤',
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'Old Man Bob': '🧓',
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'Nurse Joy': '👩⚕️',
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@@ -998,7 +1012,7 @@ class Game {
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const msg = INTRO_MSGS[this.state.introStep];
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if (!msg) return;
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const npcEl = document.getElementById('intro-npc');
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if (npcEl) npcEl.textContent = NPC[msg.npc] || '👴';
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if (npcEl) setNPC(npcEl, NPC[msg.npc] || '👴');
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document.getElementById('intro-speaker').textContent = msg.speaker;
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document.getElementById('intro-arrow').style.display = 'none';
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this.typeText('intro-text',
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@@ -1133,7 +1147,7 @@ class Game {
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const q = this.state.questions[this.state.currentQ];
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const npcEl = document.getElementById('map-npc');
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if (q && npcEl) npcEl.textContent = NPC[q.npc]||'🧑';
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if (q && npcEl) setNPC(npcEl, NPC[q.npc]||'🧑');
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this._placeMapSprites();
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this._checkNPCProximity();
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@@ -1181,7 +1195,7 @@ class Game {
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this.state.answering=false;
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this.state.cursor=0;
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document.getElementById('battle-npc-sprite').textContent = NPC[q.npc]||'🧑';
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setNPC(document.getElementById('battle-npc-sprite'), NPC[q.npc]||'🧑');
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document.getElementById('battle-npc-name').textContent = q.npc.toUpperCase();
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document.getElementById('battle-speaker').textContent = q.npc.toUpperCase();
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document.getElementById('battle-player-name').textContent= (this.state.playerName||'ASH').toUpperCase();
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+1
-1
@@ -74,7 +74,7 @@
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<!-- INTRO CUTSCENE -->
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<div id="screen-intro" class="screen">
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<div class="overworld-bg">
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<div class="intro-npc" id="intro-npc">👴</div>
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<div class="intro-npc" id="intro-npc"></div>
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<div class="intro-player"></div>
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</div>
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<div class="dialog-box intro-dialog">
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@@ -414,6 +414,8 @@ html, body {
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#screen-intro { flex-direction:column-reverse; }
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.intro-dialog { margin:10px; min-height:90px; }
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.intro-npc { position:absolute; right:22%; bottom:30%; font-size:clamp(44px,13vw,64px); animation:npcFloat 2s ease-in-out infinite; filter:drop-shadow(2px 3px 0 rgba(0,0,0,.4)); }
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.intro-npc img { height:clamp(44px,13vw,64px); width:auto; image-rendering:pixelated; display:block; }
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.intro-npc img { height:clamp(44px,13vw,64px); width:auto; image-rendering:pixelated; display:block; }
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.intro-player {
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position: absolute;
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left: 22%;
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@@ -495,6 +497,8 @@ html, body {
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.map-npc-wrap { position:absolute; text-align:center; z-index: 30; }
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.npc-bubble { font-size:14px; font-family:var(--font); color:var(--black); background:var(--yellow); border:2px solid var(--black); width:20px; height:20px; display:flex; align-items:center; justify-content:center; margin:0 auto 2px; animation:bounce .7s ease-in-out infinite; }
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.map-npc { font-size:clamp(36px,10vw,52px); filter:drop-shadow(2px 3px 0 rgba(0,0,0,.35)); cursor:pointer; animation:npcFloat 2s ease-in-out infinite; }
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.map-npc img { height:clamp(36px,10vw,52px); width:auto; image-rendering:pixelated; display:block; }
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.map-npc img { height:clamp(36px,10vw,52px); width:auto; image-rendering:pixelated; display:block; }
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/* Player is fixed to the viewport centre horizontally; only Y moves */
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/* "..." bubble above player when pressing talk away from NPC */
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.player-bubble {
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