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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Shy Guy Simulator - Complete Edition</title>
<style>
body {
font-family: Arial, sans-serif;
max-width: 1200px;
margin: 20px auto;
padding: 20px;
background-color: #1a1a1a;
color: #fff;
}
.game-layout {
display: grid;
grid-template-columns: 2fr 3fr;
gap: 20px;
}
#game-container {
background-color: #2a2a2a;
padding: 20px;
border-radius: 8px;
box-shadow: 0 0 10px rgba(0, 0, 0, 0.5);
}
.chat-container {
height: 300px;
overflow-y: auto;
margin: 20px 0;
padding: 10px;
background-color: #333;
border-radius: 4px;
}
.message {
margin: 10px 0;
padding: 10px;
border-radius: 4px;
word-wrap: break-word;
}
.wingman {
background-color: #2c5282;
margin-right: 20%;
}
.shyguy {
background-color: #4a5568;
margin-left: 20%;
}
.error {
background-color: #c53030;
text-align: center;
}
.grid-container {
display: grid;
grid-template-columns: repeat(10, 1fr);
gap: 2px;
background-color: #1a1a1a;
padding: 10px;
margin: 20px 0;
border-radius: 4px;
aspect-ratio: 1;
}
.grid-cell {
aspect-ratio: 1;
background-color: #2d3748;
border-radius: 2px;
display: flex;
align-items: center;
justify-content: center;
position: relative;
cursor: pointer;
}
#player {
background-color: #4299e1;
width: 80%;
height: 80%;
border-radius: 50%;
position: absolute;
transition: all 0.3s ease;
}
.bar { background-color: #744210 !important; }
.dj { background-color: #2c5282 !important; }
.girl { background-color: #d53f8c !important; }
.sister { background-color: #805ad5 !important; }
.obstacle { background-color: #4a5568 !important; }
.legend {
display: flex;
gap: 10px;
margin-top: 10px;
flex-wrap: wrap;
}
.legend-item {
display: flex;
align-items: center;
gap: 5px;
}
.legend-color {
width: 20px;
height: 20px;
border-radius: 4px;
}
#input-container {
display: flex;
gap: 10px;
margin-top: 20px;
}
#user-input {
flex-grow: 1;
padding: 10px;
border: none;
border-radius: 4px;
background-color: #4a4a4a;
color: white;
}
button {
padding: 10px 20px;
background-color: #4299e1;
color: white;
border: none;
border-radius: 4px;
cursor: pointer;
}
button:hover {
background-color: #3182ce;
}
#stats {
margin-top: 20px;
padding: 10px;
background-color: #333;
border-radius: 4px;
display: flex;
justify-content: space-between;
flex-wrap: wrap;
gap: 10px;
}
.movement-controls {
display: grid;
grid-template-columns: repeat(3, 1fr);
gap: 5px;
max-width: 200px;
margin: 20px auto;
}
.drunk-effect {
animation: wobble 1s infinite;
}
@keyframes wobble {
0% { transform: translate(0, 0) rotate(0deg); }
15% { transform: translate(-5%, 0) rotate(-5deg); }
30% { transform: translate(5%, 0) rotate(5deg); }
45% { transform: translate(-5%, 0) rotate(-3deg); }
60% { transform: translate(5%, 0) rotate(3deg); }
75% { transform: translate(-5%, 0) rotate(-1deg); }
100% { transform: translate(0, 0) rotate(0deg); }
}
#api-key-container {
margin-bottom: 20px;
}
.tooltip {
position: absolute;
background: rgba(0, 0, 0, 0.8);
padding: 5px;
border-radius: 4px;
font-size: 12px;
pointer-events: none;
z-index: 100;
display: none;
}
.win-screen {
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
background: rgba(0, 0, 0, 0.9);
padding: 20px;
border-radius: 10px;
text-align: center;
z-index: 1000;
}
</style>
</head>
<body>
<div id="game-container">
<h1>Shy Guy Simulator - Complete Edition</h1>
<div id="api-key-container">
<input type="password" id="api-key" placeholder="Enter your Mistral API key" style="width: 100%; padding: 10px; margin-bottom: 10px;">
<button onclick="initializeGame()" id="start-button">Start Game</button>
</div>
<div id="game-content" style="display: none;">
<div id="stats">
<span>Confidence: <span id="confidence">0</span>%</span>
<span>Anxiety: <span id="anxiety">100</span>%</span>
<span>Drinks: <span id="drinks">0</span></span>
<span>Time: <span id="time">8:00 PM</span></span>
</div>
<div class="game-layout">
<div class="chat-side">
<div class="chat-container" id="chat-container"></div>
<div id="input-container">
<input type="text" id="user-input" placeholder="Type your encouragement as wingman...">
<button onclick="handleUserInput()">Send</button>
</div>
</div>
<div class="game-side">
<div class="grid-container" id="party-grid"></div>
<div class="legend">
<div class="legend-item">
<div class="legend-color" style="background-color: #4299e1;"></div>
<span>You</span>
</div>
<div class="legend-item">
<div class="legend-color" style="background-color: #744210;"></div>
<span>Bar</span>
</div>
<div class="legend-item">
<div class="legend-color" style="background-color: #2c5282;"></div>
<span>DJ</span>
</div>
<div class="legend-item">
<div class="legend-color" style="background-color: #d53f8c;"></div>
<span>Girl</span>
</div>
<div class="legend-item">
<div class="legend-color" style="background-color: #805ad5;"></div>
<span>Sister</span>
</div>
</div>
<div class="movement-controls">
<button onclick="move(0, -1)">↑</button>
<button onclick="move(-1, 0)">←</button>
<button onclick="move(1, 0)">→</button>
<button onclick="move(0, 1)">↓</button>
</div>
</div>
</div>
</div>
</div>
<div class="tooltip" id="tooltip"></div>
<script>
class ShyGuySimulator {
constructor(apiKey) {
this.apiKey = apiKey;
this.state = {
confidence: 0,
anxiety: 100,
drinks: 0,
time: new Date(2024, 0, 1, 20, 0),
playerPos: { x: 0, y: 9 },
moveSpeed: 1,
isProcessing: false,
hasSpokenToGirl: false,
lastEmotion: 'anxious',
locations: {
bar: [{ x: 8, y: 1 }, { x: 9, y: 1 }],
dj: [{ x: 4, y: 0 }, { x: 5, y: 0 }],
girl: [{ x: 9, y: 8 }],
sister: [{ x: 2, y: 5 }],
obstacles: [
{ x: 3, y: 3 }, { x: 4, y: 3 },
{ x: 6, y: 6 }, { x: 7, y: 6 }
]
}
};
this.context = [{
role: 'system',
content: `You are roleplaying as a shy guy at a party, providing both dialogue and movement decisions.
The party is on a 10x10 grid. You start at (0,9), and the girl you like is at (9,8).
ALWAYS structure your responses in this exact format:
{
"dialogue": "Your spoken response here",
"movement": {
"x": number (-1, 0, or 1 for movement),
"y": number (-1, 0, or 1 for movement)
},
"emotion": "anxious|nervous|slightly_confident|confident"
}
Rules:
1. When drinks > 2, be more likely to move toward the girl
2. When confidence < 30, prefer to move away or stay still
3. Keep dialogue natural and brief (1-2 sentences)
4. Movement should reflect emotional state
5. Account for obstacles at: [(3,3), (4,3), (6,6), (7,6)]
6. Consider locations of: bar(8,1 & 9,1), DJ(4,0 & 5,0), sister(2,5)
Current state: Confidence: ${this.state.confidence}%, Anxiety: ${this.state.anxiety}%`
}];
this.initialize();
this.initializeGrid();
this.startAutonomousMovement();
}
initialize() {
this.addMessage("Hey! I'll be your wingman tonight. I see that girl you like over there - let's help you talk to her!", 'wingman');
this.addMessage("I... I don't know about this. Maybe I should just go home...", 'shyguy');
this.updateStats();
}
startAutonomousMovement() {
this.movementInterval = setInterval(async () => {
if (!this.state.isProcessing && !this.state.hasSpokenToGirl) {
await this.getNextMove();
}
}, 5000);
}
stopAutonomousMovement() {
if (this.movementInterval) {
clearInterval(this.movementInterval);
}
}
async getNextMove() {
try {
const response = await this.callMistralAPI();
let parsedResponse;
try {
parsedResponse = JSON.parse(response);
} catch (e) {
const jsonMatch = response.match(/\{[\s\S]*\}/);
if (jsonMatch) {
parsedResponse = JSON.parse(jsonMatch[0]);
} else {
throw new Error('Could not parse LLM response');
}
}
this.state.lastEmotion = parsedResponse.emotion;
this.addMessage(parsedResponse.dialogue, 'shyguy');
if (parsedResponse.movement) {
await this.movePlayer(
parsedResponse.movement.x,
parsedResponse.movement.y
);
}
} catch (error) {
console.error('Error getting next move:', error);
}
}
initializeGrid() {
const grid = document.getElementById('party-grid');
grid.innerHTML = '';
for (let y = 0; y < 10; y++) {
for (let x = 0; x < 10; x++) {
const cell = document.createElement('div');
cell.className = 'grid-cell';
cell.dataset.x = x;
cell.dataset.y = y;
if (this.isLocation(x, y, 'bar')) {
cell.classList.add('bar');
cell.dataset.tooltip = "Bar - Get liquid courage";
}
if (this.isLocation(x, y, 'dj')) {
cell.classList.add('dj');
cell.dataset.tooltip = "DJ - Vibe to the music";
}
if (this.isLocation(x, y, 'girl')) {
cell.classList.add('girl');
cell.dataset.tooltip = "The girl you like";
}
if (this.isLocation(x, y, 'sister')) {
cell.classList.add('sister');
cell.dataset.tooltip = "Your sister - Get some encouragement";
}
if (this.isLocation(x, y, 'obstacles')) {
cell.classList.add('obstacle');
cell.dataset.tooltip = "Can't walk here";
}
if (x === this.state.playerPos.x && y === this.state.playerPos.y) {
const player = document.createElement('div');
player.id = 'player';
if (this.state.drinks >= 3) player.classList.add('drunk-effect');
cell.appendChild(player);
}
cell.addEventListener('mouseover', this.showTooltip);
cell.addEventListener('mouseout', this.hideTooltip);
grid.appendChild(cell);
}
}
}
showTooltip(e) {
const tooltip = document.getElementById('tooltip');
const tooltipText = e.target.dataset.tooltip;
if (tooltipText) {
tooltip.textContent = tooltipText;
tooltip.style.display = 'block';
tooltip.style.left = e.pageX + 10 + 'px';
tooltip.style.top = e.pageY + 10 + 'px';
}
}
hideTooltip() {
const tooltip = document.getElementById('tooltip');
tooltip.style.display = 'none';
}
isLocation(x, y, type) {
return this.state.locations[type].some(pos => pos.x === x && pos.y === y);
}
async movePlayer(dx, dy) {
if (this.state.isProcessing) return;
let newX = this.state.playerPos.x + dx * this.state.moveSpeed;
let newY = this.state.playerPos.y + dy * this.state.moveSpeed;
// Check boundaries
newX = Math.max(0, Math.min(9, newX));
newY = Math.max(0, Math.min(9, newY));
// Check obstacles
if (this.isLocation(newX, newY, 'obstacles')) return;
// Random stumble when drunk
if (this.state.drinks >= 3) {
const stumbleChance = (this.state.drinks - 2) * 0.1;
if (Math.random() < stumbleChance) {
const randomDir = Math.random() < 0.5 ? 1 : -1;
if (Math.random() < 0.5) {
newX += randomDir;
} else {
newY += randomDir;
}
newX = Math.max(0, Math.min(9, newX));
newY = Math.max(0, Math.min(9, newY));
}
}
// Update position
this.state.playerPos = { x: newX, y: newY };
// Check for interactions
if (this.isLocation(newX, newY, 'bar')) {
this.state.drinks++;
this.state.confidence = Math.min(100, this.state.confidence + 15);
this.state.anxiety = Math.max(0, this.state.anxiety - 10);
this.state.moveSpeed = Math.min(2, 1 + this.state.drinks * 0.2);
await this.handleInput("*Takes another drink from the bar*");
// Add extra stumbling when too drunk
if (this.state.drinks > 5) {
await this.handleInput("*Starting to feel really dizzy...*");
this.state.confidence = Math.max(0, this.state.confidence - 5);
}
}
if (this.isLocation(newX, newY, 'sister')) {
this.state.confidence = Math.min(100, this.state.confidence + 20);
this.state.anxiety = Math.max(0, this.state.anxiety - 15);
await this.handleInput("*Talks to sister for encouragement*");
}
if (this.isLocation(newX, newY, 'dj')) {
this.state.confidence = Math.min(100, this.state.confidence + 10);
this.state.anxiety = Math.max(0, this.state.anxiety - 5);
await this.handleInput("*Vibing to the music near the DJ*");
}
if (this.isLocation(newX, newY, 'girl')) {
if (this.state.confidence >= 70 && this.state.anxiety <= 50) {
await this.handleInput("*Finally gathered the courage to talk to her!*");
this.gameWon();
} else {
await this.handleInput("*Gets too nervous and quickly walks away*");
this.state.playerPos = {
x: Math.max(0, newX - 2),
y: Math.max(0, newY - 2)
};
this.state.anxiety += 15;
this.state.confidence = Math.max(0, this.state.confidence - 10);
}
}
// Advance time
this.state.time = new Date(this.state.time.getTime() + 2 * 60000); // 2 minutes per move
this.updateStats();
this.initializeGrid();
}
async handleInput(userInput) {
if (this.state.isProcessing) return;
this.state.isProcessing = true;
try {
if (!userInput.trim()) throw new Error("Please enter some text");
this.addMessage(userInput, 'wingman');
this.addLoadingMessage();
const currentState = `Current state: Confidence: ${this.state.confidence}%, Anxiety: ${this.state.anxiety}%, Drinks: ${this.state.drinks}, Location: ${this.getLocationDescription()}`;
this.context.push({
role: 'user',
content: `${userInput}\n\n${currentState}`
});
const response = await this.callMistralAPI();
this.removeLoadingMessage();
this.addMessage(response, 'shyguy');
this.context.push({
role: 'assistant',
content: response
});
// Keep context manageable
if (this.context.length > 10) {
this.context = [
this.context[0],
...this.context.slice(-4)
];
}
} catch (error) {
this.removeLoadingMessage();
this.addMessage(`Error: ${error.message}`, 'error');
console.error('Error:', error);
} finally {
this.state.isProcessing = false;
}
}
getLocationDescription() {
const { x, y } = this.state.playerPos;
if (this.isLocation(x, y, 'bar')) return 'at the bar';
if (this.isLocation(x, y, 'dj')) return 'near the DJ';
if (this.isLocation(x, y, 'sister')) return 'with sister';
if (this.isLocation(x, y, 'girl')) return 'near the girl';
return 'in the room';
}
async callMistralAPI() {
try {
const response = await fetch('https://api.mistral.ai/v1/chat/completions', {
method: 'POST',
headers: {
'Content-Type': 'application/json',
'Authorization': `Bearer ${this.apiKey}`
},
body: JSON.stringify({
model: 'mistral-large-latest',
messages: this.context,
max_tokens: 150,
temperature: 0.7
})
});
if (!response.ok) {
const error = await response.json();
throw new Error(error.error?.message || 'API request failed');
}
const data = await response.json();
return data.choices[0].message.content;
} catch (error) {
if (error.message.includes('API key')) {
throw new Error('Invalid API key. Please check your API key and try again.');
}
throw new Error('Failed to get response from AI. Please try again.');
}
}
gameWon() {
this.addMessage("Congratulations! You successfully talked to her, and she seems interested! The party wasn't so scary after all.", 'wingman');
this.state.hasSpokenToGirl = true;
const winScreen = document.createElement('div');
winScreen.className = 'win-screen';
winScreen.innerHTML = `
<h2>You did it!</h2>
<p>Final Stats:</p>
<p>Confidence: ${this.state.confidence}%</p>
<p>Anxiety: ${this.state.anxiety}%</p>
<p>Drinks: ${this.state.drinks}</p>
<p>Time taken: ${this.getTimeDifference()}</p>
<button onclick="location.reload()">Play Again</button>
`;
document.body.appendChild(winScreen);
}
getTimeDifference() {
const startTime = new Date(2024, 0, 1, 20, 0);
const timeDiff = this.state.time - startTime;
const minutes = Math.floor(timeDiff / 60000);
return `${minutes} minutes`;
}
addMessage(text, type) {
const chat = document.getElementById('chat-container');
const messageDiv = document.createElement('div');
messageDiv.className = `message ${type}`;
messageDiv.textContent = text;
chat.appendChild(messageDiv);
chat.scrollTop = chat.scrollHeight;
}
addLoadingMessage() {
const chat = document.getElementById('chat-container');
const loadingDiv = document.createElement('div');
loadingDiv.className = 'message shyguy typing';
loadingDiv.id = 'loading-message';
loadingDiv.textContent = 'Thinking...';
chat.appendChild(loadingDiv);
chat.scrollTop = chat.scrollHeight;
}
removeLoadingMessage() {
const loadingMessage = document.getElementById('loading-message');
if (loadingMessage) {
loadingMessage.remove();
}
}
updateStats() {
document.getElementById('confidence').textContent = this.state.confidence;
document.getElementById('anxiety').textContent = this.state.anxiety;
document.getElementById('drinks').textContent = this.state.drinks;
document.getElementById('time').textContent =
this.state.time.toLocaleTimeString('en-US', { hour: 'numeric', minute: '2-digit' });
}
}
let game;
function initializeGame() {
const apiKey = document.getElementById('api-key').value.trim();
if (!apiKey) {
alert('Please enter your Mistral API key');
return;
}
document.getElementById('api-key-container').style.display = 'none';
document.getElementById('game-content').style.display = 'block';
game = new ShyGuySimulator(apiKey);
}
async function handleUserInput() {
if (!game) return;
const input = document.getElementById('user-input');
const text = input.value.trim();
if (text) {
await game.handleInput(text);
input.value = '';
}
}
async function move(dx, dy) {
if (game) {
await game.movePlayer(dx, dy);
}
}
// Keyboard controls
document.addEventListener('keydown', async (e) => {
if (!game) return;
switch(e.key) {
case 'ArrowUp':
await move(0, -1);
break;
case 'ArrowDown':
await move(0, 1);
break;
case 'ArrowLeft':
await move(-1, 0);
break;
case 'ArrowRight':
await move(1, 0);
break;
}
});
// Enter key for input
document.getElementById('user-input')?.addEventListener('keypress', function(e) {
if (e.key === 'Enter') {
handleUserInput();
}
});
</script>
</body>
</html> |