Part 1 final build: Los Santos RP written on camera by the agent

rp_core (sessions, scrypt auth, self-written MySQL-wire driver rp_db),
county-records NUI: residency-file auth, identity-record character
intake, survey-grid spawn, procedural night-city loading screen.
Secrets replaced with .example files.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-08-06 19:27:48 +00:00
co-authored by Claude Fable 5
parent cb0649016c
commit 80c1d75d2f
41 changed files with 6801 additions and 0 deletions
@@ -0,0 +1,302 @@
/* ---------------------------------------------------------------------------
Loading screen.
Layout: the city runs full bleed; the record sits in a rail on the left,
held there by a gradient scrim rather than a panel, so the two never feel
like separate windows.
--------------------------------------------------------------------------- */
#sky, .grain, .scrim, .vignette {
position: fixed;
inset: 0;
pointer-events: none;
}
#sky { width: 100%; height: 100%; display: block; }
.scrim {
background: linear-gradient(
90deg,
rgba(8, 9, 11, 0.97) 0%,
rgba(8, 9, 11, 0.93) 34%,
rgba(8, 9, 11, 0.72) 58%,
rgba(8, 9, 11, 0.15) 82%,
rgba(8, 9, 11, 0) 100%
);
}
.vignette {
background: radial-gradient(120% 90% at 62% 45%, transparent 40%, rgba(0, 0, 0, 0.55) 100%);
}
/* film grain, drawn once as an SVG turbulence tile */
.grain {
opacity: 0.16;
mix-blend-mode: overlay;
background-image: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' width='140' height='140'%3E%3Cfilter id='n'%3E%3CfeTurbulence type='fractalNoise' baseFrequency='0.85' numOctaves='3'/%3E%3C/filter%3E%3Crect width='140' height='140' filter='url(%23n)'/%3E%3C/svg%3E");
animation: grainshift 640ms steps(2) infinite;
}
@keyframes grainshift {
0% { transform: translate(0, 0); }
50% { transform: translate(-3px, 2px); }
100% { transform: translate(2px, -2px); }
}
/* --- rail ---------------------------------------------------------------- */
.rail {
position: relative;
z-index: 2;
width: var(--rail);
height: 100%;
padding: var(--gut-y) var(--gut-x);
display: grid;
grid-template-rows: auto 1fr auto auto;
gap: clamp(20px, 2.4vh, 34px);
}
/* staged entrance; each element declares its own delay */
.reveal {
opacity: 0;
transform: translateY(10px);
animation: rise 900ms var(--ease-out) forwards;
animation-delay: var(--d, 0ms);
}
@keyframes rise {
to { opacity: 1; transform: none; }
}
/* --- file header --------------------------------------------------------- */
.file {
border-top: 1px solid var(--sodium-line);
padding-top: 14px;
}
.file .serial {
margin-top: 7px;
color: var(--paper-dim);
}
.file .serial span { color: var(--sodium); }
/* --- wordmark ------------------------------------------------------------ */
.brand { align-self: end; }
.wordmark {
font-size: clamp(46px, 5.2vw, 82px);
font-weight: 800;
line-height: 0.86;
letter-spacing: 0.3em;
text-indent: 0.3em; /* keeps the wide tracking optically centred */
opacity: 0;
animation: settle 1500ms var(--ease-out) 180ms forwards;
}
/* the name tightens into place, like a stamp being pressed */
@keyframes settle {
0% { opacity: 0; letter-spacing: 0.3em; text-indent: 0.3em; filter: blur(6px); }
60% { opacity: 1; }
100% { opacity: 1; letter-spacing: -0.028em; text-indent: 0; filter: blur(0); }
}
.tagrow {
display: flex;
align-items: center;
gap: 14px;
margin-top: 16px;
}
.tagline {
font-family: 'Plex Mono', monospace;
font-size: 12px;
font-weight: 500;
letter-spacing: 0.42em;
color: var(--sodium);
text-transform: uppercase;
}
.dash {
flex: 1;
height: 1px;
background: linear-gradient(90deg, var(--sodium-line), transparent);
}
/* --- notices ------------------------------------------------------------- */
.notices { align-self: center; }
.notice-head {
display: flex;
justify-content: space-between;
align-items: baseline;
padding-bottom: 10px;
border-bottom: 1px solid var(--line);
}
.notice-index { color: var(--muted); }
.notice { padding-top: 18px; min-height: 132px; }
.notice-title {
font-size: 21px;
font-weight: 600;
letter-spacing: -0.015em;
margin-bottom: 8px;
}
.notice-body {
font-size: 14.5px;
color: var(--paper-dim);
max-width: 40ch;
}
.notice.swap .notice-title,
.notice.swap .notice-body { animation: none; }
.notice-title, .notice-body {
animation: noticein 620ms var(--ease-out) both;
}
.notice-body { animation-delay: 70ms; }
@keyframes noticein {
from { opacity: 0; transform: translateY(7px); }
to { opacity: 1; transform: none; }
}
/* --- progress ------------------------------------------------------------ */
.load { align-self: end; }
.loadhead {
display: flex;
justify-content: space-between;
align-items: flex-end;
margin-bottom: 11px;
gap: 16px;
}
.step {
color: var(--paper-dim);
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
}
.pct {
font-family: 'Plex Mono', monospace;
font-weight: 500;
font-size: 28px;
line-height: 1;
color: var(--paper);
font-variant-numeric: tabular-nums;
}
.pct i {
font-style: normal;
font-size: 13px;
color: var(--muted);
margin-left: 2px;
}
.track {
position: relative;
height: 2px;
background: var(--line);
overflow: hidden;
}
.bar {
display: block;
height: 100%;
width: 0%;
background: var(--sodium);
transition: width 420ms var(--ease);
}
/* a light runs ahead of the fill so the bar reads as active even when the
game stalls on a long step */
.bar::after {
content: '';
position: absolute;
top: 0;
right: 0;
width: 64px;
height: 100%;
background: linear-gradient(90deg, transparent, rgba(255, 159, 69, 0.85));
animation: crawl 1900ms linear infinite;
}
@keyframes crawl {
0% { transform: translateX(-64px); opacity: 0; }
35% { opacity: 1; }
100% { transform: translateX(0); opacity: 0; }
}
/* --- volume fader -------------------------------------------------------- */
.fader {
display: flex;
align-items: center;
gap: 14px;
margin-top: 26px;
padding-top: 18px;
border-top: 1px solid var(--line-soft);
}
.mute {
width: 30px;
height: 30px;
display: grid;
place-items: center;
background: transparent;
border: 1px solid var(--line);
color: var(--paper-dim);
cursor: pointer;
transition: color 180ms var(--ease), border-color 180ms var(--ease), transform 120ms var(--ease);
}
.mute:hover { color: var(--sodium); border-color: var(--sodium-line); }
.mute:active { transform: translateY(1px); }
.mute.off #wave { opacity: 0.18; }
.mute.off { color: var(--muted); }
input[type='range'] {
flex: 1;
-webkit-appearance: none;
appearance: none;
height: 22px;
background: transparent;
cursor: pointer;
}
input[type='range']::-webkit-slider-runnable-track {
height: 2px;
background: var(--line);
}
input[type='range']::-webkit-slider-thumb {
-webkit-appearance: none;
width: 3px;
height: 15px;
margin-top: -6.5px;
background: var(--sodium);
border: 0;
border-radius: 0;
transition: height 160ms var(--ease), margin-top 160ms var(--ease);
}
input[type='range']:hover::-webkit-slider-thumb,
input[type='range']:focus-visible::-webkit-slider-thumb {
height: 21px;
margin-top: -9.5px;
}
.volval { width: 3ch; text-align: right; color: var(--muted); }
.audiohint {
margin-top: 10px;
color: var(--sodium);
animation: pulse 2.4s ease-in-out infinite;
}
@keyframes pulse { 50% { opacity: 0.45; } }
.sr-only {
position: absolute;
width: 1px; height: 1px;
padding: 0; margin: -1px;
overflow: hidden;
clip: rect(0 0 0 0);
white-space: nowrap;
}
/* Once the world is ready the rail steps aside and reveals the live camera.
The page background has to go transparent too, otherwise the fade reveals
nothing but our own backdrop colour. */
body.handover, body.handover .rail { background: transparent !important; }
body.handover .scrim { transition: opacity 1400ms var(--ease); opacity: 0; }
body.handover #sky { transition: opacity 1400ms var(--ease); opacity: 0; }
body.handover .grain { transition: opacity 1400ms var(--ease); opacity: 0; }
body.handover .rail { transition: opacity 900ms var(--ease), transform 1200ms var(--ease); opacity: 0; transform: translateY(-12px); }
@@ -0,0 +1,567 @@
/* ---------------------------------------------------------------------------
Loading screen behaviour.
Three jobs:
1. draw the city - a procedural night skyline flown over on canvas
2. report progress - bound to the load events the game actually emits
3. play ambience - synthesised in the browser, nothing is downloaded
--------------------------------------------------------------------------- */
'use strict';
const $ = (id) => document.getElementById(id);
/* =========================================================================
1. The city
========================================================================= */
/* Small deterministic PRNG so the skyline is stable across a resize. */
function rng(seed) {
let s = seed >>> 0;
return () => {
s = (s * 1664525 + 1013904223) >>> 0;
return s / 4294967296;
};
}
const SKY = {
canvas: $('sky'),
ctx: null,
layers: [],
w: 0,
h: 0,
dpr: 1,
t0: performance.now(),
};
/* Depth layers, far to near. Every layer is darker than the hazy sky behind
it, which is what makes a silhouette read at all; the far ones are lifted
towards the sky colour to stand in for atmosphere. `base` is the ground line
as a fraction of the viewport, so near towers rise right through the frame.
The difference in scroll rate is what reads as flight. */
const LAYER_SPEC = [
{ depth: 0.00, speed: 4, minW: 28, maxW: 66, minH: 0.09, maxH: 0.21, base: 0.76, tone: '#20263a', lit: 0.16, win: 0.30, haze: 0.17 },
{ depth: 0.25, speed: 11, minW: 36, maxW: 90, minH: 0.13, maxH: 0.30, base: 0.83, tone: '#171c2b', lit: 0.20, win: 0.42, haze: 0.14 },
{ depth: 0.50, speed: 24, minW: 50, maxW: 122, minH: 0.19, maxH: 0.42, base: 0.91, tone: '#10141f', lit: 0.24, win: 0.58, haze: 0.10 },
{ depth: 0.75, speed: 50, minW: 74, maxW: 178, minH: 0.28, maxH: 0.62, base: 1.02, tone: '#090c14', lit: 0.26, win: 0.74, haze: 0.06 },
{ depth: 1.00, speed: 100, minW: 104, maxW: 262, minH: 0.44, maxH: 0.98, base: 1.20, tone: '#04060b', lit: 0.19, win: 0.90, haze: 0.00 },
];
function buildLayer(spec, index, w, h) {
const cv = document.createElement('canvas');
cv.width = Math.ceil(w * 2);
cv.height = h;
const c = cv.getContext('2d');
const rand = rng(9173 + index * 7717);
const base = h * spec.base;
const towers = [];
let x = -60;
while (x < cv.width + 60) {
const bw = spec.minW + rand() * (spec.maxW - spec.minW);
const bh = h * (spec.minH + rand() * (spec.maxH - spec.minH));
const top = base - bh;
c.fillStyle = spec.tone;
c.fillRect(Math.round(x), Math.round(top), Math.ceil(bw), Math.ceil(h - top));
/* a hairline of sodium bounce along the roof edge */
if (rand() < 0.55) {
c.fillStyle = `rgba(255,159,69,${0.05 + spec.glow * 0.16})`;
c.fillRect(Math.round(x), Math.round(top), Math.ceil(bw), 1);
}
/* windows */
const cell = 6 + spec.depth * 8;
const pad = Math.max(2, cell * 0.34);
for (let wy = top + pad * 2; wy < base - pad; wy += cell) {
for (let wx = x + pad; wx < x + bw - pad; wx += cell) {
if (rand() > spec.lit) continue;
const warm = rand();
/* mostly sodium/tungsten, a few cold offices; distant windows are
dimmed so they read as depth rather than as static */
const col = warm < 0.72
? `rgba(255,${150 + Math.floor(rand() * 50)},${70 + Math.floor(rand() * 40)},${(0.35 + rand() * 0.5) * spec.win})`
: `rgba(190,205,225,${(0.18 + rand() * 0.3) * spec.win})`;
c.fillStyle = col;
c.fillRect(Math.round(wx), Math.round(wy), Math.max(1, cell * 0.34), Math.max(1, cell * 0.42));
}
}
/* tall towers get an aviation light */
if (bh > h * 0.5 && rand() < 0.5) {
towers.push({ x: x + bw / 2, y: top - 2, phase: rand() * Math.PI * 2 });
}
x += bw + 2 + rand() * 16;
}
return { cv, spec, towers, base };
}
function resizeSky() {
const dpr = Math.min(window.devicePixelRatio || 1, 1.5);
SKY.dpr = dpr;
SKY.w = window.innerWidth;
SKY.h = window.innerHeight;
SKY.canvas.width = Math.floor(SKY.w * dpr);
SKY.canvas.height = Math.floor(SKY.h * dpr);
SKY.ctx = SKY.canvas.getContext('2d');
SKY.ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
SKY.layers = LAYER_SPEC.map((s, i) => buildLayer(s, i, SKY.w, SKY.h));
}
function drawSky(now) {
const { ctx, w, h } = SKY;
if (!ctx) return;
const t = (now - SKY.t0) / 1000;
/* Sky: light pollution rather than stars. It has to stay brighter than the
buildings all the way down, otherwise there is no silhouette to see. */
const g = ctx.createLinearGradient(0, 0, 0, h);
g.addColorStop(0.00, '#080b14');
g.addColorStop(0.34, '#121627');
g.addColorStop(0.60, '#23202f');
g.addColorStop(0.78, '#412c27');
g.addColorStop(0.90, '#6b4527');
g.addColorStop(1.00, '#8a5726');
ctx.fillStyle = g;
ctx.fillRect(0, 0, w, h);
/* the haze dome over downtown */
const halo = ctx.createRadialGradient(w * 0.6, h * 0.9, 0, w * 0.6, h * 0.9, h * 0.85);
halo.addColorStop(0, 'rgba(255,159,69,0.34)');
halo.addColorStop(0.45, 'rgba(255,140,60,0.12)');
halo.addColorStop(1, 'rgba(255,140,60,0)');
ctx.fillStyle = halo;
ctx.fillRect(0, 0, w, h);
/* a slow descent: everything drifts down and grows a touch over time */
const descend = Math.sin(t * 0.06) * 10 + t * 0.9;
for (const layer of SKY.layers) {
const { cv, spec } = layer;
const span = cv.width / 2;
let ox = -((t * spec.speed) % span);
const oy = descend * (0.25 + spec.depth * 0.9);
ctx.globalAlpha = 1;
ctx.drawImage(cv, ox, oy, cv.width, h);
/* aviation lights blink on their own phase */
for (const tw of layer.towers) {
const blink = Math.sin(t * 1.5 + tw.phase);
if (blink < 0.72) continue;
const px = tw.x + ox;
const py = tw.y + oy - h * 0.06;
ctx.fillStyle = `rgba(226,72,52,${(blink - 0.72) / 0.28})`;
ctx.beginPath();
ctx.arc(px, py, 1.6, 0, Math.PI * 2);
ctx.fill();
if (px > span) {
ctx.beginPath();
ctx.arc(px - span, py, 1.6, 0, Math.PI * 2);
ctx.fill();
}
}
/* Aerial perspective: a warm veil laid over everything drawn so far, so
each nearer layer sits in front of progressively more atmosphere. */
if (spec.haze > 0) {
ctx.fillStyle = `rgba(104,72,50,${spec.haze})`;
ctx.fillRect(0, 0, w, h);
}
}
ctx.globalAlpha = 1;
}
/* =========================================================================
2. Progress, bound to the game's own load events
========================================================================= */
const Progress = {
shown: 0,
target: 0,
step: 'Waiting for the game',
set(fraction, step) {
if (typeof fraction === 'number' && isFinite(fraction)) {
/* never let it walk backwards - it reads as a fault */
this.target = Math.max(this.target, Math.min(1, Math.max(0, fraction)));
}
if (step) this.step = step;
},
tick() {
/* ease towards the real figure so long steps still feel alive */
this.shown += (this.target - this.shown) * 0.08;
const pct = Math.min(100, Math.round(this.shown * 100));
$('bar').style.width = (this.shown * 100).toFixed(2) + '%';
$('pct').firstChild.nodeValue = String(pct);
if ($('step').textContent !== this.step) $('step').textContent = this.step;
},
};
/* Turns the game's internal init-function names into something a player can read. */
const STEP_NAMES = {
MAP: 'Loading the map',
BEFORE_MAP_LOADED: 'Preparing the world',
AFTER_MAP_LOADED: 'Placing the world',
SESSION_INIT: 'Joining the session',
INIT_BEFORE_MAP_LOADED: 'Starting up',
INIT_AFTER_MAP_LOADED: 'Finishing up',
INIT_SESSION: 'Joining the session',
};
window.addEventListener('message', (event) => {
const d = event.data || {};
switch (d.eventName) {
case 'loadProgress':
Progress.set(d.loadFraction);
break;
case 'startInitFunction':
Progress.set(null, STEP_NAMES[d.type] || 'Starting up');
break;
case 'initFunctionInvoking':
if (typeof d.idx === 'number' && typeof d.count === 'number' && d.count > 0) {
Progress.set(null, `${STEP_NAMES[d.type] || 'Starting up'} ${d.idx}/${d.count}`);
}
break;
case 'startDataFileEntries':
Progress.set(null, `Streaming ${d.count} asset packs`);
break;
case 'performMapLoadFunction':
Progress.set(null, 'Building the map');
break;
case 'startWarning':
case 'onLogLine':
if (d.message) Progress.set(null, String(d.message).slice(0, 70));
break;
/* --- our own messages, sent from rp_ui once the client is running --- */
case 'rp:rules':
if (Array.isArray(d.rules) && d.rules.length) {
Notices.load(d.rules);
}
break;
case 'rp:server':
if (d.name) document.querySelector('.wordmark').textContent = d.name;
if (d.serial) $('serial').textContent = d.serial;
if (d.status) $('hostcount').textContent = d.status;
break;
case 'rp:progress':
Progress.set(d.fraction, d.step);
break;
/* the world is ready: dissolve into the live camera behind us */
case 'rp:handover':
Progress.set(1, 'Ready');
document.body.classList.add('handover');
break;
}
});
/* =========================================================================
3. Posted notices
========================================================================= */
const Notices = {
items: [
{ title: 'Stay in character', body: 'Your character does not know what you know. Breaking character in the world is the fastest way to lose the story.' },
{ title: 'Value your life', body: 'Act like the consequences are permanent. A gun in your face changes what you are willing to do.' },
{ title: 'No random deathmatch', body: 'Violence needs a reason the other person can understand. Escalate, do not detonate.' },
{ title: 'Do not power game', body: 'Give people a fair chance to react. Winning is not the point of a scene.' },
{ title: 'Leave the scene alive', body: 'If you die, your character forgets the thirty minutes before it. No revenge from the grave.' },
],
i: 0,
timer: null,
load(items) {
this.items = items;
this.i = 0;
this.render();
this.schedule();
},
render() {
const item = this.items[this.i % this.items.length];
const title = $('noticeTitle');
const body = $('noticeBody');
/* restart the entry animation by reflowing the nodes */
title.style.animation = 'none';
body.style.animation = 'none';
void title.offsetWidth;
title.style.animation = '';
body.style.animation = '';
title.textContent = item.title;
body.textContent = item.body;
$('noticeIndex').textContent = `${(this.i % this.items.length) + 1} / ${this.items.length}`;
},
schedule() {
clearInterval(this.timer);
this.timer = setInterval(() => {
this.i += 1;
this.render();
}, 7600);
},
};
/* =========================================================================
4. Ambience - synthesised, never downloaded
========================================================================= */
class Ambience {
constructor() {
this.ctx = null;
this.master = null;
this.volume = 0.45;
this.muted = false;
this.started = false;
}
/* A short noise burst with exponential decay makes a serviceable hall. */
makeImpulse(seconds, decay) {
const rate = this.ctx.sampleRate;
const len = Math.floor(rate * seconds);
const buf = this.ctx.createBuffer(2, len, rate);
for (let ch = 0; ch < 2; ch++) {
const data = buf.getChannelData(ch);
for (let i = 0; i < len; i++) {
data[i] = (Math.random() * 2 - 1) * Math.pow(1 - i / len, decay);
}
}
return buf;
}
noiseBuffer(seconds) {
const rate = this.ctx.sampleRate;
const buf = this.ctx.createBuffer(1, rate * seconds, rate);
const d = buf.getChannelData(0);
let last = 0;
for (let i = 0; i < d.length; i++) {
/* brown-ish noise: closer to distant traffic than white hiss */
const white = Math.random() * 2 - 1;
last = (last + 0.02 * white) / 1.02;
d[i] = last * 3.2;
}
return buf;
}
start() {
if (this.started) return;
const Ctor = window.AudioContext || window.webkitAudioContext;
if (!Ctor) return;
this.ctx = new Ctor();
this.started = true;
const ctx = this.ctx;
this.master = ctx.createGain();
this.master.gain.value = 0;
this.master.connect(ctx.destination);
const verb = ctx.createConvolver();
verb.buffer = this.makeImpulse(4.2, 2.6);
const verbGain = ctx.createGain();
verbGain.gain.value = 0.55;
verb.connect(verbGain).connect(this.master);
const dry = ctx.createGain();
dry.gain.value = 0.75;
dry.connect(this.master);
const bus = ctx.createGain();
bus.connect(dry);
bus.connect(verb);
/* --- the pad: a minor triad that never quite resolves --------------- */
const lp = ctx.createBiquadFilter();
lp.type = 'lowpass';
lp.frequency.value = 420;
lp.Q.value = 0.7;
lp.connect(bus);
const lfo = ctx.createOscillator();
lfo.frequency.value = 0.031;
const lfoAmt = ctx.createGain();
lfoAmt.gain.value = 210;
lfo.connect(lfoAmt).connect(lp.frequency);
lfo.start();
[55, 82.41, 110, 130.81, 164.81].forEach((freq, i) => {
const osc = ctx.createOscillator();
osc.type = i % 2 ? 'sine' : 'triangle';
osc.frequency.value = freq;
osc.detune.value = (i - 2) * 4;
const g = ctx.createGain();
g.gain.value = 0.16 / (1 + i * 0.35);
/* each voice breathes on its own slow cycle */
const breath = ctx.createOscillator();
breath.frequency.value = 0.017 + i * 0.009;
const breathAmt = ctx.createGain();
breathAmt.gain.value = g.gain.value * 0.6;
breath.connect(breathAmt).connect(g.gain);
breath.start();
osc.connect(g).connect(lp);
osc.start();
});
/* --- distant traffic ------------------------------------------------ */
const noise = ctx.createBufferSource();
noise.buffer = this.noiseBuffer(8);
noise.loop = true;
const nf = ctx.createBiquadFilter();
nf.type = 'bandpass';
nf.frequency.value = 240;
nf.Q.value = 0.55;
const ng = ctx.createGain();
ng.gain.value = 0.09;
noise.connect(nf).connect(ng).connect(bus);
noise.start();
const wind = ctx.createOscillator();
wind.frequency.value = 0.043;
const windAmt = ctx.createGain();
windAmt.gain.value = 130;
wind.connect(windAmt).connect(nf.frequency);
wind.start();
/* --- a siren, far away, every now and then -------------------------- */
const siren = () => {
if (!this.ctx || this.ctx.state === 'closed') return;
const t = ctx.currentTime;
const o = ctx.createOscillator();
o.type = 'triangle';
const g = ctx.createGain();
const pan = ctx.createStereoPanner ? ctx.createStereoPanner() : null;
g.gain.value = 0;
o.frequency.setValueAtTime(620, t);
o.frequency.linearRampToValueAtTime(880, t + 0.7);
o.frequency.linearRampToValueAtTime(620, t + 1.4);
g.gain.linearRampToValueAtTime(0.014, t + 0.6);
g.gain.linearRampToValueAtTime(0.0, t + 2.6);
if (pan) {
pan.pan.value = Math.random() * 1.6 - 0.8;
o.connect(g).connect(pan).connect(verb);
} else {
o.connect(g).connect(verb);
}
o.start(t);
o.stop(t + 2.8);
setTimeout(siren, 24000 + Math.random() * 40000);
};
setTimeout(siren, 12000 + Math.random() * 12000);
this.applyVolume(1.8);
}
/* perceptual curve: a linear fader sounds wrong */
applyVolume(rampSeconds) {
if (!this.master) return;
const target = this.muted ? 0 : Math.pow(this.volume, 2.2) * 0.9;
const now = this.ctx.currentTime;
this.master.gain.cancelScheduledValues(now);
this.master.gain.setValueAtTime(this.master.gain.value, now);
this.master.gain.linearRampToValueAtTime(target, now + (rampSeconds || 0.12));
}
setVolume(v) {
this.volume = Math.min(1, Math.max(0, v));
if (this.volume > 0) this.muted = false;
this.applyVolume();
}
toggleMute() {
this.muted = !this.muted;
this.applyVolume();
return this.muted;
}
}
const ambience = new Ambience();
function wireAudio() {
const vol = $('vol');
const volval = $('volval');
const mute = $('mute');
const hint = $('audiohint');
const saved = parseInt(window.localStorage.getItem('rp.volume') || '45', 10);
vol.value = String(isFinite(saved) ? saved : 45);
volval.textContent = vol.value;
ambience.volume = Number(vol.value) / 100;
const tryStart = () => {
ambience.start();
if (ambience.ctx && ambience.ctx.state === 'suspended') {
hint.hidden = false;
return false;
}
hint.hidden = true;
return true;
};
/* Autoplay may be blocked; the first input of any kind releases it. */
if (!tryStart()) {
const release = () => {
if (ambience.ctx) ambience.ctx.resume();
hint.hidden = true;
window.removeEventListener('pointerdown', release);
window.removeEventListener('keydown', release);
};
window.addEventListener('pointerdown', release);
window.addEventListener('keydown', release);
}
vol.addEventListener('input', () => {
volval.textContent = vol.value;
ambience.setVolume(Number(vol.value) / 100);
mute.classList.toggle('off', Number(vol.value) === 0);
window.localStorage.setItem('rp.volume', vol.value);
});
mute.addEventListener('click', () => {
const muted = ambience.toggleMute();
mute.classList.toggle('off', muted);
});
}
/* =========================================================================
boot
========================================================================= */
function serial() {
const n = Math.floor(Math.random() * 9000 + 1000);
const m = Math.floor(Math.random() * 900 + 100);
return `${new Date().getFullYear()}-${n}${m}`;
}
function frame(now) {
drawSky(now);
Progress.tick();
requestAnimationFrame(frame);
}
window.addEventListener('resize', resizeSky);
document.addEventListener('DOMContentLoaded', () => {
$('serial').textContent = serial();
resizeSky();
Notices.render();
Notices.schedule();
wireAudio();
requestAnimationFrame(frame);
});
@@ -0,0 +1,72 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Los Santos Roleplay</title>
<link rel="stylesheet" href="tokens.css">
<link rel="stylesheet" href="app.css">
</head>
<body>
<!-- procedural night-city flyover; no external assets -->
<canvas id="sky" aria-hidden="true"></canvas>
<div class="grain" aria-hidden="true"></div>
<div class="scrim" aria-hidden="true"></div>
<div class="vignette" aria-hidden="true"></div>
<main class="rail">
<header class="file reveal" style="--d:0ms">
<div class="eyebrow">City of Los Santos &middot; Office of Records</div>
<div class="serial data">
FILE <span id="serial">0000-0000</span> &nbsp;/&nbsp; RESIDENCY APPLICATION
</div>
</header>
<section class="brand">
<h1 class="wordmark" id="wordmark">LOS SANTOS</h1>
<div class="tagrow reveal" style="--d:520ms">
<span class="tagline">ROLEPLAY</span>
<span class="dash" aria-hidden="true"></span>
<span class="data" id="hostcount">Connecting</span>
</div>
</section>
<section class="notices reveal" style="--d:760ms" aria-live="polite">
<div class="notice-head">
<span class="eyebrow">Posted notice</span>
<span class="notice-index data" id="noticeIndex">1 / 5</span>
</div>
<div class="notice" id="notice">
<h2 class="notice-title" id="noticeTitle">Stay in character</h2>
<p class="notice-body" id="noticeBody">Loading the city.</p>
</div>
</section>
<footer class="load reveal" style="--d:940ms">
<div class="loadhead">
<span class="step data" id="step">Waiting for the game</span>
<span class="pct" id="pct">0<i>%</i></span>
</div>
<div class="track"><i class="bar" id="bar"></i></div>
<div class="fader">
<button class="mute" id="mute" type="button" aria-label="Mute ambience">
<svg viewBox="0 0 16 16" width="15" height="15" aria-hidden="true">
<path id="spk" d="M3 6h2.5L9 3v10L5.5 10H3z" fill="currentColor"/>
<path id="wave" d="M11 5.6a3.4 3.4 0 0 1 0 4.8M12.9 3.7a6 6 0 0 1 0 8.6"
fill="none" stroke="currentColor" stroke-width="1.2" stroke-linecap="round"/>
</svg>
</button>
<label class="sr-only" for="vol">Ambience volume</label>
<input id="vol" type="range" min="0" max="100" value="45" step="1">
<span class="volval data" id="volval">45</span>
</div>
<p class="audiohint data" id="audiohint" hidden>Click anywhere to start the ambience</p>
</footer>
</main>
<script src="app.js"></script>
</body>
</html>
@@ -0,0 +1,117 @@
/* ---------------------------------------------------------------------------
Los Santos RP - design tokens.
The interface is styled as a municipal record being opened on you: strict
grid, hairline rules, monospaced serials, and one accent taken from the only
light source the city has at night - sodium street lamps.
Shared verbatim by rp_loading and rp_ui so the four screens read as one
product.
--------------------------------------------------------------------------- */
@font-face {
font-family: 'Archivo';
src: url('fonts/archivo.woff2') format('woff2-variations');
font-weight: 100 900;
font-display: block;
}
@font-face {
font-family: 'Plex Mono';
src: url('fonts/plex-400.woff2') format('woff2');
font-weight: 400;
font-display: block;
}
@font-face {
font-family: 'Plex Mono';
src: url('fonts/plex-500.woff2') format('woff2');
font-weight: 500;
font-display: block;
}
:root {
/* asphalt at night - cold, never pure black */
--ink-900: #08090b;
--ink-800: #0d0f13;
--ink-700: #14171d;
--ink-600: #1d212a;
--ink-500: #272c37;
/* document stock */
--paper: #e8e4dc;
--paper-dim: #a9a69f;
--muted: #6e747f;
/* the accent: sodium vapour, the colour of the city from the air */
--sodium: #ff9f45;
--sodium-soft: rgba(255, 159, 69, 0.14);
--sodium-line: rgba(255, 159, 69, 0.42);
--sodium-deep: #c4711f;
/* semantic only, never decorative */
--stamp: #c4462f;
--good: #7f9f5a;
--line: rgba(232, 228, 220, 0.13);
--line-soft: rgba(232, 228, 220, 0.07);
--rail: clamp(400px, 31vw, 520px);
--gut-x: clamp(32px, 3.4vw, 56px);
--gut-y: clamp(28px, 3vw, 48px);
--ease: cubic-bezier(0.22, 0.61, 0.36, 1);
--ease-out: cubic-bezier(0.16, 1, 0.3, 1);
}
* { box-sizing: border-box; margin: 0; padding: 0; }
html, body {
height: 100%;
overflow: hidden;
background: var(--ink-900);
color: var(--paper);
font-family: 'Archivo', system-ui, sans-serif;
font-weight: 400;
font-size: 15px;
line-height: 1.55;
-webkit-font-smoothing: antialiased;
text-rendering: optimizeLegibility;
}
/* Typographic roles --------------------------------------------------------- */
.eyebrow {
font-family: 'Plex Mono', monospace;
font-size: 10.5px;
font-weight: 500;
letter-spacing: 0.2em;
text-transform: uppercase;
color: var(--muted);
}
.data {
font-family: 'Plex Mono', monospace;
font-size: 12px;
letter-spacing: 0.04em;
color: var(--paper-dim);
font-variant-numeric: tabular-nums;
}
.rule {
height: 1px;
background: var(--line);
border: 0;
}
/* Focus is always visible and always the accent. */
:focus-visible {
outline: 2px solid var(--sodium);
outline-offset: 2px;
}
@media (prefers-reduced-motion: reduce) {
*, *::before, *::after {
animation-duration: 0.001ms !important;
animation-iteration-count: 1 !important;
transition-duration: 0.001ms !important;
}
}