Files
infrapuzzle/projects/sasch40/frontend/src/components/PlatformerView.vue
T
Moritz Graf 109d47d8d3 feat(sasch40): authentic 3 sisters portraits, 9:16 responsive stage with medieval ornaments, and hotspot fixes
- Recreate 16-bit LucasArts portraits for Saskia, Maja, and Miriam matching real-life source photos
- Add 3 sisters showcase in Act II intro modal and golden portrait badges on goal platforms
- Fix Act III background scaling: lock scene to 9:16 aspect ratio with medieval ornamental side borders and corner brackets
- Ensure 100% full background visibility with zero cropping and lock hotspot buttons to image features across all screen sizes
- Fix cache issue by referencing schankraum_v5.jpg with cache buster query
- Re-position NAT button to feet (top: 70%) and Mario button to knees (top: 79%) to eliminate face occlusion
2026-09-25 09:23:31 +02:00

1101 lines
27 KiB
Vue

<script setup lang="ts">
import { ref, onMounted, onUnmounted } from 'vue'
import { useGameStore } from '../stores/gameStore'
import { sound } from '../audio/synthAudio'
import { SISTER_RESCUE_DIALOGUES } from '../config/dialogues'
import { CHARACTERS } from '../config/characters'
const store = useGameStore()
const canvasRef = ref<HTMLCanvasElement | null>(null)
const showLevelIntro = ref(true)
const rescuedSister = ref<'saskia' | 'maja' | 'miriam' | null>(null)
const currentLevel = ref<1 | 2 | 3>(1)
const fallNotification = ref(false)
let animationFrameId: number | null = null
// Canvas dimensions
const W = 360
const H = 480
// Game entities
interface Platform {
x: number
y: number
w: number
h: number
type: 'normal' | 'spring' | 'cloud'
hasItem?: 'cap' | 'beer' | null
itemCollected?: boolean
}
interface Particle {
x: number
y: number
vx: number
vy: number
life: number
maxLife: number
color: string
size: number
}
// Player state
const player = {
x: W / 2 - 16,
y: 0,
w: 32,
h: 40,
vx: 0,
vy: 0,
facing: 'right' as 'left' | 'right',
squash: 1, // Visual bounce stretch/squash
jumpCount: 0
}
let cameraY = 0
let levelHeight = 1800 // Total vertical height of climb
let platforms: Platform[] = []
let particles: Particle[] = []
// Input state
const keys = {
left: false,
right: false
}
// Background image loading
let bgImg: HTMLImageElement | null = null
if (typeof Image !== 'undefined') {
bgImg = new Image()
bgImg.src = '/assets/scenes/doodle_sky.jpg'
}
function startLevel() {
sound.playDialogueBlip()
showLevelIntro.value = false
initCurrentLevel()
}
function initCurrentLevel() {
// Height increases slightly per level
levelHeight = currentLevel.value === 1 ? 1600 : currentLevel.value === 2 ? 1850 : 2100
// Reset player to ground
player.x = W / 2 - player.w / 2
player.y = levelHeight - 70
player.vx = 0
player.vy = -10.5
player.facing = 'right'
cameraY = levelHeight - H
platforms = []
particles = []
// Base platform at bottom
platforms.push({
x: 20,
y: levelHeight - 30,
w: W - 40,
h: 18,
type: 'normal'
})
// Generate platforms climbing up to the top
const platformSpacing = 68
const totalPlatforms = Math.floor((levelHeight - 120) / platformSpacing)
for (let i = 1; i <= totalPlatforms; i++) {
const py = levelHeight - 30 - i * platformSpacing
const pw = Math.max(54, 76 - (i % 3) * 6)
const px = 20 + Math.random() * (W - pw - 40)
// Platform type
const isSpring = i % 7 === 4
const isCloud = i % 5 === 2
// Collectibles
let hasItem: 'cap' | 'beer' | null = null
if (i % 2 === 1) {
hasItem = 'cap'
} else if (i % 6 === 0) {
hasItem = 'beer'
}
platforms.push({
x: px,
y: py,
w: pw,
h: 14,
type: isSpring ? 'spring' : isCloud ? 'cloud' : 'normal',
hasItem,
itemCollected: false
})
}
// Goal platform at the very top for the sister
platforms.push({
x: W / 2 - 60,
y: 70,
w: 120,
h: 22,
type: 'normal'
})
}
// Exposed controls for GameBoy bezel buttons
function onJump() {
// Manual extra hopfen boost
if (player.vy > -4) {
player.vy = -11.5
sound.playJump()
spawnParticles(player.x + player.w / 2, player.y + player.h, '#ffd700', 8)
}
}
function onLeft(pressed: boolean) {
keys.left = pressed
if (pressed) player.facing = 'left'
}
function onRight(pressed: boolean) {
keys.right = pressed
if (pressed) player.facing = 'right'
}
defineExpose({
onJump,
onLeft,
onRight,
triggerSisterRescue
})
// Touch controls on screen halves
function handleTouchStart(e: TouchEvent) {
const touch = e.touches[0]
if (!touch || !canvasRef.value) return
const rect = canvasRef.value.getBoundingClientRect()
const touchX = touch.clientX - rect.left
if (touchX < rect.width / 2) {
onLeft(true)
onRight(false)
} else {
onRight(true)
onLeft(false)
}
}
function handleTouchEnd() {
onLeft(false)
onRight(false)
}
function handleKeyDown(e: KeyboardEvent) {
if (e.code === 'ArrowLeft' || e.code === 'KeyA') onLeft(true)
if (e.code === 'ArrowRight' || e.code === 'KeyD') onRight(true)
if (e.code === 'ArrowUp' || e.code === 'Space' || e.code === 'KeyW') onJump()
}
function handleKeyUp(e: KeyboardEvent) {
if (e.code === 'ArrowLeft' || e.code === 'KeyA') onLeft(false)
if (e.code === 'ArrowRight' || e.code === 'KeyD') onRight(false)
}
function spawnParticles(x: number, y: number, color: string, count = 6) {
for (let i = 0; i < count; i++) {
particles.push({
x,
y,
vx: (Math.random() - 0.5) * 4,
vy: (Math.random() - 0.5) * 4,
life: 20 + Math.random() * 10,
maxLife: 30,
color,
size: 2 + Math.random() * 3
})
}
}
function triggerSisterRescue(sisterKey: 'saskia' | 'maja' | 'miriam') {
sound.playRescueFanfare()
rescuedSister.value = sisterKey
store.addKronkorken(3)
store.addBeer()
}
function proceedNextStage() {
rescuedSister.value = null
if (currentLevel.value === 1) {
currentLevel.value = 2
initCurrentLevel()
} else if (currentLevel.value === 2) {
currentLevel.value = 3
initCurrentLevel()
} else {
// All 3 sisters rescued! Proceed to Akt III Taverne
store.setAct('tavern')
}
}
function updatePhysics() {
if (store.isPaused || showLevelIntro.value || rescuedSister.value) return
// Horizontal motion
const speed = 4.6
if (keys.left) {
player.vx = -speed
player.facing = 'left'
} else if (keys.right) {
player.vx = speed
player.facing = 'right'
} else {
player.vx *= 0.78
if (Math.abs(player.vx) < 0.1) player.vx = 0
}
player.x += player.vx
// Screen wrap-around
if (player.x + player.w < 0) {
player.x = W
} else if (player.x > W) {
player.x = -player.w
}
// Gravity
player.vy += 0.36
if (player.vy > 9.5) player.vy = 9.5
player.y += player.vy
// Visual squash/stretch recovery
player.squash += (1 - player.squash) * 0.15
// Platform collision (only when falling downwards)
if (player.vy > 0) {
for (const plat of platforms) {
if (
player.x + player.w > plat.x &&
player.x < plat.x + plat.w &&
player.y + player.h >= plat.y &&
player.y + player.h <= plat.y + 14
) {
// Goal platform collision check
if (plat.y <= 80) {
const sister = currentLevel.value === 1 ? 'saskia' : currentLevel.value === 2 ? 'maja' : 'miriam'
triggerSisterRescue(sister)
return
}
// Bounce!
player.squash = 0.65
if (plat.type === 'spring') {
player.vy = -16.0
sound.playSpringBounce()
spawnParticles(player.x + player.w / 2, plat.y, '#f59e0b', 12)
} else {
player.vy = -10.8
sound.playJump()
spawnParticles(player.x + player.w / 2, plat.y, '#d4af37', 5)
}
break
}
}
}
// Collect item pickup
for (const plat of platforms) {
if (plat.hasItem && !plat.itemCollected) {
const itemX = plat.x + plat.w / 2
const itemY = plat.y - 14
const dx = (player.x + player.w / 2) - itemX
const dy = (player.y + player.h / 2) - itemY
if (Math.sqrt(dx * dx + dy * dy) < 24) {
plat.itemCollected = true
if (plat.hasItem === 'cap') {
store.addKronkorken(1)
sound.playCoin()
spawnParticles(itemX, itemY, '#ffd700', 8)
} else {
store.addBeer()
sound.playGulp()
spawnParticles(itemX, itemY, '#f59e0b', 10)
}
}
}
}
// Camera upward scrolling
const targetCameraY = player.y - H * 0.45
if (targetCameraY < cameraY) {
cameraY = targetCameraY
}
// Fall off bottom check
if (player.y > cameraY + H + 30) {
sound.playBoarHit()
fallNotification.value = true
setTimeout(() => {
fallNotification.value = false
}, 1800)
// Reset player to bottom of level gently
player.x = W / 2 - player.w / 2
player.y = levelHeight - 80
player.vy = -10.5
cameraY = levelHeight - H
}
// Particles
particles.forEach(p => {
p.x += p.vx
p.y += p.vy
p.life--
})
particles = particles.filter(p => p.life > 0)
}
function drawGame(ctx: CanvasRenderingContext2D) {
ctx.clearRect(0, 0, W, H)
// 1. Background sky parallax
if (bgImg && bgImg.complete && bgImg.naturalWidth > 0) {
const drawnH = bgImg.naturalHeight * (W / bgImg.naturalWidth)
const maxScroll = Math.max(0, drawnH - H)
const scrollFactor = Math.max(0, Math.min(1, cameraY / (levelHeight - H)))
const bgY = -scrollFactor * maxScroll
ctx.drawImage(bgImg, 0, bgY, W, drawnH)
} else {
// Fallback sky gradient
const skyGrad = ctx.createLinearGradient(0, 0, 0, H)
skyGrad.addColorStop(0, '#0284c7')
skyGrad.addColorStop(0.5, '#38bdf8')
skyGrad.addColorStop(1, '#93c5fd')
ctx.fillStyle = skyGrad
ctx.fillRect(0, 0, W, H)
}
ctx.save()
ctx.translate(0, -cameraY)
// 2. Platforms
for (const plat of platforms) {
if (plat.y < cameraY - 40 || plat.y > cameraY + H + 40) continue
if (plat.y <= 80) {
// Golden Castle Goal Platform
ctx.fillStyle = '#b45309'
ctx.fillRect(plat.x - 4, plat.y, plat.w + 8, plat.h)
ctx.fillStyle = '#ffd700'
ctx.fillRect(plat.x, plat.y + 2, plat.w, plat.h - 4)
// Sister sprite standing on top
const sisterX = plat.x + plat.w / 2 - 12
const sisterY = plat.y - 36
drawSisterSprite(ctx, sisterX, sisterY, currentLevel.value)
// Speech bubble "Hilfe!"
ctx.fillStyle = '#ffffff'
ctx.beginPath()
ctx.roundRect(sisterX - 14, sisterY - 18, 52, 16, 4)
ctx.fill()
ctx.fillStyle = '#b91c1c'
ctx.font = 'bold 8px monospace'
ctx.fillText('👑 HILFE!', sisterX - 8, sisterY - 6)
continue
}
if (plat.type === 'spring') {
// Platform body
ctx.fillStyle = '#78350f'
ctx.fillRect(plat.x, plat.y, plat.w, plat.h)
ctx.fillStyle = '#92400e'
ctx.fillRect(plat.x + 2, plat.y + 2, plat.w - 4, plat.h - 4)
// Spring coil on top
const springX = plat.x + plat.w / 2 - 8
ctx.fillStyle = '#fbbf24'
ctx.fillRect(springX, plat.y - 7, 16, 7)
ctx.fillStyle = '#d97706'
ctx.fillRect(springX + 2, plat.y - 5, 12, 3)
} else if (plat.type === 'cloud') {
// Cloud platform
ctx.fillStyle = '#e0f2fe'
ctx.beginPath()
ctx.roundRect(plat.x, plat.y, plat.w, plat.h, 7)
ctx.fill()
ctx.fillStyle = '#bae6fd'
ctx.fillRect(plat.x + 4, plat.y + plat.h - 3, plat.w - 8, 2)
} else {
// Wooden platform
ctx.fillStyle = '#451a03'
ctx.fillRect(plat.x, plat.y, plat.w, plat.h)
ctx.fillStyle = '#78350f'
ctx.fillRect(plat.x + 2, plat.y + 2, plat.w - 4, plat.h - 4)
// Hopfen/grass trim
ctx.fillStyle = '#15803d'
ctx.fillRect(plat.x, plat.y, plat.w, 3)
}
// Collectible Item on platform
if (plat.hasItem && !plat.itemCollected) {
const itemX = plat.x + plat.w / 2
const itemY = plat.y - 12
if (plat.hasItem === 'cap') {
// Golden Kronkorken
ctx.fillStyle = '#ffd700'
ctx.beginPath()
ctx.arc(itemX, itemY, 6, 0, Math.PI * 2)
ctx.fill()
ctx.strokeStyle = '#b45309'
ctx.lineWidth = 1.5
ctx.stroke()
ctx.fillStyle = '#b45309'
ctx.font = 'bold 6px monospace'
ctx.fillText('40', itemX - 4, itemY + 2)
} else {
// Helles Beer Mug
ctx.fillStyle = '#f59e0b'
ctx.fillRect(itemX - 5, itemY - 6, 10, 12)
// Foam
ctx.fillStyle = '#ffffff'
ctx.fillRect(itemX - 6, itemY - 9, 12, 4)
// Handle
ctx.strokeStyle = '#d97706'
ctx.lineWidth = 1.5
ctx.strokeRect(itemX + 5, itemY - 3, 3, 7)
}
}
}
// 3. Particles
particles.forEach(p => {
ctx.fillStyle = p.color
ctx.globalAlpha = p.life / p.maxLife
ctx.beginPath()
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2)
ctx.fill()
})
ctx.globalAlpha = 1.0
// 4. Pixel King Sascha
drawPlayer(ctx)
ctx.restore()
// 5. HUD Progress Bar (Climb Altitude)
drawHUD(ctx)
}
function drawPlayer(ctx: CanvasRenderingContext2D) {
ctx.save()
ctx.translate(player.x + player.w / 2, player.y + player.h / 2)
// Stretch / Squash
const sy = player.squash
const sx = 2 - sy
ctx.scale(sx, sy)
// Cape
ctx.fillStyle = '#b91c1c'
const capeWave = Math.sin(Date.now() / 120) * 4
ctx.fillRect(-12, -8, 24, 26 + (player.vy < 0 ? -4 : capeWave))
// Body / Bavarian royal doublet
ctx.fillStyle = '#1e3a8a'
ctx.fillRect(-9, -12, 18, 22)
// Gold trim
ctx.fillStyle = '#ffd700'
ctx.fillRect(-9, 0, 18, 3)
// Head
ctx.fillStyle = '#fbcfe8'
ctx.fillRect(-7, -26, 14, 14)
// Brown beard & hair
ctx.fillStyle = '#78350f'
ctx.fillRect(-8, -18, 16, 7)
ctx.fillRect(-8, -26, 16, 4)
// Sunglasses (iconic Sascha style)
ctx.fillStyle = '#0f172a'
const eyeX = player.facing === 'right' ? -2 : -6
ctx.fillRect(eyeX, -22, 9, 4)
ctx.fillStyle = '#38bdf8'
ctx.fillRect(eyeX + 1, -22, 2, 2)
// Golden Crown
ctx.fillStyle = '#ffd700'
ctx.fillRect(-8, -31, 16, 6)
// Crown points
ctx.fillRect(-8, -34, 3, 3)
ctx.fillRect(-2, -35, 4, 4)
ctx.fillRect(5, -34, 3, 3)
// Legs / boots
ctx.fillStyle = '#3b82f6'
ctx.fillRect(-8, 10, 6, 8)
ctx.fillRect(2, 10, 6, 8)
ctx.fillStyle = '#78350f'
ctx.fillRect(-9, 16, 7, 4)
ctx.fillRect(2, 16, 7, 4)
ctx.restore()
}
const sisterImages: Record<number, HTMLImageElement> = {}
function preloadSisterImages() {
const sources: Record<number, string> = {
1: CHARACTERS.saskia.portrait,
2: CHARACTERS.maja.portrait,
3: CHARACTERS.miriam.portrait
}
for (const [lvl, src] of Object.entries(sources)) {
const img = new Image()
img.src = src
sisterImages[Number(lvl)] = img
}
}
function drawSisterSprite(ctx: CanvasRenderingContext2D, x: number, y: number, level: number) {
const img = sisterImages[level]
const wave = Math.sin(Date.now() / 160) * 3
if (img && img.complete && img.naturalWidth > 0) {
const size = 32
const drawX = x - 4
const drawY = y - 4 + wave
ctx.save()
// Golden border
ctx.beginPath()
ctx.arc(drawX + size / 2, drawY + size / 2, size / 2 + 2, 0, Math.PI * 2)
ctx.fillStyle = '#ffd700'
ctx.fill()
ctx.lineWidth = 2
ctx.strokeStyle = '#b45309'
ctx.stroke()
// Circular portrait
ctx.beginPath()
ctx.arc(drawX + size / 2, drawY + size / 2, size / 2, 0, Math.PI * 2)
ctx.clip()
ctx.drawImage(img, drawX, drawY, size, size)
ctx.restore()
// Little waving hand
ctx.fillStyle = '#ffd700'
ctx.font = '10px monospace'
ctx.fillText('👋', drawX + size - 2, drawY + 8 + wave)
} else {
// Custom pixel-art styling per sister matching real photos
const dirndlColor = level === 1 ? '#f43f5e' : level === 2 ? '#8b5cf6' : '#06b6d4'
const hairColor = level === 1 ? '#3d2314' : level === 2 ? '#6b4226' : '#18181b'
// Body
ctx.fillStyle = dirndlColor
ctx.fillRect(x + 2, y + 14, 18, 18)
// White apron
ctx.fillStyle = '#ffffff'
ctx.fillRect(x + 6, y + 18, 10, 14)
// Head
ctx.fillStyle = '#fce7f3'
ctx.fillRect(x + 4, y + 4, 14, 12)
// Hair
ctx.fillStyle = hairColor
if (level === 1) {
// Saskia: elegant bun updo with side strands
ctx.fillRect(x + 2, y, 18, 6)
ctx.fillRect(x + 5, y - 5, 12, 6)
ctx.fillRect(x + 1, y + 5, 2, 6)
ctx.fillRect(x + 19, y + 5, 2, 6)
} else if (level === 2) {
// Maja: short pixie cut with side bangs
ctx.fillRect(x + 2, y, 18, 6)
ctx.fillRect(x + 1, y + 3, 5, 8)
// Gold hoop earring
ctx.fillStyle = '#ffd700'
ctx.fillRect(x + 1, y + 9, 2, 2)
ctx.fillStyle = hairColor
} else {
// Miriam: long flowing dark hair with sunglasses on head
ctx.fillRect(x + 2, y, 18, 6)
ctx.fillRect(x + 1, y + 4, 4, 16)
ctx.fillRect(x + 17, y + 4, 4, 16)
// Sunglasses
ctx.fillStyle = '#0f172a'
ctx.fillRect(x + 5, y - 3, 12, 3)
}
// Tiara
ctx.fillStyle = '#ffd700'
ctx.fillRect(x + 6, y - 2, 10, 3)
// Waving arm
ctx.fillStyle = '#fce7f3'
ctx.fillRect(x - 3, y + 6 + wave, 5, 5)
}
}
function drawHUD(ctx: CanvasRenderingContext2D) {
// Top Banner
ctx.fillStyle = 'rgba(0, 0, 0, 0.65)'
ctx.fillRect(0, 0, W, 28)
ctx.fillStyle = '#ffd700'
ctx.font = 'bold 8px monospace'
const sisterName = currentLevel.value === 1 ? 'SASKIA' : currentLevel.value === 2 ? 'MAJA' : 'MIRIAM'
ctx.fillText(`ETAPPE ${currentLevel.value}/3: RETTE ${sisterName}!`, 10, 17)
// Climb progress meter
const progress = Math.min(1, Math.max(0, 1 - cameraY / (levelHeight - H)))
ctx.fillStyle = '#334155'
ctx.fillRect(W - 84, 8, 74, 12)
ctx.fillStyle = '#22c55e'
ctx.fillRect(W - 82, 10, 70 * progress, 8)
ctx.strokeStyle = '#ffd700'
ctx.strokeRect(W - 84, 8, 74, 12)
}
function gameLoop() {
updatePhysics()
if (canvasRef.value) {
const ctx = canvasRef.value.getContext('2d')
if (ctx) drawGame(ctx)
}
animationFrameId = requestAnimationFrame(gameLoop)
}
onMounted(() => {
preloadSisterImages()
window.addEventListener('keydown', handleKeyDown)
window.addEventListener('keyup', handleKeyUp)
;(window as any).__platformer = {
triggerSisterRescue,
setRescuedSister: (s: any) => { rescuedSister.value = s },
startLevel
}
initCurrentLevel()
animationFrameId = requestAnimationFrame(gameLoop)
})
onUnmounted(() => {
window.removeEventListener('keydown', handleKeyDown)
window.removeEventListener('keyup', handleKeyUp)
delete (window as any).__platformer
if (animationFrameId) cancelAnimationFrame(animationFrameId)
})
</script>
<template>
<div
class="platformer-viewport"
@touchstart="handleTouchStart"
@touchend="handleTouchEnd"
>
<canvas
ref="canvasRef"
:width="W"
:height="H"
class="game-canvas"
></canvas>
<!-- Fall respawn notification -->
<transition name="fade">
<div v-if="fallNotification" class="fall-toast">
<span>☁️ Schwung holen und nochmal nach oben!</span>
</div>
</transition>
<!-- Act II Intro Modal -->
<div v-if="showLevelIntro" class="intro-overlay">
<div class="intro-card">
<span class="intro-act-tag">AKT II: DOODLE JUMP ADVENTURE</span>
<h2 class="intro-card-title">DIE SCHWESTERNRETTUNG</h2>
<p class="intro-card-story">
Gierige Kronkorken-Kobolde haben Saschas drei Schwestern <strong>Saskia</strong>, <strong>Maja</strong> und <strong>Miriam</strong> auf luftige Himmelszinnen entführt!
</p>
<!-- 3 Sisters Preview Showcase -->
<div class="sisters-showcase">
<div class="sister-mini-card">
<div class="sister-mini-portrait">
<img :src="CHARACTERS.saskia.portrait" alt="Saskia" />
</div>
<span class="sister-mini-label">1. Saskia 👑</span>
</div>
<div class="sister-mini-card">
<div class="sister-mini-portrait">
<img :src="CHARACTERS.maja.portrait" alt="Maja" />
</div>
<span class="sister-mini-label">2. Maja 🌸</span>
</div>
<div class="sister-mini-card">
<div class="sister-mini-portrait">
<img :src="CHARACTERS.miriam.portrait" alt="Miriam" />
</div>
<span class="sister-mini-label">3. Miriam ✨</span>
</div>
</div>
<div class="mission-callout">
<span class="callout-icon">☁️</span>
<div class="callout-text">
<strong>Königliche Mission:</strong><br />
Springe von Plattform zu Plattform hinauf. Sammle Kronkorken & kühles Helles. Rette am Ende jeder Etappe eine Schwester!
</div>
</div>
<div class="controls-overview">
<div class="ctrl-item">
<span class="ctrl-badge">STEUERUNG</span>
<span class="ctrl-label">D-Pad ◀ / ▶ oder Bildschirmhälften halten</span>
</div>
<div class="ctrl-item">
<span class="ctrl-badge">SPRUNG</span>
<span class="ctrl-label">Auto-Bounce bei Landung | (A) Extra-Schwung</span>
</div>
<div class="ctrl-item">
<span class="ctrl-badge">WRAP-AROUND</span>
<span class="ctrl-label">Am linken Rand raus = rechts wieder rein!</span>
</div>
</div>
<button class="start-act-btn" @click="startLevel">
🚀 Auf geht's: Saskia retten!
</button>
</div>
</div>
<!-- Sister Rescued Dialogue Modal -->
<div v-if="rescuedSister" class="rescue-overlay">
<div class="rescue-card">
<div class="rescue-header">
<div class="sister-portrait-box">
<img
:src="CHARACTERS[rescuedSister].portrait"
:alt="CHARACTERS[rescuedSister].name"
class="sister-img"
/>
</div>
<div class="sister-info">
<span class="rescue-congrats">🎉 SCHWESTER GERETTET!</span>
<h3 class="sister-name">{{ SISTER_RESCUE_DIALOGUES[rescuedSister].name }}</h3>
</div>
</div>
<div class="rescue-dialogue-body">
<p class="rescue-text">„{{ SISTER_RESCUE_DIALOGUES[rescuedSister].text }}“</p>
</div>
<div class="rescue-rewards">
<span class="reward-pill">👑 +3 Kronkorken</span>
<span class="reward-pill">🍻 +1 Helles</span>
</div>
<button class="proceed-btn" @click="proceedNextStage">
{{ SISTER_RESCUE_DIALOGUES[rescuedSister].btnText }}
</button>
</div>
</div>
</div>
</template>
<style scoped>
.platformer-viewport {
position: relative;
width: 100%;
height: 100%;
background: #0284c7;
overflow: hidden;
user-select: none;
touch-action: none;
}
.game-canvas {
width: 100%;
height: 100%;
display: block;
image-rendering: pixelated;
}
/* Fall Respawn Toast */
.fall-toast {
position: absolute;
bottom: 24px;
left: 50%;
transform: translateX(-50%);
background: rgba(15, 23, 42, 0.9);
border: 1.5px solid #38bdf8;
border-radius: 20px;
padding: 6px 14px;
color: #fef08a;
font-family: 'MedievalSharp', serif;
font-size: 13px;
white-space: nowrap;
pointer-events: none;
box-shadow: 0 4px 12px rgba(0, 0, 0, 0.7);
z-index: 40;
}
/* Intro Modal */
.intro-overlay, .rescue-overlay {
position: absolute;
inset: 0;
background: rgba(0, 0, 0, 0.88);
display: flex;
align-items: center;
justify-content: center;
padding: 12px;
z-index: 50;
backdrop-filter: blur(2px);
}
.intro-card, .rescue-card {
background: #231209;
border: 3px double #d4af37;
border-radius: 10px;
padding: 14px;
max-width: 320px;
width: 100%;
box-shadow: 0 8px 24px rgba(0, 0, 0, 0.95);
display: flex;
flex-direction: column;
align-items: center;
text-align: center;
gap: 8px;
}
.intro-act-tag {
font-family: 'Press Start 2P', monospace;
font-size: 6.5px;
color: #f59e0b;
letter-spacing: 0.5px;
}
.intro-card-title {
font-family: 'Press Start 2P', monospace;
font-size: 9.5px;
color: #ffd700;
margin: 0;
text-shadow: 1px 1px 0 #000;
}
.intro-card-story {
font-family: 'MedievalSharp', serif;
font-size: 12.5px;
color: #fef08a;
line-height: 1.35;
margin: 0;
}
.mission-callout {
background: #451a03;
border-left: 3px solid #22c55e;
border-radius: 4px;
padding: 6px 10px;
display: flex;
align-items: center;
gap: 8px;
text-align: left;
}
.callout-icon {
font-size: 20px;
}
.callout-text {
font-family: 'MedievalSharp', serif;
font-size: 12px;
color: #bbf7d0;
line-height: 1.3;
}
.controls-overview {
display: flex;
flex-direction: column;
gap: 5px;
width: 100%;
background: #170c06;
border: 1px solid #78350f;
border-radius: 6px;
padding: 6px 8px;
}
.ctrl-item {
display: flex;
align-items: center;
justify-content: space-between;
gap: 6px;
}
.ctrl-badge {
font-family: 'Press Start 2P', monospace;
font-size: 6px;
color: #ffd700;
flex-shrink: 0;
}
.ctrl-label {
font-family: 'MedievalSharp', serif;
font-size: 11.5px;
color: #fed7aa;
text-align: right;
}
.start-act-btn, .proceed-btn {
background: linear-gradient(180deg, #16a34a 0%, #15803d 100%);
color: #fff;
border: 2px solid #ffd700;
border-radius: 8px;
padding: 9px 14px;
font-family: 'Press Start 2P', monospace;
font-size: 7.5px;
cursor: pointer;
margin-top: 4px;
box-shadow: 0 4px 12px rgba(0, 0, 0, 0.7);
transition: transform 0.1s;
}
.start-act-btn:hover, .proceed-btn:hover {
background: linear-gradient(180deg, #22c55e 0%, #16a34a 100%);
transform: scale(1.02);
}
.start-act-btn:active, .proceed-btn:active {
transform: scale(0.96);
}
/* Sister Rescue Card */
.rescue-card {
border-color: #22c55e;
}
.rescue-header {
display: flex;
align-items: center;
gap: 12px;
width: 100%;
text-align: left;
}
.sister-portrait-box {
width: 68px;
height: 68px;
border-radius: 8px;
border: 2px solid #ffd700;
overflow: hidden;
box-shadow: 0 0 10px rgba(255, 215, 0, 0.4);
flex-shrink: 0;
background: #1e1b4b;
}
.sister-img {
width: 100%;
height: 100%;
object-fit: cover;
image-rendering: crisp-edges;
}
.sister-info {
display: flex;
flex-direction: column;
}
.rescue-congrats {
font-family: 'Press Start 2P', monospace;
font-size: 6px;
color: #4ade80;
}
.sister-name {
font-family: 'MedievalSharp', serif;
font-size: 16px;
color: #ffd700;
margin: 2px 0 0 0;
}
.rescue-dialogue-body {
background: rgba(0, 0, 0, 0.45);
border-left: 3px solid #22c55e;
border-radius: 4px;
padding: 8px 10px;
width: 100%;
text-align: left;
}
.rescue-text {
margin: 0;
font-family: 'MedievalSharp', serif;
font-size: 13.5px;
line-height: 1.35;
color: #fef3c7;
}
.rescue-rewards {
display: flex;
gap: 8px;
margin: 2px 0;
}
.reward-pill {
background: #78350f;
color: #ffd700;
border: 1px solid #b45309;
border-radius: 12px;
padding: 4px 10px;
font-family: 'Press Start 2P', monospace;
font-size: 6.5px;
}
/* Sisters Showcase in Act II Intro */
.sisters-showcase {
display: flex;
justify-content: center;
gap: 12px;
margin: 10px 0 12px 0;
width: 100%;
}
.sister-mini-card {
display: flex;
flex-direction: column;
align-items: center;
gap: 4px;
}
.sister-mini-portrait {
width: 52px;
height: 52px;
border-radius: 8px;
border: 2px solid #ffd700;
box-shadow: 0 0 8px rgba(255, 215, 0, 0.4);
overflow: hidden;
background: #1e1b4b;
}
.sister-mini-portrait img {
width: 100%;
height: 100%;
object-fit: cover;
image-rendering: crisp-edges;
}
.sister-mini-label {
font-family: 'Press Start 2P', monospace;
font-size: 5.5px;
color: #ffd700;
text-align: center;
}
/* Animations */
.fade-enter-active, .fade-leave-active {
transition: opacity 0.3s;
}
.fade-enter-from, .fade-leave-to {
opacity: 0;
}
</style>