Files
gupi-osint-board/src/narrative.tsx
T
gitprovandClaude Opus 4.8 dafc70b047 Sound: per-node scene music + synthesized SFX (zero-dep)
- migration 023: story_nodes.music_asset_id (references the asset store).
- src/audio.ts: a tiny audio manager — one looping scene-music track (fade,
  dedup, gesture-primed autoplay) and synthesized one-shot SFX; global mute.
- Runtime: RuntimeNode.musicUrl; music follows the current node (null inherits,
  a finished playthrough stops). SFX blips on dialogue advance/choice (not in the
  editor preview). Floating mute toggle during play.
- Graph inspector: a "Scene music" picker sourced from uploaded audio assets.

No external library (we did not adopt react-winamp — it is a React 16 CRA app,
not an installable package). Bundle grew ~2 KB.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-18 19:51:44 +02:00

146 lines
8.4 KiB
TypeScript
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import { useEffect, useMemo, useRef, useState, type FC } from 'react'
import { audio } from './audio'
export type RuntimeUtterance = { id: string; utterer: 'npc' | 'player'; speaker: { name: string; role: string }; poseUrl: string | null; text: string; childIds: string[]; terminalKey: string | null }
export type RuntimeNode = { id: string; kind: 'cutscene' | 'dialogue' | 'level'; label: string; componentKey?: string | null; levelSlug?: string | null; musicUrl?: string | null; utterances?: RuntimeUtterance[]; rootId?: string | null }
export type PlaythroughSummary = { id: string; mysterySlug: string; levelSlug: string | null; status: string }
export type PlaythroughState = { playthrough: PlaythroughSummary; node: RuntimeNode | null }
function usePrefersReducedMotion() {
const [reduced, setReduced] = useState(() => window.matchMedia?.('(prefers-reduced-motion: reduce)').matches ?? false)
useEffect(() => {
const query = window.matchMedia?.('(prefers-reduced-motion: reduce)')
if (!query) return
const listener = (event: MediaQueryListEvent) => setReduced(event.matches)
query.addEventListener('change', listener)
return () => query.removeEventListener('change', listener)
}, [])
return reduced
}
export function SplashScreen({ hasResume, busy, status, onNewGame, onResume }: {
hasResume: boolean; busy: boolean; status?: string; onNewGame: () => void; onResume: () => void
}) {
return <div className="splash">
<div className="splash-plate">
<div className="seal">GU</div>
<h1 className="splash-title">PRINCIPAL INVESTIGATOR</h1>
<p className="splash-sub">Glitch University</p>
<div className="splash-actions">
{hasResume && <button className="splash-button" disabled={busy} onClick={onResume}>RESUME</button>}
<button className="splash-button primary" disabled={busy} onClick={onNewGame}>NEW GAME</button>
</div>
<small className="splash-status">{busy ? 'OPENING CASE FILE…' : status || 'GLITCH UNIVERSITY NETWORK TERMINAL'}</small>
</div>
</div>
}
// Bespoke cutscene components, keyed by a node's component_key (mirrors the exhibit registry).
const GlassHarbourDiversion: FC<{ onComplete: () => void }> = ({ onComplete }) => (
<div className="cutscene-card title-card" onClick={onComplete}>
<div className="title-card-inner">
<small>Greyhaven file 87-10</small>
<h1>The Glass Harbour Diversion</h1>
<button className="cutscene-begin" onClick={event => { event.stopPropagation(); onComplete() }}>Begin </button>
</div>
</div>
)
const CUTSCENE_REGISTRY: Record<string, FC<{ onComplete: () => void }>> = { 'glass-harbour-diversion': GlassHarbourDiversion }
export const CUTSCENE_COMPONENT_KEYS = Object.keys(CUTSCENE_REGISTRY)
export function CutsceneHost({ componentKey, label, onComplete }: { componentKey: string | null | undefined; label: string; onComplete: () => void }) {
const Component = componentKey ? CUTSCENE_REGISTRY[componentKey] : undefined
if (Component) return <Component onComplete={onComplete} />
return <div className="cutscene-card title-card" onClick={onComplete}>
<div className="title-card-inner">
<h1>{label}</h1>
<small className="cutscene-missing">{componentKey ? `component "${componentKey}" not registered` : 'no component set'}</small>
<button className="cutscene-begin" onClick={event => { event.stopPropagation(); onComplete() }}>Continue </button>
</div>
</div>
}
// Walk a dialogue node's utterance tree: play NPC lines, present player options at a
// branch, follow a chosen option to the next line or out through its exit terminal.
export function DialoguePlayer({ node, onExit, inline, startId }: { node: { utterances: RuntimeUtterance[]; rootId: string | null }; onExit: (terminalKey?: string) => void; inline?: boolean; startId?: string | null }) {
const byId = useMemo(() => new Map(node.utterances.map(u => [u.id, u])), [node.utterances])
const [currentId, setCurrentId] = useState<string | null>(startId ?? node.rootId)
// In preview, clicking an utterance card jumps the walk to that line.
useEffect(() => { if (startId !== undefined) setCurrentId(startId ?? node.rootId) }, [startId, node.rootId])
const [charCount, setCharCount] = useState(0)
const reduced = usePrefersReducedMotion()
const current = currentId ? byId.get(currentId) ?? null : null
const fullText = current?.text ?? ''
const done = charCount >= fullText.length
const children = current ? current.childIds.map(id => byId.get(id)).filter((c): c is RuntimeUtterance => Boolean(c)) : []
const options = children.filter(c => c.utterer === 'player')
const showChoices = done && options.length > 0
useEffect(() => {
if (!current) { onExit(); return }
if (reduced) { setCharCount(fullText.length); return }
setCharCount(0)
const id = window.setInterval(() => setCharCount(count => (count >= fullText.length ? count : count + 1)), 18)
return () => window.clearInterval(id)
}, [currentId, fullText, reduced]) // eslint-disable-line react-hooks/exhaustive-deps
const pick = (choice: RuntimeUtterance) => {
if (!inline) audio.sfx('choice')
if (choice.childIds.length > 0) setCurrentId(choice.childIds[0])
else onExit(choice.terminalKey ?? undefined)
}
const proceedRef = useRef(() => {})
proceedRef.current = () => {
if (!current) { onExit(); return }
if (!done) { setCharCount(fullText.length); return }
if (children.length === 0) { onExit(current.terminalKey ?? undefined); return }
if (options.length > 0) return // a branch — wait for a choice
if (!inline) audio.sfx('advance')
setCurrentId(children[0].id) // linear next line
}
useEffect(() => {
if (inline) return // preview advances by click only, so it never steals the editor's keys
const onKey = (event: KeyboardEvent) => {
if (!showChoices && (event.key === ' ' || event.key === 'Enter' || event.key === 'ArrowRight')) { event.preventDefault(); proceedRef.current() }
}
window.addEventListener('keydown', onKey)
return () => window.removeEventListener('keydown', onKey)
}, [showChoices, inline])
if (!current) return null
return <div className={`dialogue${inline ? ' inline' : ''}`} role="dialog" aria-label="Dialogue" onClick={() => { if (!showChoices) proceedRef.current() }}>
<div className="dialogue-portrait">{current.poseUrl && <img src={current.poseUrl} alt={current.speaker.name} />}</div>
<div className="dialogue-scrim" aria-hidden />
<div className="dialogue-box">
<div className="dialogue-panel">
<div className="dialogue-speaker"><strong>{current.speaker.name}</strong>{current.speaker.role && <em>{current.speaker.role}</em>}</div>
<p className="dialogue-text">{fullText.slice(0, charCount)}<span className="dialogue-caret" aria-hidden>{done ? '' : '▍'}</span></p>
{showChoices
? <div className="dialogue-choices">{options.map(option => <button key={option.id} onClick={event => { event.stopPropagation(); pick(option) }}>{option.text || '(choice)'}</button>)}</div>
: <div className="dialogue-advance">{done ? 'CONTINUE ▸' : ''}</div>}
</div>
</div>
</div>
}
// A live, scaled-down mini player for the editor — runs the real DialoguePlayer
// against the same server resolver, so it reflects the current authored dialogue.
export function DialoguePreview({ nodeId, startId, revision, onClose }: { nodeId: string; startId?: string | null; revision?: number; onClose?: () => void }) {
const [tree, setTree] = useState<{ utterances: RuntimeUtterance[]; rootId: string | null } | null>(null)
const [playKey, setPlayKey] = useState(0)
useEffect(() => {
fetch(`/api/admin/story-nodes/${nodeId}/dialogue`).then(response => response.ok ? response.json() : null).then(setTree).catch(() => setTree(null))
}, [nodeId, revision])
return <div className="dialogue-preview" onPointerDown={event => event.stopPropagation()}>
<div className="dialogue-preview-bar"><span>preview</span>
<button title="Restart" onClick={event => { event.stopPropagation(); setPlayKey(key => key + 1) }}></button>
{onClose && <button title="Close" onClick={event => { event.stopPropagation(); onClose() }}>×</button>}
</div>
<div className="dialogue-preview-stage">
{tree?.rootId
? <div className="dialogue-preview-scale"><DialoguePlayer key={playKey} inline node={tree} startId={startId} onExit={() => setPlayKey(key => key + 1)} /></div>
: <div className="dialogue-preview-empty">no utterances yet</div>}
</div>
</div>
}