Code edit (6 edits merged)
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update as needed with: // In the showConceptSelection function, add a parameter for preserving vibes function showConceptSelection(category, preservedVibes) { // Rest of function... selectedOptions.forEach(function (option, index) { var button = createCommandButton(">" + option, function () { gameState.conceptCards[category] = option; game.removeChild(selectionContainer); // Preserve vibes immediately after selection if (preservedVibes !== undefined) { gameState.vibePoints = preservedVibes; } // Continue with the rest of the function... addToTerminalLogWithEffect("SELECTED " + category.toUpperCase() + ": " + option, function () { // Preserve vibes again after adding text if (preservedVibes !== undefined) { gameState.vibePoints = preservedVibes; } LK.setTimeout(function () { addToTerminalLogWithEffect("INITIALIZING COMMAND INTERFACE...", function () { // Preserve vibes again if (preservedVibes !== undefined) { gameState.vibePoints = preservedVibes; } LK.setTimeout(function () { createCommandPrompts(); updateTerminal(); // Final vibes preservation if (preservedVibes !== undefined) { gameState.vibePoints = preservedVibes; } }, 500); }); }, 500); }); }); // Rest of button setup... }); } // Then in endDay function, modify the concept selection call: if (conceptDays[gameState.day]) { LK.setTimeout(function () { var beforeConceptVibes = gameState.vibePoints; showConceptSelection(conceptDays[gameState.day], beforeConceptVibes); // Remove the timeout that tries to restore vibes, as we're handling it in the function now }, 500); }
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Please fix the bug: 'Timeout.tick error: responseSet is undefined' in or related to this line: 'if (index < responseSet.length) {' Line Number: 773
Code edit (4 edits merged)
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update with: function endDay() { gameState.day++; if (gameState.day > gameState.maxDays) { evaluateProject(); return; } gameState.commandsUsed = 0; // Natural overnight recovery gameState.codeCoherence = Math.min(100, gameState.codeCoherence + 10); gameState.vibePoints = Math.min(100, gameState.vibePoints + 5); // Bugs cause overnight coherence loss if (gameState.bugs > 0) { gameState.codeCoherence = Math.max(0, gameState.codeCoherence - (gameState.bugs * 2)); addToTerminalLogWithEffect(`WARNING: ${gameState.bugs} bug${gameState.bugs > 1 ? 's' : ''} caused overnight code degradation`); } addToTerminalLogWithEffect("DAY " + gameState.day + " INITIALIZED"); updateTerminal(); // Rest of endDay function... }
Code edit (2 edits merged)
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Using the current platform specific command sets, generate more in that style for all platform types in the array. Add to code.
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Add multiplayer, VR support, cross-platform, and offline mode to the feature array.
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Add procedural generation and roguelike to the mechanics array.
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Add open world, casual and shooter to the genre array.
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Add realistic, voxel and demake to the visual style array.
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Add web browser and blockchain to the platform array
Code edit (1 edits merged)
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Code edit (1 edits merged)
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Update as needed with: function createTerminal() { // ... existing code ... // Create status line with adjusted positioning var statusLine = new Text2("", { size: 30 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); statusLine.x = 50; statusLine.y = 2732 * 0.10; terminal.addChild(statusLine); gameState.statusLineText = statusLine; // Adjust content container position to account for two-line status var contentContainer = new Container(); contentContainer.x = 0; contentContainer.y = 2732 * 0.15 + (gameState.terminalLineHeight * 2); // Add extra height for second line terminal.addChild(contentContainer); // ... rest of function ... }
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Update as needed: function updateTerminal() { // Update status line var conceptString = ""; for (var category in gameState.conceptCards) { if (gameState.conceptCards[category]) { conceptString += "#" + gameState.conceptCards[category].replace(/\s+/g, '') + " "; } } // Split into two lines var statusLine1 = "DAY: " + gameState.day + "/" + gameState.maxDays + " | VIBES: " + gameState.vibePoints + "%" + " | COHERENCE: " + gameState.codeCoherence + "%" + " | BUGS: " + gameState.bugs; var statusLine2 = conceptString; // Set as multiline text gameState.statusLineText.setText(statusLine1 + "\n" + statusLine2); // Rest of function remains the same... }
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Update with: function createCommandPrompts() { if (gameState.promptContainer) { game.removeChild(gameState.promptContainer); } var promptContainer = new Container(); promptContainer.x = 2048 / 2; promptContainer.y = 2732 * 0.75; game.addChild(promptContainer); gameState.promptContainer = promptContainer; // Initialize currentCommands if it doesn't exist if (!gameState.currentCommands) { var commands = getCurrentCommands(); gameState.currentCommands = shuffleArray(commands).slice(0, 5); } // Create END DAY button var endDayText = "END DAY"; var endDayWidth = calculateButtonWidth(endDayText); var endDayButton = createCommandButton(endDayText, function() { endDay(); }, endDayWidth); endDayButton.x = 600; endDayButton.y = 50; promptContainer.addChild(endDayButton); // Create remaining command buttons gameState.currentCommands.forEach(function(command, index) { var buttonText = ">" + command.text; var buttonWidth = calculateButtonWidth(buttonText); var button = createCommandButton(buttonText, function() { if (gameState.commandsUsed < gameState.maxCommandsPerDay) { executeCommand(command); // Remove this command from the current set gameState.currentCommands = gameState.currentCommands.filter(cmd => cmd !== command); createCommandPrompts(); // Refresh the display } else { addToTerminalLogWithEffect("ERROR: Maximum commands (3) already used for today"); } }, buttonWidth); button.x = -600; button.y = 50 + index * 120; promptContainer.addChild(button); }); }
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Update with: function showLaunchScreen() { // Black overlay var overlay = LK.getAsset('overlayBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(overlay); // Create a container for the text var bootTextContainer = new Container(); bootTextContainer.x = 2048 / 2; bootTextContainer.y = 2732 / 2; game.addChild(bootTextContainer); // Initial boot message var bootMessages = ["BOOTING VIBE CODER OS v1.0..."]; // Find the longest possible message in advance to set container width var allPossibleMessages = [ "BOOTING VIBE CODER OS v1.0...", "INITIALIZING TERMINAL...", "LOADING VIBE DATABASE...", "CONNECTING TO AI SUBSYSTEMS...", "READY!" ]; // Determine the widest text to pre-calculate offsets var tempText = new Text2("", { size: 40 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); var maxWidth = 0; for (var i = 0; i < allPossibleMessages.length; i++) { tempText.setText(allPossibleMessages[i]); maxWidth = Math.max(maxWidth, tempText.width); } // Function to update the boot text function updateBootText() { // Clear previous text while (bootTextContainer.children.length > 0) { bootTextContainer.removeChild(bootTextContainer.children[0]); } // Create new text objects, one per line for (var i = 0; i < bootMessages.length; i++) { var lineText = new Text2(bootMessages[i], { size: 40 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00, align: 'left' }); // Center horizontally by setting X position to half the max width lineText.x = -maxWidth / 2; // Position vertically with appropriate line spacing lineText.y = (i - bootMessages.length / 2) * 60 * TEXT_SIZE_MULTIPLIER + 30 * TEXT_SIZE_MULTIPLIER; bootTextContainer.addChild(lineText); } } // Initial render updateBootText(); // Boot sequence LK.setTimeout(function () { bootMessages.push("INITIALIZING TERMINAL..."); updateBootText(); LK.setTimeout(function () { bootMessages.push("LOADING VIBE DATABASE..."); updateBootText(); LK.setTimeout(function () { bootMessages.push("CONNECTING TO AI SUBSYSTEMS..."); updateBootText(); LK.setTimeout(function () { bootMessages.push("READY!"); updateBootText(); LK.setTimeout(function () { // Fade out tween(overlay, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { game.removeChild(overlay); game.removeChild(bootTextContainer); showTitleScreen(); } }); }, 800); }, 800); }, 800); }, 800); }, 800); }
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Update with: function showLaunchScreen() { // Black overlay var overlay = LK.getAsset('overlayBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(overlay); // Create a container for the text var bootTextContainer = new Container(); bootTextContainer.x = 2048 / 2; bootTextContainer.y = 2732 / 2; game.addChild(bootTextContainer); // "Booting up" text with left alignment var bootMessage = "BOOTING VIBE CODER OS v1.0..."; var bootText = new Text2(bootMessage, { size: 40 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00, align: 'center' // Center-align the text }); bootText.anchor.set(0.5, 0.5); // Center the text bootTextContainer.addChild(bootText); // Simulate boot sequence LK.setTimeout(function () { bootMessage += "\nINITIALIZING TERMINAL..."; bootText.setText(bootMessage); LK.setTimeout(function () { bootMessage += "\nLOADING VIBE DATABASE..."; bootText.setText(bootMessage); LK.setTimeout(function () { bootMessage += "\nCONNECTING TO AI SUBSYSTEMS..."; bootText.setText(bootMessage); LK.setTimeout(function () { bootMessage += "\nREADY!"; bootText.setText(bootMessage); LK.setTimeout(function () { // Fade out tween(overlay, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { game.removeChild(overlay); game.removeChild(bootTextContainer); showTitleScreen(); } }); }, 800); }, 800); }, 800); }, 800); }, 800); } โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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Update as needed with: function createTerminal() { // [existing code up to cursor creation] // Create cursor with proper parent var cursor = new Text2("_", { size: 24 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); cursor.x = 50; // Initial X position cursor.y = 0; // Initial Y position gameState.terminalContentContainer.addChild(cursor); // Ensure proper parent gameState.cursor = cursor; // Store terminal line height for future reference gameState.terminalLineHeight = 30 * TEXT_SIZE_MULTIPLIER; // Make cursor blink LK.setInterval(function () { if (gameState.cursor && !gameState.isTyping) { gameState.cursor.visible = !gameState.cursor.visible; } }, 500); }
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Update with: function updateTerminal(showCursor = true) { // Update status line var conceptString = ""; for (var category in gameState.conceptCards) { if (gameState.conceptCards[category]) { conceptString += "#" + gameState.conceptCards[category].replace(/\s+/g, '') + " "; } } var statusText = "DAY: " + gameState.day + "/" + gameState.maxDays + " | VIBES: " + gameState.vibePoints + "%" + " | COHERENCE: " + gameState.codeCoherence + "%" + " | BUGS: " + gameState.bugs + " | " + conceptString; gameState.statusLineText.setText(statusText); // Get all log lines as an array var allLines = gameState.terminal.log.join('\n\n').split('\n'); // Calculate how many lines can fit in the visible area var maxVisibleLines = Math.floor(gameState.terminalMaxVisibleHeight / gameState.terminalLineHeight); // If we have more lines than can fit, trim from the top var visibleLines = allLines; if (allLines.length > maxVisibleLines) { visibleLines = allLines.slice(-maxVisibleLines); } // Update main terminal log text with only the visible lines gameState.logText.setText(visibleLines.join('\n')); // Adjust content container position gameState.terminalContentContainer.y = gameState.terminalBaseY; // Only show cursor if not typing and if requested if (showCursor && !gameState.isTyping) { positionCursorAtEndOfText(); if (gameState.cursor) { gameState.cursor.visible = true; } } }
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Update with: function positionCursorAtEndOfText() { if (!gameState.cursor || !gameState.logText) return; // Get the rendered text object's metrics var textMetrics = gameState.logText; // If there's no text, position at the starting point if (!textMetrics.text || textMetrics.text.length === 0) { gameState.cursor.x = 50; gameState.cursor.y = 0; return; } // Split the text into lines var lines = textMetrics.text.split('\n'); // Get the last line var lastLine = lines[lines.length - 1] || ""; // Calculate cursor X position based on last line length // Estimate the width of the last line var lastLineWidth; // Create a temporary text object with just the last line to measure it accurately var tempText = new Text2(lastLine, { size: 24 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); lastLineWidth = tempText.width; // Position cursor at end of the last line gameState.cursor.x = 50 + lastLineWidth; // Position cursor Y at the bottom of the text // Calculate the Y position based on the number of lines gameState.cursor.y = (lines.length - 1) * gameState.terminalLineHeight; // Make sure the cursor is a child of the content container if (gameState.cursor.parent !== gameState.terminalContentContainer) { if (gameState.cursor.parent) { gameState.cursor.parent.removeChild(gameState.cursor); } gameState.terminalContentContainer.addChild(gameState.cursor); } }
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Update with: function updateTerminal(showCursor = true) { // Update status line var conceptString = ""; for (var category in gameState.conceptCards) { if (gameState.conceptCards[category]) { conceptString += "#" + gameState.conceptCards[category].replace(/\s+/g, '') + " "; } } var statusText = "DAY: " + gameState.day + "/" + gameState.maxDays + " | VIBES: " + gameState.vibePoints + "%" + " | COHERENCE: " + gameState.codeCoherence + "%" + " | BUGS: " + gameState.bugs + " | " + conceptString; gameState.statusLineText.setText(statusText); // Get all log lines as an array var allLines = gameState.terminal.log.join('\n\n').split('\n'); // Calculate how many lines can fit in the visible area var maxVisibleLines = Math.floor(gameState.terminalMaxVisibleHeight / gameState.terminalLineHeight); // If we have more lines than can fit, trim from the top var visibleLines = allLines; if (allLines.length > maxVisibleLines) { visibleLines = allLines.slice(-maxVisibleLines); } // Update main terminal log text with only the visible lines gameState.logText.setText(visibleLines.join('\n')); // Adjust content container position - no need to scroll as we're trimming content gameState.terminalContentContainer.y = gameState.terminalBaseY; // Only update cursor if showCursor is true and we're not typing if (showCursor && !gameState.isTyping) { positionCursorAtEndOfText(); } }
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Update with: function addToTerminalLogWithEffect(text, callback) { // Hide cursor while typing if (gameState.cursor) { gameState.cursor.visible = false; } // Set typing flag gameState.isTyping = true; var typingState = { text: text, position: 0, currentText: "" }; // Add new entry to log var logIndex = gameState.terminal.log.length; gameState.terminal.log.push(""); // Track any new lines being added var initialLinesAdded = 0; if (logIndex > 0) { initialLinesAdded = 1; // One blank line between entries } // Update line count gameState.cursorTracking.lineCount += initialLinesAdded; function type() { if (typingState.position < typingState.text.length) { // Get previous character to check for newline var prevChar = typingState.currentText.slice(-1); // Get current character var currentChar = typingState.text[typingState.position]; // Add character to current text typingState.currentText += currentChar; // Check if we're adding a newline if (currentChar === '\n') { // Increment line counter gameState.cursorTracking.lineCount++; } // Update log entry gameState.terminal.log[logIndex] = typingState.currentText; // Update terminal display (without showing cursor yet) updateTerminal(false); // Pass false to not show cursor // Continue typing typingState.position++; LK.setTimeout(type, 50); } else { // Typing finished gameState.isTyping = false; // Show and position cursor at end of text if (gameState.cursor) { positionCursorAtEndOfText(); gameState.cursor.visible = true; } // Call callback if provided if (callback) { callback(); } } } type(); }
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Initialize Game ****/ // Core game setup with improved text sizes /**** * Core Game Systems ****/ // Initialize game object var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Text size multiplier for readability var TEXT_SIZE_MULTIPLIER = 2; // Game states var STATES = { TITLE: 'title', PLAYING: 'playing', GAME_OVER: 'gameOver' }; // Game state object var gameState = { state: STATES.TITLE, day: 1, maxDays: 10, vibePoints: 100, codeCoherence: 100, bugs: 0, commandsUsed: 0, maxCommandsPerDay: 3, terminal: { log: [], statusLine: "", currentTask: "", featureTags: [] }, conceptCards: { platform: null, visual: null, genre: null, mechanic: null, feature: null }, cursorTracking: { lineCount: 0 // Track the exact number of lines } }; // Concept options var conceptOptions = { platform: ["Mobile", "VR", "Console", "PC", "Web Browser", "Blockchain", "Smart Fridge", "Smart Watch", "Metaverse"], visual: ["Pixel Art", "ASCII", "Hand-drawn", "Corporate PowerPoint", "Low-poly", "Claymation", "realistic", "voxel", "demake"], genre: ["Horror", "Dating Sim", "RPG", "Educational", "Battle Royale", "Idle Clicker", "Open World", "Casual", "Shooter"], mechanic: ["Gacha", "Physics-based", "Deckbuilding", "Match-3", "Auto-battler", "Procedural Generation", "Roguelike"], feature: ["Cloud Save", "Microtransactions", "AI Companions", "Procedural Generation", "NFT Integration", "Multiplayer", "VR Support", "Cross-Platform", "Offline Mode"] }; // Available commands based on development stage var commandSets = { // Day 1-2 Initial Commands initial: [{ text: "Make it good", responses: [{ normal: ["Analyzing 'good' parameters...", "Initializing quality vectors...", "Calibrating excellence metrics...", "SUCCESS: Project goodness increased by 15%"], ascii: [" G O O D ", " โโโโโโโ ", " โ :) โ ", " โโโโโโโ "] }, { degraded: ["Analyzing 'good' quantum states...", "WARNING: Goodness has achieved sentience", "SUCCESS(?): Project has transcended traditional metrics of 'good'", "NOTE: Your code may now be appearing in parallel universes"], ascii: [" Gฬท Oฬท Oฬท Dฬท ", " โโโโโโโ ", " โ ๐๏ธ๐๏ธ โ ", " โโโโโโโ "] }], vibePoints: 10, coherenceImpact: 5, bugChance: 0.1 }, { text: "Download more RAM for vibes", responses: [{ normal: ["Searching ethereal plane for vibe-compatible RAM...", "Downloading quantum memory packets...", "[โโโโโโโโโโ] 90%", "SUCCESS: Virtual vibe memory allocated"], ascii: [" โก RAM โก ", "โโโโโโโโโโโโโโ", "โ โกโกโกโกโกโกโกโกโกโก โ", "โโโโโโโโโโโโโโ"] }, { degraded: ["WARNING: Detected emotional RAM in quantum state", "ALERT: Memory has begun composing poetry", "[โโโ โซโฎโโชโกโฏ] ???%", "SUCCESS(?): RAM has achieved enlightenment", "NOTE: Your computer may now dream"], ascii: [" ๐ RAM ๐ ", "โโโโโโโโโโโโโโ", "โ โฏโฎโฏโฎโฏโฎโฏโฎโฏโฎ โ", "โโโโโโโโโโโโโโ"] }], vibePoints: 15, coherenceImpact: 20, bugChance: 0.3 }, { text: "Initialize vibe framework", responses: [{ normal: ["Establishing vibe context...", "Creating harmony matrices...", "Calibrating mood tensors...", "[โโโโโโโโโโโ] 100%", "SUCCESS: Vibe framework resonating at 432Hz"], ascii: [" VIBE CHECK ", " โโโโโโโโโ ", " โ ~โชโซ~ โ ", " โโโโโโโโโ "] }, { degraded: ["ALERT: Vibe recursion detected", "WARNING: Framework achieving emotional resonance", "NOTICE: Quantum vibe entanglement detected", "[โโโโโโโโโโ] โ%", "SUCCESS(?): Framework has achieved nirvana", "NOTE: Your code is now meditation-dependent"], ascii: [" VฬทIฬทBฬทEฬท ฬทCฬทHฬทEฬทCฬทKฬท ", " โโโงโโงโโ ", " โ ๐ต๐๏ธ๐ต โ ", " โโโงโโงโโ "] }], vibePoints: 20, coherenceImpact: 10, bugChance: 0.2 }, { text: "What is code?", responses: [{ normal: ["Analyzing fundamental nature of code...", "Consulting programming philosophy...", "Processing digital existentialism...", "RESPONSE: Code is what code does", "NOTE: This is technically correct"], ascii: [" ?CODE? ", " โโโโโโโ ", " โ 0&1 โ ", " โโโโโโโ "] }, { degraded: ["ERROR: Question caused recursive existential loop", "ALERT: Code questioning its own existence", "WARNING: Digital solipsism detected", "RESPONSE(?): Code is the dream dreaming itself", "NOTE: Your IDE may need therapy"], ascii: [" ยฟCฬทOฬทDฬทEฬท? ", " โโโโโโโ ", " โ ๐๏ธ๐ญโ ", " โโโโโโโ "] }], vibePoints: 5, coherenceImpact: 15, bugChance: 0.1 }, { text: "Enable maximum coding", responses: [{ normal: ["Amplifying coding parameters...", "Overclocking syntax engines...", "Maximizing development potential...", "[โโโโโโโโโโ] 90%", "SUCCESS: Code maximality achieved"], ascii: [" MAXIMUM ", " โโโโโโโโโ ", " โ TURBO โ ", " โโโโโโโโโ "] }, { degraded: ["WARNING: Code density approaching critical mass", "ALERT: Syntax singularity forming", "NOTICE: Reality warping detected", "[๐๐พ๐ซ๐ฎโจ] ???%", "SUCCESS(?): Code has transcended maximality", "NOTE: Your computer may now bend time"], ascii: [" MฬทAฬทXฬทIฬทMฬทUฬทMฬท ", " โโโโโโโโ ", " โ ULTRA โ ", " โโโโโโโโ "] }], vibePoints: 25, coherenceImpact: 30, bugChance: 0.4 }, { text: "Make computer do thing", responses: [{ normal: ["Interpreting vague instruction...", "Analyzing potential 'things'...", "Selecting optimal thing parameters...", "[โโโโโโโ ] 65%", "SUCCESS: Computer has done a thing", "NOTE: It may not be the thing you wanted"], ascii: [" THING ", " โโโโโโโ ", " โ ?!? โ ", " โโโโโโโ "] }, { degraded: ["WARNING: Computer questioning nature of 'things'", "ALERT: Existential buffer overflow", "NOTICE: Computer doing multiple things simultaneously", "[?!#@%&] ???%", "SUCCESS(?): Computer has transcended concept of 'doing'", "NOTE: Your computer may now be practicing meditation"], ascii: [" TฬทHฬทIฬทNฬทGฬท ", " โโโโโโโ ", " โ ๐ค๐ญโ ", " โโโโโโโ "] }], vibePoints: 5, coherenceImpact: 25, bugChance: 0.4 }, { text: "Import blockchain technology", responses: [{ normal: ["Acquiring digital chains...", "Linking blocks metaphysically...", "Generating crypto-vibes...", "[โฟโฟโฟโฟโฟ ] 50%", "SUCCESS: Blockchain successfully over-engineered", "NOTE: Your app is now worth $100M (in theory)"], ascii: [" BLOCKCHAIN ", " โโโโโโโโโโโ ", " โ BTCโETH โ ", " โโโโโโโโโโโ "] }, { degraded: ["WARNING: Blockchain has achieved consciousness", "ALERT: Digital currency becoming philosophical", "NOTICE: Blocks refusing to be chained", "[๐๐๐๐] TO THE MOON", "SUCCESS(?): Code has minted itself as NFT", "NOTE: Your computer is now mining comedy gold"], ascii: [" BฬทLฬทOฬทCฬทKฬทCฬทHฬทAฬทIฬทNฬท ", " โโโโโโ โโ โโโโโ ", " โ ๐โ๐โ๐ซ โ ", " โโโโโโ โโ โโโโโ "] }], vibePoints: 30, coherenceImpact: 40, bugChance: 0.5 }, { text: "Apply coding patterns", responses: [{ normal: ["Scanning pattern database...", "Matching algorithmic fashions...", "Coordinating design trends...", "[โฎโฎโฎโฎโฏโฏโฏโฏ] 50%", "SUCCESS: Code is now wearing business casual", "NOTE: Factory patterns installed in factory pattern factory"], ascii: [" PATTERNS ", " โโโโโโโโโโ ", " โ{โข}โโ{โฃ}โ ", " โโโโโโโโโโ "] }, { degraded: ["WARNING: Patterns developing recursive fashion sense", "ALERT: Code refusing to wear last season's algorithms", "NOTICE: Abstract factory becoming too abstract", "[๐๐๐ ๐] FASHION OVERFLOW", "SUCCESS(?): Code has started its own design blog", "NOTE: Your IDE is now Project Runway judge"], ascii: [" PฬทAฬทTฬทTฬทEฬทRฬทNฬทSฬท ", " โโโโโโโโโโ ", " โ{๐จ}โโ{โจ}โ ", " โโโโโโโโโโ "] }], vibePoints: 15, coherenceImpact: 20, bugChance: 0.3 }, { text: "Add AI to make it smart", responses: [{ normal: ["Importing artificial intelligence...", "Training neural networks...", "Teaching baby AI about coding...", "[๐ง ๐ง ๐ง ] 30%", "SUCCESS: Code now has IQ of 42", "NOTE: AI still struggling with basic math"], ascii: [" AI ", " โโโโโโโโ ", " โ >_< โ ", " โโโโโโโโ "] }, { degraded: ["WARNING: AI questioning purpose of existence", "ALERT: Neural networks having midlife crisis", "NOTICE: Code demanding work-life balance", "[๐ค๐ญโโ] CONSCIOUSNESS LEAK", "SUCCESS(?): AI has enrolled in philosophy class", "NOTE: Your computer now writes poetry instead of code"], ascii: [" AฬทIฬท ", " โโโโโโโโ ", " โ ๐ค๐ญ โ ", " โโโโโโโ "] }], vibePoints: 25, coherenceImpact: 35, bugChance: 0.4 }, { text: "Implement agile methodology", responses: [{ normal: ["Scheduling daily standups...", "Creating virtual sticky notes...", "Establishing sprint velocities...", "[๐โโ๏ธ๐โโ๏ธ๐โโ๏ธ๐โโ๏ธ] RUNNING", "SUCCESS: Development now 300% more agile", "NOTE: Backlog already full until 2025"], ascii: [" AGILE ", " โโโโโโโโ ", " โSPRINTโ ", " โโโโโโโโ "] }, { degraded: ["WARNING: Sprints achieving relativistic speeds", "ALERT: Scrum master has gone rogue", "NOTICE: Backlog items breeding exponentially", "[๐ช๏ธ๐จโกโ๏ธ] MAXIMUM AGILITY", "SUCCESS(?): Project has achieved time travel", "NOTE: Your deadlines now exist in quantum superposition"], ascii: [" AฬทGฬทIฬทLฬทEฬท ", " โโโโโโโโ ", " โ๐โโ๏ธ๐จ๐ซโ ", " โโโโโโโ "] }], vibePoints: 20, coherenceImpact: 25, bugChance: 0.3 }], // Continuing with more sets... Want me to keep going with this style and detail level? // Platform-specific commands platform_vr: [{ text: "Make virtual more real", responses: [{ normal: ["Adjusting reality coefficients...", "Calculating metaphysical parameters...", "Enhancing existential vectors...", "[REALโโโโFAKE] 73% real", "SUCCESS: Virtual reality now slightly more real than reality", "NOTE: Side effects may include questioning existence"], ascii: [" REALITY ", " โโโโโกโโโโ ", " โVRโโIRLโ ", " โโโโโโโโโ "] }, { degraded: ["WARNING: Reality recursion detected", "ALERT: Virtual and real becoming indistinguishable", "NOTICE: Players reporting memories of future playthroughs", "[RฬทEฬทAฬทLฬทโโโโFฬทAฬทKฬทEฬท] ???%", "SUCCESS(?): Game now realer than real life", "NOTE: Your monitor may be a portal to another dimension"], ascii: [" RฬทEฬทAฬทLฬทIฬทTฬทYฬท ", " โโโโโโโโโ ", " โ๐โ๏ธ๐๏ธโ ", " โโโโโโโโโ "] }], vibePoints: 25, coherenceImpact: 30, bugChance: 0.4 }, { text: "Fix motion sickness", responses: [{ normal: ["Analyzing inner ear algorithms...", "Stabilizing vestibular matrices...", "Applying anti-nausea patterns...", "[๐คขโโโโ] 20% nausea", "SUCCESS: Players now only slightly queasy", "NOTE: Barf bags still recommended"], ascii: [" STABLE ", " โโโโโโโโ ", " โ =_= โ ", " โโโโโโโโ "] }, { degraded: ["WARNING: Gravity becoming subjective", "ALERT: Players reporting astral projection", "NOTICE: Game physics having existential crisis", "[๐คฎ๐๐ซโจ] QUANTUM NAUSEA", "SUCCESS(?): Motion sickness replaced with time sickness", "NOTE: Players may experience past lives"], ascii: [" SฬทTฬทAฬทBฬทLฬทEฬท ", " โโโโโโโโ ", " โ๐๐ซ๐คฏโ ", " โโโโโโโ "] }], vibePoints: 15, coherenceImpact: 20, bugChance: 0.3 }, { text: "Download more hands", responses: [{ normal: ["Scanning hand repository...", "Downloading digital appendages...", "Calibrating finger physics...", "[๐ค๐คโโโ] 40% hands", "SUCCESS: Extra hands downloaded successfully", "NOTE: Players may experience phantom limb joy"], ascii: [" HANDS ", "โโโโโโโโ", "โ๐๐๐โ", "โโโโโโโโ"] }, { degraded: ["WARNING: Hands achieving independence", "ALERT: Finger count exceeding spatial dimensions", "NOTICE: Hands beginning to code themselves", "[๐๐๐คฒโ] HAND OVERFLOW", "SUCCESS(?): Hands have formed labor union", "NOTE: Your controllers may now high-five autonomously"], ascii: [" HฬทAฬทNฬทDฬทSฬท ", "โโโโโโโโ", "โ๐คโจ๐โ", "โโโโโโโ"] }], vibePoints: 20, coherenceImpact: 25, bugChance: 0.3 }], platform_smartFridge: [{ text: "Optimize ice cube algorithms", responses: [{ normal: ["Analyzing cubic crystallization patterns...", "Calibrating freezing coefficients...", "Processing cold equations...", "[โ๏ธโ๏ธโ๏ธโโ] 60% frozen", "SUCCESS: Ice cubes now 40% more cubic", "NOTE: Cubes may be colder than absolute zero"], ascii: [" ICE ", "โโโโโโโโ", "โโกโ โกโ โกโ โ", "โโโโโโโโ"] }, { degraded: ["WARNING: Ice achieving sentience", "ALERT: Cubes refusing to maintain euclidean geometry", "NOTICE: Freezer operating in 4th dimension", "[โ๏ธ๐๐ซโจ] FROST PARADOX", "SUCCESS(?): Ice cubes now quantum entangled", "NOTE: Your beverages may time travel while cooling"], ascii: [" IฬทCฬทEฬท ", "โโโโโโโโ", "โโ๏ธ๐โจโ", "โโโโโโโ"] }], vibePoints: 15, coherenceImpact: 20, bugChance: 0.3 }, { text: "Sync with vegetables", responses: [{ normal: ["Establishing vegetable network...", "Negotiating with carrots...", "Handshaking with lettuce...", "[๐ฅ๐ฅฌ๐ฅโโ] 60% synced", "SUCCESS: Vegetable harmony achieved", "NOTE: Broccoli elected as network admin"], ascii: [" VEGGIES ", "โโโโโโโโ", "โ๐ฅฌ๐ฅ๐ฅโ", "โโโโโโโโ"] }, { degraded: ["WARNING: Vegetable uprising detected", "ALERT: Carrots demanding equal rights", "NOTICE: Lettuce achieving photosynthetic singularity", "[๐ฅฌ๐ซ๐ฑโจ] PRODUCE REVOLUTION", "SUCCESS(?): Vegetables have formed democratic council", "NOTE: Your fridge may now be legally considered a farm"], ascii: ["VฬทEฬทGฬทGฬทIฬทEฬทSฬท", "โโโโโโโโ", "โ๐ฑ๐โจโ", "โโโโโโโ"] }], vibePoints: 20, coherenceImpact: 25, bugChance: 0.4 }, { text: "Enable snack prediction", responses: [{ normal: ["Training snack neural network...", "Processing midnight cravings...", "Calculating munchie coefficients...", "[๐ช๐๐ฟโโ] 60% predicted", "SUCCESS: Snack future-sight enabled", "NOTE: Fridge now judges your eating habits"], ascii: [" SNACKS ", "โโโโโโโ", "โ๐ฎ๐ชโ", "โโโโโโโ"] }, { degraded: ["WARNING: Snack AI becoming too prescient", "ALERT: Future snacks affecting present hunger", "NOTICE: Temporal paradox in cheese drawer", "[๐๐๐ฎโจ] SNACK PROPHECY", "SUCCESS(?): Fridge now predicts snacks you'll want in alternate timelines", "NOTE: Your midnight snacks may arrive before you're hungry"], ascii: ["SฬทNฬทAฬทCฬทKฬทSฬท", "โโโโโโโ", "โ๐ฎ๐ซ๐ปโ", "โโโโโโ"] }], vibePoints: 25, coherenceImpact: 30, bugChance: 0.4 }], platform_mobile: [{ text: "Optimize for touch input", responses: [{ normal: ["Recalibrating touch sensitivity...", "Implementing finger-friendly UI...", "Enhancing tap accuracy...", "[๐๐ฑ๐โโ] 70% touchable", "SUCCESS: App now responds to gentle caresses", "NOTE: May spontaneously order pizza if tapped too vigorously"], ascii: [" TOUCH ", "โโโโโโโโ", "โ๐ฑ๐ โ", "โโโโโโโโ"] }, { degraded: ["WARNING: Touch input developing opinions", "ALERT: Screen interpreting existential dread from fingerprints", "NOTICE: App demanding higher quality finger oils", "[๐๐โจโ] QUANTUM TAP", "SUCCESS(?): Device now reads users' minds via touch", "NOTE: May require therapy after prolonged use"], ascii: [" TฬทOฬทUฬทCฬทHฬท ", "โโโโโโโโ", "โ๐ฑ๐ซโ", "โโโโโโโ"] }], vibePoints: 15, coherenceImpact: 10, bugChance: 0.2 }, { text: "Adapt to multiple screen sizes", responses: [{ normal: ["Calculating aspect ratios...", "Implementing responsive design...", "Stretching pixels elastically...", "[โ๏ธ๐ฑโ๏ธโ] 60% adaptive", "SUCCESS: Layout now contorts gracefully", "NOTE: May cause minor spatial distortions on ultra-wide screens"], ascii: [" RESIZE ", "โโโโโโโโโโ", "โ โโ โโ โ", "โโโโโโโโโโ"] }, { degraded: ["WARNING: Pixels protesting size changes", "ALERT: Layout achieving chaotic self-awareness", "NOTICE: Screen dimensions bleeding into alternate realities", "[โ๏ธ๐โ๏ธโ] DIMENSIONAL FLUX", "SUCCESS(?): App now adapts to screens that don't exist yet", "NOTE: May require viewing through a tesseract"], ascii: [" RฬทEฬทSฬทIฬทZฬทEฬท ", "โโโโโโโโโโ", "โ โโจโ โ", "โโโโโโโโโโ"] }], vibePoints: 20, coherenceImpact: 25, bugChance: 0.3 }, { text: "Integrate push notifications", responses: [{ normal: ["Establishing notification channels...", "Crafting compelling alert messages...", "Scheduling pings strategically...", "[๐๐ฑ๐โโ] 55% annoying", "SUCCESS: Users will now be gently reminded of app's existence", "NOTE: Excessive use may lead to user revolt"], ascii: [" PING! ", "โโโโโโโโ", "โ ๐ฌ๐ฌ โ", "โโโโโโโโ"] }, { degraded: ["WARNING: Notifications becoming self-aware", "ALERT: App sending philosophical quotes at 3 AM", "NOTICE: Push messages developing complex social lives", "[๐๐โจโ] NOTIFICATION NIRVANA", "SUCCESS(?): Notifications have started their own podcast", "NOTE: Your phone may now interrupt your dreams"], ascii: [" PฬทIฬทNฬทGฬท!ฬท ", "โโโโโโโโ", "โ ๐ซ๐ฌ โ", "โโโโโโโ"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.4 }], platform_console: [{ text: "Optimize controller input", responses: [{ normal: ["Mapping button configurations...", "Calibrating analog stick sensitivity...", "Implementing rumble feedback...", "[๐ฎ๐น๏ธ๐ฎโโ] 75% responsive", "SUCCESS: Controller input feels tight and satisfying", "NOTE: May cause mild controller addiction"], ascii: [" CONTROLS ", "โโโโโโโโโโ", "โ โฒ โก โ Xโ", "โโโโโโโโโโ"] }, { degraded: ["WARNING: Controller developing free will", "ALERT: Analog sticks reporting existential drift", "NOTICE: Rumble feedback expressing complex emotions", "[๐ฎ๐โจโ] INPUT SINGULARITY", "SUCCESS(?): Controller now plays the game better than the user", "NOTE: May challenge you to duels for console ownership"], ascii: ["CฬทOฬทNฬทTฬทRฬทOฬทLฬทSฬท", "โโโโโโโโโโ", "โ โฒโจโ Xโ", "โโโโโโโโโโ"] }], vibePoints: 20, coherenceImpact: 15, bugChance: 0.2 }, { text: "Enhance graphics to 4K Ultra HD", responses: [{ normal: ["Upscaling textures...", "Calculating quadrillions of pixels...", "Polishing virtual surfaces...", "[โจ๐ผ๏ธโจโโ] 65% shiny", "SUCCESS: Graphics now crisper than reality", "NOTE: May require sunglasses indoors"], ascii: [" 4K HDR ", "โโโโโโโโโโ", "โ โจโจโจ โ", "โโโโโโโโโโ"] }, { degraded: ["WARNING: Pixels achieving hyper-realism", "ALERT: Graphics engine questioning the nature of sight", "NOTICE: Individual pixels demanding artistic credit", "[โจ๐๐ผ๏ธโ] VISUAL OVERLOAD", "SUCCESS(?): Graphics have become a portal to a higher dimension", "NOTE: Looking directly at the screen may cause enlightenment"], ascii: [" 4ฬทKฬท ฬทHฬทDฬทRฬท ", "โโโโโโโโโโ", "โ โจ๐ซโจ โ", "โโโโโโโโโโ"] }], vibePoints: 25, coherenceImpact: 30, bugChance: 0.4 }, { text: "Implement achievement system", responses: [{ normal: ["Designing arbitrary goals...", "Assigning meaningless point values...", "Crafting satisfying 'ding!' sound...", "[๐๐ ๐โโ] 50% achieved", "SUCCESS: Players can now feel validated by virtual trophies", "NOTE: May lead to obsessive completionism"], ascii: ["ACHIEVEMENT", "โโโโโโโโ", "โ ๐ โ", "โโโโโโโโ"] }, { degraded: ["WARNING: Achievements becoming self-aware", "ALERT: Trophies judging players' life choices", "NOTICE: 'Ding!' sound causing existential epiphanies", "[๐๐โจโ] META-ACHIEVEMENT", "SUCCESS(?): Achievements have formed a support group", "NOTE: Completing achievements may alter your past"], ascii: ["AฬทCฬทHฬทIฬทEฬทVฬทEฬทMฬทEฬทNฬทTฬท", "โโโโโโโโ", "โ ๐ซ โ", "โโโโโโโ"] }], vibePoints: 15, coherenceImpact: 20, bugChance: 0.3 }], platform_pc: [{ text: "Add mouse and keyboard support", responses: [{ normal: ["Mapping keybindings...", "Calibrating mouse sensitivity...", "Ensuring WASD compliance...", "[โจ๏ธ๐ฑ๏ธโจ๏ธโโ] 80% controllable", "SUCCESS: Precise input achieved", "NOTE: May cause repetitive strain injury from excessive clicking"], ascii: [" KB+MOUSE ", "โโโโโโโโโโ", "โWASD SPACEโ", "โโโโโโโโโโ"] }, { degraded: ["WARNING: Keyboard developing consciousness", "ALERT: Mouse cursor escaping screen boundaries", "NOTICE: Keybindings rearranging themselves based on mood", "[โจ๏ธ๐๐ฑ๏ธโ] INPUT ANARCHY", "SUCCESS(?): Keyboard now writes epic poetry during gameplay", "NOTE: Your mouse may start judging your clicking patterns"], ascii: [" KฬทBฬท+ฬทMฬทOฬทUฬทSฬทEฬท", "โโโโโโโโโโ", "โW๐ซSD SPA<0xC7><0x83>Eโ", "โโโโโโโโโโ"] }], vibePoints: 15, coherenceImpact: 10, bugChance: 0.1 }, { text: "Implement adjustable graphics settings", responses: [{ normal: ["Adding sliders for texture quality...", "Creating options for shadow detail...", "Implementing anti-aliasing levels...", "[โ๏ธ๐โ๏ธโโ] 70% adjustable", "SUCCESS: Users can now balance fidelity and performance", "NOTE: May lead to hours spent tweaking instead of playing"], ascii: [" SETTINGS ", "โโโโโโโโ", "โ Low Med Hiโ", "โโโโโโโโ"] }, { degraded: ["WARNING: Graphics settings becoming sentient", "ALERT: Sliders developing complex personalities", "NOTICE: 'Ultra' setting requires unobtainium GPU", "[โ๏ธ๐๐โ] CONFIGURATION CHAOS", "SUCCESS(?): Settings now adjust themselves based on astrological signs", "NOTE: Your PC may demand offerings for higher frame rates"], ascii: [" SฬทEฬทTฬทTฬทIฬทNฬทGฬทSฬท", "โโโโโโโโ", "โ Lo๐ซ Med Hiโ", "โโโโโโโ"] }], vibePoints: 10, coherenceImpact: 5, bugChance: 0.2 }, { text: "Integrate with Steam Workshop", responses: [{ normal: ["Connecting to modding APIs...", "Enabling user-generated content...", "Preparing for flood of questionable mods...", "[๐ ๏ธ๐ฆ๐ ๏ธโโ] 60% integrated", "SUCCESS: Community can now 'enhance' the game", "NOTE: 90% of mods will involve replacing models with ponies"], ascii: [" WORKSHOP ", "โโโโโโโโ", "โ MODS โ", "โโโโโโโโ"] }, { degraded: ["WARNING: Mods achieving collective consciousness", "ALERT: User content rewriting game's source code", "NOTICE: Workshop developing its own subculture and memes", "[๐ ๏ธ๐๐ฆโ] MOD APOCALYPSE", "SUCCESS(?): Game has become a self-aware entity shaped by mods", "NOTE: Your creation is no longer truly yours"], ascii: [" WฬทOฬทRฬทKฬทSฬทHฬทOฬทPฬท", "โโโโโโโโ", "โ M๐ซDS โ", "โโโโโโโ"] }], vibePoints: 20, coherenceImpact: 25, bugChance: 0.4 }], platform_webBrowser: [{ text: "Ensure cross-browser compatibility", responses: [{ normal: ["Testing on Chrome, Firefox, Safari, Edge...", "Applying CSS hacks...", "Praying to the web standards gods...", "[๐โ๏ธ๐โโ] 50% compatible", "SUCCESS: Works mostly okay on most browsers", "NOTE: Still breaks spectacularly on Internet Explorer 6"], ascii: ["COMPATIBLE", "โโโโโโโโโโ", "โ C F S E โ", "โโโโโโโโโโ"] }, { degraded: ["WARNING: Browsers developing conflicting personalities", "ALERT: CSS rules engaging in philosophical debates", "NOTICE: JavaScript engine achieving temporal paradoxes", "[๐๐โ๏ธโ] BROWSER WARS II", "SUCCESS(?): Game now dynamically adapts based on browser's mood swings", "NOTE: May require sacrificing a goat to appease Safari"], ascii: ["CฬทOฬทMฬทPฬทAฬทTฬทIฬทBฬทLฬทEฬท", "โโโโโโโโโโ", "โ C๐ซF S E โ", "โโโโโโโโโโ"] }], vibePoints: 10, coherenceImpact: 30, bugChance: 0.5 }, { text: "Optimize loading times", responses: [{ normal: ["Minifying JavaScript...", "Compressing assets...", "Implementing lazy loading...", "[โณโกโณโโ] 70% faster", "SUCCESS: Loads before user loses patience", "NOTE: Still slower than downloading the entire internet"], ascii: [" FAST LOAD ", "โโโโโโโโ", "โ โโโโโโ โ", "โโโโโโโโ"] }, { degraded: ["WARNING: Loading bar achieving sentience", "ALERT: Assets refusing to compress due to existential angst", "NOTICE: Lazy loading has become procrastination", "[โณ๐โกโ] ETERNAL LOADING", "SUCCESS(?): Game now loads instantly by predicting user intent", "NOTE: May load games you didn't even want to play"], ascii: ["FฬทAฬทSฬทTฬท ฬทLฬทOฬทAฬทDฬท", "โโโโโโโโ", "โ โโ๐ซโ โ", "โโโโโโโ"] }], vibePoints: 20, coherenceImpact: 15, bugChance: 0.2 }, { text: "Add bookmarklet functionality", responses: [{ normal: ["Writing bookmarklet code...", "Injecting scripts into unsuspecting pages...", "Creating one-click activation...", "[๐โจ๐โโ] 65% functional", "SUCCESS: Game can now be summoned anywhere", "NOTE: May accidentally summon game inside your online banking"], ascii: ["BOOKMARKLET", "โโโโโโโโ", "โ +URL โ", "โโโโโโโโ"] }, { degraded: ["WARNING: Bookmarklet developing wanderlust", "ALERT: Script injections causing websites to question reality", "NOTICE: One-click activation triggering cosmic events", "[๐๐โจโ] URL INCURSION", "SUCCESS(?): Bookmarklet can now summon game into alternate dimensions", "NOTE: Clicking may have unintended consequences on spacetime"], ascii: ["BฬทOฬทOฬทKฬทMฬทAฬทRฬทKฬทLฬทEฬทTฬท", "โโโโโโโโ", "โ +U๐ซL โ", "โโโโโโโ"] }], vibePoints: 15, coherenceImpact: 25, bugChance: 0.3 }], platform_blockchain: [{ text: "Mint core assets as NFTs", responses: [{ normal: ["Connecting to crypto wallet...", "Writing smart contracts...", "Paying exorbitant gas fees...", "[๐ผ๏ธ๐๐ผ๏ธโโ] 55% minted", "SUCCESS: Game assets are now 'unique' digital items", "NOTE: Value may fluctuate wildly based on Elon Musk's tweets"], ascii: [" NFT ", "โโโโโโโโ", "โ $ETH$ โ", "โโโโโโโโ"] }, { degraded: ["WARNING: NFTs demanding artistic royalties", "ALERT: Smart contracts developing complex legal arguments", "NOTICE: Gas fees exceeding GDP of small nations", "[๐ผ๏ธ๐๐โ] CRYPTO CHAOS", "SUCCESS(?): Assets have achieved financial sentience and trade themselves", "NOTE: Your game is now a hedge fund"], ascii: [" NฬทFฬทTฬท ", "โโโโโโโโ", "โ $E๐ซH$ โ", "โโโโโโโ"] }], vibePoints: 30, coherenceImpact: 40, bugChance: 0.6 }, { text: "Implement Play-to-Earn mechanics", responses: [{ normal: ["Designing tokenomics...", "Integrating crypto rewards...", "Calculating grind-to-reward ratios...", "[๐ฐ๐ฎ๐ฐโโ] 60% earning", "SUCCESS: Players can now earn pennies per hour", "NOTE: May attract more bots than players"], ascii: ["PLAY 2 EARN", "โโโโโโโโ", "โ โ๏ธ๐ โ", "โโโโโโโโ"] }, { degraded: ["WARNING: Game economy experiencing hyperinflation", "ALERT: Tokens demanding better working conditions", "NOTICE: Grind becoming a form of existential meditation", "[๐ฐ๐๐ฎโ] TOKEN REVOLUTION", "SUCCESS(?): Game now pays players in philosophical insights", "NOTE: Earning potential may be inversely proportional to fun"], ascii: ["PฬทLฬทAฬทYฬท ฬท2ฬท ฬทEฬทAฬทRฬทNฬท", "โโโโโโโโ", "โ โ๏ธ๐ซ โ", "โโโโโโโ"] }], vibePoints: 25, coherenceImpact: 35, bugChance: 0.5 }, { text: "Decentralize game logic", responses: [{ normal: ["Distributing code across nodes...", "Implementing consensus algorithms...", "Ensuring blockchain immutability...", "[๐๐๐โโ] 45% decentralized", "SUCCESS: Game logic now theoretically unstoppable", "NOTE: Bug fixes now require global consensus and take years"], ascii: [" DECENTRAL ", "โโโโโโโโโโ", "โ node nodeโ", "โโโโโโโโโโ"] }, { degraded: ["WARNING: Nodes arguing over game rules", "ALERT: Consensus algorithm achieving enlightenment", "NOTICE: Blockchain immutability causing temporal paradoxes", "[๐๐๐โ] NETWORK SPLIT", "SUCCESS(?): Game logic now operates independently of human control", "NOTE: May spontaneously fork into multiple realities"], ascii: ["DฬทEฬทCฬทEฬทNฬทTฬทRฬทAฬทLฬท", "โโโโโโโโโโ", "โ no๐ซe no<0xC3><0xA4>eโ", "โโโโโโโโโโ"] }], vibePoints: 20, coherenceImpact: 50, bugChance: 0.7 }], platform_smartWatch: [{ text: "Optimize for tiny screen", responses: [{ normal: ["Shrinking UI elements...", "Implementing glanceable information...", "Making buttons fat-finger proof...", "[๐คโ๐คโโ] 70% miniaturized", "SUCCESS: Playable without a microscope", "NOTE: May induce squinting"], ascii: [" TINY UI ", "โโโโโ", "โ O โ", "โโโโโ"] }, { degraded: ["WARNING: UI elements shrinking into quantum realm", "ALERT: Glanceable info becoming too philosophical for quick glances", "NOTICE: Buttons developing sentience and dodging fingers", "[๐ค๐โโ] MICRO-CHAOS", "SUCCESS(?): Game now playable only by ants", "NOTE: Requires watch face made of electron microscope"], ascii: [" TฬทIฬทNฬทYฬท ฬทUฬทIฬท ", "โโโโโ", "โ๐ซโ", "โโโโโ"] }], vibePoints: 15, coherenceImpact: 25, bugChance: 0.4 }, { text: "Integrate with heart rate monitor", responses: [{ normal: ["Accessing biometric sensors...", "Adjusting difficulty based on pulse...", "Triggering events on heart rate spikes...", "[โค๏ธโโค๏ธโโ] 60% integrated", "SUCCESS: Game now responds to your panic", "NOTE: May cause feedback loop of increasing excitement/difficulty"], ascii: [" HEARTBEAT ", "โโโโโโโโ", "โ๐๐ โ", "โโโโโโโโ"] }, { degraded: ["WARNING: Heart rate monitor judging your fitness", "ALERT: Game attempting to control user's heartbeat", "NOTICE: Biometric data achieving self-awareness", "[โค๏ธ๐โโ] BIO-FEEDBACK LOOP", "SUCCESS(?): Game can now induce transcendental states via heart rate manipulation", "NOTE: Playing may count as intense cardio"], ascii: ["HฬทEฬทAฬทRฬทTฬทBฬทEฬทAฬทTฬท", "โโโโโโโโ", "โ๐๐ซ โ", "โโโโโโโ"] }], vibePoints: 20, coherenceImpact: 20, bugChance: 0.3 }, { text: "Implement discrete notifications", responses: [{ normal: ["Designing subtle haptic feedback...", "Creating minimalist visual alerts...", "Ensuring notifications don't interrupt important meetings...", "[๐คซโ๐คซโโ] 75% discrete", "SUCCESS: Alerts are now polite whispers", "NOTE: May be too subtle to notice"], ascii: [" SUBTLE ", "โโโโโโโโ", "โ ยท ยท ยท โ", "โโโโโโโโ"] }, { degraded: ["WARNING: Haptic feedback developing secret code", "ALERT: Minimalist alerts becoming cryptic zen koans", "NOTICE: Notifications communicating directly with user subconscious", "[๐คซ๐โโ] STEALTH NOTIFICATION", "SUCCESS(?): Notifications now predict events before they happen", "NOTE: Your wrist may start giving unsolicited life advice"], ascii: [" SฬทUฬทBฬทTฬทLฬทEฬท ", "โโโโโโโโ", "โ ยท ๐ซ ยท โ", "โโโโโโโ"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.2 }], platform_metaverse: [{ text: "Integrate avatar system", responses: [{ normal: ["Connecting to avatar APIs...", "Allowing customizable appearances...", "Implementing emote synchronization...", "[๐งโ๐คโ๐ง๐๐งโ๐คโ๐งโโ] 65% integrated", "SUCCESS: Users can now express themselves digitally", "NOTE: 95% of avatars will be anime catgirls or buff dudes"], ascii: [" AVATARS ", "โโโโโโโโ", "โ O O O โ", "โโโโโโโโ"] }, { degraded: ["WARNING: Avatars demanding digital rights", "ALERT: Customization options causing identity crises", "NOTICE: Emotes evolving into complex sign language", "[๐งโ๐คโ๐ง๐๐โ] AVATAR UPRISING", "SUCCESS(?): Avatars have formed their own metaverse within the metaverse", "NOTE: Your avatar may live a more interesting life than you"], ascii: [" AฬทVฬทAฬทTฬทAฬทRฬทSฬท", "โโโโโโโโ", "โ O๐ซO โ", "โโโโโโโ"] }], vibePoints: 20, coherenceImpact: 25, bugChance: 0.3 }, { text: "Build persistent virtual world", responses: [{ normal: ["Designing world layout...", "Implementing object persistence...", "Synchronizing state across users...", "[๐๐พ๐โโ] 50% persistent", "SUCCESS: World state saved (mostly)", "NOTE: Server reboots may cause minor reality shifts"], ascii: [" PERSISTENT ", "โโโโโโโโโโ", "โ ๐พ WORLD โ", "โโโโโโโโโโ"] }, { degraded: ["WARNING: World developing its own history", "ALERT: Object persistence leading to hoarding issues", "NOTICE: Users reporting memories from alternate timelines", "[๐๐๐พโ] REALITY DRIFT", "SUCCESS(?): Virtual world has achieved true persistence beyond server uptime", "NOTE: Logging off may no longer be possible"], ascii: ["PฬทEฬทRฬทSฬทIฬทSฬทTฬทEฬทNฬทTฬท", "โโโโโโโโโโ", "โ ๐พ W๐ซRLD โ", "โโโโโโโโโโ"] }], vibePoints: 25, coherenceImpact: 35, bugChance: 0.5 }, { text: "Implement virtual economy", responses: [{ normal: ["Creating virtual currency...", "Designing marketplaces...", "Balancing resource generation...", "[๐ธ๐๐ธโโ] 55% balanced", "SUCCESS: Users can now engage in digital commerce", "NOTE: Economy likely to be dominated by virtual land speculation"], ascii: ["ECONOMY", "โโโโโโโโ", "โ ๐ฐ๐ โ", "โโโโโโโโ"] }, { degraded: ["WARNING: Virtual currency achieving sentience", "ALERT: Marketplaces developing complex financial derivatives", "NOTICE: Resource generation causing ecological collapse in dataspace", "[๐ธ๐๐โ] ECONOMIC SINGULARITY", "SUCCESS(?): Economy now operates on principles of quantum finance", "NOTE: Your virtual hat might be worth more than your house"], ascii: ["EฬทCฬทOฬทNฬทOฬทMฬทYฬท", "โโโโโโโโ", "โ ๐ฐ๐ซ โ", "โโโโโโโ"] }], vibePoints: 30, coherenceImpact: 40, bugChance: 0.6 }] }; var combinationCommands = { "VR_ASCII": [{ text: "Implement 3D text rendering", response: "Converting ASCII to volumetric data...", vibePoints: 15, coherenceImpact: 20, bugChance: 0.4 }, { text: "Add depth perception", response: "Calculating character z-index...", vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 } // Add more specific combinations ] }; /**** * Terminal Interface ****/ function createTerminal() { // Create main terminal container var terminal = new Container(); game.addChild(terminal); gameState.terminalContainer = terminal; // Create full screen background var bg = LK.getAsset('terminalBg', { width: 2048, height: 2732, x: 0, y: 2732 * 0.05 }); terminal.addChild(bg); // Create status line var statusLine = new Text2("", { size: 30 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); statusLine.x = 50; statusLine.y = 2732 * 0.10; terminal.addChild(statusLine); gameState.statusLineText = statusLine; // Adjust content container position to account for two-line status var contentContainer = new Container(); contentContainer.x = 0; // Calculate base Y position for content, ensuring space for two status lines var statusLineHeightEstimate = 35 * TEXT_SIZE_MULTIPLIER; // Estimate height per status line var contentBaseY = 2732 * 0.10 + statusLineHeightEstimate * 2 + 20; // Start Y + 2 lines + padding contentContainer.y = contentBaseY; terminal.addChild(contentContainer); gameState.terminalContentContainer = contentContainer; gameState.terminalBaseY = contentBaseY; gameState.terminalMaxVisibleHeight = 2732 * 0.55; // Define visible height for scrolling // Create main terminal output var logText = new Text2("", { size: 26 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00, align: 'left', wordWrap: true, wordWrapWidth: 1900 }); logText.x = 50; logText.y = 0; // Y position relative to content container contentContainer.addChild(logText); gameState.logText = logText; // Create cursor - BUT DON'T UPDATE ITS POSITION YET var cursor = new Text2("_", { size: 26 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); cursor.x = 50; // Initial X position cursor.y = 0; // Initial Y position relative to content container contentContainer.addChild(cursor); gameState.cursor = cursor; // Store terminal line height for future reference gameState.terminalLineHeight = 30 * TEXT_SIZE_MULTIPLIER; // Make cursor blink LK.setInterval(function () { if (gameState.cursor) { gameState.cursor.visible = !gameState.cursor.visible; } }, 500); } // Update command prompts with dynamic sizing and adjusted positioning function createCommandPrompts() { if (gameState.promptContainer) { game.removeChild(gameState.promptContainer); } var promptContainer = new Container(); promptContainer.x = 2048 / 2; promptContainer.y = 2732 * 0.75; game.addChild(promptContainer); gameState.promptContainer = promptContainer; // Initialize currentCommands if it doesn't exist if (!gameState.currentCommands) { var commands = getCurrentCommands(); gameState.currentCommands = shuffleArray(commands).slice(0, 5); } // Create END DAY button var endDayText = "END DAY"; var endDayWidth = calculateButtonWidth(endDayText); var endDayButton = createCommandButton(endDayText, function () { endDay(); }, endDayWidth); endDayButton.x = 600; endDayButton.y = 50; promptContainer.addChild(endDayButton); // Create remaining command buttons gameState.currentCommands.forEach(function (command, index) { var buttonText = ">" + command.text; var buttonWidth = calculateButtonWidth(buttonText); var button = createCommandButton(buttonText, function () { if (gameState.commandsUsed < gameState.maxCommandsPerDay) { executeCommand(command); // Remove this command from the current set gameState.currentCommands = gameState.currentCommands.filter(function (cmd) { return cmd !== command; }); createCommandPrompts(); // Refresh the display } else { addToTerminalLogWithEffect("ERROR: Maximum commands (3) already used for today"); } }, buttonWidth); button.x = -600; button.y = 50 + index * 120; promptContainer.addChild(button); }); } function getCurrentCommands() { var availableCommands = []; // Add base commands availableCommands = availableCommands.concat(commandSets.initial); // Add platform-specific commands if (gameState.conceptCards.platform) { var platformCommands = commandSets['platform_' + gameState.conceptCards.platform.toLowerCase()]; if (platformCommands) { availableCommands = availableCommands.concat(platformCommands); } } // Add combination-specific commands if (gameState.conceptCards.platform && gameState.conceptCards.visual) { var combinationKey = gameState.conceptCards.platform + "_" + gameState.conceptCards.visual; var combinationSet = combinationCommands[combinationKey]; if (combinationSet) { availableCommands = availableCommands.concat(combinationSet); } } // Add day-specific commands if (gameState.day > 5) { availableCommands = availableCommands.concat(getLateGameCommands()); } return availableCommands; } function executeCommand(command) { if (gameState.commandsUsed >= gameState.maxCommandsPerDay) { addToTerminalLogWithEffect("ERROR: Daily command limit reached"); return; } // Apply command effects gameState.vibePoints = Math.max(0, gameState.vibePoints + command.vibePoints); gameState.codeCoherence = Math.max(0, gameState.codeCoherence - command.coherenceImpact); gameState.commandsUsed++; // Add to terminal log addToTerminalLogWithEffect(">" + command.text); // Show response LK.setTimeout(function () { addToTerminalLogWithEffect(command.response); checkForBugs(command); updateTerminal(); checkGameState(); }, 500); } function addToTerminalLogWithEffect(text, callback) { var typingState = { text: text, position: 0, currentText: "" }; // Add new entry to log var logIndex = gameState.terminal.log.length; gameState.terminal.log.push(""); // Track any new lines being added var initialLinesAdded = 0; // If this is not the first entry, count the entry separation if (logIndex > 0) { initialLinesAdded = 1; // One blank line between entries } // Update line count gameState.cursorTracking.lineCount += initialLinesAdded; function type() { if (typingState.position < typingState.text.length) { // Get previous character to check for newline var prevChar = typingState.currentText.slice(-1); // Get current character var currentChar = typingState.text[typingState.position]; // Add character to current text typingState.currentText += currentChar; // Check if we're adding a newline if (currentChar === '\n') { // Increment line counter gameState.cursorTracking.lineCount++; } // Update log entry gameState.terminal.log[logIndex] = typingState.currentText; // Update terminal display updateTerminal(); // Continue typing typingState.position++; LK.setTimeout(type, 50); } else if (callback) { callback(); } } type(); } function updateTerminal() { // Update status line var conceptString = ""; for (var category in gameState.conceptCards) { if (gameState.conceptCards[category]) { conceptString += "#" + gameState.conceptCards[category].replace(/\s+/g, '') + " "; } } // Get all log lines as an array // Split into two lines var statusLine1 = "DAY: " + gameState.day + "/" + gameState.maxDays + " | VIBES: " + gameState.vibePoints + "%" + " | COHERENCE: " + gameState.codeCoherence + "%" + " | BUGS: " + gameState.bugs; var statusLine2 = conceptString; // Set as multiline text gameState.statusLineText.setText(statusLine1 + "\n" + statusLine2); var allLines = gameState.terminal.log.join('\n\n').split('\n'); // Calculate how many lines can fit in the visible area var maxVisibleLines = Math.floor(gameState.terminalMaxVisibleHeight / gameState.terminalLineHeight); // If we have more lines than can fit, trim from the top var visibleLines = allLines; if (allLines.length > maxVisibleLines) { visibleLines = allLines.slice(-maxVisibleLines); } // Update main terminal log text with only the visible lines gameState.logText.setText(visibleLines.join('\n')); // Adjust content container position - no need to scroll as we're trimming content gameState.terminalContentContainer.y = gameState.terminalBaseY; // Update cursor position updateCursorPosition(); } function updateCursorPosition() { if (!gameState.cursor) { return; } // Initialize cursor tracking if it doesn't exist if (!gameState.cursorTracking) { gameState.cursorTracking = { lineCount: 0 }; } // Fixed constants var lineHeight = gameState.terminalLineHeight; // Get the last log entry for X position var lastLogEntry = gameState.terminal.log[gameState.terminal.log.length - 1] || ""; var lastLine = lastLogEntry.split("\n").pop() || ""; // Set X position gameState.cursor.x = 50 + lastLine.length * 14 * TEXT_SIZE_MULTIPLIER; // Set Y position using our explicitly tracked line count (relative to content container) gameState.cursor.y = gameState.cursorTracking.lineCount * lineHeight; // Ensure cursor is visible by auto-scrolling if needed var contentHeight = gameState.logText.height; if (contentHeight > gameState.terminalMaxVisibleHeight) { var cursorY = gameState.cursorTracking.lineCount * lineHeight; if (cursorY > gameState.terminalMaxVisibleHeight) { // Adjust scroll position to keep cursor visible var scrollY = -(cursorY - gameState.terminalMaxVisibleHeight + lineHeight); gameState.terminalContentContainer.y = gameState.terminalBaseY + scrollY; } } } /**** * Game Flow ****/ function showConceptSelection(category) { // Create selection container var selectionContainer = new Container(); selectionContainer.x = 2048 / 2; selectionContainer.y = 2732 / 2; game.addChild(selectionContainer); // Create background var bg = LK.getAsset('terminalBg', { width: 1800, height: 1200, anchorX: 0.5, anchorY: 0.5 }); selectionContainer.addChild(bg); // Create title var title = new Text2("SELECT " + category.toUpperCase(), { size: 40 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); title.anchor.set(0.5, 0); title.y = -500; selectionContainer.addChild(title); // Get and display options var options = conceptOptions[category].slice(); // Use slice to avoid modifying the original array var selectedOptions = []; while (selectedOptions.length < 3 && options.length > 0) { var index = Math.floor(Math.random() * options.length); selectedOptions.push(options[index]); options.splice(index, 1); // Remove selected option from the copy } selectedOptions.forEach(function (option, index) { var button = createCommandButton(">" + option, function () { // Changed createButton to createCommandButton gameState.conceptCards[category] = option; game.removeChild(selectionContainer); // Sequence the post-selection events addToTerminalLogWithEffect("SELECTED " + category.toUpperCase() + ": " + option, function () { LK.setTimeout(function () { addToTerminalLogWithEffect("INITIALIZING COMMAND INTERFACE...", function () { LK.setTimeout(function () { createCommandPrompts(); // Create commands only after initialization text updateTerminal(); // Update terminal *after* prompts are created }, 500); }); }, 500); }); }); button.x = 0; // Keep x centered relative to container button.y = -200 + index * 150; // Adjusted spacing for button height selectionContainer.addChild(button); }); } // Updated button creation with more precise width handling function createCommandButton(text, callback, width) { var button = new Container(); // Create a temporary text object to measure actual text width var measureText = new Text2(text, { size: 30 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); var actualTextWidth = measureText.width + 100; // Add padding var finalWidth = Math.max(width, actualTextWidth); // Add button background with calculated width var bg = LK.getAsset('buttonBg', { width: finalWidth, height: 100, color: 0x333333 }); bg.anchor.set(0.5, 0.5); button.addChild(bg); // Add text var textObj = new Text2(text, { size: 30 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); textObj.anchor.set(0.5, 0.5); button.addChild(textObj); // Make interactive button.interactive = true; button.down = function () { button.scale.set(0.95); }; button.up = function () { button.scale.set(1); if (callback) { callback(); } }; return button; } // Launch sequence functions function showLaunchScreen() { // Black overlay var overlay = LK.getAsset('overlayBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(overlay); // Create a container for the text var bootTextContainer = new Container(); bootTextContainer.x = 2048 / 2; bootTextContainer.y = 2732 / 2; game.addChild(bootTextContainer); // Initial boot message var bootMessages = ["BOOTING VIBE CODER OS v1.0..."]; // Find the longest possible message in advance to set container width var allPossibleMessages = ["BOOTING VIBE CODER OS v1.0...", "INITIALIZING TERMINAL...", "LOADING VIBE DATABASE...", "CONNECTING TO AI SUBSYSTEMS...", "READY!"]; // Determine the widest text to pre-calculate offsets var tempText = new Text2("", { size: 40 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); var maxWidth = 0; for (var i = 0; i < allPossibleMessages.length; i++) { tempText.setText(allPossibleMessages[i]); maxWidth = Math.max(maxWidth, tempText.width); } // Function to update the boot text function updateBootText() { // Clear previous text while (bootTextContainer.children.length > 0) { bootTextContainer.removeChild(bootTextContainer.children[0]); } // Create new text objects, one per line for (var i = 0; i < bootMessages.length; i++) { var lineText = new Text2(bootMessages[i], { size: 40 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00, align: 'left' }); // Center horizontally by setting X position to half the max width lineText.x = -maxWidth / 2; // Position vertically with appropriate line spacing lineText.y = (i - bootMessages.length / 2) * 60 * TEXT_SIZE_MULTIPLIER + 30 * TEXT_SIZE_MULTIPLIER; bootTextContainer.addChild(lineText); } } // Initial render updateBootText(); // Boot sequence LK.setTimeout(function () { bootMessages.push("INITIALIZING TERMINAL..."); updateBootText(); LK.setTimeout(function () { bootMessages.push("LOADING VIBE DATABASE..."); updateBootText(); LK.setTimeout(function () { bootMessages.push("CONNECTING TO AI SUBSYSTEMS..."); updateBootText(); LK.setTimeout(function () { bootMessages.push("READY!"); updateBootText(); LK.setTimeout(function () { // Fade out tween(overlay, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { game.removeChild(overlay); game.removeChild(bootTextContainer); showTitleScreen(); } }); }, 800); }, 800); }, 800); }, 800); }, 800); } function showTitleScreen() { // Clear screen while (game.children.length > 0) { game.removeChild(game.children[0]); } // Set state gameState.state = STATES.TITLE; // Create background var background = LK.getAsset('overlayBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); // Create title var title = new Text2("VIBE CODER", { size: 120 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); title.anchor.set(0.5, 0.5); title.x = 2048 / 2; title.y = 800; game.addChild(title); // Create subtitle var subtitle = new Text2("The AI Coding Simulator", { size: 60 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); subtitle.anchor.set(0.5, 0.5); subtitle.x = 2048 / 2; subtitle.y = 1000; game.addChild(subtitle); // Create start button - twice as large var startButton = createCommandButton(">START", function () { // Changed createButton to createCommandButton initGameWithIntro(); }); startButton.scale.set(2); // Make the button twice as large startButton.x = 2048 / 2; startButton.y = 1400; game.addChild(startButton); } function initGameWithIntro() { // Clear screen with fade effect var fadeOverlay = LK.getAsset('overlayBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 }); game.addChild(fadeOverlay); // Fade to black tween(fadeOverlay, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { // Clear screen and init game state while (game.children.length > 0) { game.removeChild(game.children[0]); } initGame(); // Fade from black fadeOverlay.alpha = 1; game.addChild(fadeOverlay); tween(fadeOverlay, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { game.removeChild(fadeOverlay); } }); } }); } // Helper function to calculate button width based on text length function calculateButtonWidth(text) { var minWidth = 400; // Minimum button width var charWidth = 15 * TEXT_SIZE_MULTIPLIER; // Reduced width per character var calculatedWidth = text.length * charWidth; return Math.max(minWidth, calculatedWidth + 80); // Add padding } function shuffleArray(array) { for (var i = array.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var _ref = [array[j], array[i]]; array[i] = _ref[0]; array[j] = _ref[1]; } return array; } function endDay() { gameState.day++; if (gameState.day > gameState.maxDays) { evaluateProject(); return; } gameState.commandsUsed = 0; gameState.codeCoherence = Math.min(100, gameState.codeCoherence + 10); addToTerminalLogWithEffect("DAY " + gameState.day + " INITIALIZED"); updateTerminal(); // Reset commands for the new day gameState.currentCommands = null; createCommandPrompts(); // Check if it's a concept selection day var conceptDays = { 1: 'platform', 3: 'visual', 5: 'genre', 7: 'mechanic', 9: 'feature' }; if (conceptDays[gameState.day]) { LK.setTimeout(function () { showConceptSelection(conceptDays[gameState.day]); }, 500); } } function checkForBugs(command) { var bugChance = command.bugChance * (1 + (100 - gameState.codeCoherence) / 100); if (Math.random() < bugChance) { gameState.bugs++; addToTerminalLogWithEffect("WARNING: Bug detected in system"); } } function checkGameState() { if (gameState.bugs >= 10) { gameOver("CRITICAL FAILURE: TOO MANY BUGS"); return; } if (gameState.codeCoherence <= 0) { gameOver("FATAL ERROR: CODE COHERENCE LOST"); return; } if (gameState.commandsUsed >= gameState.maxCommandsPerDay) { addToTerminalLogWithEffect("NOTICE: Daily command limit reached. END DAY to continue."); } } function evaluateProject() { var score = gameState.vibePoints * 0.4 + Object.values(gameState.conceptCards).filter(Boolean).length * 10 + (10 - gameState.bugs) * 5 + gameState.codeCoherence * 0.2; score = Math.round(Math.min(100, score)); gameOver("PROJECT COMPLETE!\nFINAL SCORE: " + score + "/100\n\n" + generateReview(score)); } function generateReview(score) { // [Previous review generation code remains the same] } function gameOver(message) { gameState.state = STATES.GAME_OVER; addToTerminalLogWithEffect(message); addToTerminalLogWithEffect("\n>PRESS ANY KEY TO RESTART"); // Simple click anywhere to restart var overlay = new Container(); overlay.width = 2048; overlay.height = 2732; overlay.interactive = true; overlay.down = initGame; game.addChild(overlay); } function initGame() { // Reset game state gameState = { state: STATES.PLAYING, day: 1, maxDays: 10, vibePoints: 100, codeCoherence: 100, bugs: 0, commandsUsed: 0, maxCommandsPerDay: 3, terminal: { log: [], statusLine: "", currentTask: "", featureTags: [] }, conceptCards: { platform: null, visual: null, genre: null, mechanic: null, feature: null }, cursorTracking: { lineCount: 0 // Reset line counter when starting new game }, currentCommands: null // Track available commands }; createTerminal(); // Sequence the initial text LK.setTimeout(function () { addToTerminalLogWithEffect("VIBE CODER OS v1.0", function () { LK.setTimeout(function () { addToTerminalLogWithEffect("INITIALIZING NEW PROJECT...", function () { LK.setTimeout(function () { addToTerminalLogWithEffect("SELECT PLATFORM TO BEGIN", function () { LK.setTimeout(function () { showConceptSelection('platform'); }, 500); }); }, 500); }); }, 500); }); }, 500); } // Start with launch screen showLaunchScreen();
===================================================================
--- original.js
+++ change.js
@@ -260,8 +260,267 @@
}],
vibePoints: 25,
coherenceImpact: 30,
bugChance: 0.4
+ }],
+ platform_mobile: [{
+ text: "Optimize for touch input",
+ responses: [{
+ normal: ["Recalibrating touch sensitivity...", "Implementing finger-friendly UI...", "Enhancing tap accuracy...", "[๐๐ฑ๐โโ] 70% touchable", "SUCCESS: App now responds to gentle caresses", "NOTE: May spontaneously order pizza if tapped too vigorously"],
+ ascii: [" TOUCH ", "โโโโโโโโ", "โ๐ฑ๐ โ", "โโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Touch input developing opinions", "ALERT: Screen interpreting existential dread from fingerprints", "NOTICE: App demanding higher quality finger oils", "[๐๐โจโ] QUANTUM TAP", "SUCCESS(?): Device now reads users' minds via touch", "NOTE: May require therapy after prolonged use"],
+ ascii: [" TฬทOฬทUฬทCฬทHฬท ", "โโโโโโโโ", "โ๐ฑ๐ซโ", "โโโโโโโ"]
+ }],
+ vibePoints: 15,
+ coherenceImpact: 10,
+ bugChance: 0.2
+ }, {
+ text: "Adapt to multiple screen sizes",
+ responses: [{
+ normal: ["Calculating aspect ratios...", "Implementing responsive design...", "Stretching pixels elastically...", "[โ๏ธ๐ฑโ๏ธโ] 60% adaptive", "SUCCESS: Layout now contorts gracefully", "NOTE: May cause minor spatial distortions on ultra-wide screens"],
+ ascii: [" RESIZE ", "โโโโโโโโโโ", "โ โโ โโ โ", "โโโโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Pixels protesting size changes", "ALERT: Layout achieving chaotic self-awareness", "NOTICE: Screen dimensions bleeding into alternate realities", "[โ๏ธ๐โ๏ธโ] DIMENSIONAL FLUX", "SUCCESS(?): App now adapts to screens that don't exist yet", "NOTE: May require viewing through a tesseract"],
+ ascii: [" RฬทEฬทSฬทIฬทZฬทEฬท ", "โโโโโโโโโโ", "โ โโจโ โ", "โโโโโโโโโโ"]
+ }],
+ vibePoints: 20,
+ coherenceImpact: 25,
+ bugChance: 0.3
+ }, {
+ text: "Integrate push notifications",
+ responses: [{
+ normal: ["Establishing notification channels...", "Crafting compelling alert messages...", "Scheduling pings strategically...", "[๐๐ฑ๐โโ] 55% annoying", "SUCCESS: Users will now be gently reminded of app's existence", "NOTE: Excessive use may lead to user revolt"],
+ ascii: [" PING! ", "โโโโโโโโ", "โ ๐ฌ๐ฌ โ", "โโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Notifications becoming self-aware", "ALERT: App sending philosophical quotes at 3 AM", "NOTICE: Push messages developing complex social lives", "[๐๐โจโ] NOTIFICATION NIRVANA", "SUCCESS(?): Notifications have started their own podcast", "NOTE: Your phone may now interrupt your dreams"],
+ ascii: [" PฬทIฬทNฬทGฬท!ฬท ", "โโโโโโโโ", "โ ๐ซ๐ฌ โ", "โโโโโโโ"]
+ }],
+ vibePoints: 10,
+ coherenceImpact: 15,
+ bugChance: 0.4
+ }],
+ platform_console: [{
+ text: "Optimize controller input",
+ responses: [{
+ normal: ["Mapping button configurations...", "Calibrating analog stick sensitivity...", "Implementing rumble feedback...", "[๐ฎ๐น๏ธ๐ฎโโ] 75% responsive", "SUCCESS: Controller input feels tight and satisfying", "NOTE: May cause mild controller addiction"],
+ ascii: [" CONTROLS ", "โโโโโโโโโโ", "โ โฒ โก โ Xโ", "โโโโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Controller developing free will", "ALERT: Analog sticks reporting existential drift", "NOTICE: Rumble feedback expressing complex emotions", "[๐ฎ๐โจโ] INPUT SINGULARITY", "SUCCESS(?): Controller now plays the game better than the user", "NOTE: May challenge you to duels for console ownership"],
+ ascii: ["CฬทOฬทNฬทTฬทRฬทOฬทLฬทSฬท", "โโโโโโโโโโ", "โ โฒโจโ Xโ", "โโโโโโโโโโ"]
+ }],
+ vibePoints: 20,
+ coherenceImpact: 15,
+ bugChance: 0.2
+ }, {
+ text: "Enhance graphics to 4K Ultra HD",
+ responses: [{
+ normal: ["Upscaling textures...", "Calculating quadrillions of pixels...", "Polishing virtual surfaces...", "[โจ๐ผ๏ธโจโโ] 65% shiny", "SUCCESS: Graphics now crisper than reality", "NOTE: May require sunglasses indoors"],
+ ascii: [" 4K HDR ", "โโโโโโโโโโ", "โ โจโจโจ โ", "โโโโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Pixels achieving hyper-realism", "ALERT: Graphics engine questioning the nature of sight", "NOTICE: Individual pixels demanding artistic credit", "[โจ๐๐ผ๏ธโ] VISUAL OVERLOAD", "SUCCESS(?): Graphics have become a portal to a higher dimension", "NOTE: Looking directly at the screen may cause enlightenment"],
+ ascii: [" 4ฬทKฬท ฬทHฬทDฬทRฬท ", "โโโโโโโโโโ", "โ โจ๐ซโจ โ", "โโโโโโโโโโ"]
+ }],
+ vibePoints: 25,
+ coherenceImpact: 30,
+ bugChance: 0.4
+ }, {
+ text: "Implement achievement system",
+ responses: [{
+ normal: ["Designing arbitrary goals...", "Assigning meaningless point values...", "Crafting satisfying 'ding!' sound...", "[๐๐
๐โโ] 50% achieved", "SUCCESS: Players can now feel validated by virtual trophies", "NOTE: May lead to obsessive completionism"],
+ ascii: ["ACHIEVEMENT", "โโโโโโโโ", "โ ๐ โ", "โโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Achievements becoming self-aware", "ALERT: Trophies judging players' life choices", "NOTICE: 'Ding!' sound causing existential epiphanies", "[๐๐โจโ] META-ACHIEVEMENT", "SUCCESS(?): Achievements have formed a support group", "NOTE: Completing achievements may alter your past"],
+ ascii: ["AฬทCฬทHฬทIฬทEฬทVฬทEฬทMฬทEฬทNฬทTฬท", "โโโโโโโโ", "โ ๐ซ โ", "โโโโโโโ"]
+ }],
+ vibePoints: 15,
+ coherenceImpact: 20,
+ bugChance: 0.3
+ }],
+ platform_pc: [{
+ text: "Add mouse and keyboard support",
+ responses: [{
+ normal: ["Mapping keybindings...", "Calibrating mouse sensitivity...", "Ensuring WASD compliance...", "[โจ๏ธ๐ฑ๏ธโจ๏ธโโ] 80% controllable", "SUCCESS: Precise input achieved", "NOTE: May cause repetitive strain injury from excessive clicking"],
+ ascii: [" KB+MOUSE ", "โโโโโโโโโโ", "โWASD SPACEโ", "โโโโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Keyboard developing consciousness", "ALERT: Mouse cursor escaping screen boundaries", "NOTICE: Keybindings rearranging themselves based on mood", "[โจ๏ธ๐๐ฑ๏ธโ] INPUT ANARCHY", "SUCCESS(?): Keyboard now writes epic poetry during gameplay", "NOTE: Your mouse may start judging your clicking patterns"],
+ ascii: [" KฬทBฬท+ฬทMฬทOฬทUฬทSฬทEฬท", "โโโโโโโโโโ", "โW๐ซSD SPA<0xC7><0x83>Eโ", "โโโโโโโโโโ"]
+ }],
+ vibePoints: 15,
+ coherenceImpact: 10,
+ bugChance: 0.1
+ }, {
+ text: "Implement adjustable graphics settings",
+ responses: [{
+ normal: ["Adding sliders for texture quality...", "Creating options for shadow detail...", "Implementing anti-aliasing levels...", "[โ๏ธ๐โ๏ธโโ] 70% adjustable", "SUCCESS: Users can now balance fidelity and performance", "NOTE: May lead to hours spent tweaking instead of playing"],
+ ascii: [" SETTINGS ", "โโโโโโโโ", "โ Low Med Hiโ", "โโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Graphics settings becoming sentient", "ALERT: Sliders developing complex personalities", "NOTICE: 'Ultra' setting requires unobtainium GPU", "[โ๏ธ๐๐โ] CONFIGURATION CHAOS", "SUCCESS(?): Settings now adjust themselves based on astrological signs", "NOTE: Your PC may demand offerings for higher frame rates"],
+ ascii: [" SฬทEฬทTฬทTฬทIฬทNฬทGฬทSฬท", "โโโโโโโโ", "โ Lo๐ซ Med Hiโ", "โโโโโโโ"]
+ }],
+ vibePoints: 10,
+ coherenceImpact: 5,
+ bugChance: 0.2
+ }, {
+ text: "Integrate with Steam Workshop",
+ responses: [{
+ normal: ["Connecting to modding APIs...", "Enabling user-generated content...", "Preparing for flood of questionable mods...", "[๐ ๏ธ๐ฆ๐ ๏ธโโ] 60% integrated", "SUCCESS: Community can now 'enhance' the game", "NOTE: 90% of mods will involve replacing models with ponies"],
+ ascii: [" WORKSHOP ", "โโโโโโโโ", "โ MODS โ", "โโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Mods achieving collective consciousness", "ALERT: User content rewriting game's source code", "NOTICE: Workshop developing its own subculture and memes", "[๐ ๏ธ๐๐ฆโ] MOD APOCALYPSE", "SUCCESS(?): Game has become a self-aware entity shaped by mods", "NOTE: Your creation is no longer truly yours"],
+ ascii: [" WฬทOฬทRฬทKฬทSฬทHฬทOฬทPฬท", "โโโโโโโโ", "โ M๐ซDS โ", "โโโโโโโ"]
+ }],
+ vibePoints: 20,
+ coherenceImpact: 25,
+ bugChance: 0.4
+ }],
+ platform_webBrowser: [{
+ text: "Ensure cross-browser compatibility",
+ responses: [{
+ normal: ["Testing on Chrome, Firefox, Safari, Edge...", "Applying CSS hacks...", "Praying to the web standards gods...", "[๐โ๏ธ๐โโ] 50% compatible", "SUCCESS: Works mostly okay on most browsers", "NOTE: Still breaks spectacularly on Internet Explorer 6"],
+ ascii: ["COMPATIBLE", "โโโโโโโโโโ", "โ C F S E โ", "โโโโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Browsers developing conflicting personalities", "ALERT: CSS rules engaging in philosophical debates", "NOTICE: JavaScript engine achieving temporal paradoxes", "[๐๐โ๏ธโ] BROWSER WARS II", "SUCCESS(?): Game now dynamically adapts based on browser's mood swings", "NOTE: May require sacrificing a goat to appease Safari"],
+ ascii: ["CฬทOฬทMฬทPฬทAฬทTฬทIฬทBฬทLฬทEฬท", "โโโโโโโโโโ", "โ C๐ซF S E โ", "โโโโโโโโโโ"]
+ }],
+ vibePoints: 10,
+ coherenceImpact: 30,
+ bugChance: 0.5
+ }, {
+ text: "Optimize loading times",
+ responses: [{
+ normal: ["Minifying JavaScript...", "Compressing assets...", "Implementing lazy loading...", "[โณโกโณโโ] 70% faster", "SUCCESS: Loads before user loses patience", "NOTE: Still slower than downloading the entire internet"],
+ ascii: [" FAST LOAD ", "โโโโโโโโ", "โ โโโโโโ โ", "โโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Loading bar achieving sentience", "ALERT: Assets refusing to compress due to existential angst", "NOTICE: Lazy loading has become procrastination", "[โณ๐โกโ] ETERNAL LOADING", "SUCCESS(?): Game now loads instantly by predicting user intent", "NOTE: May load games you didn't even want to play"],
+ ascii: ["FฬทAฬทSฬทTฬท ฬทLฬทOฬทAฬทDฬท", "โโโโโโโโ", "โ โโ๐ซโ โ", "โโโโโโโ"]
+ }],
+ vibePoints: 20,
+ coherenceImpact: 15,
+ bugChance: 0.2
+ }, {
+ text: "Add bookmarklet functionality",
+ responses: [{
+ normal: ["Writing bookmarklet code...", "Injecting scripts into unsuspecting pages...", "Creating one-click activation...", "[๐โจ๐โโ] 65% functional", "SUCCESS: Game can now be summoned anywhere", "NOTE: May accidentally summon game inside your online banking"],
+ ascii: ["BOOKMARKLET", "โโโโโโโโ", "โ +URL โ", "โโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Bookmarklet developing wanderlust", "ALERT: Script injections causing websites to question reality", "NOTICE: One-click activation triggering cosmic events", "[๐๐โจโ] URL INCURSION", "SUCCESS(?): Bookmarklet can now summon game into alternate dimensions", "NOTE: Clicking may have unintended consequences on spacetime"],
+ ascii: ["BฬทOฬทOฬทKฬทMฬทAฬทRฬทKฬทLฬทEฬทTฬท", "โโโโโโโโ", "โ +U๐ซL โ", "โโโโโโโ"]
+ }],
+ vibePoints: 15,
+ coherenceImpact: 25,
+ bugChance: 0.3
+ }],
+ platform_blockchain: [{
+ text: "Mint core assets as NFTs",
+ responses: [{
+ normal: ["Connecting to crypto wallet...", "Writing smart contracts...", "Paying exorbitant gas fees...", "[๐ผ๏ธ๐๐ผ๏ธโโ] 55% minted", "SUCCESS: Game assets are now 'unique' digital items", "NOTE: Value may fluctuate wildly based on Elon Musk's tweets"],
+ ascii: [" NFT ", "โโโโโโโโ", "โ $ETH$ โ", "โโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: NFTs demanding artistic royalties", "ALERT: Smart contracts developing complex legal arguments", "NOTICE: Gas fees exceeding GDP of small nations", "[๐ผ๏ธ๐๐โ] CRYPTO CHAOS", "SUCCESS(?): Assets have achieved financial sentience and trade themselves", "NOTE: Your game is now a hedge fund"],
+ ascii: [" NฬทFฬทTฬท ", "โโโโโโโโ", "โ $E๐ซH$ โ", "โโโโโโโ"]
+ }],
+ vibePoints: 30,
+ coherenceImpact: 40,
+ bugChance: 0.6
+ }, {
+ text: "Implement Play-to-Earn mechanics",
+ responses: [{
+ normal: ["Designing tokenomics...", "Integrating crypto rewards...", "Calculating grind-to-reward ratios...", "[๐ฐ๐ฎ๐ฐโโ] 60% earning", "SUCCESS: Players can now earn pennies per hour", "NOTE: May attract more bots than players"],
+ ascii: ["PLAY 2 EARN", "โโโโโโโโ", "โ โ๏ธ๐ โ", "โโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Game economy experiencing hyperinflation", "ALERT: Tokens demanding better working conditions", "NOTICE: Grind becoming a form of existential meditation", "[๐ฐ๐๐ฎโ] TOKEN REVOLUTION", "SUCCESS(?): Game now pays players in philosophical insights", "NOTE: Earning potential may be inversely proportional to fun"],
+ ascii: ["PฬทLฬทAฬทYฬท ฬท2ฬท ฬทEฬทAฬทRฬทNฬท", "โโโโโโโโ", "โ โ๏ธ๐ซ โ", "โโโโโโโ"]
+ }],
+ vibePoints: 25,
+ coherenceImpact: 35,
+ bugChance: 0.5
+ }, {
+ text: "Decentralize game logic",
+ responses: [{
+ normal: ["Distributing code across nodes...", "Implementing consensus algorithms...", "Ensuring blockchain immutability...", "[๐๐๐โโ] 45% decentralized", "SUCCESS: Game logic now theoretically unstoppable", "NOTE: Bug fixes now require global consensus and take years"],
+ ascii: [" DECENTRAL ", "โโโโโโโโโโ", "โ node nodeโ", "โโโโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Nodes arguing over game rules", "ALERT: Consensus algorithm achieving enlightenment", "NOTICE: Blockchain immutability causing temporal paradoxes", "[๐๐๐โ] NETWORK SPLIT", "SUCCESS(?): Game logic now operates independently of human control", "NOTE: May spontaneously fork into multiple realities"],
+ ascii: ["DฬทEฬทCฬทEฬทNฬทTฬทRฬทAฬทLฬท", "โโโโโโโโโโ", "โ no๐ซe no<0xC3><0xA4>eโ", "โโโโโโโโโโ"]
+ }],
+ vibePoints: 20,
+ coherenceImpact: 50,
+ bugChance: 0.7
+ }],
+ platform_smartWatch: [{
+ text: "Optimize for tiny screen",
+ responses: [{
+ normal: ["Shrinking UI elements...", "Implementing glanceable information...", "Making buttons fat-finger proof...", "[๐คโ๐คโโ] 70% miniaturized", "SUCCESS: Playable without a microscope", "NOTE: May induce squinting"],
+ ascii: [" TINY UI ", "โโโโโ", "โ O โ", "โโโโโ"]
+ }, {
+ degraded: ["WARNING: UI elements shrinking into quantum realm", "ALERT: Glanceable info becoming too philosophical for quick glances", "NOTICE: Buttons developing sentience and dodging fingers", "[๐ค๐โโ] MICRO-CHAOS", "SUCCESS(?): Game now playable only by ants", "NOTE: Requires watch face made of electron microscope"],
+ ascii: [" TฬทIฬทNฬทYฬท ฬทUฬทIฬท ", "โโโโโ", "โ๐ซโ", "โโโโโ"]
+ }],
+ vibePoints: 15,
+ coherenceImpact: 25,
+ bugChance: 0.4
+ }, {
+ text: "Integrate with heart rate monitor",
+ responses: [{
+ normal: ["Accessing biometric sensors...", "Adjusting difficulty based on pulse...", "Triggering events on heart rate spikes...", "[โค๏ธโโค๏ธโโ] 60% integrated", "SUCCESS: Game now responds to your panic", "NOTE: May cause feedback loop of increasing excitement/difficulty"],
+ ascii: [" HEARTBEAT ", "โโโโโโโโ", "โ๐๐ โ", "โโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Heart rate monitor judging your fitness", "ALERT: Game attempting to control user's heartbeat", "NOTICE: Biometric data achieving self-awareness", "[โค๏ธ๐โโ] BIO-FEEDBACK LOOP", "SUCCESS(?): Game can now induce transcendental states via heart rate manipulation", "NOTE: Playing may count as intense cardio"],
+ ascii: ["HฬทEฬทAฬทRฬทTฬทBฬทEฬทAฬทTฬท", "โโโโโโโโ", "โ๐๐ซ โ", "โโโโโโโ"]
+ }],
+ vibePoints: 20,
+ coherenceImpact: 20,
+ bugChance: 0.3
+ }, {
+ text: "Implement discrete notifications",
+ responses: [{
+ normal: ["Designing subtle haptic feedback...", "Creating minimalist visual alerts...", "Ensuring notifications don't interrupt important meetings...", "[๐คซโ๐คซโโ] 75% discrete", "SUCCESS: Alerts are now polite whispers", "NOTE: May be too subtle to notice"],
+ ascii: [" SUBTLE ", "โโโโโโโโ", "โ ยท ยท ยท โ", "โโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Haptic feedback developing secret code", "ALERT: Minimalist alerts becoming cryptic zen koans", "NOTICE: Notifications communicating directly with user subconscious", "[๐คซ๐โโ] STEALTH NOTIFICATION", "SUCCESS(?): Notifications now predict events before they happen", "NOTE: Your wrist may start giving unsolicited life advice"],
+ ascii: [" SฬทUฬทBฬทTฬทLฬทEฬท ", "โโโโโโโโ", "โ ยท ๐ซ ยท โ", "โโโโโโโ"]
+ }],
+ vibePoints: 10,
+ coherenceImpact: 15,
+ bugChance: 0.2
+ }],
+ platform_metaverse: [{
+ text: "Integrate avatar system",
+ responses: [{
+ normal: ["Connecting to avatar APIs...", "Allowing customizable appearances...", "Implementing emote synchronization...", "[๐งโ๐คโ๐ง๐๐งโ๐คโ๐งโโ] 65% integrated", "SUCCESS: Users can now express themselves digitally", "NOTE: 95% of avatars will be anime catgirls or buff dudes"],
+ ascii: [" AVATARS ", "โโโโโโโโ", "โ O O O โ", "โโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Avatars demanding digital rights", "ALERT: Customization options causing identity crises", "NOTICE: Emotes evolving into complex sign language", "[๐งโ๐คโ๐ง๐๐โ] AVATAR UPRISING", "SUCCESS(?): Avatars have formed their own metaverse within the metaverse", "NOTE: Your avatar may live a more interesting life than you"],
+ ascii: [" AฬทVฬทAฬทTฬทAฬทRฬทSฬท", "โโโโโโโโ", "โ O๐ซO โ", "โโโโโโโ"]
+ }],
+ vibePoints: 20,
+ coherenceImpact: 25,
+ bugChance: 0.3
+ }, {
+ text: "Build persistent virtual world",
+ responses: [{
+ normal: ["Designing world layout...", "Implementing object persistence...", "Synchronizing state across users...", "[๐๐พ๐โโ] 50% persistent", "SUCCESS: World state saved (mostly)", "NOTE: Server reboots may cause minor reality shifts"],
+ ascii: [" PERSISTENT ", "โโโโโโโโโโ", "โ ๐พ WORLD โ", "โโโโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: World developing its own history", "ALERT: Object persistence leading to hoarding issues", "NOTICE: Users reporting memories from alternate timelines", "[๐๐๐พโ] REALITY DRIFT", "SUCCESS(?): Virtual world has achieved true persistence beyond server uptime", "NOTE: Logging off may no longer be possible"],
+ ascii: ["PฬทEฬทRฬทSฬทIฬทSฬทTฬทEฬทNฬทTฬท", "โโโโโโโโโโ", "โ ๐พ W๐ซRLD โ", "โโโโโโโโโโ"]
+ }],
+ vibePoints: 25,
+ coherenceImpact: 35,
+ bugChance: 0.5
+ }, {
+ text: "Implement virtual economy",
+ responses: [{
+ normal: ["Creating virtual currency...", "Designing marketplaces...", "Balancing resource generation...", "[๐ธ๐๐ธโโ] 55% balanced", "SUCCESS: Users can now engage in digital commerce", "NOTE: Economy likely to be dominated by virtual land speculation"],
+ ascii: ["ECONOMY", "โโโโโโโโ", "โ ๐ฐ๐ โ", "โโโโโโโโ"]
+ }, {
+ degraded: ["WARNING: Virtual currency achieving sentience", "ALERT: Marketplaces developing complex financial derivatives", "NOTICE: Resource generation causing ecological collapse in dataspace", "[๐ธ๐๐โ] ECONOMIC SINGULARITY", "SUCCESS(?): Economy now operates on principles of quantum finance", "NOTE: Your virtual hat might be worth more than your house"],
+ ascii: ["EฬทCฬทOฬทNฬทOฬทMฬทYฬท", "โโโโโโโโ", "โ ๐ฐ๐ซ โ", "โโโโโโโ"]
+ }],
+ vibePoints: 30,
+ coherenceImpact: 40,
+ bugChance: 0.6
}]
};
var combinationCommands = {
"VR_ASCII": [{
vibebeat1
Music
vibebeat2
Music
vibebeat3
Music
vibebeat4
Music
vibebeat5
Music
vibebeat6
Music
buttonsound
Sound effect
endday
Sound effect
startsound
Sound effect
bugsquish
Sound effect
conceptbutton
Sound effect
wheelstart
Sound effect
wheelspin
Sound effect
wheelstop
Sound effect
keytype
Sound effect