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pokesql/game.js
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/* ─── NPC ROSTER ─────────────────────────────────────────── */
const NPC = {
'Professor Oak': '👴',
'Rival Gary': '😤',
'Old Man Bob': '🧓',
'Nurse Joy': '👩‍⚕️',
'Officer Jenny': '👮‍♀️',
'Brock': '🧑‍🍳',
'Misty': '🧜‍♀️',
'Giovanni': '😈',
'Team Rocket Grunt': '🚀',
'Scientist Bill': '🔬',
'Fisherman Ralph': '🎣',
'Hiker Taro': '🧗',
'Gym Leader Surge': '⚡',
'Erika': '🌸',
'Koga': '🥷',
'Sabrina': '🔮',
'Blaine': '🌋',
'Lorelei': '❄️',
'Bruno': '💪',
'Agatha': '👻',
'Lance': '🐉',
'Champion': '🏆',
'Gary': '😤',
};
const INTRO_MSGS = [
{ speaker:'PROFESSOR OAK', npc:'Professor Oak', text:"Hello {name}! Welcome to PokéSQL — the world of T-SQL training! My name is Professor Oak, the SQL Pokémon Professor!" },
{ speaker:'PROFESSOR OAK', npc:'Professor Oak', text:"This world is inhabited by powerful data — stored in TABLES, organised in DATABASES, and tamed with QUERIES!" },
{ speaker:'PROFESSOR OAK', npc:'Professor Oak', text:"Your mission? Journey through Pallet Town, challenge SQL experts, and become a T-SQL Champion!" },
{ speaker:'PROFESSOR OAK', npc:'Professor Oak', text:"You'll learn Microsoft T-SQL — the language used by DBAs and data professionals worldwide." },
{ speaker:'PROFESSOR OAK', npc:'Professor Oak', text:"100 questions await you in this town alone. Each correct answer earns you SQL EXP — and you'll learn something real!" },
{ speaker:'PROFESSOR OAK', npc:'Professor Oak', text:"Your progress is saved automatically in your browser so you can pick up right where you left off. Now, {name}... your adventure begins!" },
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];
const CORRECT_FB = ["That's right!","Excellent work!","Perfect!","Outstanding!","Correct!","You're a natural!","Great answer!","Spot on!","Impressive!","Well done!"];
const WRONG_FB = ["Not quite...","Hmm, that's not it.","Try again next time!","Almost...","Not this time!"];
const MILESTONES = {
25: { badge:'🥉 SQL INITIATE', stars:'★ ★ ☆ ☆' },
50: { badge:'🥈 QUERY TRAINER', stars:'★ ★ ★ ☆' },
75: { badge:'🥇 DATA WRANGLER', stars:'★ ★ ★ ★' },
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};
const SAVE_KEY = 'pokesql_save_v1';
/* ─── SAVE / LOAD ────────────────────────────────────────── */
function saveGame(s) {
try { localStorage.setItem(SAVE_KEY, JSON.stringify({ playerName:s.playerName, currentQ:s.currentQ, score:s.score, streak:s.streak, maxStreak:s.maxStreak, correct:s.correct, wrong:s.wrong, questionOrder:s.questions.map(q=>q.id), savedAt:Date.now() })); } catch(_){}
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}
function loadGame() { try { const r=localStorage.getItem(SAVE_KEY); return r?JSON.parse(r):null; } catch(_){return null;} }
function clearSave() { try { localStorage.removeItem(SAVE_KEY); } catch(_){} }
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/* ─── BACKGROUND MUSIC ───────────────────────────────────── */
const Music = (() => {
let audio = null;
let muted = false;
let wantPlay = false; /* true if we tried to play but were blocked */
function getAudio() {
if (!audio) {
audio = new Audio('./music.mp3');
audio.loop = true;
audio.volume = 0.5;
audio.preload = 'auto';
/* If audio loads and we wanted to play, try again */
audio.addEventListener('canplaythrough', () => {
if (wantPlay && !muted) audio.play().catch(() => {});
});
}
return audio;
}
function updateBtn() {
const btn = document.getElementById('music-toggle');
if (!btn) return;
btn.textContent = muted ? '🔇' : '🎵';
btn.classList.toggle('muted', muted);
}
return {
play() {
if (muted) return;
wantPlay = true;
const a = getAudio();
if (a.readyState >= 3) {
/* Enough data to play */
if (a.paused) a.play().catch((e) => { console.warn('Music play blocked:', e); });
}
/* else: canplaythrough listener will fire and retry */
},
pause() {
wantPlay = false;
if (audio && !audio.paused) audio.pause();
},
toggle() {
muted = !muted;
updateBtn();
if (muted) Music.pause();
else Music.play();
},
/* Call once on first user interaction to unblock autoplay */
unblock() {
const a = getAudio();
if (wantPlay && !muted && a.paused) {
a.play().catch(() => {});
}
},
};
})();
/* ─── CHIPTUNE SOUND ENGINE ──────────────────────────────── */
const SFX = (() => {
let ctx = null;
function getCtx() {
if (!ctx) ctx = new (window.AudioContext || window.webkitAudioContext)();
if (ctx.state === 'suspended') ctx.resume();
return ctx;
}
/* Resume AudioContext when user returns to the page on mobile */
document.addEventListener('visibilitychange', () => {
if (document.visibilityState === 'visible' && ctx && ctx.state === 'suspended') {
ctx.resume();
}
});
/* Core: play a tone with envelope */
function tone(freq, type, vol, attack, sustain, release, when) {
const c = getCtx();
const t = when ?? c.currentTime;
const osc = c.createOscillator();
const gain= c.createGain();
osc.connect(gain);
gain.connect(c.destination);
osc.type = type;
osc.frequency.setValueAtTime(freq, t);
gain.gain.setValueAtTime(0, t);
gain.gain.linearRampToValueAtTime(vol, t + attack);
gain.gain.setValueAtTime(vol, t + attack + sustain);
gain.gain.exponentialRampToValueAtTime(0.0001, t + attack + sustain + release);
osc.start(t);
osc.stop(t + attack + sustain + release + 0.01);
}
/* Sequence of notes: [{f, d}...] */
function seq(notes, type='square', vol=0.18) {
const c = getCtx();
let t = c.currentTime + 0.02;
notes.forEach(n => {
if (n.f) tone(n.f, type, vol, 0.01, n.d * 0.6, n.d * 0.4, t);
t += n.d;
});
}
return {
/* Boot jingle — classic rising fanfare */
boot() {
seq([
{f:262,d:.1},{f:330,d:.1},{f:392,d:.1},{f:523,d:.25}
], 'square', 0.2);
},
/* Overworld bgm loop — simple cheerful melody */
overworldStart() {
seq([
{f:392,d:.12},{f:440,d:.12},{f:494,d:.12},{f:523,d:.18},
{f:494,d:.1}, {f:440,d:.1}, {f:392,d:.18},
{f:330,d:.12},{f:392,d:.12},{f:440,d:.12},{f:392,d:.24},
], 'square', 0.12);
},
/* Footstep click — tiny blip each walk tick */
step() {
tone(180, 'square', 0.04, 0.005, 0.02, 0.03);
},
/* NPC encounter — ascending two-note ding */
encounter() {
seq([{f:523,d:.1},{f:659,d:.18}], 'square', 0.22);
},
/* Typewriter blip per character */
type() {
tone(880 + Math.random()*200, 'square', 0.03, 0.005, 0.01, 0.02);
},
/* Select / menu move */
select() {
tone(440, 'square', 0.12, 0.005, 0.03, 0.04);
},
/* Correct answer — happy ascending chord */
correct() {
seq([
{f:523,d:.08},{f:659,d:.08},{f:784,d:.08},{f:1047,d:.2}
], 'square', 0.18);
},
/* Streak bonus — extra flourish */
streak() {
seq([
{f:523,d:.06},{f:659,d:.06},{f:784,d:.06},
{f:1047,d:.06},{f:1319,d:.2}
], 'square', 0.18);
},
/* Wrong answer — descending buzz */
wrong() {
seq([
{f:330,d:.1},{f:277,d:.1},{f:233,d:.18}
], 'sawtooth', 0.15);
},
/* Badge / level up fanfare */
levelUp() {
seq([
{f:523,d:.1},{f:659,d:.1},{f:784,d:.1},{f:659,d:.1},
{f:784,d:.1},{f:1047,d:.3}
], 'square', 0.2);
},
/* Champion / completion — full fanfare */
complete() {
seq([
{f:523,d:.1},{f:659,d:.1},{f:784,d:.1},{f:1047,d:.1},
{f:784,d:.08},{f:880,d:.08},{f:1047,d:.08},{f:1319,d:.4}
], 'square', 0.2);
},
/* Menu confirm (name entry OK) */
confirm() {
seq([{f:523,d:.08},{f:784,d:.15}], 'square', 0.18);
},
};
})();
/* ─── GAME ───────────────────────────────────────────────── */
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class Game {
constructor() {
this.state = {
screen:'boot', playerName:'', questions:[], currentQ:0,
score:0, streak:0, maxStreak:0, correct:0, wrong:0,
answering:false, introStep:0, twTimer:null,
/* map — world coords in px, camera follows player */
worldX: 0, /* player's X in world-px */
worldY: 0, /* player's Y in world-px (0 = path centre) */
npcWorldX: 0, /* NPC world-px X */
npcWorldY: 0,
lastDir: 'right',
/* battle cursor */
cursor:0,
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};
this.screens = {};
document.querySelectorAll('.screen').forEach(s => {
this.screens[s.id.replace('screen-','')] = s;
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});
this._heldKeys = new Set();
this._walkLoop = null;
this._introClick = null;
this._introKey = null;
this._gpLoop = null;
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this._bindController();
this._bindGlobalKeys();
this._bindGamepad();
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this.boot();
}
/* ══════════════════════════════════════════════════════════
CONTROLLER OVERLAY — wires D-pad, A, B, SELECT, START
══════════════════════════════════════════════════════════ */
_bindController() {
const ctrl = document.getElementById('gba-controller');
const dpadMap = { 'dp-up':'up', 'dp-down':'down', 'dp-left':'left', 'dp-right':'right' };
Object.entries(dpadMap).forEach(([id, dir]) => {
const btn = document.getElementById(id);
if (!btn) return;
const start = (e) => { e.preventDefault(); this._dpadStart(dir); btn.classList.add('pressed'); };
const end = (e) => { e.preventDefault(); this._dpadEnd(dir); btn.classList.remove('pressed'); };
btn.addEventListener('pointerdown', start, {passive:false});
btn.addEventListener('pointerup', end, {passive:false});
btn.addEventListener('pointerleave', end, {passive:false});
btn.addEventListener('pointercancel',end, {passive:false});
});
const aBtn = document.getElementById('btn-a');
const bBtn = document.getElementById('btn-b');
aBtn.addEventListener('pointerdown', (e)=>{ e.preventDefault(); aBtn.classList.add('pressed'); this._pressA(); });
aBtn.addEventListener('pointerup', (e)=>{ e.preventDefault(); aBtn.classList.remove('pressed'); });
aBtn.addEventListener('pointercancel',(e)=>{ aBtn.classList.remove('pressed'); });
bBtn.addEventListener('pointerdown', (e)=>{ e.preventDefault(); bBtn.classList.add('pressed'); this._pressB(); });
bBtn.addEventListener('pointerup', (e)=>{ e.preventDefault(); bBtn.classList.remove('pressed'); });
bBtn.addEventListener('pointercancel',(e)=>{ bBtn.classList.remove('pressed'); });
document.getElementById('btn-start').addEventListener('pointerdown', (e)=>{ e.preventDefault(); });
document.getElementById('btn-select').addEventListener('pointerdown', (e)=>{ e.preventDefault(); });
}
/* A — map: talk to NPC | battle: confirm cursor | elsewhere: advance */
_pressA() {
const s = this.state.screen;
if (s === 'map') { this._talkToNPC(); return; }
if (s === 'battle' && !this.state.answering) { this._confirmCursor(); return; }
if (s === 'intro') { this.advanceIntro(); return; }
if (s === 'result') { document.getElementById('btn-result-cont')?.click(); return; }
if (s === 'levelup') { document.getElementById('btn-lu-cont')?.click(); return; }
}
/* B — map: talk to NPC (same as A) | battle: no-op while answering | intro/result: advance */
_pressB() {
const s = this.state.screen;
if (s === 'map') { this._talkToNPC(); return; }
if (s === 'battle' && this.state.answering) { return; }
if (s === 'intro') { this.advanceIntro(); return; }
if (s === 'result') { document.getElementById('btn-result-cont')?.click(); return; }
}
/* D-pad start hold */
_dpadStart(dir) {
this._heldKeys.add(dir);
if (!this._walkLoop) this._startWalkLoop();
const s = this.state.screen;
if (s === 'battle') { this._moveCursor(dir); }
}
_dpadEnd(dir) {
this._heldKeys.delete(dir);
if (this._heldKeys.size === 0) this._stopWalkLoop();
}
/* ══════════════════════════════════════════════════════════
MAP WALKING — 16-step loop, collision, NPC proximity
══════════════════════════════════════════════════════════ */
_startWalkLoop() {
if (this._walkLoop) return;
this._walkLoop = setInterval(() => this._walkTick(), 30);
}
_stopWalkLoop() {
clearInterval(this._walkLoop);
this._walkLoop = null;
if (this.state.screen === 'map') {
const p = document.getElementById('map-player');
if (p) {
p.className = 'map-player idle';
/* Show the idle/middle frame for the last direction walked
Frames at 2× scale (32px each): down=32, up=128, left=224, right=320 */
const idleFrames = { down:'-32px', left:'-128px', up:'-224px', right:'-320px' };
p.style.backgroundPositionX = idleFrames[this.state.lastDir] || '-32px';
}
}
}
_walkTick() {
if (this.state.screen !== 'map') return;
const world = document.getElementById('map-inner');
if (!world) return;
const viewW = world.parentElement.offsetWidth || 420;
const viewH = world.parentElement.offsetHeight || 300;
const SPEED = 8; /* px per tick */
let dx = 0, dy = 0, dir = '';
if (this._heldKeys.has('right')) { dx = SPEED; dir = 'right'; }
if (this._heldKeys.has('left')) { dx = -SPEED; dir = 'left'; }
if (this._heldKeys.has('up')) { dy = -SPEED; dir = 'up'; }
if (this._heldKeys.has('down')) { dy = SPEED; dir = 'down'; }
if (!dir) return;
/* Clamp world X — left edge is 0, right edge is npcWorldX + half screen
so the player can always walk far enough to reach the NPC */
const maxWorldX = this.state.npcWorldX - Math.round(viewW / 2) + 100;
this.state.worldX = Math.max(0, Math.min(maxWorldX, this.state.worldX + dx));
/* Clamp Y within a narrow vertical band (path area) */
this.state.worldY = Math.max(-30, Math.min(30, this.state.worldY + dy));
this.state.lastDir = dir;
this._applyCamera();
/* Player sprite stays horizontally centred; only Y shifts */
const p = document.getElementById('map-player');
if (p) {
const centreX = viewW / 2 - 16;
const centreY = viewH * 0.65 + this.state.worldY;
const bottomPx = viewH - centreY - 40;
p.style.left = centreX + 'px';
p.style.bottom = bottomPx + 'px';
p.className = `map-player walk-${dir}`;
/* Keep "..." bubble above player */
const bub = document.getElementById('player-bubble');
if (bub) { bub.style.left = (centreX - 4) + 'px'; bub.style.bottom = (bottomPx + 66) + 'px'; }
}
this._checkNPCProximity();
}
/* Slide the world and reposition NPC in screen-space every tick */
_applyCamera() {
const world = document.getElementById('map-inner');
if (world) world.style.transform = `translateX(${-this.state.worldX}px)`;
this._positionNPCOnScreen();
}
_positionNPCOnScreen() {
const world = document.getElementById('map-inner');
const viewH = world ? world.parentElement.offsetHeight : 300;
const npcWrap = document.getElementById('map-npc-wrap');
if (npcWrap) {
const screenX = this.state.npcWorldX - this.state.worldX;
npcWrap.style.left = (screenX - 24) + 'px';
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npcWrap.style.bottom = (viewH * 0.28) + 'px';
}
}
_checkNPCProximity() {
const world = document.getElementById('map-inner');
const viewW = world ? world.parentElement.offsetWidth : 420;
const viewH = world ? world.parentElement.offsetHeight : 300;
const playerWorldX = this.state.worldX + viewW / 2;
const dx = Math.abs(playerWorldX - this.state.npcWorldX);
const near = dx < 60;
const hint = document.getElementById('map-talk-hint');
const bub = document.getElementById('npc-bubble');
if (hint) {
hint.style.display = near ? 'block' : 'none';
hint.style.left = (viewW / 2 - 28) + 'px';
hint.style.bottom = (viewH * 0.50) + 'px';
}
if (bub) bub.style.opacity = near ? '0' : '1';
this._updateDirArrow(near);
}
_updateDirArrow(nearNPC) {
const arrow = document.getElementById('map-dir-arrow');
if (!arrow) return;
if (nearNPC) { arrow.style.display = 'none'; arrow.style.animation = 'none'; return; }
const world = document.getElementById('map-inner');
const viewH = world ? world.parentElement.offsetHeight : 300;
arrow.textContent = '▶';
arrow.style.display = 'block';
arrow.style.animation = 'arrowPulse .7s ease-in-out infinite';
arrow.style.removeProperty('left');
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arrow.style.bottom = (viewH * 0.28) + 'px';
}
_nearNPC() {
const world = document.getElementById('map-inner');
const viewW = world ? world.parentElement.offsetWidth : 420;
const playerWorldX = this.state.worldX + viewW / 2;
return Math.abs(playerWorldX - this.state.npcWorldX) < 60;
}
_talkToNPC() {
if (!this._nearNPC()) {
/* Too far away — show "..." bubble above player */
const bub = document.getElementById('player-bubble');
if (bub) {
bub.classList.remove('visible');
void bub.offsetWidth;
bub.classList.add('visible');
clearTimeout(this._bubbleTimer);
this._bubbleTimer = setTimeout(() => bub.classList.remove('visible'), 1500);
}
return;
}
const arrow = document.getElementById('map-dir-arrow');
if (arrow) arrow.style.display = 'none';
const bub = document.getElementById('player-bubble');
if (bub) bub.classList.remove('visible');
SFX.encounter();
this.startQuestion();
}
/* Place player at viewport centre, NPC via screen-space conversion */
_placeMapSprites() {
const world = document.getElementById('map-inner');
const viewW = world ? world.parentElement.offsetWidth : 420;
const viewH = world ? world.parentElement.offsetHeight : 300;
const p = document.getElementById('map-player');
if (p) {
const left = viewW / 2 - 16;
const bottom = viewH * 0.28;
p.style.left = left + 'px';
p.style.bottom = bottom + 'px';
p.className = 'map-player idle';
const bub = document.getElementById('player-bubble');
if (bub) { bub.style.left = (left - 4) + 'px'; bub.style.bottom = (bottom + 66) + 'px'; }
}
this._applyCamera();
const hint = document.getElementById('map-talk-hint');
if (hint) hint.style.display = 'none';
}
/* ══════════════════════════════════════════════════════════
BATTLE CURSOR — navigate 2×2 grid with D-pad / WASD
══════════════════════════════════════════════════════════ */
_moveCursor(dir) {
const btns = document.querySelectorAll('.choice-btn:not(.disabled):not(.correct):not(.wrong)');
if (!btns.length) return;
let c = this.state.cursor;
if (dir === 'right') c = (c === 0) ? 1 : (c === 2) ? 3 : c;
else if (dir === 'left') c = (c === 1) ? 0 : (c === 3) ? 2 : c;
else if (dir === 'down') c = (c === 0) ? 2 : (c === 1) ? 3 : c;
else if (dir === 'up') c = (c === 2) ? 0 : (c === 3) ? 1 : c;
c = Math.min(c, btns.length - 1);
this.state.cursor = c;
this._renderCursor();
SFX.select();
}
_renderCursor() {
document.querySelectorAll('.choice-btn').forEach((b,i) => {
b.classList.toggle('cursor', i === this.state.cursor);
});
}
_confirmCursor() {
if (this.state.answering) return;
const btns = document.querySelectorAll('.choice-btn:not(.disabled)');
const target = btns[this.state.cursor];
if (target) target.click();
}
/* ══════════════════════════════════════════════════════════
GLOBAL KEYBOARD
══════════════════════════════════════════════════════════ */
_bindGlobalKeys() {
const DPAD_KEYS = {
'ArrowUp':'up','ArrowDown':'down','ArrowLeft':'left','ArrowRight':'right',
'w':'up','s':'down','a':'left','d':'right',
'W':'up','S':'down','A':'left','D':'right',
};
document.addEventListener('keydown', (e) => {
const s = this.state.screen;
/* Name screen — character input */
if (s === 'name') {
if (e.key==='Backspace') { e.preventDefault(); this.delChar(); }
else if (e.key==='Enter') this.confirmName();
else if (e.key.length===1 && /[A-Z0-9.\-!?]/i.test(e.key)) this.addChar(e.key.toUpperCase());
return;
}
/* Title */
if (s === 'title' && (e.key==='Enter'||e.key===' ')) { document.getElementById('screen-title').click(); return; }
/* Continue screen */
if (s === 'continue' && (e.key==='Enter'||e.key===' ')) { document.getElementById('btn-continue-save')?.click(); return; }
/* Intro */
if (s === 'intro' && (e.key==='Enter'||e.key===' '||e.key==='e'||e.key==='E')) { this.advanceIntro(); return; }
/* D-pad direction keys */
if (DPAD_KEYS[e.key] && !e.repeat) {
const dir = DPAD_KEYS[e.key];
if ((s==='map' || s==='battle') && !this._heldKeys.has(dir)) {
e.preventDefault();
this._heldKeys.add(dir);
if (s==='map' && !this._walkLoop) this._startWalkLoop();
if (s==='battle') this._moveCursor(dir);
}
return;
}
/* A-button equivalent on keyboard */
if ((e.key==='Enter'||e.key==='e'||e.key==='E') && !e.repeat) {
e.preventDefault();
this._pressA();
return;
}
/* B-button */
if ((e.key==='x'||e.key==='X') && !e.repeat) { this._pressB(); return; }
/* Quick-pick numbers on battle */
if (s==='battle' && !this.state.answering) {
const numMap={'1':0,'2':1,'3':2,'4':3};
if (numMap[e.key]!==undefined) {
this.state.cursor = numMap[e.key];
this._renderCursor();
setTimeout(()=>this._confirmCursor(), 80);
}
}
});
document.addEventListener('keyup', (e) => {
const DPAD_KEYS = {
'ArrowUp':'up','ArrowDown':'down','ArrowLeft':'left','ArrowRight':'right',
'w':'up','s':'down','a':'left','d':'right',
'W':'up','S':'down','A':'left','D':'right',
};
const dir = DPAD_KEYS[e.key];
if (dir) {
this._heldKeys.delete(dir);
if (this._heldKeys.size === 0) this._stopWalkLoop();
}
});
}
/* ══════════════════════════════════════════════════════════
XBOX / GAMEPAD SUPPORT (Gamepad API)
Polls every animation frame. Works with Xbox, PS, and most
USB/Bluetooth gamepads that the browser recognises.
Xbox mapping:
Axes 0/1 = left stick X/Y
Button 0 = A (confirm / talk)
Button 1 = B (talk / back)
Button 12 = D-pad up
Button 13 = D-pad down
Button 14 = D-pad left
Button 15 = D-pad right
Button 9 = Start (confirm)
══════════════════════════════════════════════════════════ */
_bindGamepad() {
this._gpPrev = {};
this._gpActive = false;
window.addEventListener('gamepadconnected', (e) => {
console.log('Gamepad connected:', e.gamepad.id);
});
/* Start polling immediately — don't wait for the event.
The poll function checks if any gamepad is present each frame. */
this._startGpLoop();
}
_startGpLoop() {
const poll = () => {
this._gpLoop = requestAnimationFrame(poll);
this._pollGamepad();
};
this._gpLoop = requestAnimationFrame(poll);
}
_pollGamepad() {
const gamepads = navigator.getGamepads ? navigator.getGamepads() : [];
const gp = [...gamepads].find(g => g);
if (!gp) return;
const DEAD = 0.25;
const axes = gp.axes;
const btns = gp.buttons;
const pressedNow = (i) => btns[i]?.pressed;
const wasPressed = (i) => !!this._gpPrev[`btn_${i}`];
const justPressed = (i) => pressedNow(i) && !wasPressed(i);
const gpDirs = {
up: (axes[1] < -DEAD) || !!btns[12]?.pressed,
down: (axes[1] > DEAD) || !!btns[13]?.pressed,
left: (axes[0] < -DEAD) || !!btns[14]?.pressed,
right: (axes[0] > DEAD) || !!btns[15]?.pressed,
};
const s = this.state.screen;
/* ── NAME SCREEN — D-pad navigates keyboard grid, A selects, B deletes, Start confirms ── */
if (s === 'name') {
const letterKeys = Array.from(document.querySelectorAll('.key-btn'));
const delBtn = document.getElementById('btn-backspace');
const okBtn = document.getElementById('btn-confirm-name');
const keys = [...letterKeys, delBtn, okBtn].filter(Boolean);
const total = keys.length;
const COLS = 10;
/* Highlight current key — works for letter keys, DEL and OK */
keys.forEach((k, i) => {
k.style.outline = i === this._gpKeyCursor ? '3px solid #f8c030' : '';
k.style.outlineOffset = i === this._gpKeyCursor ? '-2px' : '';
});
/* D-pad navigation with repeat delay */
const now = Date.now();
const moved = Object.entries(gpDirs).find(([d, active]) => active && !this._gpPrev[`axis_${d}`]);
if (moved) {
const [dir] = moved;
let c = this._gpKeyCursor;
if (dir === 'right') c = Math.min(c + 1, total - 1);
if (dir === 'left') c = Math.max(c - 1, 0);
if (dir === 'down') c = Math.min(c + COLS, total - 1);
if (dir === 'up') c = Math.max(c - COLS, 0);
this._gpKeyCursor = c;
keys.forEach((k, i) => {
k.style.outline = i === c ? '3px solid #f8c030' : '';
k.style.outlineOffset = i === c ? '-2px' : '';
});
}
if (justPressed(0) || justPressed(1)) { /* A or B — activate highlighted key */
const key = keys[this._gpKeyCursor];
if (!key) return;
const isLetterKey = key.classList.contains('key-btn');
if (isLetterKey) {
key.dispatchEvent(new PointerEvent('pointerdown', { bubbles: true, isPrimary: true }));
} else if (key.id === 'btn-backspace') {
this.delChar();
} else if (key.id === 'btn-confirm-name') {
this.confirmName();
}
}
if (justPressed(2)) { /* X — delete */
this.delChar();
}
if (justPressed(9) || justPressed(8)) { /* Start or Select — confirm name */
this.confirmName();
}
/* ── ALL OTHER SCREENS — directional movement + button actions ── */
} else {
/* ── CONTINUE SCREEN — D-pad up/down switches between Continue and New Game ── */
if (s === 'continue') {
if (this._gpContCursor === undefined) this._gpContCursor = 0;
const contBtn = document.getElementById('btn-continue-save');
const newBtn = document.getElementById('btn-new-game');
const movedUp = gpDirs.up && !this._gpPrev['axis_up'];
const movedDown = gpDirs.down && !this._gpPrev['axis_down'];
if (movedUp || movedDown) {
this._gpContCursor = this._gpContCursor === 0 ? 1 : 0;
}
/* Highlight selected button */
if (contBtn) contBtn.style.outline = this._gpContCursor === 0 ? '3px solid #f8c030' : '';
if (newBtn) newBtn.style.outline = this._gpContCursor === 1 ? '3px solid #f8c030' : '';
}
/* Walk / battle cursor movement */
Object.entries(gpDirs).forEach(([dir, active]) => {
const key = `axis_${dir}`;
if (active && !this._gpPrev[key]) {
if (s === 'map') {
this._heldKeys.add(dir);
if (!this._walkLoop) this._startWalkLoop();
}
if (s === 'battle') this._moveCursor(dir);
} else if (!active && this._gpPrev[key]) {
this._heldKeys.delete(dir);
if (this._heldKeys.size === 0) this._stopWalkLoop();
}
});
/* A / Start — context action on every screen */
if (justPressed(0) || justPressed(9)) {
if (s === 'boot') { /* wait for title */ }
else if (s === 'title') { document.getElementById('screen-title')?.click(); }
else if (s === 'continue') {
/* 0 = CONTINUE highlighted, 1 = NEW GAME highlighted */
if (this._gpContCursor === 0) document.getElementById('btn-continue-save')?.click();
else document.getElementById('btn-new-game')?.click();
}
else if (s === 'intro') { this.advanceIntro(); }
else if (s === 'battle' && !this.state.answering) { this._confirmCursor(); }
else if (s === 'result') { document.getElementById('btn-result-cont')?.click(); }
else if (s === 'levelup') { document.getElementById('btn-lu-cont')?.click(); }
else if (s === 'complete') { document.getElementById('btn-play-again')?.click(); }
else { this._pressA(); }
}
/* B — also confirms answer in battle */
if (justPressed(1)) {
if (s === 'battle' && !this.state.answering) { this._confirmCursor(); }
else if (s === 'intro') { this.advanceIntro(); }
else if (s === 'result') { document.getElementById('btn-result-cont')?.click(); }
else { this._pressB(); }
}
/* Quick-pick answers X=2, Y=3, LB=4, RB=5 */
if (s === 'battle' && !this.state.answering) {
const quickMap = { 2:0, 3:1, 4:2, 5:3 };
Object.entries(quickMap).forEach(([btn, idx]) => {
if (justPressed(+btn)) {
this.state.cursor = idx;
this._renderCursor();
setTimeout(() => this._confirmCursor(), 80);
}
});
}
}
/* Store all states for next frame */
Object.entries(gpDirs).forEach(([d, v]) => this._gpPrev[`axis_${d}`] = v);
for (let i = 0; i < btns.length; i++) {
this._gpPrev[`btn_${i}`] = btns[i]?.pressed;
}
}
_showController(visible) {
const ctrl = document.getElementById('gba-controller');
if (!ctrl) return;
if (visible) ctrl.classList.remove('hidden');
else ctrl.classList.add('hidden');
}
/* ══════════════════════════════════════════════════════════
SCREENS
══════════════════════════════════════════════════════════ */
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boot() {
this.show('boot');
this._showController(false);
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setTimeout(() => this.showTitle(), 1800);
}
showTitle() {
this.show('title');
SFX.boot();
this._showController(false);
const go = () => {
document.getElementById('screen-title').removeEventListener('click', go);
Music.unblock();
this.showContinueOrName();
};
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document.getElementById('screen-title').addEventListener('click', go);
}
showContinueOrName() {
const save = loadGame();
if (save && save.playerName && save.currentQ > 0 && save.currentQ < 100) {
this.show('continue');
this._showController(false);
const pct = Math.round((save.currentQ/100)*100);
document.getElementById('save-name-disp').textContent = save.playerName;
document.getElementById('save-prog-disp').textContent = `Q${save.currentQ}/100 (${pct}%)`;
document.getElementById('save-score-disp').textContent = save.score.toLocaleString();
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document.getElementById('btn-continue-save').onclick = () => { Music.unblock(); this.restoreFromSave(save); };
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document.getElementById('btn-new-game').onclick = () => {
document.getElementById('continue-warn').textContent = 'Starting a new game will erase your saved progress!';
document.getElementById('btn-new-game').textContent = '✦ CONFIRM NEW GAME';
document.getElementById('btn-new-game').onclick = () => { clearSave(); this.startFresh(); };
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};
/* Reset controller cursor to CONTINUE button */
this._gpContCursor = 0;
setTimeout(() => {
const c = document.getElementById('btn-continue-save');
if (c) c.style.outline = '3px solid #f8c030';
}, 50);
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} else {
this.startFresh();
}
}
restoreFromSave(save) {
Object.assign(this.state, {
playerName:save.playerName, currentQ:save.currentQ,
score:save.score, streak:save.streak, maxStreak:save.maxStreak,
correct:save.correct, wrong:save.wrong,
worldX:0, worldY:0, npcWorldX:0, npcWorldY:0,
});
this.loadQuestions(() => {
if (save.questionOrder && save.questionOrder.length === this.state.questions.length) {
const idMap = Object.fromEntries(this.state.questions.map(q => [q.id, q]));
const restored = save.questionOrder.map(id => idMap[id]).filter(Boolean);
if (restored.length === this.state.questions.length) {
this.state.questions = restored;
}
}
this.showMap();
});
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}
startFresh() {
Object.assign(this.state, { playerName:'', currentQ:0, score:0, streak:0, maxStreak:0, correct:0, wrong:0 });
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this.showNameEntry();
}
/* ── NAME ─────────────────────────────────────────────── */
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showNameEntry() {
this.show('name');
this._showController(false);
this._gpKeyCursor = 0;
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this.buildKeyboard();
this.typeText('name-prompt-text', "Hello there! Welcome to PokéSQL! My name is Professor Oak — the SQL Pokémon Professor. Now tell me, what is your name?");
document.getElementById('btn-backspace').onclick = () => this.delChar();
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document.getElementById('btn-confirm-name').onclick = () => this.confirmName();
}
buildKeyboard() {
const grid = document.getElementById('keyboard-grid');
const chars = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789.-!?'.split('');
grid.innerHTML = '';
chars.forEach(ch => {
const b = document.createElement('button');
b.className = 'key-btn'; b.textContent = ch;
b.addEventListener('pointerdown', (e)=>{ e.preventDefault(); this.addChar(ch); });
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grid.appendChild(b);
});
}
addChar(ch) { if (this.state.playerName.length<10){ this.state.playerName+=ch; this.refreshNameDisplay(); SFX.select(); } }
delChar() { this.state.playerName=this.state.playerName.slice(0,-1); this.refreshNameDisplay(); }
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refreshNameDisplay() {
const el=document.getElementById('name-display');
if(el) el.textContent=this.state.playerName+(this.state.playerName.length<10?'_':'');
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}
confirmName() { if(!this.state.playerName.trim()) this.state.playerName='ASH'; SFX.confirm(); this.showIntro(); }
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/* ── INTRO ────────────────────────────────────────────── */
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showIntro() {
this.show('intro');
this._showController(false);
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this.state.introStep = 0;
this.renderIntroMsg();
const advance = () => this.advanceIntro();
const introEl = document.getElementById('screen-intro');
if (this._introClick) introEl.removeEventListener('click', this._introClick);
this._introClick = advance;
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introEl.addEventListener('click', advance);
}
renderIntroMsg() {
const msg = INTRO_MSGS[this.state.introStep];
if (!msg) return;
const npcEl = document.getElementById('intro-npc');
if (npcEl) npcEl.textContent = NPC[msg.npc] || '👴';
document.getElementById('intro-speaker').textContent = msg.speaker;
document.getElementById('intro-arrow').style.display = 'none';
this.typeText('intro-text',
msg.text.replace(/{name}/g, this.state.playerName||'ASH'),
()=>{ document.getElementById('intro-arrow').style.display='block'; }
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);
}
advanceIntro() {
if (this.state.twTimer) {
clearInterval(this.state.twTimer); this.state.twTimer=null;
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const msg = INTRO_MSGS[this.state.introStep];
document.getElementById('intro-text').textContent = msg.text.replace(/{name}/g, this.state.playerName||'ASH');
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document.getElementById('intro-arrow').style.display = 'block';
return;
}
this.state.introStep++;
if (this.state.introStep >= INTRO_MSGS.length) {
const el = document.getElementById('screen-intro');
if (this._introClick) el.removeEventListener('click', this._introClick);
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this.loadQuestions(() => this.showMap());
return;
}
this.renderIntroMsg();
}
/* ── LOAD QUESTIONS ───────────────────────────────────── */
loadQuestions(cb) {
if (this.state.questions.length>0) { cb(); return; }
fetch('./questions.json')
.then(r=>r.json())
.then(data=>{
const qs = data.levels[0].questions;
for (let i = qs.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[qs[i], qs[j]] = [qs[j], qs[i]];
}
this.state.questions = qs;
cb();
})
.catch(()=>this.toast('❌ Could not load questions.json'));
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}
/* Generate randomly placed trees across the full scrollable world */
/* Generate trees for the current journey leg — from world origin to just past the NPC.
Called fresh each time so trees always fill the visible path ahead. */
_generateTrees() {
const container = document.getElementById('map-trees');
if (!container) return;
/* Clear previous leg's trees */
container.innerHTML = '';
const world = document.getElementById('map-inner');
const viewW = world ? world.parentElement.offsetWidth : 420;
const viewH = world ? world.parentElement.offsetHeight : 300;
/* World spans from 0 to just past the NPC */
const worldW = this.state.npcWorldX + viewW;
if (world) world.style.width = worldW + 'px';
const treeTopMax = viewH * 0.50;
const treeBottomMin = viewH * 0.04;
/* One tree roughly every 120px across the leg */
const COUNT = Math.max(6, Math.round(worldW / 120));
const zoneW = worldW / COUNT;
for (let i = 0; i < COUNT; i++) {
const span = document.createElement('span');
span.className = 'tree';
const size = 28 + Math.random() * 16;
const x = i * zoneW + Math.random() * zoneW * 0.75;
const y = treeBottomMin + Math.random() * (treeTopMax - treeBottomMin - size);
span.textContent = '🌳';
span.style.fontSize = size + 'px';
span.style.left = x + 'px';
span.style.top = y + 'px';
span.style.animationDelay = (Math.random() * 3).toFixed(2) + 's';
span.style.animationDuration = (2.5 + Math.random() * 2).toFixed(1) + 's';
container.appendChild(span);
}
}
/* Called on result screen — pre-builds trees for the next leg */
_preGenerateNextLeg() {
const world = document.getElementById('map-inner');
const viewW = world ? world.parentElement.offsetWidth : 420;
const nextNpcX = Math.round(viewW * 3.0 + Math.random() * viewW * 0.8);
const savedNpcX = this.state.npcWorldX;
this.state.npcWorldX = nextNpcX;
this._generateTrees();
this.state.npcWorldX = savedNpcX;
}
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showMap() {
this.show('map');
this._showController(true);
/* We need the viewport size — defer a tick so the DOM is laid out */
requestAnimationFrame(() => {
this._generateTrees();
const world = document.getElementById('map-inner');
const viewW = world ? world.parentElement.offsetWidth : 420;
if (this.state.currentQ === 0) {
this.state.worldX = 0;
this.state.worldY = 0;
this.state.npcWorldX = Math.round(viewW * 3.5);
this.state.npcWorldY = 0;
} else {
/* Always reset camera to 0 each question — keeps trees in view.
NPC spawns off-screen right relative to fresh origin. */
this.state.worldX = 0;
this.state.worldY = 0;
this.state.npcWorldX = Math.round(viewW * 3.0 + Math.random() * viewW * 0.8);
this.state.npcWorldY = 0;
}
document.getElementById('hud-name').textContent = this.state.playerName||'ASH';
this.updateHUD();
const q = this.state.questions[this.state.currentQ];
const npcEl = document.getElementById('map-npc');
if (q && npcEl) npcEl.textContent = NPC[q.npc]||'🧑';
this._placeMapSprites();
this._updateDirArrow(false);
Music.play();
saveGame(this.state);
this.flashSaveDot();
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const npcEl2 = document.getElementById('map-npc');
if (npcEl2) npcEl2.onclick = ()=>this._talkToNPC();
const musicBtn = document.getElementById('music-toggle');
if (musicBtn) musicBtn.onclick = () => Music.toggle();
});
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}
updateHUD() {
const tot=this.state.questions.length||100, done=this.state.currentQ, pct=(done/tot)*100;
document.getElementById('hud-score').textContent = this.state.score.toLocaleString();
document.getElementById('hud-streak').textContent = this.state.streak+(this.state.streak>=3?'🔥':'');
document.getElementById('hud-correct').textContent = `${this.state.correct}/${done}`;
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document.getElementById('map-prog-text').textContent = `${done}/${tot}`;
const bar=document.getElementById('map-prog-bar');
if(bar){ bar.style.width=pct+'%'; bar.style.background=pct<40?'var(--hp-green)':pct<75?'var(--hp-yellow)':'#60c8ff'; }
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}
flashSaveDot() {
const dot=document.getElementById('save-dot');
if(!dot)return; dot.style.opacity='1';
setTimeout(()=>{ dot.style.opacity='.4'; },1500);
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}
/* ── BATTLE ───────────────────────────────────────────── */
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startQuestion() {
this._stopWalkLoop();
this._heldKeys.clear();
const q=this.state.questions[this.state.currentQ];
if(!q){ this.showComplete(); return; }
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this.show('battle');
this._showController(true);
Music.pause();
this.state.answering=false;
this.state.cursor=0;
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document.getElementById('battle-npc-sprite').textContent = NPC[q.npc]||'🧑';
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document.getElementById('battle-npc-name').textContent = q.npc.toUpperCase();
document.getElementById('battle-speaker').textContent = q.npc.toUpperCase();
document.getElementById('battle-player-name').textContent= (this.state.playerName||'ASH').toUpperCase();
document.getElementById('battle-q-num').textContent = this.state.currentQ+1;
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document.getElementById('battle-pts').textContent = this.state.score.toLocaleString();
document.getElementById('battle-arrow').style.display = 'none';
document.getElementById('battle-choices').innerHTML = '';
this.typeText('battle-text', q.text, ()=>this.renderChoices(q));
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}
renderChoices(q) {
const container=document.getElementById('battle-choices');
container.innerHTML='';
this.state.cursor=0;
/* Shuffle options so the correct answer lands in a random slot each time.
We track which shuffled index holds the correct answer. */
const indices = [0,1,2,3];
for (let i = indices.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[indices[i], indices[j]] = [indices[j], indices[i]];
}
const correctShuffledIdx = indices.indexOf(q.answer);
/* Build a map from original option letter (A/B/C/D) to shuffled slot number (1/2/3/4)
so any option text like "Both A and B" gets rewritten to e.g. "Both 2 and 4" */
const letterToSlot = {};
indices.forEach((origIdx, slotIdx) => {
const letter = ['A','B','C','D'][origIdx];
letterToSlot[letter] = slotIdx + 1;
});
function rewriteLetterRefs(text) {
/* Only rewrite letters that appear in explicit option-reference patterns:
"Both A and B", "A and B", "Both B and C", etc.
Never replace standalone A/B/C/D in regular sentence text. */
return text.replace(/\bBoth ([ABCD]) and ([ABCD])\b/gi, (_, l1, l2) => {
const n1 = letterToSlot[l1.toUpperCase()];
const n2 = letterToSlot[l2.toUpperCase()];
return `Both ${n1 ?? l1} and ${n2 ?? l2}`;
}).replace(/\b([ABCD]) and ([ABCD])\b/g, (_, l1, l2) => {
const n1 = letterToSlot[l1];
const n2 = letterToSlot[l2];
return `${n1 ?? l1} and ${n2 ?? l2}`;
});
}
/* Store display text of correct answer with letter refs rewritten */
q._correctDisplayText = rewriteLetterRefs(q.options[q.answer]);
indices.forEach((origIdx, slotIdx) => {
const btn=document.createElement('button');
btn.className='choice-btn';
btn.setAttribute('data-letter', slotIdx + 1);
btn.textContent=rewriteLetterRefs(q.options[origIdx]);
btn.addEventListener('click',()=>this.pick(slotIdx, correctShuffledIdx, q, container));
btn.addEventListener('mouseenter', () => {
this.state.cursor = slotIdx;
this._renderCursor();
});
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container.appendChild(btn);
});
this._renderCursor();
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}
pick(chosen, correctIdx, q, container) {
if(this.state.answering)return;
this.state.answering=true;
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const btns=container.querySelectorAll('.choice-btn');
const correct=chosen===correctIdx;
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btns.forEach(b=>{ b.classList.remove('cursor'); b.classList.add('disabled'); });
btns[correctIdx].classList.remove('disabled'); btns[correctIdx].classList.add('correct');
if(!correct) btns[chosen].classList.add('wrong');
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if(correct){
this.state.streak++; this.state.correct++;
this.state.maxStreak=Math.max(this.state.maxStreak,this.state.streak);
this.state.score+=this.state.streak>=5?200:this.state.streak>=3?150:100;
if(this.state.streak>=3) SFX.streak(); else SFX.correct();
} else { this.state.streak=0; this.state.wrong++; SFX.wrong(); }
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setTimeout(()=>{
/* Pre-generate trees for the next map leg while player reads result */
this._preGenerateNextLeg();
this.showResult(correct,q);
},120);
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}
/* ── RESULT ───────────────────────────────────────────── */
showResult(correct,q) {
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this.show('result');
this._showController(false);
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document.getElementById('result-icon').textContent = correct?'✓':'✗';
const lbl=document.getElementById('result-label');
lbl.textContent = correct ? CORRECT_FB[Math.floor(Math.random()*CORRECT_FB.length)]
: WRONG_FB[Math.floor(Math.random()*WRONG_FB.length)];
lbl.className = 'result-label '+(correct?'correct':'wrong');
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const ansEl=document.getElementById('result-correct-ans');
const ptsEl=document.getElementById('result-pts');
if(correct){
ptsEl.textContent=this.state.streak>=5?'+200 PTS 🔥 STREAK!':this.state.streak>=3?'+150 PTS 🔥 HOT!':'+100 PTS';
ptsEl.style.display='block'; ansEl.classList.remove('visible');
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} else {
ptsEl.style.display='none';
ansEl.textContent='✓ Correct answer: '+(q._correctDisplayText||q.options[q.answer]);
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ansEl.classList.add('visible');
}
document.getElementById('result-explanation').textContent=q.explanation;
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document.getElementById('btn-result-cont').onclick=()=>{
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this.state.currentQ++;
saveGame(this.state);
if(this.state.currentQ>=this.state.questions.length){ clearSave(); this.showComplete(); }
else if(MILESTONES[this.state.currentQ]) this.showLevelUp();
else this.showMap();
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};
}
/* ── LEVEL UP ─────────────────────────────────────────── */
showLevelUp() {
this.show('levelup');
SFX.levelUp();
this._showController(false);
const ms=MILESTONES[this.state.currentQ];
const pct=(this.state.currentQ/(this.state.questions.length||100))*100;
document.getElementById('lu-name').textContent = this.state.playerName||'ASH';
document.getElementById('lu-stars').textContent = `${ms.stars} BADGE EARNED! ${ms.stars}`;
document.getElementById('lu-badge').textContent = ms.badge;
document.getElementById('lu-prog-label').textContent=`${this.state.currentQ} / 100`;
const bar=document.getElementById('lu-prog-inner');
if(bar)bar.style.width=pct+'%';
document.getElementById('btn-lu-cont').onclick=()=>this.showMap();
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}
/* ── COMPLETE ─────────────────────────────────────────── */
showComplete() {
this.show('complete');
SFX.complete();
this._showController(false);
const name=this.state.playerName||'ASH', tot=this.state.questions.length||100;
const acc=tot>0?Math.round((this.state.correct/tot)*100):0;
document.getElementById('complete-name').textContent=name;
document.getElementById('complete-stats').textContent=
`FINAL SCORE: ${this.state.score.toLocaleString()}\n`+
`CORRECT: ${this.state.correct} / ${tot}\n`+
`ACCURACY: ${acc}%\n`+
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`BEST STREAK: ${this.state.maxStreak} 🔥`;
document.getElementById('btn-play-again').onclick=()=>{ clearSave(); this.startFresh(); };
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}
/* ── SCREEN SWITCH ────────────────────────────────────── */
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show(name) {
Object.values(this.screens).forEach(s=>s.classList.remove('active'));
const t=this.screens[name]; if(t)t.classList.add('active');
this.state.screen=name;
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}
/* ── TYPEWRITER ───────────────────────────────────────── */
typeText(id,text,onDone) {
if(this.state.twTimer){clearInterval(this.state.twTimer);this.state.twTimer=null;}
const el=document.getElementById(id); if(!el)return; el.textContent='';
let i=0;
this.state.twTimer=setInterval(()=>{
if(i<text.length){el.textContent+=text[i++]; if(i%2===0) SFX.type();}
else{clearInterval(this.state.twTimer);this.state.twTimer=null;if(onDone)onDone();}
},26);
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}
/* ── TOAST ────────────────────────────────────────────── */
toast(msg,ms=2600){
const el=document.getElementById('toast');
el.textContent=msg; el.classList.remove('hidden');
setTimeout(()=>el.classList.add('hidden'),ms);
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}
}
window.addEventListener('DOMContentLoaded',()=>{ new Game(); });