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1 | 1 | console.log("LoveCipher script loaded!"); |
2 | 2 |
|
| 3 | +// --- Facebook SDK Stubs --- |
| 4 | +function initializeFacebookSDK() { |
| 5 | + console.log("FB SDK: Attempting to initialize..."); |
| 6 | + if (typeof FBInstant !== 'undefined') { |
| 7 | + console.log("FB SDK: FBInstant found. Initializing SDK..."); |
| 8 | + FBInstant.initializeAsync() |
| 9 | + .then(() => { |
| 10 | + console.log("FB SDK: Successfully initialized."); |
| 11 | + // SDK is ready, now get player info, signal loading, etc. |
| 12 | + getFacebookPlayerInfo(); |
| 13 | + signalGameReadyToFacebook(); |
| 14 | + }) |
| 15 | + .catch((error) => { |
| 16 | + console.error("FB SDK: Initialization failed:", error); |
| 17 | + }); |
| 18 | + } else { |
| 19 | + console.warn("FB SDK: FBInstant not found. Running in standalone mode. Facebook features will be simulated."); |
| 20 | + // Simulate a successful initialization for testing flow |
| 21 | + getFacebookPlayerInfo(); // Call these directly if SDK not present |
| 22 | + signalGameReadyToFacebook(); |
| 23 | + } |
| 24 | +} |
| 25 | + |
| 26 | +function getFacebookPlayerInfo() { |
| 27 | + console.log("FB SDK: Attempting to get player info..."); |
| 28 | + if (typeof FBInstant !== 'undefined' && FBInstant.player) { |
| 29 | + const playerName = FBInstant.player.getName(); |
| 30 | + const playerId = FBInstant.player.getID(); |
| 31 | + console.log(`FB SDK: Player Name: ${playerName}, Player ID: ${playerId}`); |
| 32 | + // You could update UI elements here with player name if desired |
| 33 | + } else { |
| 34 | + console.log("FB SDK: (Simulated) Player Name: TestUser, Player ID: 12345"); |
| 35 | + } |
| 36 | +} |
| 37 | + |
| 38 | +function signalGameReadyToFacebook() { |
| 39 | + console.log("FB SDK: Signaling game ready to Facebook..."); |
| 40 | + if (typeof FBInstant !== 'undefined') { |
| 41 | + FBInstant.startGameAsync() |
| 42 | + .then(() => { |
| 43 | + console.log("FB SDK: Game started successfully with Facebook platform."); |
| 44 | + }) |
| 45 | + .catch((error) => { |
| 46 | + console.error("FB SDK: startGameAsync failed:", error); |
| 47 | + }); |
| 48 | + } else { |
| 49 | + console.log("FB SDK: (Simulated) Game ready signal sent."); |
| 50 | + } |
| 51 | +} |
| 52 | + |
| 53 | +function saveFacebookGameState(gameState) { |
| 54 | + console.log("FB SDK: Attempting to save game state...", gameState); |
| 55 | + if (typeof FBInstant !== 'undefined' && FBInstant.player) { |
| 56 | + FBInstant.player.setDataAsync(gameState) |
| 57 | + .then(() => { |
| 58 | + console.log("FB SDK: Game state saved successfully."); |
| 59 | + }) |
| 60 | + .catch((error) => { |
| 61 | + console.error("FB SDK: Failed to save game state:", error); |
| 62 | + }); |
| 63 | + } else { |
| 64 | + console.log("FB SDK: (Simulated) Game state saved.", gameState); |
| 65 | + } |
| 66 | +} |
| 67 | + |
| 68 | +function loadFacebookGameState() { |
| 69 | + console.log("FB SDK: Attempting to load game state..."); |
| 70 | + return new Promise((resolve, reject) => { |
| 71 | + if (typeof FBInstant !== 'undefined' && FBInstant.player) { |
| 72 | + FBInstant.player.getDataAsync(['currentStage', 'relationshipScore', 'collectedClues', 'playerPathClues']) |
| 73 | + .then(data => { |
| 74 | + console.log("FB SDK: Game state loaded successfully.", data); |
| 75 | + resolve(data); |
| 76 | + }) |
| 77 | + .catch(error => { |
| 78 | + console.error("FB SDK: Failed to load game state:", error); |
| 79 | + reject(error); |
| 80 | + }); |
| 81 | + } else { |
| 82 | + console.log("FB SDK: (Simulated) No game state found or SDK not available."); |
| 83 | + resolve(null); // Resolve with null if no data or SDK not present |
| 84 | + } |
| 85 | + }); |
| 86 | +} |
| 87 | +// --- End Facebook SDK Stubs --- |
| 88 | + |
3 | 89 | document.addEventListener('DOMContentLoaded', () => { |
| 90 | + initializeFacebookSDK(); // Initialize FB SDK first |
| 91 | + |
4 | 92 | const playerInput = document.getElementById('player-input'); |
5 | 93 | const sendButton = document.getElementById('send-button'); |
6 | 94 | const chatDisplay = document.getElementById('chat-display'); |
@@ -245,6 +333,7 @@ document.addEventListener('DOMContentLoaded', () => { |
245 | 333 | setInputMode('text'); |
246 | 334 | dialogueChoicesArea.innerHTML = ''; |
247 | 335 | displayNextMessage(); |
| 336 | + saveFacebookGameState(getCurrentGameState()); // Save after choice |
248 | 337 | } |
249 | 338 |
|
250 | 339 | function processPlayerTextInput(text) { |
@@ -300,6 +389,9 @@ document.addEventListener('DOMContentLoaded', () => { |
300 | 389 | // Otherwise, currentMessages is already set to the "incorrect" feedback. |
301 | 390 | if (puzzleSolvedForThisTurn) { |
302 | 391 | currentMessages = [...(conversations[currentStage] || [])]; |
| 392 | + if (expectingPuzzleAnswer === null) { // Puzzle was fully solved |
| 393 | + saveFacebookGameState(getCurrentGameState()); // Save after solving a puzzle |
| 394 | + } |
303 | 395 | } |
304 | 396 |
|
305 | 397 | messageIndex = 0; |
@@ -339,11 +431,48 @@ document.addEventListener('DOMContentLoaded', () => { |
339 | 431 | } |
340 | 432 |
|
341 | 433 | // --- Game Initialization --- |
342 | | - function startGame() { |
| 434 | + async function startGame() { // Made async to await potential FB load |
343 | 435 | console.log("Game initialized."); |
| 436 | + |
| 437 | + // Attempt to load game state from Facebook |
| 438 | + const loadedData = await loadFacebookGameState(); |
| 439 | + if (loadedData) { |
| 440 | + console.log("Applying loaded game state:", loadedData); |
| 441 | + // Carefully apply loaded data, ensuring types and existence |
| 442 | + if (loadedData.currentStage) currentStage = loadedData.currentStage; |
| 443 | + if (typeof loadedData.relationshipScore === 'number') relationshipScore = loadedData.relationshipScore; |
| 444 | + if (Array.isArray(loadedData.collectedClues)) collectedClues = [...loadedData.collectedClues]; |
| 445 | + if (Array.isArray(loadedData.playerPathClues)) playerPathClues = [...loadedData.playerPathClues]; |
| 446 | + |
| 447 | + // Need to re-find currentMessages and messageIndex based on loadedStage |
| 448 | + currentMessages = [...(conversations[currentStage] || [])]; |
| 449 | + messageIndex = 0; // Start from beginning of loaded stage, or find exact message if saved |
| 450 | + |
| 451 | + updateCluesDisplay(); // Update UI with loaded clues |
| 452 | + // Potentially, if a puzzle was partially completed, restore that state too. |
| 453 | + // For now, restarting the stage is simpler. |
| 454 | + } |
| 455 | + |
344 | 456 | statusText.textContent = `Relationship Score: ${relationshipScore}`; |
345 | | - setInputMode('text'); // Start with text input |
| 457 | + setInputMode('text'); |
| 458 | + |
| 459 | + // If we loaded a stage that ends in choices or a puzzle, displayNextMessage will handle it. |
| 460 | + // If it's an NPC message, it will display. |
| 461 | + // If it's the very start (intro) or a point where player should type, it will wait. |
346 | 462 | displayNextMessage(); |
| 463 | + |
| 464 | + // Example of saving state (e.g., if game auto-saves on start after loading) |
| 465 | + // saveFacebookGameState(getCurrentGameState()); |
| 466 | + } |
| 467 | + |
| 468 | + function getCurrentGameState() { |
| 469 | + return { |
| 470 | + currentStage: currentStage, |
| 471 | + relationshipScore: relationshipScore, |
| 472 | + collectedClues: collectedClues, |
| 473 | + playerPathClues: playerPathClues, |
| 474 | + // Potentially add expectingPuzzleAnswer if you want to save mid-puzzle state |
| 475 | + }; |
347 | 476 | } |
348 | 477 |
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349 | 478 | startGame(); |
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