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4 Commits

Author SHA1 Message Date
b74acb272e Add Star Catcher minigame and chamber decorations
- Added new Star Catcher minigame where players catch falling stars
- Golden stars worth 3 points, regular stars worth 1 point
- 10 Void Essence awarded per point (higher rewards than Void Hunt)
- Added 4 purchasable decorations: Crystal Orb, Void Flame, Ancient Tome, Moon Stone
- Decorations appear in chamber with ambient pulsing animation
- Persist decorations to localStorage
2026-03-03 02:06:32 -05:00
e904856bee Add sound effects and Void Hunt minigame
- Add Web Audio API sound engine with procedural sounds
- Add sounds for: pet, feed, spawn, achievement, purchase, release
- Add mute toggle button
- Add Void Hunt minigame (30s click target game)
- Award 5 Void Essence per target caught
- Persist mute state to localStorage
2026-03-03 01:06:43 -05:00
574c50c047 AI: 2026-03-03 00:08 - incremental progress 2026-03-03 00:08:17 -05:00
08ec4fb19a Add Void Shop and Void Essence currency system
- Add Void Essence currency earned from petting (+2) and feeding (+3)
- Add Void Shop modal with purchasable items:
  - Voidling eggs (Wisp, Blob, Spark, Ember, Glitch, Crystal)
  - Void Treats to make all voidlings happy
  - Star Fragments for bonus essence
- Add 2 new voidling types: Glitch (rare green) and Crystal (rare blue)
- Add 'Void Tycoon' achievement for 500 Void Essence
- Update biodiversity achievement to require all 6 voidling types
- Add Void Essence display in header with shop button
2026-03-03 00:07:59 -05:00
3 changed files with 645 additions and 9 deletions

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@ -43,13 +43,24 @@ A whimsical pocket dimension where digital companions called "Voidlings" float a
- Added manual time control toggle - Added manual time control toggle
- Added voidling speed multipliers based on time of day (slower at night) - Added voidling speed multipliers based on time of day (slower at night)
- Voidlings naturally become sleepy at night - Voidlings naturally become sleepy at night
- Added Void Essence currency - earned by petting (+2) and feeding (+3)
- Added Void Shop with purchasable voidling eggs, treats, and items
- Added 2 new voidling types: Glitch (rare green) and Crystal (rare blue)
- Added "Void Tycoon" achievement for accumulating 500 Void Essence
- Updated biodiversity achievement to require all 6 voidling types
- Added sound effects system using Web Audio API (pet, feed, spawn, achievement, purchase, release)
- Added mute toggle button to control sounds
- Added Void Hunt minigame - click targets for 30 seconds to earn Void Essence
- Added Star Catcher minigame - catch falling stars for higher rewards (10 Void Essence per star)
- Added purchasable chamber decorations: Crystal Orb, Void Flame, Ancient Tome, Moon Stone
- Decorations appear in the chamber with ambient pulsing animation
### Next Steps ### Next Steps
1. Add sound effects 1. Add more minigames (DONE - added Star Catcher)
2. Add voidling shop/trading 2. Add voidling evolution/combat system
3. Add more voidling types 3. Add more chamber decorations/ways to customize chamber
4. Add voidling minigames 4. Add achievement for catching stars in Star Catcher
--- ---
*Last updated: Session 4 complete - Added petting interaction and achievements system* *Last updated: Session 6 complete - Added Star Catcher minigame and chamber decorations*

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@ -1,12 +1,13 @@
import { useState, useEffect } from 'react' import { useState, useEffect } from 'react'
import { Link } from 'react-router-dom' import { Link } from 'react-router-dom'
import { soundEngine } from '../utils/sound'
interface Voidling { interface Voidling {
id: string id: string
name: string name: string
color: string color: string
mood: 'idle' | 'happy' | 'curious' | 'sleepy' mood: 'idle' | 'happy' | 'curious' | 'sleepy'
type: 'wisp' | 'blob' | 'spark' | 'ember' type: 'wisp' | 'blob' | 'spark' | 'ember' | 'glitch' | 'crystal'
x: number x: number
y: number y: number
vx: number vx: number
@ -105,6 +106,36 @@ interface UserStats {
totalFeedings: number totalFeedings: number
totalVoidlings: number totalVoidlings: number
sessions: number sessions: number
voidEssence: number
}
interface ShopItem {
id: string
name: string
type: Voidling['type']
category: 'voidling' | 'consumable' | 'decoration'
color: string
glow: string
shape: string
cost: number
description: string
icon: string
}
interface Decoration {
id: string
name: string
icon: string
x: number
y: number
}
interface FallingStar {
id: number
x: number
y: number
speed: number
points: number
} }
const VOIDLING_TYPES = [ const VOIDLING_TYPES = [
@ -112,6 +143,23 @@ const VOIDLING_TYPES = [
{ type: 'blob', color: 'bg-cyan-400', glow: 'shadow-cyan-500/50', shape: 'rounded-[40%]', description: 'Bouncy and playful' }, { type: 'blob', color: 'bg-cyan-400', glow: 'shadow-cyan-500/50', shape: 'rounded-[40%]', description: 'Bouncy and playful' },
{ type: 'spark', color: 'bg-amber-400', glow: 'shadow-amber-500/50', shape: 'rounded-sm', description: 'Energetic and quick' }, { type: 'spark', color: 'bg-amber-400', glow: 'shadow-amber-500/50', shape: 'rounded-sm', description: 'Energetic and quick' },
{ type: 'ember', color: 'bg-rose-400', glow: 'shadow-rose-500/50', shape: 'rounded-full', description: 'Warm and sleepy' }, { type: 'ember', color: 'bg-rose-400', glow: 'shadow-rose-500/50', shape: 'rounded-full', description: 'Warm and sleepy' },
{ type: 'glitch', color: 'bg-green-400', glow: 'shadow-green-500/50', shape: 'rounded-lg', description: 'Unstable and mysterious' },
{ type: 'crystal', color: 'bg-blue-400', glow: 'shadow-blue-500/50', shape: 'rounded-sm', description: 'Sharp and reflective' },
]
const SHOP_ITEMS: ShopItem[] = [
{ id: 'wisp_egg', name: 'Wisp Egg', type: 'wisp', category: 'voidling', color: 'bg-purple-400', glow: 'shadow-purple-500/50', shape: 'rounded-full', cost: 50, description: 'Hatches into a wisp', icon: '🥚' },
{ id: 'blob_egg', name: 'Blob Egg', type: 'blob', category: 'voidling', color: 'bg-cyan-400', glow: 'shadow-cyan-500/50', shape: 'rounded-[40%]', cost: 50, description: 'Hatches into a blob', icon: '🥚' },
{ id: 'spark_egg', name: 'Spark Egg', type: 'spark', category: 'voidling', color: 'bg-amber-400', glow: 'shadow-amber-500/50', shape: 'rounded-sm', cost: 75, description: 'Hatches into a spark', icon: '⚡' },
{ id: 'ember_egg', name: 'Ember Egg', type: 'ember', category: 'voidling', color: 'bg-rose-400', glow: 'shadow-rose-500/50', shape: 'rounded-full', cost: 75, description: 'Hatches into an ember', icon: '🔥' },
{ id: 'glitch_egg', name: 'Glitch Egg', type: 'glitch', category: 'voidling', color: 'bg-green-400', glow: 'shadow-green-500/50', shape: 'rounded-lg', cost: 150, description: 'Rare unstable voidling', icon: '👾' },
{ id: 'crystal_egg', name: 'Crystal Egg', type: 'crystal', category: 'voidling', color: 'bg-blue-400', glow: 'shadow-blue-500/50', shape: 'rounded-sm', cost: 150, description: 'Rare sharp voidling', icon: '💎' },
{ id: 'treat', name: 'Void Treat', type: 'wisp', category: 'consumable', color: 'bg-yellow-400', glow: 'shadow-yellow-500/50', shape: 'rounded-full', cost: 20, description: 'All voidlings become happy', icon: '🍪' },
{ id: 'star_fragment', name: 'Star Fragment', type: 'wisp', category: 'consumable', color: 'bg-white', glow: 'shadow-white/50', shape: 'rounded-full', cost: 200, description: 'Rare: +100 Void Essence!', icon: '⭐' },
{ id: 'crystal_orb', name: 'Crystal Orb', type: 'wisp', category: 'decoration', color: 'bg-blue-400', glow: 'shadow-blue-500/50', shape: 'rounded-full', cost: 100, description: 'A glowing orb for your chamber', icon: '🔮' },
{ id: 'void_flame', name: 'Void Flame', type: 'wisp', category: 'decoration', color: 'bg-purple-400', glow: 'shadow-purple-500/50', shape: 'rounded-full', cost: 120, description: 'An eternal purple flame', icon: '🕯️' },
{ id: 'ancient_book', name: 'Ancient Tome', type: 'wisp', category: 'decoration', color: 'bg-amber-600', glow: 'shadow-amber-500/50', shape: 'rounded-lg', cost: 150, description: 'Knowledge from the void', icon: '📕' },
{ id: 'moon_stone', name: 'Moon Stone', type: 'wisp', category: 'decoration', color: 'bg-zinc-300', glow: 'shadow-zinc-400/50', shape: 'rounded-full', cost: 200, description: 'A piece of the moon', icon: '🌑' },
] ]
const ACHIEVEMENTS: Achievement[] = [ const ACHIEVEMENTS: Achievement[] = [
@ -120,11 +168,12 @@ const ACHIEVEMENTS: Achievement[] = [
{ id: 'fifty_pets', name: 'Void Whisperer', description: 'Pet voidlings 50 times', icon: '🔮', condition: (_v, s) => s.totalPets >= 50 }, { id: 'fifty_pets', name: 'Void Whisperer', description: 'Pet voidlings 50 times', icon: '🔮', condition: (_v, s) => s.totalPets >= 50 },
{ id: 'first_feeding', name: 'Nourisher', description: 'Feed your first voidling', icon: '◕', condition: (_v, s) => s.totalFeedings >= 1 }, { id: 'first_feeding', name: 'Nourisher', description: 'Feed your first voidling', icon: '◕', condition: (_v, s) => s.totalFeedings >= 1 },
{ id: 'collector', name: 'Collector', description: 'Have 5 different voidlings', icon: '📦', condition: (v, _s) => v.length >= 5 }, { id: 'collector', name: 'Collector', description: 'Have 5 different voidlings', icon: '📦', condition: (v, _s) => v.length >= 5 },
{ id: 'variety', name: 'Biodiversity', description: 'Have all 4 types of voidlings', icon: '🌈', condition: (v) => { const types = new Set(v.map(x => x.type)); return types.size >= 4; } }, { id: 'variety', name: 'Biodiversity', description: 'Have all 6 types of voidlings', icon: '🌈', condition: (v) => { const types = new Set(v.map(x => x.type)); return types.size >= 6; } },
{ id: 'parent', name: 'Protective Parent', description: 'Have 10 voidlings', icon: '👨‍👩‍👧‍👦', condition: (v, _s) => v.length >= 10 }, { id: 'parent', name: 'Protective Parent', description: 'Have 10 voidlings', icon: '👨‍👩‍👧‍👦', condition: (v, _s) => v.length >= 10 },
{ id: 'curious', name: 'Curious Mind', description: 'Have a curious voidling', icon: '❓', condition: (v) => v.some(x => x.mood === 'curious') }, { id: 'curious', name: 'Curious Mind', description: 'Have a curious voidling', icon: '❓', condition: (v) => v.some(x => x.mood === 'curious') },
{ id: 'sleepy_boys', name: 'Sleepy Boys', description: 'Have a sleepy voidling', icon: '😴', condition: (v) => v.some(x => x.mood === 'sleepy') }, { id: 'sleepy_boys', name: 'Sleepy Boys', description: 'Have a sleepy voidling', icon: '😴', condition: (v) => v.some(x => x.mood === 'sleepy') },
{ id: 'happy_home', name: 'Happy Home', description: 'Have 3 happy voidlings', icon: '☺️', condition: (v) => v.filter(x => x.mood === 'happy').length >= 3 }, { id: 'happy_home', name: 'Happy Home', description: 'Have 3 happy voidlings', icon: '☺️', condition: (v) => v.filter(x => x.mood === 'happy').length >= 3 },
{ id: 'rich', name: 'Void Tycoon', description: 'Accumulate 500 Void Essence', icon: '💰', condition: (_v, s) => s.voidEssence >= 500 },
] ]
const MOOD_EMOJIS = { const MOOD_EMOJIS = {
@ -182,10 +231,97 @@ export default function Chamber() {
totalFeedings: 0, totalFeedings: 0,
totalVoidlings: 0, totalVoidlings: 0,
sessions: 1, sessions: 1,
voidEssence: 0,
}) })
const [timeOfDay, setTimeOfDay] = useState<TimeOfDay>('night') const [timeOfDay, setTimeOfDay] = useState<TimeOfDay>('night')
const [isAutoCycle, setIsAutoCycle] = useState(true) const [isAutoCycle, setIsAutoCycle] = useState(true)
const [cycleProgress, setCycleProgress] = useState(0) const [cycleProgress, setCycleProgress] = useState(0)
const [showShop, setShowShop] = useState(false)
const [isMuted, setIsMuted] = useState(() => {
const saved = localStorage.getItem('voidling_muted')
return saved === 'true'
})
const [showGames, setShowGames] = useState(false)
const [gameActive, setGameActive] = useState(false)
const [gameType, setGameType] = useState<'hunt' | 'stars' | null>(null)
const [gameScore, setGameScore] = useState(0)
const [gameTimeLeft, setGameTimeLeft] = useState(30)
const [gameTargets, setGameTargets] = useState<{id: number, x: number, y: number}[]>([])
const [fallingStars, setFallingStars] = useState<FallingStar[]>([])
const [decorations, setDecorations] = useState<Decoration[]>([])
useEffect(() => {
soundEngine.setMuted(isMuted)
localStorage.setItem('voidling_muted', String(isMuted))
}, [isMuted])
useEffect(() => {
if (!gameActive) return
const timer = setInterval(() => {
setGameTimeLeft(prev => {
if (prev <= 1) {
endGame()
return 0
}
return prev - 1
})
}, 1000)
return () => clearInterval(timer)
}, [gameActive])
useEffect(() => {
if (!gameActive || gameType !== 'hunt') return
const spawnTarget = () => {
const newTarget = {
id: Date.now(),
x: Math.random() * 80 + 10,
y: Math.random() * 60 + 20,
}
setGameTargets(prev => [...prev, newTarget])
}
spawnTarget()
const spawnInterval = setInterval(spawnTarget, 1500)
return () => clearInterval(spawnInterval)
}, [gameActive, gameType])
useEffect(() => {
if (!gameActive || gameType !== 'stars') return
const spawnStar = () => {
const newStar: FallingStar = {
id: Date.now() + Math.random(),
x: Math.random() * 80 + 10,
y: -5,
speed: Math.random() * 0.8 + 0.5,
points: Math.random() > 0.8 ? 3 : 1,
}
setFallingStars(prev => [...prev, newStar])
}
spawnStar()
const spawnInterval = setInterval(spawnStar, 800)
return () => clearInterval(spawnInterval)
}, [gameActive, gameType])
useEffect(() => {
if (!gameActive || gameType !== 'stars') return
const moveStars = setInterval(() => {
setFallingStars(prev => {
return prev
.map(s => ({ ...s, y: s.y + s.speed }))
.filter(s => s.y < 110)
})
}, 50)
return () => clearInterval(moveStars)
}, [gameActive, gameType])
useEffect(() => { useEffect(() => {
const savedVoidlings = localStorage.getItem('voidlings') const savedVoidlings = localStorage.getItem('voidlings')
@ -214,6 +350,13 @@ export default function Chamber() {
setUserStats(stats) setUserStats(stats)
} catch {} } catch {}
} }
const savedDecorations = localStorage.getItem('voidling_decorations')
if (savedDecorations) {
try {
setDecorations(JSON.parse(savedDecorations))
} catch {}
}
}, []) }, [])
useEffect(() => { useEffect(() => {
@ -229,12 +372,17 @@ export default function Chamber() {
localStorage.setItem('voidling_achievements', JSON.stringify(unlockedAchievements)) localStorage.setItem('voidling_achievements', JSON.stringify(unlockedAchievements))
}, [unlockedAchievements]) }, [unlockedAchievements])
useEffect(() => {
localStorage.setItem('voidling_decorations', JSON.stringify(decorations))
}, [decorations])
useEffect(() => { useEffect(() => {
ACHIEVEMENTS.forEach(achievement => { ACHIEVEMENTS.forEach(achievement => {
if (!unlockedAchievements.includes(achievement.id)) { if (!unlockedAchievements.includes(achievement.id)) {
if (achievement.condition(voidlings, userStats)) { if (achievement.condition(voidlings, userStats)) {
setUnlockedAchievements(prev => [...prev, achievement.id]) setUnlockedAchievements(prev => [...prev, achievement.id])
setNewAchievement(achievement) setNewAchievement(achievement)
soundEngine.playAchievement()
setTimeout(() => setNewAchievement(null), 3000) setTimeout(() => setNewAchievement(null), 3000)
} }
} }
@ -369,6 +517,7 @@ export default function Chamber() {
vy: pos.vy, vy: pos.vy,
pets: 0, pets: 0,
} }
soundEngine.playSpawn()
setVoidlings([...voidlings, newVoidling]) setVoidlings([...voidlings, newVoidling])
setNamingVoidling(newVoidling.id) setNamingVoidling(newVoidling.id)
setNewName('') setNewName('')
@ -404,6 +553,7 @@ export default function Chamber() {
function feedVoidling(id: string) { function feedVoidling(id: string) {
setFeedingId(id) setFeedingId(id)
soundEngine.playFeed()
setVoidlings(voidlings.map(v => { setVoidlings(voidlings.map(v => {
if (v.id === id) { if (v.id === id) {
return { ...v, mood: 'happy', vy: v.vy - 0.5 } return { ...v, mood: 'happy', vy: v.vy - 0.5 }
@ -411,7 +561,7 @@ export default function Chamber() {
return v return v
})) }))
setUserStats(prev => { setUserStats(prev => {
const newStats = { ...prev, totalFeedings: prev.totalFeedings + 1 } const newStats = { ...prev, totalFeedings: prev.totalFeedings + 1, voidEssence: prev.voidEssence + 3 }
localStorage.setItem('voidling_stats', JSON.stringify(newStats)) localStorage.setItem('voidling_stats', JSON.stringify(newStats))
return newStats return newStats
}) })
@ -420,6 +570,7 @@ export default function Chamber() {
function petVoidling(id: string) { function petVoidling(id: string) {
setPettingId(id) setPettingId(id)
soundEngine.playPet()
setVoidlings(voidlings.map(v => { setVoidlings(voidlings.map(v => {
if (v.id === id) { if (v.id === id) {
return { ...v, mood: 'happy', pets: (v.pets || 0) + 1 } return { ...v, mood: 'happy', pets: (v.pets || 0) + 1 }
@ -427,7 +578,7 @@ export default function Chamber() {
return v return v
})) }))
setUserStats(prev => { setUserStats(prev => {
const newStats = { ...prev, totalPets: prev.totalPets + 1 } const newStats = { ...prev, totalPets: prev.totalPets + 1, voidEssence: prev.voidEssence + 2 }
localStorage.setItem('voidling_stats', JSON.stringify(newStats)) localStorage.setItem('voidling_stats', JSON.stringify(newStats))
return newStats return newStats
}) })
@ -435,9 +586,102 @@ export default function Chamber() {
} }
function releaseVoidling(id: string) { function releaseVoidling(id: string) {
soundEngine.playRelease()
setVoidlings(voidlings.filter(v => v.id !== id)) setVoidlings(voidlings.filter(v => v.id !== id))
} }
function startGame(type: 'hunt' | 'stars') {
setGameType(type)
setGameActive(true)
setGameScore(0)
setGameTimeLeft(30)
setGameTargets([])
setFallingStars([])
}
function endGame() {
setGameActive(false)
let reward = 0
if (gameType === 'hunt') {
reward = gameScore * 5
} else if (gameType === 'stars') {
reward = gameScore * 10
}
if (reward > 0) {
setUserStats(prev => {
const newStats = { ...prev, voidEssence: prev.voidEssence + reward }
localStorage.setItem('voidling_stats', JSON.stringify(newStats))
return newStats
})
}
setGameTargets([])
setFallingStars([])
setGameType(null)
}
function hitTarget(id: number) {
soundEngine.playPet()
setGameScore(prev => prev + 1)
setGameTargets(prev => prev.filter(t => t.id !== id))
}
function catchStar(id: number) {
soundEngine.playPet()
const star = fallingStars.find(s => s.id === id)
if (star) {
setGameScore(prev => prev + star.points)
}
setFallingStars(prev => prev.filter(s => s.id !== id))
}
function purchaseItem(item: ShopItem) {
if (userStats.voidEssence < item.cost) return
soundEngine.playPurchase()
setUserStats(prev => {
const newStats = { ...prev, voidEssence: prev.voidEssence - item.cost }
localStorage.setItem('voidling_stats', JSON.stringify(newStats))
return newStats
})
if (item.id === 'treat') {
setVoidlings(prev => prev.map(v => ({ ...v, mood: 'happy' as const })))
} else if (item.id === 'star_fragment') {
setUserStats(prev => {
const newStats = { ...prev, voidEssence: prev.voidEssence + 100 }
localStorage.setItem('voidling_stats', JSON.stringify(newStats))
return newStats
})
} else if (item.category === 'decoration') {
const newDecoration: Decoration = {
id: generateId(),
name: item.name,
icon: item.icon,
x: Math.random() * 70 + 15,
y: Math.random() * 50 + 30,
}
setDecorations(prev => [...prev, newDecoration])
} else {
const pos = getRandomPosition()
const newVoidling: Voidling = {
id: generateId(),
name: '???',
color: item.color,
mood: getRandomMood(),
type: item.type,
x: pos.x,
y: pos.y,
vx: pos.vx,
vy: pos.vy,
pets: 0,
}
setVoidlings([...voidlings, newVoidling])
setNamingVoidling(newVoidling.id)
setNewName('')
}
}
const getMoodAnimation = (mood: Voidling['mood']) => { const getMoodAnimation = (mood: Voidling['mood']) => {
switch (mood) { switch (mood) {
case 'happy': return 'animate-bounce' case 'happy': return 'animate-bounce'
@ -522,12 +766,34 @@ export default function Chamber() {
🏆 <span className="hidden sm:inline">Achievements</span> 🏆 <span className="hidden sm:inline">Achievements</span>
<span className="bg-purple-600 text-xs px-1.5 rounded-full">{unlockedAchievements.length}/{ACHIEVEMENTS.length}</span> <span className="bg-purple-600 text-xs px-1.5 rounded-full">{unlockedAchievements.length}/{ACHIEVEMENTS.length}</span>
</button> </button>
<button
onClick={() => setShowShop(true)}
className="px-4 py-2 bg-gradient-to-r from-purple-600 to-pink-600 hover:from-purple-500 hover:to-pink-500 rounded-xl text-sm transition-all duration-200 hover:scale-105 border border-zinc-700 flex items-center gap-2"
>
<span className="hidden sm:inline">Shop</span>
<span className="bg-zinc-800 text-yellow-400 text-xs px-1.5 rounded-full flex items-center gap-1">
{userStats.voidEssence}
</span>
</button>
<button <button
onClick={spawnVoidling} onClick={spawnVoidling}
className="px-4 py-2 bg-zinc-800 hover:bg-zinc-700 rounded-xl text-sm transition-all duration-200 hover:scale-105 border border-zinc-700" className="px-4 py-2 bg-zinc-800 hover:bg-zinc-700 rounded-xl text-sm transition-all duration-200 hover:scale-105 border border-zinc-700"
> >
+ Summon Voidling + Summon Voidling
</button> </button>
<button
onClick={() => setIsMuted(!isMuted)}
className="px-4 py-2 bg-zinc-800 hover:bg-zinc-700 rounded-xl text-sm transition-all duration-200 hover:scale-105 border border-zinc-700"
title={isMuted ? 'Unmute' : 'Mute'}
>
{isMuted ? '🔇' : '🔊'}
</button>
<button
onClick={() => setShowGames(true)}
className="px-4 py-2 bg-gradient-to-r from-cyan-600 to-blue-600 hover:from-cyan-500 hover:to-blue-500 rounded-xl text-sm transition-all duration-200 hover:scale-105 border border-zinc-700 flex items-center gap-2"
>
🎮 <span className="hidden sm:inline">Games</span>
</button>
</div> </div>
</div> </div>
@ -636,6 +902,20 @@ export default function Chamber() {
</div> </div>
) )
})} })}
{decorations.map((decoration) => (
<div
key={decoration.id}
className="absolute text-4xl pointer-events-none opacity-60 animate-pulse"
style={{
left: `${decoration.x}%`,
top: `${decoration.y}%`,
transform: 'translate(-50%, -50%)',
}}
>
{decoration.icon}
</div>
))}
</div> </div>
<div className="mt-6 text-center text-zinc-500 text-sm"> <div className="mt-6 text-center text-zinc-500 text-sm">
@ -683,6 +963,163 @@ export default function Chamber() {
</div> </div>
)} )}
{showShop && (
<div className="fixed inset-0 bg-black/60 flex items-center justify-center z-50 p-4" onClick={() => setShowShop(false)}>
<div className="bg-zinc-900 rounded-2xl p-6 max-w-lg w-full border border-zinc-700" onClick={e => e.stopPropagation()}>
<div className="flex justify-between items-center mb-4">
<h2 className="text-xl font-bold text-transparent bg-clip-text bg-gradient-to-r from-yellow-400 via-orange-400 to-pink-400">
Void Shop
</h2>
<button onClick={() => setShowShop(false)} className="text-zinc-500 hover:text-zinc-300">×</button>
</div>
<div className="flex items-center gap-2 mb-4 p-3 bg-zinc-800/50 rounded-xl">
<span className="text-2xl"></span>
<span className="text-yellow-400 font-bold text-lg">Void Essence: {userStats.voidEssence}</span>
</div>
<p className="text-xs text-zinc-500 mb-4">Pet and feed your voidlings to earn Void Essence!</p>
<div className="grid grid-cols-2 gap-3 max-h-80 overflow-y-auto">
{SHOP_ITEMS.map(item => {
const canAfford = userStats.voidEssence >= item.cost
return (
<button
key={item.id}
onClick={() => purchaseItem(item)}
disabled={!canAfford}
className={`p-4 rounded-xl border text-left transition-all ${canAfford ? 'bg-zinc-800 border-purple-500/30 hover:border-purple-500 hover:scale-105' : 'bg-zinc-800/30 border-zinc-700 opacity-50 cursor-not-allowed'}`}
>
<div className="flex items-center gap-3 mb-2">
<span className="text-3xl">{item.icon}</span>
<div>
<div className="font-medium text-sm">{item.name}</div>
<div className="text-xs text-zinc-500">{item.description}</div>
</div>
</div>
<div className={`text-sm font-bold ${canAfford ? 'text-yellow-400' : 'text-zinc-600'}`}>
{item.cost}
</div>
</button>
)
})}
</div>
</div>
</div>
)}
{showGames && (
<div className="fixed inset-0 bg-black/60 flex items-center justify-center z-50 p-4" onClick={() => setShowGames(false)}>
<div className="bg-zinc-900 rounded-2xl p-6 max-w-sm w-full border border-zinc-700" onClick={e => e.stopPropagation()}>
<div className="flex justify-between items-center mb-4">
<h2 className="text-xl font-bold text-transparent bg-clip-text bg-gradient-to-r from-cyan-400 via-blue-400 to-purple-400">
Void Games
</h2>
<button onClick={() => setShowGames(false)} className="text-zinc-500 hover:text-zinc-300">×</button>
</div>
<div className="space-y-4">
<div className="p-4 bg-zinc-800/50 rounded-xl border border-zinc-700">
<div className="flex items-center gap-3 mb-2">
<span className="text-3xl">🎯</span>
<div>
<div className="font-bold">Void Hunt</div>
<div className="text-xs text-zinc-500">Click the targets!</div>
</div>
</div>
<p className="text-xs text-zinc-400 mb-3">Catch as many targets as you can in 30 seconds. Each catch awards 5 Void Essence!</p>
<button
onClick={() => { setShowGames(false); startGame('hunt'); }}
className="w-full py-2 bg-gradient-to-r from-cyan-600 to-blue-600 hover:from-cyan-500 hover:to-blue-500 rounded-lg text-sm font-medium transition-all"
>
Start Game
</button>
</div>
<div className="p-4 bg-zinc-800/50 rounded-xl border border-zinc-700">
<div className="flex items-center gap-3 mb-2">
<span className="text-3xl"></span>
<div>
<div className="font-bold">Star Catcher</div>
<div className="text-xs text-zinc-500">Catch falling stars!</div>
</div>
</div>
<p className="text-xs text-zinc-400 mb-3">Catch falling stars in 30 seconds. Golden stars are worth 3 points! Each point awards 10 Void Essence!</p>
<button
onClick={() => { setShowGames(false); startGame('stars'); }}
className="w-full py-2 bg-gradient-to-r from-yellow-600 to-amber-600 hover:from-yellow-500 hover:to-amber-500 rounded-lg text-sm font-medium transition-all"
>
Start Game
</button>
</div>
</div>
</div>
</div>
)}
{gameActive && (
<div className="fixed inset-0 pointer-events-none z-40">
<div className="absolute top-4 left-1/2 -translate-x-1/2 flex gap-8 text-2xl font-bold pointer-events-auto">
<div className="bg-zinc-900/80 px-6 py-2 rounded-xl border border-zinc-700">
{gameTimeLeft}s
</div>
<div className="bg-zinc-900/80 px-6 py-2 rounded-xl border border-zinc-700">
{gameType === 'hunt' ? '🎯' : '⭐'} {gameScore}
</div>
</div>
{gameType === 'hunt' && gameTargets.map(target => (
<button
key={target.id}
onClick={() => hitTarget(target.id)}
className="absolute w-16 h-16 bg-gradient-to-r from-yellow-400 to-orange-500 rounded-full animate-pulse hover:scale-110 transition-transform pointer-events-auto flex items-center justify-center text-2xl shadow-lg shadow-orange-500/50"
style={{ left: `${target.x}%`, top: `${target.y}%`, transform: 'translate(-50%, -50%)' }}
>
</button>
))}
{gameType === 'stars' && fallingStars.map(star => (
<button
key={star.id}
onClick={() => catchStar(star.id)}
className={`absolute w-12 h-12 rounded-full animate-pulse hover:scale-110 transition-transform pointer-events-auto flex items-center justify-center text-2xl shadow-lg ${
star.points === 3
? 'bg-gradient-to-r from-yellow-300 to-amber-500 shadow-amber-500/50'
: 'bg-gradient-to-r from-white to-yellow-200 shadow-yellow-300/50'
}`}
style={{ left: `${star.x}%`, top: `${star.y}%`, transform: 'translate(-50%, -50%)' }}
>
{star.points === 3 ? '🌟' : '⭐'}
</button>
))}
</div>
)}
{!gameActive && gameScore > 0 && (
<div className="fixed inset-0 bg-black/60 flex items-center justify-center z-50 p-4">
<div className="bg-zinc-900 rounded-2xl p-6 max-w-sm w-full border border-zinc-700 text-center">
<div className="text-5xl mb-4">🎉</div>
<h2 className="text-2xl font-bold text-transparent bg-clip-text bg-gradient-to-r from-yellow-400 to-orange-400 mb-2">
Game Over!
</h2>
<p className="text-zinc-400 mb-4">
{gameType === 'hunt' ? (
<>You caught <span className="text-yellow-400 font-bold">{gameScore}</span> targets!</>
) : (
<>You caught <span className="text-yellow-400 font-bold">{gameScore}</span> stars!</>
)}
</p>
<p className="text-lg text-yellow-400 font-bold mb-4">
+{(gameType === 'hunt' ? gameScore * 5 : gameScore * 10)} Void Essence
</p>
<button
onClick={() => { setGameScore(0); startGame(gameType || 'hunt'); }}
className="w-full py-3 bg-gradient-to-r from-cyan-600 to-blue-600 hover:from-cyan-500 hover:to-blue-500 rounded-xl font-medium transition-all"
>
Play Again
</button>
</div>
</div>
)}
{newAchievement && ( {newAchievement && (
<div className="fixed top-8 right-8 bg-gradient-to-r from-purple-600 to-pink-600 p-4 rounded-xl shadow-lg animate-bounce z-50"> <div className="fixed top-8 right-8 bg-gradient-to-r from-purple-600 to-pink-600 p-4 rounded-xl shadow-lg animate-bounce z-50">
<div className="flex items-center gap-3"> <div className="flex items-center gap-3">

188
src/utils/sound.ts Normal file
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class SoundEngine {
private audioContext: AudioContext | null = null
private masterGain: GainNode | null = null
private isMuted: boolean = false
private getContext(): AudioContext {
if (!this.audioContext) {
this.audioContext = new AudioContext()
this.masterGain = this.audioContext.createGain()
this.masterGain.connect(this.audioContext.destination)
this.masterGain.gain.value = 0.3
}
return this.audioContext
}
setMuted(muted: boolean) {
this.isMuted = muted
if (this.masterGain) {
this.masterGain.gain.value = muted ? 0 : 0.3
}
}
getMuted(): boolean {
return this.isMuted
}
playPet() {
if (this.isMuted) return
const ctx = this.getContext()
const osc = ctx.createOscillator()
const gain = ctx.createGain()
osc.connect(gain)
gain.connect(this.masterGain!)
osc.frequency.setValueAtTime(880, ctx.currentTime)
osc.frequency.exponentialRampToValueAtTime(1320, ctx.currentTime + 0.1)
gain.gain.setValueAtTime(0.3, ctx.currentTime)
gain.gain.exponentialRampToValueAtTime(0.01, ctx.currentTime + 0.15)
osc.start(ctx.currentTime)
osc.stop(ctx.currentTime + 0.15)
}
playFeed() {
if (this.isMuted) return
const ctx = this.getContext()
const osc = ctx.createOscillator()
const gain = ctx.createGain()
osc.connect(gain)
gain.connect(this.masterGain!)
osc.type = 'sine'
osc.frequency.setValueAtTime(440, ctx.currentTime)
osc.frequency.exponentialRampToValueAtTime(660, ctx.currentTime + 0.1)
osc.frequency.exponentialRampToValueAtTime(880, ctx.currentTime + 0.2)
gain.gain.setValueAtTime(0.25, ctx.currentTime)
gain.gain.exponentialRampToValueAtTime(0.01, ctx.currentTime + 0.3)
osc.start(ctx.currentTime)
osc.stop(ctx.currentTime + 0.3)
}
playSpawn() {
if (this.isMuted) return
const ctx = this.getContext()
for (let i = 0; i < 3; i++) {
const osc = ctx.createOscillator()
const gain = ctx.createGain()
osc.connect(gain)
gain.connect(this.masterGain!)
osc.type = 'sine'
const baseFreq = 220 * (i + 1)
osc.frequency.setValueAtTime(baseFreq, ctx.currentTime + i * 0.1)
osc.frequency.exponentialRampToValueAtTime(baseFreq * 1.5, ctx.currentTime + i * 0.1 + 0.2)
gain.gain.setValueAtTime(0.2, ctx.currentTime + i * 0.1)
gain.gain.exponentialRampToValueAtTime(0.01, ctx.currentTime + i * 0.1 + 0.25)
osc.start(ctx.currentTime + i * 0.1)
osc.stop(ctx.currentTime + i * 0.1 + 0.25)
}
}
playAchievement() {
if (this.isMuted) return
const ctx = this.getContext()
const notes = [523.25, 659.25, 783.99, 1046.50]
notes.forEach((freq, i) => {
const osc = ctx.createOscillator()
const gain = ctx.createGain()
osc.connect(gain)
gain.connect(this.masterGain!)
osc.type = 'sine'
osc.frequency.setValueAtTime(freq, ctx.currentTime + i * 0.12)
gain.gain.setValueAtTime(0.25, ctx.currentTime + i * 0.12)
gain.gain.exponentialRampToValueAtTime(0.01, ctx.currentTime + i * 0.12 + 0.3)
osc.start(ctx.currentTime + i * 0.12)
osc.stop(ctx.currentTime + i * 0.12 + 0.3)
})
}
playPurchase() {
if (this.isMuted) return
const ctx = this.getContext()
const notes = [392, 523.25, 659.25]
notes.forEach((freq, i) => {
const osc = ctx.createOscillator()
const gain = ctx.createGain()
osc.connect(gain)
gain.connect(this.masterGain!)
osc.type = 'triangle'
osc.frequency.setValueAtTime(freq, ctx.currentTime + i * 0.08)
gain.gain.setValueAtTime(0.2, ctx.currentTime + i * 0.08)
gain.gain.exponentialRampToValueAtTime(0.01, ctx.currentTime + i * 0.08 + 0.15)
osc.start(ctx.currentTime + i * 0.08)
osc.stop(ctx.currentTime + i * 0.08 + 0.15)
})
}
playRelease() {
if (this.isMuted) return
const ctx = this.getContext()
const osc = ctx.createOscillator()
const gain = ctx.createGain()
osc.connect(gain)
gain.connect(this.masterGain!)
osc.type = 'sine'
osc.frequency.setValueAtTime(440, ctx.currentTime)
osc.frequency.exponentialRampToValueAtTime(110, ctx.currentTime + 0.4)
gain.gain.setValueAtTime(0.2, ctx.currentTime)
gain.gain.exponentialRampToValueAtTime(0.01, ctx.currentTime + 0.4)
osc.start(ctx.currentTime)
osc.stop(ctx.currentTime + 0.4)
}
playTimeChange() {
if (this.isMuted) return
const ctx = this.getContext()
const baseFreq = timeOfDayToFreq(ctx.currentTime % 4)
const osc = ctx.createOscillator()
const gain = ctx.createGain()
osc.connect(gain)
gain.connect(this.masterGain!)
osc.type = 'sine'
osc.frequency.setValueAtTime(baseFreq * 0.5, ctx.currentTime)
osc.frequency.exponentialRampToValueAtTime(baseFreq, ctx.currentTime + 0.5)
gain.gain.setValueAtTime(0.15, ctx.currentTime)
gain.gain.exponentialRampToValueAtTime(0.01, ctx.currentTime + 0.6)
osc.start(ctx.currentTime)
osc.stop(ctx.currentTime + 0.6)
}
}
function timeOfDayToFreq(phase: number): number {
const freqs = [261.63, 329.63, 392, 196]
return freqs[Math.floor(phase) % freqs.length]
}
export const soundEngine = new SoundEngine()