Quest-Ear pack revival — NPC corpus + 51 languages + Rat King boss (NYC L1)#258
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Umanistan wants to merge 6 commits into
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Quest-Ear pack revival — NPC corpus + 51 languages + Rat King boss (NYC L1)#258Umanistan wants to merge 6 commits into
Umanistan wants to merge 6 commits into
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Bring the most-developed quest-ear build (NPC corpus system, multi-language rotation, riddle NPCs, 3-choice response panel, player-growth + energy bar, exit button) onto current main, touching only corpan/packs/quest-ear/. - Port ActionScene + npcCorpus + npcCorpusTypes; merge MainScene exit button. - Expand NPC dialog corpus to all 51 corpan languages (100 encounters): rekey ko -> ko-polite and add 24 new languages. Authored + regenerated via scripts/i18n (sources/parts/translations + apply/validate/review tooling). - Add scripts/pack.mjs + pack/pack:all for a sideloadable quest-ear.zip. Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
Builds on the NPC revival with a full QA pass and a much richer NYC scene. Touches only corpan/packs/quest-ear/. - Translation QA: per-language native review of all 24 new languages (~143 corrections) + automated linter (script/punctuation/leak/dup) and validator. - Landing page localized to the player's primary stack language (src/data/sceneText.json); start trimmed to one "Head to the NYC streets". - Atmosphere: parallax stars, rising moon, sky warming, periodic helicopters. - Character fidelity: player face + walk animation; NPC faces/hats/idle bob. - Taxi ride fast-travels to the next station on accept. - Godzilla arc: boosted growth, smash buildings (cooldown) to reveal a detailed dinner interior + a family speaking a target-language line (familyLines.json). - Stakes: French/German hecklers yell + lob projectiles; dodge or take damage (shrink + energy loss, i-frames). Size and energy coupled; feet stay grounded. - Dev browser harness (dev.html + src/dev-harness.ts); bump to 0.3.0. Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
…ation)
- On-screen hold buttons (◀/▶) + optional tilt-to-move ("Enable Motion", iOS
permission handled), alongside keyboard. Bigger finger-friendly exit button.
- Safe-area insets: mount container padded by env(safe-area-inset-*) so the canvas
+ UI clear the notch/home indicator (iPhone) and camera cutouts (Android).
- Orientation/resize: debounced listeners re-fit the FIT canvas (no more crowding
when rotating landscape↔portrait).
- touch-action:none on container + canvas so touches drive the game.
Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
…race - Movement polls touch pointers each frame against bottom-corner zones (+ multi-touch) so hold-to-move is reliable; ◀/▶ pads light up when active. - Hecklers hold off until the player passes the first NPCs (no early pummeling). - Removed heavy container safe-area padding (over-shrank view, esp. landscape-left); rely on FIT letterbox to clear the notch. Added portrait "rotate to landscape" hint. Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
Root cause: ActionScene's camera scrolls across the 80k world, but reply/SMASH/exit/
tilt were setScrollFactor(0)+setInteractive, whose hit areas get offset by camera
scroll → taps missed once you walked. Now one scene-level pointerdown hit-tests
screen coords (the path that made movement reliable).
- Replies: tap-to-select → tap-again-to-confirm ("tap again ✓" hint), bigger rows;
no accidental confirm of the default. Keyboard ↑↓/Enter unchanged.
Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
Reaching the end of the NYC run now opens the Rat King's lair — a fixed-arena boss phase inside ActionScene (new "boss" InteractionState; the camera locks onto the lair and the street is fully replaced). - BossArena (new): a crowned nutria on a stone throne, flanked by rats and crowned lieutenants, who blusters in pompous Latin (Italian TTS voice) and attacks with cheese-vomit, a telegraphed spin shockwave, and a tail-kick. - Sound-as-force combat: language phrases float in (Tamil/Cantonese/Greek native, plus proxy voices for Sanskrit/Nahuatl/K'iche'/etc.); grab one (tap/Space) to hear it, then hurl it (THROW/Enter) as a beam that shakes the screen, plays a layered impact thud + a multilingual "let's go!" shout, and breaks the King's health. 8 hits fells him. - Death beat: King fades on a final Latin word and reveals a fragment of the All-Hearing Ear; taking it shows a clue toward Level 2, then Return Home or Replay. Fragment + clue persist via a new quest_ear.save localStorage entry, surviving replays and app restarts. - New bundled SFX path (src/util/sfx.ts): WebAudio with HTMLAudio + synthesized fallbacks; 13 short 16-bit-PCM "allez" impact clips under src/assets/sfx. - Entering the lair force-ends any NPC interaction and hides all street clutter (booths, question panels) so the boss moment is clean. - Trigger moved off the world edge (a grown player's scaled physics body hit collideWorldBounds short of the old WORLD_WIDTH-50 trigger, so it never fired). - Dev harness: "Jump to Rat King" shortcut + corpan:exit now unmounts/restarts. Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
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Summary
Revives and substantially expands the
corpan/packs/quest-ear/pack ("Quest for the All-Hearing Ear" — a Phaser 8-bit narrative game). Touches onlycorpan/packs/quest-ear/.scripts/i18n.touch-action: none.quest_ear.savelocalStorage). New bundled SFX path (src/util/sfx.ts) with WebAudio + synthesized fallback.scripts/pack.mjs. Latest preview:quest-ear-v0.4.0-preview.Sideload URL
In corpan-app: Settings → tap "Corpan" 7× → Packs panel → paste URL. Play in landscape.
Test plan
tscclean (pack),npm run build+pack:all→ zip = manifest.json + dist only.scripts/i18n/review-by-language.md).Draft — continuing iteration.