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Nordi98 2025-08-11 16:51:34 +02:00
parent 600d79af31
commit 5d11084641
136 changed files with 12007 additions and 584 deletions

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local QBCore = exports['qb-core']:GetCoreObject()
CreateThread(function()
for k, v in pairs(Config.Threadmills) do
exports['qb-target']:AddBoxZone("treadmill"..k, v.coords - vector3(0.0, 0.0, 1.0), 1, 2, {
name = "treadmill"..k,
heading = 300,
debugPoly = false,
minZ = v.coords.z - 1.0,
maxZ = v.coords.z + 2.0,
}, {
options = {
{
type = "client",
event = "dynyx-gym:treadmill",
icon = "fas fa-person-running",
label = 'Use Treadmill'
},
},
distance = 2.0
})
end
for k, v in pairs(Config.LiftWeight) do
exports['qb-target']:AddBoxZone("liftweights"..k, v.coords - vector3(0.0, 0.0, 1.0), 1, 2, {
name = "liftweights"..k,
heading = 300,
debugPoly = false,
minZ = v.coords.z - 1.0,
maxZ = v.coords.z + 2.0,
}, {
options = {
{
type = "client",
event = 'dynyx-gym:liftweights',
icon = "fas fa-dumbbell",
label = 'Lift Weights'
},
},
distance = 2.0
})
end
exports['qb-target']:AddBoxZone("chinups", vector3(-1258.97, -356.16, 36.99), 1, 2, {
name = "chinups",
heading = 300.0,
debugPoly = false,
minZ = 30.0,
maxZ = 39.0,
}, {
options = {
{
type = "client",
event = 'dynyx-gym:chinup',
icon = "fa-solid fa-arrow-up",
label = 'Do Chinups'
},
},
distance = 2.0
})
exports['qb-target']:AddBoxZone("chinups2", vector3(-1257.71, -358.84, 36.99), 1, 2, {
name = "chinups2",
heading = 300.0,
debugPoly = false,
minZ = 30.0,
maxZ = 39.0,
}, {
options = {
{
type = "client",
event = 'dynyx-gym:chinup2',
icon = "fa-solid fa-arrow-up",
label = 'Do Chinups'
},
},
distance = 2.0
})
exports['qb-target']:AddCircleZone("yoga", vector3(-1262.42, -360.93, 36.96), 3, {
name = "yoga",
debugPoly = false,
}, {
options = {
{
type = "client",
event = "dynyx-gym:yoga",
icon = 'fas fa-face-smile',
label = 'Start Yoga',
}
},
distance = 2.5,
})
end)
RegisterNetEvent('dynyx-gym:treadmill', function()
local hasItem = QBCore.Functions.HasItem(Config.GymPassItem)
if hasItem then
Treadmill()
else
QBCore.Functions.Notify("You dont have a membership pass", "error")
end
end)
RegisterNetEvent('dynyx-gym:chinup', function()
local hasItem = QBCore.Functions.HasItem(Config.GymPassItem)
if hasItem then
Chinup()
else
QBCore.Functions.Notify("You dont own a membership!", "error")
end
end)
RegisterNetEvent('dynyx-gym:chinup2', function()
local hasItem = QBCore.Functions.HasItem(Config.GymPassItem)
if hasItem then
Chinup2()
else
QBCore.Functions.Notify("You dont own a membership!", "error")
end
end)
RegisterNetEvent('dynyx-gym:liftweights', function()
local hasItem = QBCore.Functions.HasItem(Config.GymPassItem)
if hasItem then
LiftWeight()
else
QBCore.Functions.Notify("You dont own a membership!", "error")
end
end)
RegisterNetEvent('dynyx-gym:yoga', function()
local hasItem = QBCore.Functions.HasItem(Config.GymPassItem)
if hasItem then
Yoga()
else
QBCore.Functions.Notify("You dont own a membership!", "error")
end
end)
local function LoadAnimDict(dict)
RequestAnimDict(dict)
while not HasAnimDictLoaded(dict) do
Wait(10)
end
end
function ChinupsAnim()
local ped = PlayerPedId()
local chinup = Config.Skills.Chinups.ChinupAnimCoords
SetEntityCoords(ped, chinup.x, chinup.y, chinup.z, false, false, false, true)
SetEntityHeading(ped, chinup.w)
end
function ChinupsAnim2()
local ped = PlayerPedId()
local chinup = Config.Skills.Chinups.ChinupAnimCoords2
SetEntityCoords(ped, chinup.x, chinup.y, chinup.z, false, false, false, true)
SetEntityHeading(ped, chinup.w)
end
local function ThreadmillReward(results)
if results == 'success' then
exports["mz-skills"]:UpdateSkill(Config.Skills.ThreadMills.skill, Config.Skills.ThreadMills.amount)
Wait(2000)
TriggerServerEvent('hud:server:GainStress', Config.Skills.ThreadMills.Stress)
TriggerEvent('inventory:client:busy:status', false)
elseif results == 'failed' then
QBCore.Functions.Notify("That did not feel too good..", "error")
Wait(3000)
TriggerServerEvent('hud:server:GainStress', Config.Skills.ThreadMills.Minigame.FailedMinigameStress)
end
end
local function StartThreadmillMinigame()
-------------------------------------------------------------------------------------------- ps-ui section
if Config.Minigame == 'ps-ui' then
exports['ps-ui']:Circle(function(success)
if success then
ThreadmillReward('success')
else --failed
ThreadmillReward('failed')
end
end, Config.Skills.ThreadMills.Minigame.circles, Config.Skills.ThreadMills.Minigame.time)
-------------------------------------------------------------------------------------------- qb-lock section
elseif Config.Minigame == 'qb-lock' then
local success = exports['qb-lock']:StartLockPickCircle(Config.Skills.ThreadMills.Minigame.circles, Config.Skills.ThreadMills.Minigame.time, success)
if success then
ThreadmillReward('success')
else --failed
ThreadmillReward('failed')
end
elseif Config.Minigame == 'skillCheck' then
local success = lib.skillCheck({'easy', 'easy', 'medium', 'medium'}, {'w', 'a', 's', 'd'})
if success then
ThreadmillReward('success')
else --failed
ThreadmillReward('failed')
end
end
end
function Treadmill()
local ped = PlayerPedId()
TaskStartScenarioInPlace(ped, "WORLD_HUMAN_JOG_STANDING", 0, true)
if Config.Progressbar == 'qb' then
QBCore.Functions.Progressbar('random_task', 'Jogging', Config.Skills.ThreadMills.ProgressbarDuration, false, false, {
disableMovement = true,
disableCarMovement = true,
disableMouse = false,
disableCombat = true,
}, {}, {}, {}, function()
StartThreadmillMinigame()
ClearPedTasks(ped)
end)
elseif Config.Progressbar == 'ox' then
exports.ox_inventory:Progress({
duration = Config.Skills.ThreadMills.ProgressbarDuration,
label = "Jogging",
useWhileDead = false,
disable = {
move = true,
car = true,
combat = true,
mouse = false,
},
}, function(cancel)
if not cancel then
StartThreadmillMinigame()
ClearPedTasks(ped)
end
end)
end
end
local function ChinupReward(results)
if results == 'success' then
exports["mz-skills"]:UpdateSkill(Config.Skills.Chinups.skill, Config.Skills.Chinups.amount)
Wait(2000)
TriggerServerEvent('hud:server:GainStress', Config.Skills.Chinups.Stress)
TriggerEvent('inventory:client:busy:status', false)
elseif results == 'failed' then
QBCore.Functions.Notify("That did not feel too good..", "error")
Wait(3000)
TriggerServerEvent('hud:server:GainStress', Config.Skills.Chinups.Minigame.FailedMinigameStress)
end
end
local function StartChinupMinigame()
-------------------------------------------------------------------------------------------- ps-ui section
if Config.Minigame == 'ps-ui' then
exports['ps-ui']:Circle(function(success)
if success then
ChinupReward('success')
else --failed
ChinupReward('failed')
end
end, Config.Skills.Chinups.Minigame.circles, Config.Skills.Chinups.Minigame.time)
-------------------------------------------------------------------------------------------- qb-lock section
elseif Config.Minigame == 'qb-lock' then
local success = exports['qb-lock']:StartLockPickCircle(Config.Skills.Chinups.Minigame.circles, Config.Skills.Chinups.Minigame.time, success)
if success then
ChinupReward('success')
else --failed
ChinupReward('failed')
end
elseif Config.Minigame == 'skillCheck' then
local success = lib.skillCheck({'easy', 'easy', 'medium', 'medium'}, {'w', 'a', 's', 'd'})
if success then
ChinupReward('success')
else --failed
ChinupReward('failed')
end
end
end
function Chinup()
local ped = PlayerPedId()
ChinupsAnim()
TaskStartScenarioInPlace(ped, "PROP_HUMAN_MUSCLE_CHIN_UPS", 0, true)
if Config.Progressbar == 'qb' then
QBCore.Functions.Progressbar('random_task', 'Doing Chin-ups', Config.Skills.Chinups.ProgressbarDuration, false, false, {
disableMovement = true,
disableCarMovement = true,
disableMouse = false,
disableCombat = true,
}, {}, {}, {}, function()
StartChinupMinigame()
ClearPedTasks(ped)
end)
elseif Config.Progressbar == 'ox' then
exports.ox_inventory:Progress({
duration = Config.Skills.Chinups.ProgressbarDuration,
label = "Doing Chin-ups",
useWhileDead = false,
disable = {
move = true,
car = true,
combat = true,
mouse = false,
},
}, function(cancel)
if not cancel then
StartChinupMinigame()
ClearPedTasks(ped)
end
end)
end
end
function Chinup2()
local ped = PlayerPedId()
ChinupsAnim2()
TaskStartScenarioInPlace(ped, "PROP_HUMAN_MUSCLE_CHIN_UPS", 0, true)
if Config.Progressbar == 'qb' then
QBCore.Functions.Progressbar('random_task', 'Doing Chin-ups', Config.Skills.Chinups.ProgressbarDuration, false, false, {
disableMovement = true,
disableCarMovement = true,
disableMouse = false,
disableCombat = true,
}, {}, {}, {}, function()
StartChinupMinigame()
ClearPedTasks(ped)
end)
elseif Config.Progressbar == 'ox' then
exports.ox_inventory:Progress({
duration = Config.Skills.Chinups.ProgressbarDuration,
label = "Doing Chin-ups",
useWhileDead = false,
disable = {
move = true,
car = true,
combat = true,
mouse = false,
},
}, function(cancel)
if not cancel then
StartChinupMinigame()
ClearPedTasks(ped)
end
end)
end
end
local function LiftWeightReward(results)
if results == 'success' then
exports["mz-skills"]:UpdateSkill(Config.Skills.LiftWeights.skill, Config.Skills.LiftWeights.amount)
Wait(2000)
TriggerServerEvent('hud:server:GainStress', Config.Skills.LiftWeights.Stress)
TriggerEvent('inventory:client:busy:status', false)
elseif results == 'failed' then
QBCore.Functions.Notify("That did not feel too good..", "error")
Wait(3000)
TriggerServerEvent('hud:server:GainStress', Config.Skills.LiftWeights.Minigame.FailedMinigameStress)
end
end
local function StartLiftWeightMinigame()
-------------------------------------------------------------------------------------------- ps-ui section
if Config.Minigame == 'ps-ui' then
exports['ps-ui']:Circle(function(success)
if success then
LiftWeightReward('success')
else --failed
LiftWeightReward('failed')
end
end, Config.Skills.LiftWeights.Minigame.circles, Config.Skills.LiftWeights.Minigame.time)
-------------------------------------------------------------------------------------------- qb-lock section
elseif Config.Minigame == 'qb-lock' then
local success = exports['qb-lock']:StartLockPickCircle(Config.Skills.LiftWeights.Minigame.circles, Config.Skills.LiftWeights.Minigame.time, success)
if success then
LiftWeightReward('success')
else --failed
LiftWeightReward('failed')
end
elseif Config.Minigame == 'skillCheck' then
local success = lib.skillCheck({'easy', 'easy', 'medium', 'medium'}, {'w', 'a', 's', 'd'})
if success then
LiftWeightReward('success')
else --failed
LiftWeightReward('failed')
end
end
end
function LiftWeight()
local ped = PlayerPedId()
TaskStartScenarioInPlace(ped, "world_human_muscle_free_weights", 0, true)
if Config.Progressbar == 'qb' then
QBCore.Functions.Progressbar('random_task', 'Lifting Weights', Config.Skills.LiftWeights.ProgressbarDuration, false, false, {
disableMovement = true,
disableCarMovement = true,
disableMouse = false,
disableCombat = true,
}, {}, {}, {}, function()
StartLiftWeightMinigame()
ClearPedTasks(ped)
end)
elseif Config.Progressbar == 'ox' then
exports.ox_inventory:Progress({
duration = Config.Skills.LiftWeights.ProgressbarDuration,
label = "Lifting Weights",
useWhileDead = false,
disable = {
move = true,
car = true,
combat = true,
mouse = false,
},
}, function(cancel)
if not cancel then
StartLiftWeightMinigame()
ClearPedTasks(ped)
end
end)
end
end
local function YogaReward(results)
if results == 'success' then
exports["mz-skills"]:UpdateSkill(Config.Skills.Yoga.skill, Config.Skills.Yoga.amount)
Wait(2000)
TriggerServerEvent('hud:server:RelieveStress', Config.Skills.Yoga.Stress)
TriggerEvent('inventory:client:busy:status', false)
elseif results == 'failed' then
QBCore.Functions.Notify("That did not feel too good..", "error")
Wait(3000)
TriggerServerEvent('hud:server:GainStress', Config.Skills.Yoga.Minigame.FailedMinigameStress)
end
end
local function StartYogaMinigame()
-------------------------------------------------------------------------------------------- ps-ui section
if Config.Minigame == 'ps-ui' then
exports['ps-ui']:Circle(function(success)
if success then
YogaReward('success')
else --failed
YogaReward('failed')
end
end, Config.Skills.Yoga.Minigame.circles, Config.Skills.Yoga.Minigame.time)
-------------------------------------------------------------------------------------------- qb-lock section
elseif Config.Minigame == 'qb-lock' then
local success = exports['qb-lock']:StartLockPickCircle(Config.Skills.Yoga.Minigame.circles, Config.Skills.Yoga.Minigame.time, success)
if success then
YogaReward('success')
else --failed
YogaReward('failed')
end
elseif Config.Minigame == 'skillCheck' then
local success = lib.skillCheck({'easy', 'easy', 'medium', 'medium'}, {'w', 'a', 's', 'd'})
if success then
YogaReward('success')
else --failed
YogaReward('failed')
end
end
end
function Yoga()
local ped = PlayerPedId()
TaskStartScenarioInPlace(ped, "WORLD_HUMAN_YOGA", 0, true)
if Config.Progressbar == 'qb' then
QBCore.Functions.Progressbar('random_task', 'Yoga Exercising', Config.Skills.Yoga.ProgressbarDuration, false, false, {
disableMovement = true,
disableCarMovement = true,
disableMouse = false,
disableCombat = true,
}, {}, {}, {}, function()
StartYogaMinigame()
ClearPedTasks(ped)
end)
elseif Config.Progressbar == 'ox' then
exports.ox_inventory:Progress({
duration = Config.Skills.Yoga.ProgressbarDuration,
label = "Yoga Exercising",
useWhileDead = false,
disable = {
move = true,
car = true,
combat = true,
mouse = false,
},
}, function(cancel)
if not cancel then
StartYogaMinigame()
ClearPedTasks(ped)
end
end)
end
end

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local QBCore = exports['qb-core']:GetCoreObject()
CreateThread(function()
-- Makes Blip
Gym = AddBlipForCoord(Config.GymPedSpawn)
SetBlipSprite(Gym, 311)
SetBlipDisplay(Gym, 4)
SetBlipScale(Gym, 0.65)
SetBlipAsShortRange(Gym, true)
SetBlipColour(Gym, 7)
BeginTextCommandSetBlipName("STRING")
AddTextComponentSubstringPlayerName(Config.BlipName)
EndTextCommandSetBlipName(Gym)
-- Spawns Ped
local PedCoords = Config.GymPedSpawn
PedHash = GetHashKey(Config.GymPed)
RequestModel(PedHash)
while not HasModelLoaded(PedHash) do
Citizen.Wait(1)
end
if HasModelLoaded(PedHash) then
local GymPed = CreatePed(1, PedHash, PedCoords.x, PedCoords.y, PedCoords.z, PedCoords.w, false, true)
FreezeEntityPosition(GymPed, true)
SetEntityInvincible(GymPed, true)
TaskStartScenarioInPlace(GymPed, "WORLD_HUMAN_CLIPBOARD", 0, true)
SetBlockingOfNonTemporaryEvents(GymPed, true)
if Config.Target == 'qb' then
exports['qb-target']:AddBoxZone("gymnpc", vector3(PedCoords.x, PedCoords.y, PedCoords.z + 1), 1.5, 1.5, {
name = "gymnpc",
heading = 0,
debugPoly = false,
minZ = 30.0,
maxZ = 39.0,
}, {
options = {
{
type = "client",
event = "dynyx_gym:OpenMemberBuy",
icon = 'fa-solid fa-book',
label = 'Buy Membership'
},
},
distance = 2.0
})
elseif Config.Target == 'ox' then
exports.ox_target:addSphereZone({
coords = vec3(PedCoords.x, PedCoords.y, PedCoords.z + 1),
radius = 1,
debug = false,
options = {
{
onSelect = function()
TriggerEvent('dynyx_gym:OpenMemberBuy')
end,
icon = 'fa-solid fa-book',
label = "Buy Membership",
}
}
})
else
print("**Invalid Config.Target.**")
end
end
end)
RegisterNetEvent('dynyx_gym:OpenMemberBuy', function()
if Config.Menu == 'qb' then
exports['qb-menu']:openMenu({
{
id = 1,
header = "Welcome! Please Purchase a Gym Member to workout!",
},{
id = 2,
header = "Buy Gym Membership",
txt = "$"..Config.GymPassPrice,
params = {
event = "dynyx_gym:LifetimeConfirm",
}
},
})
elseif Config.Menu == 'ox' then
lib.registerContext({
id = 'GymMemberMenu1',
title = 'Welcome! Please Purchase a Gym Membership to workout!',
options = {
{
title = 'Buy Gym Membership',
description = '$'..Config.GymPassPrice,
arrow = true,
icon = 'dollar',
event = 'dynyx_gym:LifetimeConfirm',
}
}
})
lib.showContext('GymMemberMenu1')
else
print("**Invalid Config.Menu.**")
end
end)
RegisterNetEvent('dynyx_gym:LifetimeConfirm', function()
if Config.Menu == 'qb' then
exports['qb-menu']:openMenu({
{
id = 1,
header = "Go Back",
params = {
event = "dynyx-gym:OpenMemberBuy",
}
},{
id = 2,
header = "Confirm Purchase",
txt = "Purchase of $"..Config.GymPassPrice,
params = {
event = "dynyx_gym:BuyCard",
}
},
})
elseif Config.Menu == 'ox' then
lib.registerContext({
id = 'GymMemberMenu2',
title = 'Please Confirm.',
options = {
{
title = 'Confirm Purchase',
description = 'Purchase of $'..Config.GymPassPrice,
icon = 'dollar',
event = 'dynyx_gym:BuyCard',
}
}
})
lib.showContext('GymMemberMenu2')
else
print("**Invalid Config.Menu.**")
end
end)
RegisterNetEvent('dynyx_gym:BuyCard', function()
if Config.Progressbar == 'qb' then
QBCore.Functions.Progressbar('random_task', 'Processing Purchase', 3000, false, false, {
disableMovement = true,
disableCarMovement = true,
disableMouse = false,
disableCombat = true,
}, {
animDict = "missheistdockssetup1clipboard@base",
anim = "base",
flags = 8,
}, {}, {}, function()
TriggerServerEvent('dynyx_gym:BuyGymM')
end)
elseif Config.Progressbar == 'ox' then
exports.ox_inventory:Progress({
duration = 3000,
label = "Processing Purchase",
useWhileDead = false,
disable = {
move = true,
car = true,
combat = true,
mouse = false,
},
anim = {
dict = "missheistdockssetup1clipboard@base",
clip = "base",
flags = 8,
},
}, function(cancel)
if not cancel then
TriggerServerEvent('dynyx_gym:BuyGymM')
end
end)
else
print("**Invalid Config.Progressbar.**")
end
end)

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-- | https://discord.com/invite/A4gVRjnvaE | For any support
-- Make sure you have this https://github.com/GreenSlayer/mz-skills
-- ***IF YOU ARE USING OX UNCOMMENT "@ox_lib/init.lua", IN fxmanifest.lua***
Config = {}
Config.Target = 'qb' -- ox / qb
Config.Menu = 'qb' -- ox / qb
Config.Progressbar = 'qb' -- ox / qb
Config.Inventory = 'qb' -- ox / qb
Config.Notifications = 'qb' -- ox / qb
Config.GymPed = "a_m_y_clubcust_04" -- Ped Model of the Ped you buy a membership
Config.GymPedSpawn = vector4(-1255.53, -354.77, 35.96, 296.64) -- Location of the Ped you buy membership and Blip Location
Config.BlipName = 'Gym' -- Blip Name
Config.GymPassPrice = 1250 -- Price of Membership
Config.GymPassItem = 'gym_pass' -- Item Name of Gym Membership
Config.EnableMinigame = true -- (true == Enables Minigame) (false == Disables Minigame)
Config.Minigame = 'skillCheck' -- qb-lock / ps-ui / skillCheck (Ox_lib Required)(If using skillcheck, Minigame setting wont work)
Config.Skills = {
['ThreadMills'] = {
skill = 'Stamina', -- The Type of Skill
amount = math.random(0, 1), -- The amount of skill rep you gain
Stress = math.random(5, 9), -- GainStress -- You Can set the amount of Stress you gain here
ProgressbarDuration = math.random(1000, 2500), -- This is the duration for the progressbar
Minigame = { -- Circle Minigame
time = 5,
circles = 1,
FailedMinigameStress = math.random(10, 15) -- If you failed the minigame you will gain stress as a punishment for failing it
}
},
['Chinups'] = {
skill = 'Strength', -- The Type of Skill
amount = math.random(0, 2), -- The amount of skill rep you gain
Stress = math.random(5, 9), -- GainStress -- You Can set the amount of Stress you gain here
ProgressbarDuration = math.random(6000, 12000), -- This is the duration for the progressbar
Minigame = { -- Circle Minigame
time = 20,
circles = 7,
FailedMinigameStress = math.random(10, 15) -- If you failed the minigame you will gain stress as a punishment for failing it
},
ChinupAnimCoords = vector4(-1258.79, -355.49, 35.96, 338.63),
ChinupAnimCoords2 = vector4(-1257.45, -358.75, 35.96, 294.17)
},
['LiftWeights'] = {
skill = 'Strength', -- The Type of Skill
amount = math.random(0, 2), -- The amount of skill rep you gain
Stress = math.random(5, 9), -- GainStress -- You Can set the amount of Stress you gain here
ProgressbarDuration = math.random(6000, 12000), -- This is the duration for the progressbar
Minigame = { -- Circle Minigame
time = 18,
circles = 8,
FailedMinigameStress = math.random(10, 15) -- If you failed the minigame you will gain stress as a punishment for failing it
}
},
['Yoga'] = {
skill = 'Stamina', -- The Type of Skill
amount = math.random(0, 0), -- The amount of skill rep you gain
Stress = math.random(15, 20), --RelieveStress -- You Can set the amount of Stress you relieve here
ProgressbarDuration = math.random(7000, 12000), -- This is the duration for the progressbar
Minigame = { -- Circle Minigame
time = 18,
circles = 8,
FailedMinigameStress = math.random(10, 15) -- If you failed the minigame you will gain stress as a punishment for failing it
}
},
}
Config.Threadmills = { -- Coords of each Threadmill
[1] = {
coords = vector3(-1257.55, -366.77, 36.96)
},
[2] = {
coords = vector3(-1259.0, -367.58, 36.96)
},
[3] = {
coords = vector3(-1260.41, -368.4, 36.96)
},
[4] = {
coords = vector3(-1261.93, -369.09, 36.96)
},
[5] = {
coords = vector3(-1263.23, -369.84, 36.96)
},
[6] = {
coords = vector3(-1264.67, -370.58, 36.96)
},
}
Config.LiftWeight = { -- Coords of each Weight
[1] = {
coords = vector3(-1268.11, -366.05, 36.99)
},
[2] = {
coords = vector3(-1269.8, -362.56, 36.96)
},
}

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fx_version 'cerulean'
game 'gta5'
name "dynyx-gym"
description "Gym Workout Script made by Dynyx Scripts"
author "Green"
version "2.0"
lua54 'yes'
shared_scripts {
-- "@ox_lib/init.lua", -- Uncomment this if you are using OX_LIB
"config.lua",
}
client_scripts {
'@PolyZone/client.lua',
'@PolyZone/BoxZone.lua',
'client/*.lua',
}
server_scripts {
'server/*.lua',
}

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@ -0,0 +1,39 @@
local QBCore = exports['qb-core']:GetCoreObject()
function Notify(source, text, status)
if Config.Notifications == "ox" then
TriggerClientEvent('ox_lib:notify', source, {
title = 'GYM',
description = text,
type = status
})
elseif Config.Notifications == "qb" then
TriggerClientEvent('QBCore:Notify', source, text, status)
else
print("Config.Notifications is invalid.")
end
end
RegisterServerEvent('dynyx_gym:BuyGymM', function()
local src = source
if Config.Inventory == 'qb' then
local Player = QBCore.Functions.GetPlayer(src)
local cashcurr = Player.Functions.GetMoney('cash')
if cashcurr >= Config.GymPassPrice then
Player.Functions.RemoveMoney('cash', Config.GymPassPrice)
Player.Functions.AddItem(Config.GymPassItem, 1)
TriggerClientEvent('inventory:client:ItemBox', src, QBCore.Shared.Items[Config.GymPassItem], "add")
else
Notify(src, 'Not Enough Money', 'error')
end
elseif Config.Inventory == 'ox' then
local item = exports.ox_inventory:GetItem(src, "money")
if item.count >= Config.GymPassPrice then
exports.ox_inventory:RemoveItem(src, "money", Config.GymPassPrice)
exports.ox_inventory:AddItem(src, Config.GymPassItem, 1)
else
Notify(src, 'Not Enough Money', 'error')
end
end
end)

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@ -0,0 +1,13 @@
name: Discord Webhook
on: [push]
jobs:
Discord_notification:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v1
- name: Run Discord Webhook
uses: Kingsage311/classic-discord-webhook@main
with:
id: ${{ secrets.B1_ID }}
token: ${{ secrets.B1_TOKEN }}

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@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
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If the Program specifies that a proxy can decide which future
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15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
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PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
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IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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@ -0,0 +1,61 @@
## mz-skills
- A database held skill/XP system for qb-core (and use with other mz-resources).
- All credit to Kings#4220. This resource is based on the custom line branch of "B1-skillz" - for the original resource (with GTA V inherent modifications) please see: https://github.com/Burn-One-Studios/B1-skillz
### [ Installation ]
- Download the resource and drop it to your resource folder.
- Import the SQL file to your server's database (i.e. run the sql file and make sure the database runs)
- Add ``start mz-skills`` to your server.cfg (or simply make sure mz-skills is in your [qb] folder)
### [ Using mz-skills ]
!. To Update a skill please use the following export:
```lua
exports["mz-skills"]:UpdateSkill(skill, amount)
```
For example, to update "Searching" from bin-diving (as used with mz-bins)
```lua
exports["mz-skills"]:UpdateSkill("Searching", 1)
```
You can randomise the amount of skill gained, for example:
```lua
local searchgain = math.random(1, 3)
exports["mz-skills"]:UpdateSkill("Searching", searchgain)
```
B. The export to check to see if a skill is equal or greater than a particular value is as follows:
```lua
exports["mz-skills"]:CheckSkill(skill, val)
```
You can use this to lock content behind a particular level, for example:
```lua
exports["mz-skills"]:CheckSkill("Searching", 100, function(hasskill)
if hasskill then
TriggerEvent('mz-bins:client:Reward')
else
QBCore.Functions.Notify('You need at least 100XP in Searching to do this.', "error", 3500)
end
end)
```
- The export to obtain a player's current skill to interact with other scripts is as follows:
```lua
exports["qb-skillz"]:GetCurrentSkill(skill)
```
- For radial menu access to "skills" command add this to qb-radialmenu/config.lua - line 296 and following:
```lua
[3] = {
id = 'skills',
title = 'Check Skills',
icon = 'triangle-exclamation',
type = 'client',
event = 'mz-skills:client:CheckSkills',
shouldClose = true,
},
```
### [ Previews ]
<p align="center">
<img src="https://raw.githubusercontent.com/Kingsage311/Kingsage311/main/assets/skillzcustom.png"/>
</p>

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@ -0,0 +1,122 @@
local QBCore = exports['qb-core']:GetCoreObject()
FetchSkills = function()
QBCore.Functions.TriggerCallback("skillsystem:fetchStatus", function(data)
if data then
for status, value in pairs(data) do
if Config.Skills[status] then
Config.Skills[status]["Current"] = value["Current"]
else
print("Removing: " .. status)
end
end
end
RefreshSkills()
end)
end
GetCurrentSkill = function(skill)
return Config.Skills[skill]
end
--exports('GetCurrentSkill')
UpdateSkill = function(skill, amount)
if not Config.Skills[skill] then
print("Skill " .. skill .. " does not exist")
return
end
local SkillAmount = Config.Skills[skill]["Current"]
if SkillAmount + tonumber(amount) < 0 then
Config.Skills[skill]["Current"] = 0
elseif SkillAmount + tonumber(amount) > 250000 then
Config.Skills[skill]["Current"] = 100
else
Config.Skills[skill]["Current"] = SkillAmount + tonumber(amount)
end
RefreshSkills()
if Config.Notifications and tonumber(amount) > 0 then
if Config.NotifyType == "3d" then
Notification("~g~+" .. amount .. " SHITTY NOTI SYSTEM ~s~" .. skill)
elseif Config.NotifyType == 'qb' then
QBCore.Functions.Notify("+" .. amount .. " XP to " .. skill, "success", 3500)
elseif Config.NotifyType == "okok" then
exports['okokNotify']:Alert("SKILL GAINED", "+" .. amount .. " XP to " .. skill, 3500, 'info')
end
end
TriggerServerEvent("skillsystem:update", json.encode(Config.Skills))
end
function round(num)
return math.floor(num+.5)
end
function round1(num)
return math.floor(num+1)
end
RefreshSkills = function()
for type, value in pairs(Config.Skills) do
if Config.Debug then
print(type .. ": " .. value['Current'])
elseif Config.Debug and not Config.Skills[skill] then
print("something went wrong")
end
if value["Stat"] then
StatSetInt(value["Stat"], round(value["Current"]), true)
end
end
end
exports('CheckSkill', function(skill, val, hasskill)
if Config.Skills[skill] then
if Config.Skills[skill]["Current"] >= tonumber(val) then
hasskill(true)
else
hasskill(false)
end
else
print("Skill " .. skill .. " doesn't exist")
hasskill(false)
end
end)
MessageBox = function(text, alpha)
if alpha > 255 then
alpha = 255
elseif alpha < 0 then
alpha = 0
end
SetTextFont(4)
SetTextProportional(1)
SetTextColour(255, 255, 255, math.floor(alpha))
SetTextEdge(2, 0, 0, 0, math.floor(alpha))
SetTextDropShadow()
SetTextEntry("STRING")
SetTextCentre(1)
SetTextScale(0.31, 0.31)
AddTextComponentString(text)
local factor = (string.len(text)) / 350
local x = 0.015
local y = 0.5
local width = 0.05
local height = 0.025
DrawText(x + (width / 2.0), y + (height / 2.0) - 0.01)
DrawRect(x + (width / 2.0), y + (height / 2.0), width, height, 25, 25, 25, math.floor(alpha))
end
Notification = function(message)
local alpha = 185
for time = 1, 250 do
Citizen.Wait(1)
if time >= 150 then
alpha = alpha - 2
if alpha <= 0 then
alpha = 0
end
end
MessageBox(message, alpha)
end
end

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@ -0,0 +1,59 @@
local QBCore = exports['qb-core']:GetCoreObject()
local function createSkillMenu()
skillMenu = {}
skillMenu[#skillMenu + 1] = {
isHeader = true,
header = 'Skills',
isMenuHeader = true,
icon = 'fas fa-chart-simple'
}
for k,v in pairs(Config.Skills) do
if v['Current'] <= 100 then
SkillLevel = 'Level 0 (Unskilled)'
elseif v['Current'] > 100 and v['Current'] <= 200 then
SkillLevel = 'Level 1 (Beginner)'
elseif v['Current'] > 200 and v['Current'] <= 400 then
SkillLevel = 'Level 2 (Amateur)'
elseif v['Current'] > 400 and v['Current'] <= 800 then
SkillLevel = 'Level 3 (Intermediate)'
elseif v['Current'] > 800 and v['Current'] <= 1600 then
SkillLevel = 'Level 4 (Competent)'
elseif v['Current'] > 1600 and v['Current'] <= 3200 then
SkillLevel = 'Level 5 (Skilled)'
elseif v['Current'] > 3200 and v['Current'] <= 6400 then
SkillLevel = 'Level 6 (Adept)'
elseif v['Current'] > 6400 and v['Current'] <= 12800 then
SkillLevel = 'Level 7 (Master)'
elseif v['Current'] > 12800 then
SkillLevel = 'Level 8 (Proficient)'
else
SkillLevel = 'Unknown'
end
skillMenu[#skillMenu + 1] = {
header = ''.. k .. '',
txt = '( '..SkillLevel..' ) Total XP ( '..round1(v['Current'])..' )',
icon = ''..v['icon']..'',
params = {
args = {
v
}
}
}
end
exports['qb-menu']:openMenu(skillMenu)
end
RegisterCommand(Config.Skillmenu, function()
if Config.TypeCommand then
createSkillMenu()
else
Wait(10)
end
end)
RegisterNetEvent("mz-skills:client:CheckSkills")
AddEventHandler("mz-skills:client:CheckSkills", function()
createSkillMenu()
end)

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@ -0,0 +1,28 @@
local QBCore = exports['qb-core']:GetCoreObject()
RegisterNetEvent('QBCore:Client:OnPlayerLoaded', function()
Citizen.CreateThread(function()
FetchSkills()
while true do
local seconds = Config.UpdateFrequency * 1000
Citizen.Wait(seconds)
for skill, value in pairs(Config.Skills) do
UpdateSkill(skill, value["RemoveAmount"])
end
TriggerServerEvent("skillsystem:update", json.encode(Config.Skills))
end
end)
RegisterNetEvent('QBCore:Client:OnPlayerUnload', function()
for skill, value in pairs(Config.Skills) do
Config.Skills[skill]["Current"] = 0
end
end)
end)
AddEventHandler('onResourceStart', function(resource)
if resource == GetCurrentResourceName() then
Wait(100)
FetchSkills()
end
end)

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@ -0,0 +1,112 @@
Config = {}
-------------
--MZ-SKILLS--
-------------
Config.UpdateFrequency = 300 -- Seconds interval between removing values (no need to touch this)
Config.Notifications = true -- Notification played when skill is added (set to "false" to disable)
Config.NotifyType = 'qb' -- Notification type: 'qb' for QBCore notification, 'okok' for okokNotify
Config.Debug = false -- Set to "true" to print debugging messages
Config.TypeCommand = true -- Set to "false" to disable the "/skills" command (or whatever word you set in the next function)
Config.Skillmenu = "skills" -- phrase typed to display skills menu (check readme.md to set to commit to radial menu)
-------------
--RP SKILLS--
-------------
-- Please feel free to add/subtract the skills you are using in your city as you see fit.
-- Please avoid taking skills away after players have already started accumulating XP.
-- The following skills which appear in this default list are used by one or more mz- resources.
Config.Skills = {
["Stamina"] = {
["Current"] = 0,
["RemoveAmount"] = 0,
["Stat"] = "MP0_STAMINA",
['icon'] = 'fas fa-walking',
},
["Strength"] = {
["Current"] = 0,
["RemoveAmount"] = 0,
["Stat"] = "MP0_STRENGTH",
['icon'] = 'fas fa-dumbbell',
},
["Searching"] = {
["Current"] = 0,
["RemoveAmount"] = 0,
["Stat"] = "BINDIVE_ABILITY",
['icon'] = 'fas fa-trash',
},
["Scraping"] = {
["Current"] = 0,
["RemoveAmount"] = 0,
["Stat"] = "SCRAP_ABILITY",
['icon'] = 'fas fa-screwdriver',
},
["Hacking"] = {
["Current"] = 0,
["RemoveAmount"] = 0,
["Stat"] = "HACK_ABILITY",
['icon'] = 'fas fa-laptop-code',
},
["Street Reputation"] = {
["Current"] = 0,
["RemoveAmount"] = 0,
["Stat"] = "DRUGREP_ABILITY",
['icon'] = 'fas fa-cannabis',
},
["Drug Manufacture"] = {
["Current"] = 0,
["RemoveAmount"] = 0,
["Stat"] = "DRUGMAKE_ABILITY",
['icon'] = 'fas fa-pills',
},
["Delivery Runner"] = {
["Current"] = 0,
["RemoveAmount"] = 0,
["Stat"] = "RUNNER_ABILITY",
['icon'] = 'fas fa-car',
},
["Hitman"] = {
["Current"] = 0,
["RemoveAmount"] = 0,
["Stat"] = "HITMAN_ABILITY",
['icon'] = 'fas fa-skull',
},
["Driving"] = {
["Current"] = 0,
["RemoveAmount"] = 0,
["Stat"] = "DRIVER_ABILITY",
['icon'] = 'fas fa-car-alt',
},
["Lumberjack"] = {
["Current"] = 0,
["RemoveAmount"] = 0,
["Stat"] = "TREE_ABILITY",
['icon'] = 'fas fa-tree',
},
["Heist Reputation"] = {
["Current"] = 0,
["RemoveAmount"] = 0,
["Stat"] = "HEIST_ABILITY",
['icon'] = 'fa-solid fa-user-secret',
},
["Diving"] = {
["Current"] = 0,
["RemoveAmount"] = 0,
["Stat"] = "DIVING_ABILITY",
['icon'] = 'fas fa-water',
},
["Electrical"] = {
["Current"] = 0,
["RemoveAmount"] = 0,
["Stat"] = "ELECTRICAL_ABILITY",
['icon'] = 'fas fa-bolt',
},
}

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@ -0,0 +1,24 @@
fx_version 'cerulean'
game 'gta5'
description 'mz-skills - a customised fork of B1-skillz created by Kings#4220'
version '1.1.0'
shared_script 'config.lua'
server_scripts {
'@oxmysql/lib/MySQL.lua',
'server/main.lua'
}
client_scripts {
'client/main.lua',
'client/functions.lua',
'client/gui.lua'
}
exports {
"UpdateSkill",
"GetCurrentSkill"
}

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@ -0,0 +1,23 @@
local QBCore = exports['qb-core']:GetCoreObject()
QBCore.Functions.CreateCallback('skillsystem:fetchStatus', function(source, cb)
local Player = QBCore.Functions.GetPlayer(source)
if Player then
local status = MySQL.scalar.await('SELECT skills FROM players WHERE citizenid = ?', {Player.PlayerData.citizenid})
if status ~= nil then
cb(json.decode(status))
else
cb(nil)
end
else
cb()
end
end)
RegisterServerEvent('skillsystem:update', function (data)
local Player = QBCore.Functions.GetPlayer(source)
MySQL.query('UPDATE players SET skills = @skills WHERE citizenid = @citizenid', {
['@skills'] = data,
['@citizenid'] = Player.PlayerData.citizenid
})
end)

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@ -0,0 +1,2 @@
ALTER table players
ADD COLUMN `skills` LONGTEXT;

View file

@ -0,0 +1,26 @@
---
name: Bug Report
about: Create a report to help us improve
title: ''
labels: ''
assignees: ''
---
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Expected Behaviour**
A clear and concise description of what you expected to happen.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Additional context**
Add any other context about the problem here.

View file

@ -0,0 +1,28 @@
### Description
e.g. UI does not close after completing menu game
<!-- Provide a brief summary of the changes proposed in this pull request. -->
### Related Issue
<!-- Link to the related issue(s) this pull request addresses. -->
e.g. Closes #123
### Type of Change
<!-- Please delete options that are not relevant. -->
- [ ] Bug fix
- [ ] New feature
- [ ] Improvement
- [ ] Documentation update
- [ ] Other (please specify):
### Checklist
- [ ] I have read and followed the contributing guidelines.
- [ ] I have tested the changes locally.
- [ ] I have updated the documentation if necessary.
- [ ] I have added or updated tests to cover the changes.
- [ ] I have verified that the code style and formatting adhere to the project's standards.
### Screenshots
<!-- If applicable, add screenshots to help explain the changes. -->
### Additional Information
<!-- Provide any additional context or information that reviewers should be aware of. -->

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@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
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Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
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<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
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You should also get your employer (if you work as a programmer) or school,
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For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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@ -0,0 +1,5 @@
# Script Archived & Merged into ps_lib
This script has been **archived** and its entire functionality has been **merged into the [`ps_lib` library**.](https://github.com/Project-Sloth/ps_lib)
Going forward, all updates, patches, and new features will be maintained in the [`ps_lib` repository.](https://github.com/Project-Sloth/ps_lib)

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@ -0,0 +1,35 @@
local p = nil
--- Starts a circle game and handles the result.
--- @param cb function: Callback function that will receive the result of the game (true for success, false for failure)
--- @param circles number|nil: Number of circles in the game (default is 1 if nil or less than 1)
--- @param seconds number|nil: Time duration of the game in seconds (default is 10 if nil or less than 1)
local function circle(cb, circles, seconds)
if circles == nil or circles < 1 then circles = 1 end
if seconds == nil or seconds < 1 then seconds = 10 end
DebugPrint("Circle called with " .. circles .. " circles and " .. seconds .. " seconds")
p = promise.new()
SendNUIMessage({
action = 'CircleGame',
data = {
circles = circles,
time = seconds,
}
})
SetNuiFocus(true, true)
local result = Citizen.Await(p)
cb(result)
end
--- Callback for when the game finishes.
--- @param data any: Data sent from the NUI (not used in this function)
--- @param cb function: Callback function to signal completion of the NUI callback (must be called to complete the NUI callback)
RegisterNuiCallback('circle-result', function(data, cb)
local result = data.endResult
p:resolve(result)
p = nil
SetNuiFocus(false, false)
cb('ok')
end)
exports("Circle", circle)

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@ -0,0 +1,45 @@
local storedText = ""
local storedColor = "primary"
--- Displays text with a specified color and icon.
--- @param text string|nil: The text to display (defaults to an empty string if nil)
--- @param color string|nil: The color for the text (defaults to "primary" if nil)
--- @param icon string|nil: The icon to display (defaults to 'fa-solid fa-circle-info' if nil)
exports("DisplayText", function(text, color, icon)
if text == nil then storedText = "" else storedText = text end
if color == nil then storedColor = "primary" else storedColor = color end
DebugPrint("DisplayText called with " .. text .. " text and " .. color .. " color")
SendNUIMessage({
action = "ShowDrawTextMenu",
data = {
title = "No Title", -- Static title for the text display
keys = storedText, -- The text to display
icon = icon or 'fa-solid fa-circle-info', -- Icon to display (default is 'fa-solid fa-circle-info')
color = storedColor, -- Color of the text
}
})
end)
--- Hides the currently displayed text.
exports("HideText", function()
storedText = ""
storedColor = "primary"
SendNUIMessage({
action = "HideDrawTextMenu",
})
end)
--- Updates the displayed text.
--- @param text string|nil: The new text to display (defaults to an empty string if nil)
exports("UpdateText", function(text, color, icon)
if text == nil then storedText = "" else storedText = text end
if color == nil then storedColor = "primary" else storedColor = color end
SendNUIMessage({
action = "ShowDrawTextMenu",
data = {
keys = storedText, -- The updated text to display
icon = icon or 'fa-solid fa-circle-info', -- Icon to display (default is 'fa-solid fa-circle-info')
color = storedColor, -- Color of the text
}
})
end)

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@ -0,0 +1,163 @@
-- Number Maze
RegisterCommand("maze",function()
exports['ps-ui']:Maze(function(success)
if success then
print("success")
else
print("fail")
end
end, 20) -- Hack Time Limit
end)
-- VAR
RegisterCommand("var", function()
exports['ps-ui']:VarHack(function(success)
if success then
print("success")
else
print("fail")
end
end, 2, 3) -- Number of Blocks, Time (seconds)
end)
-- CIRCLE
RegisterCommand("circle", function()
exports['ps-ui']:Circle(function(success)
if success then
print("success")
else
print("fail")
end
end, 2, 20) -- NumberOfCircles, MS
end)
-- THERMITE
RegisterCommand("thermite", function()
exports['ps-ui']:Thermite(function(success)
if success then
print("success")
else
print("fail")
end
end, 10, 5, 3) -- Time, Gridsize (5, 6, 7, 8, 9, 10), IncorrectBlocks
end)
-- SCRAMBLER
RegisterCommand("scrambler", function()
exports['ps-ui']:Scrambler(function(success)
if success then
print("success")
else
print("fail")
end
end, "numeric", 30, 0) -- Type (alphabet, numeric, alphanumeric, greek, braille, runes), Time (Seconds), Mirrored (0: Normal, 1: Normal + Mirrored 2: Mirrored only )
end)
-- DISPLAY TEXT
RegisterCommand("display", function()
exports['ps-ui']:DisplayText("Example Text", "primary") -- Colors: primary, error, success, warning, info, mint
end)
RegisterCommand("hide", function()
exports['ps-ui']:HideText()
end)
local status = false
RegisterCommand("status", function()
if not status then
status = true
exports['ps-ui']:StatusShow("Area Dominance", {
"Gang: Ballas",
"Influence: %100",
})
else
status = false
exports['ps-ui']:StatusHide()
end
end)
RegisterCommand("cmenu", function()
exports['ps-ui']:CreateMenu({
{
header = "header1",
text = "text1",
icon = "fa-solid fa-circle",
color = "red",
event = "event:one",
args = {
1,
"two",
"3",
},
server = false,
},
{
header = "header2",
text = "text3",
icon = "fa-solid fa-circle",
color = "blue",
event = "event:two",
args = {
1,
"two",
"3",
},
server = false,
},
{
header = "header3",
text = "text3",
icon = "fa-solid fa-circle",
color = "green",
event = "event:three",
args = {
1,
"two",
"3",
},
server = true,
},
{
header = "header4",
text = "text4",
event = "event:four",
args = {
1,
"two",
"3",
},
},
})
end)
RegisterCommand("input", function()
local input = exports['ps-ui']:Input({
title = "Test",
inputs = {
{
type = "text",
placeholder = "test2"
},
{
type = "password",
placeholder = "password"
},
{
type = "number",
placeholder = "666"
},
}
})
for k,v in pairs(input) do
print(k,v)
end
end)
RegisterCommand("showimage", function()
exports['ps-ui']:ShowImage("https://user-images.githubusercontent.com/91661118/168956591-43462c40-e7c2-41af-8282-b2d9b6716771.png")
end)

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@ -0,0 +1,41 @@
local p = nil
local active = false
--- Displays an input form and waits for user input.
--- @param InputData table: Data to be used for the input form, typically includes fields like labels, types, and icons.
--- @return table: User input data as returned from the form.
local function input(InputData)
DebugPrint("Input called with " .. json.encode(InputData))
p = promise.new()
while active do Wait(0) end
active = true
SendNUIMessage({
action = "ShowInput",
data = InputData
})
SetNuiFocus(true, true)
local inputs = Citizen.Await(p)
return inputs
end
--- Callback for handling user input.
--- @param data table: Data received from the NUI input form, includes user input values.
--- @param cb function: Callback function to signal completion of the NUI callback (must be called to complete the NUI callback).
RegisterNUICallback('input-callback', function(data, cb)
SetNuiFocus(false, false)
p:resolve(data)
p = nil
active = false
cb('ok')
end)
--- Callback for closing the input form.
--- @param data any: Data sent from the NUI (not used in this function).
--- @param cb function: Callback function to signal completion of the NUI callback (must be called to complete the NUI callback).
RegisterNUICallback('input-close', function(data, cb)
SetNuiFocus(false, false)
cb('ok')
end)
exports("Input", input)

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@ -0,0 +1,64 @@
local storedData = {}
---Creates a menu and registers its events.
---@param menuData table: Data for the menu, including items and submenus.
local function createMenu(menuData)
for _, item in ipairs(menuData) do
storedData[item.id] = item
if item.subMenu then
for _, subItem in ipairs(item.subMenu) do
storedData[subItem.id] = subItem
end
end
end
SendNUI("ShowMenu", nil, {
menuData = menuData
}, true)
end
--- Event handler for creating a menu from a network event.
--- @param menuData table: Data for the menu, including items and submenus.
RegisterNetEvent("ps-ui:CreateMenu", function(menuData)
if not menuData then
return
end
createMenu(menuData)
end)
--- Closes the current menu.
local function hideMenu()
SendNUI("HideMenu", nil, {}, false)
storedData = {}
end
--- NUI callback for closing the menu.
--- @param data any: Data from the NUI (not used in this function).
--- @param cb function: Callback function to signal completion of the NUI callback.
RegisterNUICallback('menuClose', function(data, cb)
SetNuiFocus(false, false)
storedData = {}
cb('ok')
end)
--- NUI callback for menu item selection.
--- @param data table: Data from the NUI, including event details.
--- @param cb function: Callback function to signal completion of the NUI callback. The callback should be called with a string status, e.g., 'ok' or an error message.
RegisterNUICallback('MenuSelect', function(data, cb)
local menuData = storedData[data.data.id]
if menuData then
if menuData.server then
TriggerServerEvent(menuData.event, table.unpack(menuData.args))
else
TriggerEvent(menuData.event, table.unpack(menuData.args))
end
SetNuiFocus(false, false)
storedData = {}
end
cb('ok')
end)
exports("CreateMenu", createMenu)
exports("HideMenu", hideMenu)

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--- Sends a notification to the user.
--- @param text string: The text content of the notification.
--- @param type string|nil: The type of notification (e.g., 'primary', 'success', 'error'). Defaults to 'primary' if nil.
--- @param length number|nil: Duration of the notification in milliseconds. Defaults to 5000 milliseconds (5 seconds) if nil.
local function notify(text, type, length)
type = type or 'primary' -- Default to 'primary' if type is nil
length = length or 5000 -- Default to 5000 milliseconds if length is nil
DebugPrint("Notify called with " .. text .. " text and " .. type .. " type")
SendNUI("ShowNotification", nil, {
text = text, -- Notification text
type = type, -- Notification type
length = length -- Duration of the notification
}, false)
end
--- Network event handler for sending a notification.
RegisterNetEvent('ps-ui:Notify', notify)
exports('Notify', notify)

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--- Starts the maze game.
--- @param callback function: Callback function to handle the result of the game (true for success, false for failure).
--- @param speed number|nil: Time duration of the game in seconds. Defaults to 10 seconds if nil.
local function Maze(callback, speed)
if speed == nil then speed = 10 end -- Default to 10 seconds if speed is nil
DebugPrint("Maze called with " .. speed .. " speed")
SendNUI("GameLauncher", callback, {
game = "NumberMaze", -- Name of the game
gameName = "NumberMaze", -- Display name of the game
gameDescription = "Test your skills in the Number Maze! Race against the clock to find the correct sequence and beat the challenge. Can you solve it before time runs out?", -- Description of the game
gameTime = speed, -- Time duration of the game
triggerEvent = 'maze-callback', -- Event to trigger on completion
maxAnswersIncorrect = 2, -- Maximum number of incorrect answers allowed
}, true)
end
exports("Maze", Maze)

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--- Starts the scrambler game.
--- @param callback function: Callback function to handle the result of the game (true for success, false for failure).
--- @param type string|nil: Type of the game (e.g., 'alphabet', 'numeric'). Defaults to "alphabet" if nil.
--- @param time number|nil: Time duration of the game in seconds. Defaults to 10 seconds if nil.
--- @param mirrored number|nil: Option to include mirrored text (0: Normal, 1: Normal + Mirrored, 2: Mirrored only). Defaults to 0 if nil.
local function scrambler(callback, type, time, mirrored)
if type == nil then type = "alphabet" end -- Default to "alphabet" if type is nil
if time == nil then time = 10 end -- Default to 10 seconds if time is nil
if mirrored == nil then mirrored = 0 end -- Default to 0 if mirrored is nil
DebugPrint("Scrambler called with " .. type .. " type and " .. time .. " time")
SendNUI("GameLauncher", callback, { -- Use SendNUI with nil callback
game = "Scramber", -- Internal name of the game
gameName = "Scrambler", -- Display name of the game
gameDescription = "Challenge your brain with the Scrambler game! Depending on your choice, you'll either unscramble letters or numbers, with an option for mirrored text. Can you solve the puzzles before time runs out?", -- Description of the game
amountOfAnswers = 4, -- Number of answers to provide in the game
gameTime = time, -- Time duration of the game
sets = type, -- Type of the game
changeBoardAfter = 1, -- Specifies if the board should change after a certain condition
}, true)
end
exports("Scrambler", scrambler)

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--- Sets the display state for the NUI with an optional image.
--- @param bool boolean: Determines whether to show or hide the NUI. `true` to show, `false` to hide.
--- @param img string|nil: URL of the image to display. Ignored if `bool` is `false`.
local function setDisplay(bool, img)
DebugPrint("ShowImage called with " .. tostring(bool) .. " bool and " .. img .. " img")
SendNUI("ShowImage", nil, {
url = bool and img or nil,
show = bool,
}, true)
end
--- Shows an image by setting the display state to `true`.
--- @param img string: URL of the image to display.
local function showImage(img)
setDisplay(true, img)
end
--- NUI callback for handling the image display state change.
--- @param data table: Data received from the NUI callback.
--- @field data.show boolean: Indicates whether the image was shown or hidden.
--- @param cb function: Callback function to signal completion of the NUI callback.
RegisterNUICallback("showItemImage-callback", function(data, cb)
setDisplay(false)
SetNuiFocus(false, false)
cb('ok')
end)
exports("ShowImage", showImage)

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--- Shows the status bar with the given details.
--- @param title string: Title to display on the status bar.
--- @param description string: Description to display on the status bar.
--- @param icon string: Icon to display on the status bar.
--- @param values table: List of items to display in the status bar. Each item is typically a table with `key` and `value` fields.
local function statusShow(title, description, icon, values)
DebugPrint("StatusBar called with " .. title .. " title, " .. description .. " description, " .. icon .. " icon, and " .. json.encode(values) .. " values")
SendNUI("ShowStatusBar", nil, {
title = title,
description = description,
icon = icon,
items = values,
}, false)
end
--- Hides the status bar.
local function statusHide()
SendNUI("HideStatusBar", nil, {}, false)
end
--- Updates the status bar with new information.
--- @param title string: Title to display on the status bar.
--- @param values table: List of items to display in the status bar. Each item is typically a table with `key` and `value` fields.
local function statusUpdate(title, values)
SendNUI("updateStatusBar", nil, {
update = true,
title = title,
values = values,
}, false)
end
exports("StatusShow", statusShow)
exports("StatusHide", statusHide)
exports("StatusUpdate", statusUpdate)

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local correctBlocksBasedOnGrid = {
[5] = 10,
[6] = 14,
[7] = 18,
[8] = 20,
[9] = 24,
[10] = 28,
}
--- Starts the Thermite game with the specified parameters.
--- @param cb function: Callback function that will receive the result of the game (true for success, false for failure).
--- @param time number|nil: Time duration for the game in seconds. Default is 10 if nil.
--- @param gridsize number|nil: Size of the game grid (number of blocks per side). Default is 6 if nil.
--- @param wrong number|nil: Maximum number of incorrect answers allowed. Default is 3 if nil.
--- @param correctBlocks number|nil: Number of correct blocks to display. If not provided, it is determined based on the grid size.
local function thermite(cb, time, gridsize, wrong, correctBlocks)
-- Default values if parameters are not provided
if time == nil then time = 10 end
if gridsize <= 5 or gridsize == nil then gridsize = 6 end
if wrong == nil then wrong = 3 end
local correctBlockCount = correctBlocks or correctBlocksBasedOnGrid[gridsize]
DebugPrint("Thermite called with " .. correctBlockCount .. " correct blocks and " .. time .. " time")
SendNUI("GameLauncher", cb, { -- Use SendNUI with nil callback
game = "MemoryGame", -- Name of the game
gameName = "Memory Game", -- Display name of the game
gameDescription = "Test your memory with Thermite! Match blocks on a grid before time runs out. Adjust grid size and incorrect answers for added challenge!", -- Description of the game
amountOfAnswers = correctBlockCount, -- Number of correct blocks to display
gameTime = time, -- Time duration for the game
maxAnswersIncorrect = wrong, -- Maximum number of incorrect answers allowed
displayInitialAnswersFor = 3, -- Time to display initial answers (seconds)
gridSize = gridsize, -- Size of the game grid
}, true)
end
exports("Thermite", thermite)

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local callback = nil
local isActive = false
local debug = false
-- When the NUI is closed, call the callback function and returns result
RegisterNUICallback('minigame:callback', function(res, cb)
SetNuiFocus(false, false)
if callback then
callback(res)
end
DebugPrint("Minigame closed. Result: " .. tostring(res))
isActive = false
cb('ok')
end)
-- Sends a NUI message to the UI
---@param action string -- Action to be sent to the NUI
---@param cb fun()|nil -- Callback function to be called when the NUI is closed, or nil if no callback is needed
---@param data table -- Data to be sent to the NUI
---@param nuiFocus boolean -- Whether to set NUI focus or not
function SendNUI(action, cb, data, nuiFocus)
if not isActive then
isActive = true
SetNuiFocus(nuiFocus, nuiFocus)
SendNUIMessage({
action = action,
data = data
})
if not cb then
isActive = false
end
end
if cb then
callback = cb
end
end
-- Debug function to print to the console
function DebugPrint(...)
if not debug then return end
local args <const> = { ... }
local appendStr = ''
for _, v in ipairs(args) do
appendStr = appendStr .. ' ' .. tostring(v)
end
local msgTemplate = '^3[%s]^0%s'
local finalMsg = msgTemplate:format("ps-ui", appendStr)
print(finalMsg)
end

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-- Starts the VarHack game with the specified parameters.
--- @param callback function: Callback function that will receive the result of the game (true for success, false for failure).
--- @param blocks number|nil: Number of blocks in the game. Default is 5 if nil or out of range (1-15).
--- @param speed number|nil: Speed of the game in seconds. Default is 20 if nil or less than 2.
local function varHack(callback, blocks, speed)
if speed == nil or (speed < 2) then speed = 20 end -- Default speed if not provided or less than 2
if blocks == nil or (blocks < 1 or blocks > 15) then blocks = 5 end -- Default blocks if not provided or out of range (1-15
DebugPrint("VarHack called with " .. blocks .. " blocks and " .. speed .. " speed")
SendNUI("GameLauncher", callback, {
game = "NumberPuzzle", -- Name of the game
gameName = "NumberPuzzle", -- Display name of the game
gameDescription = "Test your skills with VarHack! Solve the number puzzle by matching blocks within the time limit. Adjust the number of blocks and game speed for a personalized challenge!", -- Description of the game
gameTime = 15, -- Duration of the game in seconds
triggerEvent = 'var-callback', -- Event to trigger on game completion
maxAnswersIncorrect = 2, -- Maximum number of incorrect answers allowed
amountOfAnswers = blocks, -- Number of blocks in the game
timeForNumberDisplay = 3, -- Time to display numbers (seconds)
}, true)
end
exports("VarHack", varHack)

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fx_version 'cerulean'
game 'gta5'
author 'Project Sloth'
description 'UI Library'
version '2.0.1'
repository 'https://github.com/Project-Sloth/ps-ui'
credits 'https://github.com/sharkiller/nopixel_minigame'
lua54 'yes'
ui_page 'web/build/index.html'
client_scripts {
'client/**'
}
files {
'web/build/**',
}

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# Logs
logs
*.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*
pnpm-debug.log*
lerna-debug.log*
node_modules
dist
dist-ssr
*.local
# Editor directories and files
.vscode/*
!.vscode/extensions.json
.idea
.DS_Store
*.suo
*.ntvs*
*.njsproj
*.sln
*.sw?

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# Svelte + TS + Vite
This template should help get you started developing with Svelte and TypeScript in Vite.
## Recommended IDE Setup
[VS Code](https://code.visualstudio.com/) + [Svelte](https://marketplace.visualstudio.com/items?itemName=svelte.svelte-vscode).
## Need an official Svelte framework?
Check out [SvelteKit](https://github.com/sveltejs/kit#readme), which is also powered by Vite. Deploy anywhere with its serverless-first approach and adapt to various platforms, with out of the box support for TypeScript, SCSS, and Less, and easily-added support for mdsvex, GraphQL, PostCSS, Tailwind CSS, and more.
## Technical considerations
**Why use this over SvelteKit?**
- It brings its own routing solution which might not be preferable for some users.
- It is first and foremost a framework that just happens to use Vite under the hood, not a Vite app.
`vite dev` and `vite build` wouldn't work in a SvelteKit environment, for example.
This template contains as little as possible to get started with Vite + TypeScript + Svelte, while taking into account the developer experience with regards to HMR and intellisense. It demonstrates capabilities on par with the other `create-vite` templates and is a good starting point for beginners dipping their toes into a Vite + Svelte project.
Should you later need the extended capabilities and extensibility provided by SvelteKit, the template has been structured similarly to SvelteKit so that it is easy to migrate.
**Why `global.d.ts` instead of `compilerOptions.types` inside `jsconfig.json` or `tsconfig.json`?**
Setting `compilerOptions.types` shuts out all other types not explicitly listed in the configuration. Using triple-slash references keeps the default TypeScript setting of accepting type information from the entire workspace, while also adding `svelte` and `vite/client` type information.
**Why include `.vscode/extensions.json`?**
Other templates indirectly recommend extensions via the README, but this file allows VS Code to prompt the user to install the recommended extension upon opening the project.
**Why enable `allowJs` in the TS template?**
While `allowJs: false` would indeed prevent the use of `.js` files in the project, it does not prevent the use of JavaScript syntax in `.svelte` files. In addition, it would force `checkJs: false`, bringing the worst of both worlds: not being able to guarantee the entire codebase is TypeScript, and also having worse typechecking for the existing JavaScript. In addition, there are valid use cases in which a mixed codebase may be relevant.
**Why is HMR not preserving my local component state?**
HMR state preservation comes with a number of gotchas! It has been disabled by default in both `svelte-hmr` and `@sveltejs/vite-plugin-svelte` due to its often surprising behavior. You can read the details [here](https://github.com/rixo/svelte-hmr#svelte-hmr).
If you have state that's important to retain within a component, consider creating an external store which would not be replaced by HMR.
```ts
// store.ts
// An extremely simple external store
import { writable } from 'svelte/store'
export default writable(0)
```

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<!DOCTYPE html><html lang="en"><head><meta charset="UTF-8"><link rel="icon" href="./favicon.ico"><meta name="viewport" content="width=device-width,initial-scale=1"><link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.3.0/css/all.min.css" integrity="sha512-SzlrxWUlpfuzQ+pcUCosxcglQRNAq/DZjVsC0lE40xsADsfeQoEypE+enwcOiGjk/bSuGGKHEyjSoQ1zVisanQ==" crossorigin="anonymous" referrerpolicy="no-referrer"><title>PS-UI</title><script type="module" crossorigin src="./index.js"></script><link rel="stylesheet" crossorigin href="./index.css"></head><body><div id="app"></div></body></html>

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@import './themes.css';

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:root {
--color-green: #02f1b5;
--color-palegreen: #039672;
--color-darkblue: #131313;
--color-blue: #0057ae;
--color-lightgrey: #dadada;
--color-white: #ffffff;
--color-black: #000000;
--color-darkgrey: #6a6a6a;
--color-red: #e10404;
--cube-bg-darkgreen: #0f2a25;
font-size: 0.8em;
font-family: 'roboto', sans-serif;
}

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<link rel="icon" href="./public/favicon.ico" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<link
rel="stylesheet"
href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.3.0/css/all.min.css"
integrity="sha512-SzlrxWUlpfuzQ+pcUCosxcglQRNAq/DZjVsC0lE40xsADsfeQoEypE+enwcOiGjk/bSuGGKHEyjSoQ1zVisanQ=="
crossorigin="anonymous"
referrerpolicy="no-referrer"
/>
<title>PS-UI</title>
<link rel="stylesheet" href="./css/master.css">
</head>
<body>
<div id="app"></div>
<script type="module" src="/src/main.ts"></script>
</body>
</html>

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{
"name": "ps-ui",
"version": "2.0.0",
"type": "module",
"scripts": {
"dev": "vite",
"build": "vite build",
"preview": "vite preview",
"check": "svelte-check --tsconfig ./tsconfig.json"
},
"devDependencies": {
"@sveltejs/vite-plugin-svelte": "^3.0.1",
"@tsconfig/svelte": "^5.0.2",
"autoprefixer": "^10.4.16",
"postcss": "^8.4.33",
"svelte": "^4.2.8",
"svelte-check": "^3.6.2",
"svelte-preprocess": "^5.1.3",
"tailwindcss": "^3.4.1",
"tslib": "^2.6.2",
"typescript": "^5.3.3",
"vite": "^5.0.11",
"html-minifier": "^4.0.0"
},
"dependencies": {
"@fortawesome/fontawesome-free": "^6.5.1",
"@mojs/core": "^1.7.1"
}
}

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import tailwind from 'tailwindcss';
import autoprefixer from 'autoprefixer';
import tailwindConfig from './tailwind.config.cjs';
export default {
plugins: [tailwind(tailwindConfig), autoprefixer],
}

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<script lang="ts">
// Svelte
import { fade } from 'svelte/transition';
// Stores
import { isDevMode, showComponent } from './stores/GeneralStores';
import { showUi } from './stores/GeneralStores';
// Enums
import { UIComponentsEnum } from './enums/UIComponentsEnum';
// PS-UI components
import GameLauncher from './games/GameLauncher.svelte';
import { EventHandler, handleKeyUp } from './../utils/eventHandler';
import Image from './components/Image.svelte';
import { notificationMock } from './../utils/mockEvent';
import Notification from './components/Notification.svelte';
import { GamesEnum } from './enums/GamesEnum';
import InputComponent from './components/InputComponent.svelte';
import StatusBarComponent from './components/StatusBarComponent.svelte';
import DrawTextComponent from './components/DrawTextComponent.svelte';
import InteractionMenuComponent from './components/InteractionMenuComponent.svelte';
import CircleGame from './games/CircleGame.svelte';
EventHandler();
document.onkeyup = handleKeyUp;
if(isDevMode) {
notificationMock();
const memoryGameData = {
game: GamesEnum.Memory,
gameName: 'Memory MiniGame',
gameDescription: 'Lorem ipsum is placceholder text commonly used in the arachic, print and publishing industries for previewing layouts and visual mockups.',
amountOfAnswers: 9,
gameTime: 30, // seconds
maxAnswersIncorrect: 0,
displayInitialAnswersFor: 5, //seconds
gridSize: 10, //5,6,7,8,9,10 - one of these values as number of rows and columns
triggerEvent: 'memorygame-callback',
};
// setupGame({ data: memoryGameData});
const scramblerGameData = {
game: GamesEnum.Scrambler,
gameName: 'Scrambler MiniGame',
gameDescription: 'Lorem ipsum is placeholder text commonly used in the arachic, print and publishing industries for previewing layouts and visual mockups.',
amountOfAnswers: 4, // count of numbers to display
gameTime: 80, // seconds
sets: 'numeric', // numeric, alphabet, alphanumeric, greek, braille, runes
changeBoardAfter: 3 //seconds
};
// setupGame({ data: scramblerGameData});
const numberMazeGameData = {
game: GamesEnum.NumberMaze,
gameName: 'Number Maze MiniGame',
gameDescription: 'Lorem ipsum is placeholder text commonly used in the arachic, print and publishing industries for previewing layouts and visual mockups.',
gameTime: 30, // seconds
maxAnswersIncorrect: 2,
triggerEvent: 'maze-callback',
};
// setupGame({ data: numberMazeGameData});
const numberPuzzleGameData = {
game: GamesEnum.NumberPuzzle,
gameName: 'Number Puzzle MiniGame',
gameDescription: 'Lorem ipsum is placeholder text commonly used in the arachic, print and publishing industries for previewing layouts and visual mockups.',
gameTime: 3, // seconds
maxAnswersIncorrect: 2,
amountOfAnswers: 5,
timeForNumberDisplay: 5, // seconds
triggerEvent: 'var-callback',
};
// setupGame({ data: numberPuzzleGameData});
//input
const inputData = [
{
id: '1',
label: 'Name',
icon: 'fa-solid fa-pen',
placeholder: 'Insert name',
type: 'text',
},
{
id: '2',
label: 'Password',
icon: 'fa-solid fa-lock',
placeholder: 'Enter password',
type: 'password',
},
{
id: '3',
label: 'Phone',
icon: 'fa-solid fa-phone',
placeholder: 'Enter phone number',
type: 'phone',
},
];
// showInput(inputData);
const statusBarData = {
title: 'Area Dominance',
description: 'Write some description here',
icon: 'fa-solid fa-circle-info',
items: [
{
key: 'Gang', value: 'Ballas'
},
{
key: 'Dominance', value: '20%'
}
],
};
// showStatusBar(statusBarData);
// // double call for status bar
// setTimeout(() => {
// showStatusBar(
// {
// title: 'Area Check',
// description: 'Whats up',
// icon: 'fa-solid fa-heart',
// items: [
// {
// key: 'Gang', value: 'Ace'
// }
// ],
// }
// )
// }, 5000);
const drawTextData = {
icon: 'fa-solid fa-circle-info',
keys: 'Press [E] to interact',
color: 'yellow'
};
// showDrawTextMenu(drawTextData);
// // double call for draw text
// setTimeout(() => {
// showDrawTextMenu(
// {
// icon: 'fa-solid fa-circle-info',
// keys: 'Press [E] to interact and check if the old one exists',
// color: ''
// }
// );
// }, 5000);
const interactionMenuData = [
{
header: 'Menu item 1',
text: 'Some text',
icon: 'fa-solid fa-user',
color: '#02f1b5',
callback: '',
subMenu: null,
},
{
header: 'Menu item 2',
icon: 'fa-solid fa-user',
color: '',
callback: '',
subMenu: [
{
header: 'Submenu1',
icon: 'fa-solid fa-circle-info',
color: '#02f1b5',
},
{
header: 'Submenu2',
icon: 'fa-solid fa-circle-info',
color: '#02f1b5',
},
],
},
];
// setupInteractionMenu(interactionMenuData);
}
</script>
{#if $showUi }
<!-- class="min-h-screen min-w-full" -->
<main transition:fade={{ duration: 100 }} class="main-bg">
{#if $showComponent === UIComponentsEnum.StatusBar}
<StatusBarComponent />
{/if}
{#if $showComponent === UIComponentsEnum.DrawText}
<DrawTextComponent />
{/if}
{#if $showComponent === UIComponentsEnum.Menu}
<InteractionMenuComponent />
{/if}
{#if $showComponent === UIComponentsEnum.Input}
<InputComponent />
{/if}
{#if $showComponent === UIComponentsEnum.Game}
<GameLauncher />
{/if}
{#if $showComponent === UIComponentsEnum.Image}
<Image />
{/if}
{#if $showComponent === UIComponentsEnum.Notification}
<Notification />
{/if}
<CircleGame />
</main>
{/if}
<style>
.main-bg {
height: 100%;
width: 100%;
overflow: hidden;
}
</style>

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<script lang="ts">
export let color: string = '';
</script>
<svg
version="1.1"
id="Layer_1"
xmlns="http://www.w3.org/2000/svg"
xmlns:xlink="http://www.w3.org/1999/xlink"
x="0px"
y="0px"
viewBox="0 0 437.3 512"
style="enable-background:new 0 0 437.3 512;"
xml:space="preserve"
fill={color}
>
<g>
<path
d="M230.3,455.7c-8.3,0-16.6,0-25,0c-8.5-3.1-17.2-5.7-25.4-9.4c-21.9-9.8-42.1-22.2-58.1-40.4c-10-11.3-16.2-24.2-15.6-39.9
c0.5-13.5,0.1-27,0.1-40.5c0-2-0.2-3.2-2.5-4.1c-24.3-9.4-38-29.4-38.1-55.6c-0.1-24.7-0.3-49.4,0.1-74.1c0.2-9.7,0.9-19.6,3.2-29
c12.1-47.6,42.8-78.7,87.9-96.4c21.1-8.3,43.3-10.3,65.8-10c33.5,0.4,64.5,8.9,91.8,28.7c35.8,26,56,60.8,56.8,105.6
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/>
</g>
</svg>

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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512"><!--! Font Awesome Pro 6.1.1 by @fontawesome - https://fontawesome.com License - https://fontawesome.com/license (Commercial License) Copyright 2022 Fonticons, Inc. --><path d="M512 208v224c0 8.75-7.25 16-16 16H416v-128h-32v128h-64v-128h-32v128H224v-128H192v128H128v-128H96v128H16C7.25 448 0 440.8 0 432v-224C0 199.2 7.25 192 16 192H64V144C64 135.2 71.25 128 80 128H128V80C128 71.25 135.2 64 144 64h224C376.8 64 384 71.25 384 80V128h48C440.8 128 448 135.2 448 144V192h48C504.8 192 512 199.2 512 208z"/></svg>

After

Width:  |  Height:  |  Size: 570 B

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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 640 512"><!--! Font Awesome Pro 6.1.1 by @fontawesome - https://fontawesome.com License - https://fontawesome.com/license (Commercial License) Copyright 2022 Fonticons, Inc. --><path d="M400 0C426.5 0 448 21.49 448 48V144C448 170.5 426.5 192 400 192H352V224H608C625.7 224 640 238.3 640 256C640 273.7 625.7 288 608 288H512V320H560C586.5 320 608 341.5 608 368V464C608 490.5 586.5 512 560 512H400C373.5 512 352 490.5 352 464V368C352 341.5 373.5 320 400 320H448V288H192V320H240C266.5 320 288 341.5 288 368V464C288 490.5 266.5 512 240 512H80C53.49 512 32 490.5 32 464V368C32 341.5 53.49 320 80 320H128V288H32C14.33 288 0 273.7 0 256C0 238.3 14.33 224 32 224H288V192H240C213.5 192 192 170.5 192 144V48C192 21.49 213.5 0 240 0H400zM256 64V128H384V64H256zM224 448V384H96V448H224zM416 384V448H544V384H416z"/></svg>

After

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<script lang="ts">
import { onMount } from "svelte";
import Icon from "./Icon.svelte";
import { isDevMode, showComponent, showUi } from "../stores/GeneralStores";
import { drawTextStore, hideDrawTextMenu, hideDrawTextStore } from "../stores/DrawTextStore";
let drawTextDataValue:any = {};
drawTextStore.subscribe((value) => drawTextDataValue = value);
let hideDrawTextValue = false;
hideDrawTextStore.subscribe(value => {
hideDrawTextValue = value;
});
let marginLeftVal = '2%';
let interactionText = [], colorValue = '';
onMount(() => {
getColorValue();
handleInteractionText();
if(isDevMode) {
setTimeout(() => {
hideDrawTextMenu();
}, 10000);
}
});
function getColorValue() {
switch(drawTextDataValue.color) {
case "primary":
colorValue ="#0275d8";
break;
case "error":
colorValue = "#d9534f";
break;
case "success":
colorValue = "#5cb85c";
break;
case "warning":
colorValue = "#f0ad4e";
break;
case "info":
colorValue = "#5bc0de";
break;
case "mint":
colorValue = "#a1f8c7";
break;
default:
colorValue = "var(--color-green)";
break;
}
}
function handleInteractionText() {
let matches = drawTextDataValue.keys.match(/\[(.*?)\]/);
if (matches) {
let submatch = matches[0];
let splitText = drawTextDataValue.keys.split(submatch);
interactionText = [
{
value: splitText[0],
color: 'var(--color-lightgrey)'
},
{
value: submatch,
color: colorValue
},
{
value: splitText[1],
color: 'var(--color-lightgrey)'
}
];
} else {
interactionText = [
{
value: drawTextDataValue.keys,
color: 'var(--color-lightgrey)'
}
];
}
}
function closeDrawText() {
const statusWrapperDom = document.getElementById('draw-text-wrapper');
if(statusWrapperDom) {
statusWrapperDom.style.animation = '2s slide-left';
let keyFrames = document.createElement('style');
keyFrames.innerHTML = `
@keyframes slide-left {
from {
margin-left: `+marginLeftVal+`;
}
to {
margin-left: -20%;
}
}
.draw-text-wrapper {
-moz-animation: 2s slide-left;
-webkit-animation: 2s slide-left;
animation: 2s slide-left;
}
`;
statusWrapperDom.appendChild(keyFrames);
setTimeout(() => {
showUi.set(false);
showComponent.set(null);
drawTextStore.set({
// title: '',
icon: '',
keys: '',
color: ''
});
hideDrawTextStore.set(false);
}, 500);
}
}
$: {
if(hideDrawTextValue) {
closeDrawText();
}
if(drawTextDataValue) {
handleInteractionText();
}
}
</script>
<div id="draw-text-wrapper" class="draw-text-wrapper" style="margin-left:{marginLeftVal};">
<div class="draw-text-title-wrapper">
<div class="icon">
<Icon icon={drawTextDataValue.icon} styleColor={colorValue} />
</div>
<div class="title-info">
<p class="title-description">
{#each interactionText as text}
<p style="color: {text.color};">{text.value}</p>
{/each}
</p>
</div>
</div>
</div>
<style>
.draw-text-wrapper {
-moz-animation: 1s slide-right;
-webkit-animation: 1s slide-right;
animation: 1s slide-right;
position: absolute;
top: 50%;
transform: translateY(-50%);
min-width: 10vw;
width: max-content;
min-height: 3vw;
height: fit-content;
overflow: hidden;
background-color: var(--color-darkblue);
border-radius: 0.3vw;
padding: 0.75vw 1.5vw;
display: flex;
flex-direction: column;
}
@keyframes slide-right {
from {
margin-left: -20%;
}
to {
margin-left: 2%;
}
}
@keyframes slide-left {
from {
margin-left: 2%;
}
to {
margin-left: -100%;
}
}
.draw-text-wrapper > .draw-text-title-wrapper {
display: flex;
flex-direction: row;
}
.draw-text-wrapper > .draw-text-title-wrapper > .icon {
width: 1.5vw;
margin: auto 0.75vw auto 0;
font-size: 1.25vw;
}
.draw-text-wrapper > .draw-text-title-wrapper > .title-info {
display: flex;
flex-direction: column;
text-transform: capitalize;
}
.draw-text-wrapper > .draw-text-title-wrapper > .title-info > .title-description {
font-size: 1vw;
font-weight: 300;
color: var(--color-lightgrey);
display: flex;
flex-direction: row;
word-wrap: break-word;
flex-wrap: wrap;
margin-top: auto;
margin-bottom: auto;
}
.draw-text-wrapper > .draw-text-title-wrapper > .title-info > .title-description > p {
margin-right: 0.25vw;
}
</style>

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<script lang="ts">
export let icon: string;
export let color: string = '';
export let classes: string = '';
export let styleColor: string = '';
</script>
<i class="{color} {icon} {classes}" style="color: {styleColor};" />

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<script lang="ts">
import { imageStore } from './../stores/ImageStore';
import { fly } from 'svelte/transition';
</script>
{#if $imageStore.show}
<div class="flex items-center justify-center min-h-screen" transition:fly="{{y: +400}}">
<div class="flex items-center flex-col ps-bg-darkblue p-10 shadow-md shadow-gray-800 rounded-md">
<!-- svelte-ignore a11y-img-redundant-alt -->
<img src={$imageStore.url} alt="Image Placeholder" />
</div>
</div>
{/if}

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<script lang="ts">
import { hideUi, isDevMode } from "../stores/GeneralStores";
import { inputStore } from "../stores/InputStores";
import Icon from "./Icon.svelte";
import { onMount } from "svelte";
import fetchNui from "../../utils/fetch";
import { handleKeyUp } from "../../utils/eventHandler";
document.onkeyup = handleKeyUp;
let inputData:any = $inputStore;
onMount(() => {
inputData = inputData.map((val) => {
val.value = null;
return val;
});
});
function submit() {
let returnData = [];
let inputs = document.querySelectorAll('input');
inputs.forEach((input: HTMLInputElement, index) => {
let returnObj = {
id: input.id,
value: input.value,
// compIndex: index
};
returnData.push(returnObj)
});
if(!isDevMode) {
fetchNui('input-callback', returnData);
}
closeInputs();
}
export function closeInputs(): void {
let inputs = document.querySelectorAll('input');
inputs.forEach((input: HTMLInputElement) => {
input.value = '';
});
inputData = [];
if(!isDevMode) {
fetchNui('input-close', { ok: true });
}
hideUi();
}
</script>
<div class="input-base-wrapper">
<div class="logo">
<img src="./images/ps-logo.png" alt="ps-logo" />
</div>
<div class="input-form">
{#each inputData as inputValue}
<div class="input-wrapper">
<div class="input-data-wrapper">
<div class="input-icon">
<Icon icon={inputValue.icon} color="ps-text-green" classes="text-2xl" />
</div>
<div class="input-area">
<p class="label">
{inputValue.label}
</p>
<input id={inputValue.id} type={inputValue.type} class="value" placeholder={inputValue.placeholder} value={inputValue.value} />
</div>
</div>
<div class="horizontal-line"></div>
<!-- <div class="input-message">
{inputValue.placeholder}
</div> -->
</div>
{/each}
</div>
<div class="button-wrapper">
<button class="submit-btn" on:click={submit}>Submit</button>
<button class="cancel-btn" on:click={closeInputs}>Cancel</button>
</div>
</div>
<style>
.input-base-wrapper {
/* centering the view */
position: absolute;
left: 50%;
top: 50%;
-webkit-transform: translate(-50%, -50%);
transform: translate(-50%, -50%);
width: 25vw;
min-height: 28vw;
height: fit-content;
overflow: hidden;
background-color: var(--color-darkblue);
border-radius: 0.3vw;
padding: 0.5vw 2vw;
display: flex;
flex-direction: column;
}
.input-base-wrapper > .input-form {
margin-top: 1vw;
height: 100%;
/* border: 0.1px solid red; */
}
.input-base-wrapper > .input-form > .input-wrapper {
display: flex;
flex-direction: column;
}
.input-base-wrapper > .input-form > .input-wrapper > .horizontal-line {
width: inherit;
height: 1px;
background-color: var(--color-lightgrey);
}
.input-base-wrapper > .input-form > .input-wrapper > .input-message {
font-size: 0.8vw;
opacity: 0.85;
color: var(--color-lightgrey);
margin-top: 0.2vw;
text-transform: capitalize;
}
.input-base-wrapper > .input-form > .input-wrapper > .input-data-wrapper {
display: flex;
flex-direction: row;
padding: 0.5vw 0;
}
.input-base-wrapper > .input-form > .input-wrapper:not(:last-child) {
margin-bottom: 1vw;
}
.input-base-wrapper > .input-form > .input-wrapper > .input-data-wrapper > .input-icon {
margin-right: 0.75vw;
width: 1.5vw;
margin-top: auto;
margin-bottom: auto;
}
.input-base-wrapper > .input-form > .input-wrapper > .input-data-wrapper > .input-area {
display: flex;
flex-direction: column;
color: var(--color-lightgrey);
}
.input-base-wrapper > .input-form > .input-wrapper > .input-data-wrapper > .input-area > .label {
font-size: 1vw;
font-weight: 500 !important;
}
.input-base-wrapper > .input-form > .input-wrapper > .input-data-wrapper > .input-area > .value {
font-size: 0.8vw;
font-weight: 300 !important;
width: 18vw;
background-color: inherit;
margin-top: 0.2vw;
}
input:focus {
padding-left: 0;
outline: none;
border-bottom-width: 2px;
border-bottom-color: var(--color-green);
margin-bottom: -1px;
}
.input-base-wrapper > .button-wrapper {
display: flex;
flex-direction: row;
justify-content: space-evenly;
margin: 1.5vw auto 1.25vw auto;
color: var(--color-black);
}
.input-base-wrapper > .button-wrapper > .submit-btn {
background-color: var(--color-green);
}
.input-base-wrapper > .button-wrapper > .cancel-btn {
background-color: var(--color-darkgrey);
}
button {
border-radius: 0.3vw;
padding: 0.3vw 1vw;
text-transform: uppercase;
font-weight: 500 !important;
}
button:not(:last-child) {
margin-right: 0.5vw;
}
</style>

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<script lang="ts">
import { closeInteractionMenu, menuStore } from "../stores/MenuStores";
import Icon from "./Icon.svelte";
import fetchNui from "../../utils/fetch";
import { isDevMode } from "../stores/GeneralStores";
let menuData:Array<any> = $menuStore;
let selectedMenuItem = null;
let subMenu = null;
let subMenuTextColorOverride = {
id: null, color: 'black'
};
let menuTextColorOverride = {
id: null, color: 'black'
};
function handleMenuSelection(selectedMenu) {
selectedMenuItem = selectedMenu;
if(selectedMenu) {
if(!selectedMenu.subMenu && !isDevMode) {
fetchNui('MenuSelect', {data :selectedMenu});
closeInteractionMenu();
} else {
subMenu = selectedMenuItem.subMenu;
}
}
}
function handleSubMenuSelection(selectedSubMenu) {
const formData = {
data:selectedSubMenu
};
if(!isDevMode) {
fetchNui('MenuSelect', formData);
closeInteractionMenu();
}
}
function handleItemHover(itemId, index, color, action='enter', isSubMenu = false) {
const itemDom = document.getElementById(itemId);
if(action === 'enter') {
if(isSubMenu) {
itemDom.style.backgroundColor = color || 'var(--color-green)';
subMenuTextColorOverride.id = index;
} else {
itemDom.style.backgroundColor = color || 'var(--color-green)';
menuTextColorOverride.id = index;
}
} else {
itemDom.style.backgroundColor = 'var(--color-darkblue)';
subMenuTextColorOverride.id = null;
menuTextColorOverride.id = null;
}
}
</script>
<div class="menu-base-wrapper">
<div class="screen-base">
{#if !selectedMenuItem}
<div class="header-slot" style="border: 3px solid var(--color-green);">
<img src="./images/ps-logo.png" alt="ps-logo" />
</div>
<div class="screen-body">
{#each menuData as menu, index}
<div id={"menu-"+index} class="each-panel"
on:mouseenter={() => handleItemHover("menu-"+index, index, menu.color, 'enter', false)}
on:mouseleave={() => handleItemHover("menu-"+index, index, menu.color, 'leave', false)}
on:click={() => handleMenuSelection(menu)}>
<div class="menu-icon">
<Icon icon={menu.icon} styleColor={menuTextColorOverride.id === index ? menuTextColorOverride.color : menu?.color || 'var(--color-green)'} />
</div>
<div class="menu-details">
<p class="header" style="color: {menuTextColorOverride.id === index ? menuTextColorOverride.color : 'var(--color-white)'};">{menu.header}</p>
{#if menu.hasOwnProperty('text')}
<p class="text" style="color: {menuTextColorOverride.id === index ? menuTextColorOverride.color : 'var(--color-lightgrey)'};">{menu.text}</p>
{/if}
</div>
{#if menu?.subMenu}
<div class="chevron" style="color: {menuTextColorOverride.id === index ? menuTextColorOverride.color : 'var(--color-white)'};">
<i class="fa-solid fa-chevron-right"></i>
</div>
{/if}
</div>
{/each}
</div>
{:else if selectedMenuItem.hasOwnProperty('subMenu') && selectedMenuItem.subMenu}
<div class="submenu-header-slot" on:click={() => handleMenuSelection(null)}>
<i class="fa-solid fa-chevron-left left-chevron"></i>
<p class="main-menu">Main Menu</p>
</div>
<div class="screen-body">
{#each subMenu as menu, index}
<div id={"sub-menu-"+index} class="each-panel"
on:mouseenter={() => handleItemHover("sub-menu-"+index, index, menu.color, 'enter', true)}
on:mouseleave={() => handleItemHover("sub-menu-"+index, index, menu.color, 'leave', true)}
on:click={() => handleSubMenuSelection(menu)}>
<div id={"menu-icon-"+index} class="menu-icon">
<Icon icon={menu.icon} styleColor={subMenuTextColorOverride.id === index ? subMenuTextColorOverride.color : menu.color || 'var(--color-green)'} />
</div>
<div class="menu-details">
<p class="header" style="color: {subMenuTextColorOverride.id === index ? subMenuTextColorOverride.color : 'var(--color-white)'};">{menu.header}</p>
{#if menu.hasOwnProperty('text')}
<p class="text" style="color: {subMenuTextColorOverride.id === index ? subMenuTextColorOverride.color : 'var(--color-lightgrey)'};">{menu.text}</p>
{/if}
</div>
</div>
{/each}
</div>
{/if}
</div>
</div>
<style>
.menu-base-wrapper {
/* centering the view */
position: absolute;
left: 70%;
top: 40%;
-webkit-transform: translate(-50%, -50%);
transform: translate(-50%, -50%);
width: 20vw;
height: 30vw;
/* min-height: 4vw;
height: fit-content; */
overflow: hidden;
/* border: 0.1px solid red; */
}
.menu-base-wrapper > .screen-base {
height: 100%;
/* border: 0.1px solid yellow; */
display: flex;
flex-direction: column;
}
.menu-base-wrapper > .screen-base > .header-slot {
background-color: var(--color-darkblue);
border-radius: 0.3vw;
padding: 0.5vw 2vw;
display: flex;
flex-direction: row;
min-height: 3vw;
height: fit-content;
}
.menu-base-wrapper > .screen-base > .header-slot > img {
height: 4vw;
align-self: center;
}
.menu-base-wrapper > .screen-base > .submenu-header-slot {
min-height: 4vw;
height: max-content;
background-color: var(--color-darkblue);
border-radius: 0.3vw;
color: var(--color-white);
padding: 0.3vw 1vw;
cursor: pointer;
display: flex;
flex-direction: row;
}
.menu-base-wrapper > .screen-base > .submenu-header-slot > .left-chevron {
margin-top: auto;
margin-bottom: auto;
margin-right: 0.5vw;
width: 1.5vw;
font-size: 1.1vw;
}
.menu-base-wrapper > .screen-base > .submenu-header-slot > .main-menu {
font-weight: 500;
font-size: 1.25vw;
margin-top: auto;
margin-bottom: auto;
}
.menu-base-wrapper > .screen-base > .screen-body {
margin-top: 0.3vw;
height: 100%;
overflow-y: auto;
display: flex;
flex-direction: column;
/* border: 0.1px solid blue; */
}
.menu-base-wrapper > .screen-base > .screen-body > .each-panel {
min-height: 4vw;
height: max-content;
background-color: var(--color-darkblue);
border-radius: 0.3vw;
padding: 0.5vw 1vw;
cursor: pointer;
display: flex;
flex-direction: row;
}
.menu-base-wrapper > .screen-base > .screen-body > .each-panel:not(:last-child) {
margin-bottom: 0.3vw;
}
.menu-base-wrapper > .screen-base > .screen-body > .each-panel > .menu-icon {
margin-top: auto;
margin-bottom: auto;
margin-right: 0.5vw;
width: 1.5vw;
font-size: 1vw;
}
.menu-base-wrapper > .screen-base > .screen-body > .each-panel > .menu-details {
display: flex;
flex-direction: column;
margin-top: auto;
margin-bottom: auto;
}
.menu-base-wrapper > .screen-base > .screen-body > .each-panel > .menu-details > .header {
font-size: 0.8vw;
white-space: nowrap;
/* color: var(--color-white); */
}
.menu-base-wrapper > .screen-base > .screen-body > .each-panel > .menu-details > .text {
font-size: 0.6vw;
white-space: nowrap;
/* color: var(--color-lightgrey); */
}
.menu-base-wrapper > .screen-base > .screen-body > .each-panel > .chevron {
margin-left: 72%;
font-size: 1vw;
/* color: var(--color-white); */
margin-top: auto;
margin-bottom: auto;
}
</style>

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<script lang="ts">
import { notifications } from './../stores/NotificationStore';
import { NotificationIcons, NotificationTypes } from './../enums/NotificationTypesEnum';
</script>
<div class="flex justify-end min-h-screen">
<div class="flex flex-col mr-4 mt-4 w-[200px]">
{#each $notifications as notification}
<div
class="{notification.type} flex items-center px-4 py-3 mb-1 text-white min-w-full rounded"
>
<div class="text-2xl mt-1">
{#if notification.type === NotificationTypes.Success}
<i class={NotificationIcons.Success} />
{:else if notification.type === NotificationTypes.Warning}
<i class={NotificationIcons.Warning} />
{:else if notification.type === NotificationTypes.Error}
<i class={NotificationIcons.Error} />
{:else if notification.type === NotificationTypes.Info}
<i class={NotificationIcons.Info} />
{/if}
</div>
<span class="ml-3">{notification.text}</span>
</div>
{/each}
</div>
</div>

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<script lang="ts">
import { hideStatusBar, hideStatusBarStore, statusBarStore } from "../stores/StatusBarStores";
import { onMount } from "svelte";
import Icon from "./Icon.svelte";
import type { IStatusBarItem } from "src/interfaces/IStatusBar";
import { isDevMode, showComponent, showUi } from "../stores/GeneralStores";
let statusData:any = $statusBarStore;
let statusDataItems:[IStatusBarItem] = statusData.items;
statusBarStore.subscribe((value) => {
statusData = value;
statusDataItems = statusData.items;
});
let hideStatusBarValue = false;
hideStatusBarStore.subscribe(value => {
hideStatusBarValue = value;
});
onMount(() => {
if(isDevMode) {
setTimeout(() => {
hideStatusBar();
}, 10000);
}
});
function closeStatusBar() {
const statusWrapperDom = document.getElementById('status-bar-wrapper');
if(statusWrapperDom) {
statusWrapperDom.style.animation = '2s hide-statusbar';
let keyFrames = document.createElement('style');
keyFrames.innerHTML = `
@keyframes hide-statusbar {
from {
opacity: 1;
}
to {
opacity: 0;
}
}
.status-bar-wrapper {
-moz-animation: 2s hide-statusbar;
-webkit-animation: 2s hide-statusbar;
animation: 2s hide-statusbar;
}
`;
statusWrapperDom.appendChild(keyFrames);
setTimeout(() => {
showUi.set(false);
showComponent.set(null);
statusBarStore.set({
title: '',
description: '',
items: [],
icon: '',
});
hideStatusBarStore.set(false);
}, 500);
}
}
$: {
if(hideStatusBarValue) {
// if(hideStatusBarValue || !hideStatusBarValue)
closeStatusBar();
}
}
</script>
<div id="status-bar-wrapper" class="status-bar-wrapper">
<div class="status-title-wrapper">
<div class="icon">
<Icon icon={statusData.icon} color="ps-text-green" />
</div>
<div class="title-info">
<p class="title">
{statusData.title}
</p>
<p class="title-description">
{statusData.description}
</p>
</div>
</div>
<div class="items-wrapper">
{#each statusDataItems as item}
<div class="each-item">
<p class="label">
{item.key}:
</p>
<p class="value">
{item.value}
</p>
</div>
{/each}
</div>
</div>
<style>
.status-bar-wrapper {
-moz-animation: 2s display-status;
-webkit-animation: 2s display-status;
animation: 2s display-status;
position: absolute;
left: 50%;
bottom: 1%;
transform: translateX(-50%);
width: 23vw;
min-height: 8vw;
height: fit-content;
overflow: hidden;
background-color: var(--color-darkblue);
border-radius: 0.3vw;
padding: 1vw 2vw;
display: flex;
flex-direction: column;
}
@keyframes display-status {
from {
opacity: 0;
}
to {
opacity: 1;
}
}
.status-bar-wrapper > .status-title-wrapper {
display: flex;
flex-direction: row;
}
.status-bar-wrapper > .status-title-wrapper > .icon {
width: 1.5vw;
margin-right: 0.5vw;
font-size: 1.25vw;
}
.status-bar-wrapper > .status-title-wrapper > .title-info {
display: flex;
flex-direction: column;
text-transform: capitalize;
}
.status-bar-wrapper > .status-title-wrapper > .title-info > .title {
font-size: 1.3vw;
font-weight: 500;
color: var(--color-white);
}
.status-bar-wrapper > .status-title-wrapper > .title-info > .title-description {
font-size: 0.95vw;
font-weight: 200;
color: var(--color-lightgrey);
margin-top: -0.2vw;
}
.status-bar-wrapper > .items-wrapper {
margin-left: 2vw;
margin-top: 0.5vw;
}
.status-bar-wrapper > .items-wrapper > .each-item {
display: flex;
flex-direction: row;
word-wrap: break-word;
flex-wrap: wrap;
font-size: 0.95vw;
}
.status-bar-wrapper > .items-wrapper > .each-item:not(:last-child) {
margin-bottom: 0.3vw;
}
.status-bar-wrapper > .items-wrapper > .each-item > .label {
color: var(--color-lightgrey);
}
.status-bar-wrapper > .items-wrapper > .each-item > .value {
color: var(--color-green);
margin-left: 0.3vw;
}
</style>

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export enum ConnectingGameMessageEnum {
Connecting = 'CONNECTING TO INTERFACE',
Connected = 'CONNECTED. GET READY.',
}

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export enum GamesEnum {
Scrambler = 'Scramber',
NumberMaze = 'NumberMaze',
Memory = 'MemoryGame',
NumberPuzzle = 'NumberPuzzle',
}

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export enum NotificationTypes {
Success = 'ps-notification-success',
Error = 'ps-notification-error',
Warning = 'ps-notification-warning',
Info = 'ps-notification-info',
}
export enum NotificationIcons {
Success = 'fa-solid fa-circle-check',
Error = 'fa-solid fa-circle-exclamation',
Warning = 'fa-solid fa-triangle-exclamation',
Info = 'fa-solid fa-circle-info',
}

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export enum UIComponentsEnum {
StatusBar = 'StatusBar',
Menu = 'Menu',
Input = 'Input',
Game = 'Game',
MemoryGame = 'MemoryGame',
Image = 'ShowImage',
DrawText = 'DrawText',
Notification = 'Notify',
None = 'hideUi',
}

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<script lang="ts">
import { onMount } from "svelte";
let canvas;
let ctx;
let W, H, degrees = 0, new_degrees = 0, color = "#38D5AF";
let txtcolor = "#ffffff", bgcolor = "#2B312B", bgcolor2 = "#068f6d", bgcolor3 = "#00ff00";
let key_to_press, g_start, g_end, animation_loop;
let needed = 4, streak = 0, circle_started = false, time = 2;
function getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min + 1) + min);
}
function StartCircle() {
ctx.clearRect(0, 0, W, H);
ctx.beginPath();
ctx.strokeStyle = bgcolor;
ctx.lineWidth = 20;
ctx.arc(W / 2, H / 2, Math.min(W, H) / 2 - 10, 0, Math.PI * 2, false);
ctx.stroke();
ctx.beginPath();
ctx.strokeStyle = correct === true ? bgcolor3 : bgcolor2;
ctx.lineWidth = 20;
ctx.arc(W / 2, H / 2, Math.min(W, H) / 2 - 10, g_start - 90 * Math.PI / 180, g_end - 90 * Math.PI / 180, false);
ctx.stroke();
let radians = degrees * Math.PI / 180;
ctx.beginPath();
ctx.strokeStyle = color;
ctx.lineWidth = 40;
ctx.arc(W / 2, H / 2, Math.min(W, H) / 2 - 20, radians - 0.1 - 90 * Math.PI / 180, radians - 90 * Math.PI / 180, false);
ctx.stroke();
ctx.fillStyle = txtcolor;
ctx.font = "100px sans-serif";
let text_width = ctx.measureText(key_to_press).width;
ctx.fillText(key_to_press, W / 2 - text_width / 2, H / 2 + 35);
}
function draw() {
if (typeof animation_loop !== undefined) clearInterval(animation_loop);
g_start = getRandomInt(20, 40) / 10;
g_end = getRandomInt(5, 10) / 10;
g_end = g_start + g_end;
degrees = 0;
new_degrees = 360;
key_to_press = '' + getRandomInt(1, 4);
animation_loop = setInterval(animate_to, time);
}
function animate_to() {
if (degrees >= new_degrees) {
CircleFail();
return;
}
degrees += 2;
StartCircle();
}
function correct() {
streak += 1;
if (streak == needed) {
clearInterval(animation_loop);
endGame(true);
} else {
draw();
}
}
function CircleFail() {
clearInterval(animation_loop);
endGame(false);
}
function startGame() {
document.getElementById('circle').style.display = 'block';
document.getElementById('circle').style.pointerEvents = 'auto';
circle_started = true;
draw();
}
function endGame(status) {
document.getElementById('circle').style.display = 'none';
circle_started = false;
let endResult = status ? true : false;
fetch(`https://ps-ui/circle-result`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({endResult})
});
streak = 0;
needed = 4;
}
export function setupCircleGame(data: { circles?: number; time?: number }) {
needed = data.circles ?? 4;
time = data.time ?? 2;
startGame();
}
onMount(() => {
canvas = document.getElementById("circle");
ctx = canvas.getContext("2d");
W = window.innerWidth * 0.2;
H = window.innerHeight * 0.2;
canvas.width = W;
canvas.height = H;
window.addEventListener("message", (event) => {
if (event.data.action == "circle-start") {
needed = event.data.circles ?? 4;
time = event.data.time ?? 2;
startGame();
}
});
document.addEventListener("keydown", function (ev) {
let key_pressed = ev.key;
let valid_keys = ['1', '2', '3', '4'];
if (valid_keys.includes(key_pressed) && circle_started) {
if (key_pressed === key_to_press) {
let d_start = (180 / Math.PI) * g_start;
let d_end = (180 / Math.PI) * g_end;
if (degrees < d_start || degrees > d_end) {
CircleFail();
} else {
correct();
}
} else {
CircleFail();
}
}
});
});
</script>
<div class="absolute inset-0 flex items-center justify-center" style="pointer-events: none; z-index: 100;">
<canvas id="circle" class="w-auto h-auto" style="display: none;"></canvas>
</div>

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<script lang="ts">
import { currentActiveGameDetails, currentGameActive } from "../stores/GameLauncherStore";
import Skull from "../assets/svgs/Skull.svelte";
import { GamesEnum } from "../enums/GamesEnum";
import NewMemoryGame from "./MemoryGame.svelte";
import SuccessFailureScreen from "./SuccessFailureScreen.svelte";
import NewScrambler from "./Scrambler.svelte";
import NewNumberMaze from "./NumberMaze.svelte";
import NewNumberPuzzle from "./NumberPuzzle.svelte";
const skullColor: string = 'var(--color-green)';
let showResultScreen = false, hackSuccess = false;
</script>
{#if !showResultScreen}
<div class="games-container">
<div class="game-wrapper ps-bg-darkblue">
<div class="skull-logo">
<Skull color={skullColor} />
</div>
<div class="game-heading">
<p class="ps-font-arcade">
{$currentActiveGameDetails?.gameName}
</p>
</div>
<div class="game-description">
<p>{$currentActiveGameDetails?.gameDescription}</p>
</div>
<div class="main-game-body">
{#if $currentGameActive === GamesEnum.Memory}
<NewMemoryGame on:game-ended={(event) => {showResultScreen = true; hackSuccess = event.detail.hackSuccess; }} />
{:else if $currentGameActive === GamesEnum.Scrambler}
<NewScrambler on:game-ended={(event) => {showResultScreen = true; hackSuccess = event.detail.hackSuccess; }} />
{:else if $currentGameActive === GamesEnum.NumberMaze}
<NewNumberMaze on:game-ended={(event) => {showResultScreen = true; hackSuccess = event.detail.hackSuccess; }} />
{:else if $currentGameActive === GamesEnum.NumberPuzzle}
<NewNumberPuzzle on:game-ended={(event) => {showResultScreen = true; hackSuccess = event.detail.hackSuccess; }} />
{/if}
</div>
</div>
</div>
{:else}
<SuccessFailureScreen isSuccess={hackSuccess} />
{/if}
<style>
.games-container {
position: absolute;
left: 50%;
top: 50%;
-webkit-transform: translate(-50%, -50%);
transform: translate(-50%, -50%);
border-radius: 0.2vw;
}
.games-container > .game-wrapper {
width: 33vw;
height: 45vw;
border-radius: 0.3vw;
overflow: hidden;
display: flex;
flex-direction: column;
}
.games-container > .game-wrapper > .skull-logo {
margin: 0 auto;
padding-top: 1vw;
width: 5vw;
}
.games-container > .game-wrapper > .game-heading {
font-size: 1.1vw;
letter-spacing: 0.4vw;
color: var(--color-lightgrey);
margin: 0.25vw auto;
width: 19vw;
text-align: center;
}
.games-container > .game-wrapper > .game-description {
font-size: 0.7vw;
font-weight: normal;
color: var(--color-lightgrey);
text-align: center;
width: 33vw;
margin: 1vw auto;
}
.games-container > .game-wrapper > .main-game-body {
margin: 0.75vw auto 2vw auto;
width: 31vw;
/* border: 0.1px solid yellow; */
height: 30vw;
}
</style>

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<script lang="ts">
import { onDestroy, onMount } from 'svelte';
import Skull from '../assets/svgs/Skull.svelte';
('./../../utils/mockEvent');
import { connectionText, showLoading } from '../stores/GameLauncherStore';
import { ConnectingGameMessageEnum } from '../enums/GameConnectionMessages';
import GameBase from './GameBase.svelte';
const skullColor: string = '#02f1b5';
let loadingBar: HTMLDivElement;
let gameLoaded = false;
/** Asynchronously connects to a game and resolves the Promise when completed.
* Uses a loading bar to show progress, incrementing by 1% every 30ms until it reaches 100%.
*
* @returns Promise that resolves when the loading bar reaches 100%.
*/
async function connectToGame(): Promise<void> {
return new Promise((resolve) => {
let width = 0;
let interval = setInterval(() => {
width++;
loadingBar.style.width = `${width}%`;
if (width === 100) {
clearInterval(interval);
resolve();
}
}, 30);
});
}
// Call init() on mount
onMount(async () => {
// Show a loading indicator while connecting to the game server
connectionText.set(ConnectingGameMessageEnum.Connecting);
showLoading.set(true);
// Connect to the game server
await connectToGame();
// Hide loading indicator when completed connecting to the game server
connectionText.set(ConnectingGameMessageEnum.Connected);
setTimeout(() => {
showLoading.set(false);
gameLoaded = true;
}, 2000);
});
onDestroy(async () => {
gameLoaded = false
})
</script>
{#if $showLoading}
<div class="flex min-h-screen justify-center items-center">
<div
class="flex flex-col h-[400px] w-[700px] ps-bg-darkblue shadow-md shadow-black justify-center items-center"
>
<span class="w-40"><Skull color={skullColor} /></span>
<p class="text-white text-3xl mt-2">{$connectionText}</p>
<!-- Loading wrapper -->
<div class="flex mt-10 ps-border-green border-4 w-[80%] h-10">
<!-- Loading bar progress -->
<div
bind:this={loadingBar}
class="ps-bg-green opacity-40 will-change-auto w-0"
>
</div>
</div>
</div>
</div>
{/if}
{#if !$showLoading && gameLoaded}
<GameBase />
{/if}

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<script lang="ts">
import { closeGame, currentActiveGameDetails, gameSettings } from "../stores/GameLauncherStore";
import { createEventDispatcher, onMount } from "svelte";
import fetchNui from "../../utils/fetch";
import { isDevMode } from "../stores/GeneralStores";
const dispatch = createEventDispatcher();
let gridSizesAcceptable = [
{
numberOfRowCol: 5,
cubeSize: '4.2vw',
gap: '1vw'
},
{
numberOfRowCol: 6,
cubeSize: '3.7vw',
gap: '0.8vw'
},
{
numberOfRowCol: 7,
cubeSize: '2.9vw',
gap: '1vw'
},
{
numberOfRowCol: 8,
cubeSize: '2.6vw',
gap: '0.9vw'
},
{
numberOfRowCol: 9,
cubeSize: '2.4vw',
gap: '0.75vw'
},
{
numberOfRowCol: 10,
cubeSize: '2.1vw',
gap: '0.75vw'
},
];
let gameTimeRemaining = 0;
let numberOfCorrectCubesToDisplay = $gameSettings.amountOfAnswers; // how many cubes to remember for game - increment number based on difficulty level
let gameTime = $gameSettings.gameTime * 100;
let numberOfWrongClicksAllowed = $gameSettings.maxAnswersIncorrect;
let correctIndices = [], displayCorrectIndicesFor = $currentActiveGameDetails.displayInitialAnswersFor * 1000; // time in seconds
let counter, gameStarted = false, gameEnded = false;
let hackSuccess = false;
let numberOfCubes = $currentActiveGameDetails.gridSize * $currentActiveGameDetails.gridSize;
let allCubes = [];
onMount(() => {
//generate random indices from number of cubes
while(correctIndices.length < numberOfCorrectCubesToDisplay){
const r = Math.floor(Math.random() * numberOfCubes);
if(correctIndices.indexOf(r) === -1) correctIndices.push(r);
}
//generating an array to maintain each cube data by index
for(let i = 0; i < numberOfCubes; i++) {
const cubeData = {
cubeIndex: i,
isCorrectAnswer: correctIndices.includes(i),
isClicked: false
};
allCubes.push(cubeData);
allCubes = allCubes;
}
let cubeWidthHeightValue = gridSizesAcceptable.filter((accept) => {
return accept.numberOfRowCol === $currentActiveGameDetails.gridSize;
})[0];
setTimeout(() => {
//assigning cube width and height
allCubes.forEach((cube) => {
const gameContainer = document.getElementById('memory-game-container');
if(gameContainer) {
gameContainer.style.gap = cubeWidthHeightValue.gap;
}
const cubeDom = document.getElementById('each-cube-'+cube.cubeIndex);
if(cubeDom) {
cubeDom.style.width = cubeWidthHeightValue.cubeSize;
cubeDom.style.height = cubeWidthHeightValue.cubeSize;
cubeDom.style.border = "2px solid var(--color-green)";
}
});
}, 1500);
//stop showing the correct cubes and start the guessing game
setTimeout(() => {
gameStarted = true;
counter = setInterval(startTimer, 10);
}, displayCorrectIndicesFor + 1500);
});
function startTimer() {
if (gameTime <= 0)
{
gameEnded = true;
hackSuccess = isSuccessful();
clearInterval(counter);
return;
}
gameTime--;
gameTimeRemaining = gameTime/100;
}
function isSuccessful() {
//all correct cubes clicked and wrong clicks are within threshold then success
//all correct cubes clicked
let allCorrectCubesClicked = false;
allCubes.map((item) => {
if(item.isCorrectAnswer && item.isClicked) {
allCorrectCubesClicked = true;
}
if(item.isCorrectAnswer && !item.isClicked) {
allCorrectCubesClicked = false;
}
});
//wrong clicks within threshold
const wrongClickedCubes = getWrongClicks();
const wrongClicksWithinThreshold = wrongClickedCubes.length < numberOfWrongClicksAllowed;
return allCorrectCubesClicked && wrongClicksWithinThreshold;
}
function getWrongClicks() {
return allCubes.filter((item) => {
return item.isClicked && !item.isCorrectAnswer;
});
}
function guessAnswer(guessedCube) {
if(!gameEnded) {
const cubeIndexInArray = allCubes.findIndex((item) => item.cubeIndex === guessedCube.cubeIndex);
let updatedCube = guessedCube;
updatedCube.isClicked = true;
allCubes[cubeIndexInArray] = updatedCube;
const wrongClickedCubes = getWrongClicks();
// if wrong clicks are done, end the game
if(wrongClickedCubes.length >= numberOfWrongClicksAllowed) {
clearInterval(counter);
setTimeout(() => {
hackSuccess = false;
gameTimeRemaining = 0;
gameEnded = true;
return;
}, 500);
}
hackSuccess = isSuccessful();
if(hackSuccess) {
clearInterval(counter);
gameTimeRemaining = 0;
gameEnded = true;
}
}
}
$: {
if(gameEnded) {
if(!isDevMode) {
fetchNui('minigame:callback', hackSuccess);
dispatch('game-ended', { hackSuccess });
}
dispatch('closeUI', {hackSuccess})
}
}
function handleKeyEvent(event) {
let key_pressed = event.key;
let valid_keys = ['Escape'];
if(gameStarted && valid_keys.includes(key_pressed) && !gameEnded) {
switch(key_pressed){
case 'Escape':
closeGame(false);
return;
}
}
}
</script>
<svelte:window on:keydown|preventDefault={handleKeyEvent} />
<div class="memory-game-base">
<div class="time-left">
<i class="fa-solid fa-clock ps-text-lightgrey clock-icon"></i>
<p class="{gameTimeRemaining !== 0 ? 'game-timer-var' : 'mr-1'}">{gameTimeRemaining} </p> time remaining
</div>
<div id="memory-game-container" class="memory-game-container" style="gap: 13px;">
{#each allCubes as cube}
<div
id={'each-cube-'+cube.cubeIndex}
on:click={() => guessAnswer(cube)}
style="width: 0px; height: 0px; border: 0px;"
class="each-cube {gameStarted ? 'cursor-pointer' : 'cursor-default'} {!gameStarted ? (cube.isCorrectAnswer ? 'ps-bg-green-cube' : '') : (cube.isClicked && cube.isCorrectAnswer ? 'ps-bg-green-cube' : (cube.isClicked && !cube.isCorrectAnswer ? 'ps-bg-wrong-cube' : ''))}">
</div>
{/each}
</div>
</div>
<style>
.memory-game-base {
display: flex;
flex-direction: column;
height: 30vw;
justify-content: center;
align-items: center;
color: var(--color-lightgrey);
}
.memory-game-base > .time-left {
display: flex;
flex-direction: row;
justify-content: center;
font-size: 0.85vw;
}
.memory-game-base > .time-left > .clock-icon {
padding-top: 0.17vw;
margin-right: 0.3vw;
}
.memory-game-base > .time-left > .game-timer-var {
width: 2.5vw;
}
.memory-game-base > .memory-game-container {
/* border: 0.1px solid red; */
margin-top: 1vw;
width: 30vw;
height: 29vw;
display: flex;
flex-direction: row;
justify-content: space-between;
flex-wrap: wrap;
/* gap: 1.5vw; */
}
.memory-game-base > .memory-game-container > .each-cube {
/* width: 4.5vw;
height: 4.5vw; */
background-color: var(--cube-bg-darkgreen);
border: 2px solid var(--color-green);
}
.ps-bg-green-cube {
background-color: var(--color-green) !important;
}
.ps-bg-wrong-cube {
background-color: var(--color-red) !important;
}
</style>

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<script lang="ts">
import { closeGame, gameSettings } from "../stores/GameLauncherStore";
import { createEventDispatcher, onMount } from "svelte";
import fetchNui from "../../utils/fetch";
import { getRandomArbitrary, isDevMode } from "../stores/GeneralStores";
const dispatch = createEventDispatcher();
let gameTimeRemaining = 0;
let gameTime = $gameSettings.gameTime * 100;
let numberOfWrongClicksAllowed = $gameSettings.maxAnswersIncorrect;
let counter, gameStarted = false, gameEnded = false;
let numberOfCubes = 49, allCubes = [];
let blinkingIndex, correctRoute = [], goodPositions = [], stopBlinking = false;
let lastPos = 0, wrongAnswerCount = 0;
let displayCubeNumbers = false;
onMount(() => {
//get starting blinking index
blinkingIndex = getRandomArbitrary(1,4); // 4 => highest index, => lowest index for blink
//generate the correct route
correctRoute = generateBestRoute(blinkingIndex);
goodPositions = Object.keys(correctRoute);
//generating an array to maintain each cube data by index
for(let i = 0; i < numberOfCubes; i++) {
const cubeValue = [blinkingIndex, blinkingIndex * 7].includes(i) ? getRandomArbitrary(1,4) : getRandomArbitrary(1,5);
const cubeData = {
cubeIndex: i,
cubeValue: goodPositions.includes(i.toLocaleString()) ? correctRoute[i] : cubeValue,
classList: ''
};
allCubes.push(cubeData);
allCubes = allCubes;
}
//stop showing the correct cubes and start the guessing game
setTimeout(() => {
gameStarted = true;
counter = setInterval(startTimer, 10);
}, 1000);
});
function maxVertical(pos) {
return Math.floor((48-pos)/7);
}
function maxHorizontal(pos) {
let max = (pos+1) % 7;
if(max > 0) return 7-max;
else return 0;
}
function generateNextPosition(pos) {
let maxV = maxVertical(pos);
let maxH = maxHorizontal(pos);
if(maxV === 0 ){
let new_pos = getRandomArbitrary(getRandomArbitrary(1,maxH), maxH);
return [new_pos, pos+new_pos];
}
if(maxH === 0 ){
let new_pos = getRandomArbitrary(getRandomArbitrary(1,maxV), maxV);
return [new_pos, pos+(new_pos*7)];
}
if(Math.floor(Math.random() * 1000 + 1) % 2 === 0 ){
let new_pos = getRandomArbitrary(getRandomArbitrary(1,maxH), maxH);
return [new_pos, pos+new_pos];
} else {
let new_pos = getRandomArbitrary(getRandomArbitrary(1,maxV), maxV);
return [new_pos, pos+(new_pos*7)];
}
}
function generateBestRoute(start_pos) {
let route = [];
if(getRandomArbitrary(1,1000) % 2 === 0 ){
start_pos *= 7;
}
while(start_pos < 48){
let new_pos = generateNextPosition(start_pos);
route[start_pos] = new_pos[0];
start_pos = new_pos[1];
}
return route;
}
function startTimer() {
if (gameTime <= 0)
{
wrongAnswerCount = numberOfWrongClicksAllowed;
checkMazeAnswer();
return;
}
gameTime--;
gameTimeRemaining = gameTime/100;
}
function updateAllCubesArrayWithClassListOfClickedCube(isGood, clickedCube) {
const additionClassString = isGood ? ' ps-bg-green-cube' : ' ps-bg-wrong-cube';
const newClassList = clickedCube.classList + additionClassString;
clickedCube.classList = newClassList;
//replace the clicked cube data in allCubes array
allCubes[clickedCube.cubeIndex] = clickedCube;
allCubes = allCubes;
}
function handleCubeClick(clickedCube) {
if(!gameEnded && clickedCube.cubeIndex !== 0) {
let posClicked = clickedCube.cubeIndex;
//game just started and user made first click
if(lastPos === 0) {
//stop the blinking and hide numbers on cubes
stopBlinking = true;
if([blinkingIndex, blinkingIndex * 7].includes(posClicked)) {
lastPos = posClicked;
//display good cube click and update allCubes array
updateAllCubesArrayWithClassListOfClickedCube(true, clickedCube);
} else {
wrongAnswerCount++;
//display bad cube click and update allCubes array
updateAllCubesArrayWithClassListOfClickedCube(false, clickedCube);
}
} else {
let posJumps = allCubes[lastPos].cubeValue;
let maxV = maxVertical(lastPos);
let maxH = maxHorizontal(lastPos);
if(posJumps <= maxH && posClicked === lastPos + posJumps) {
lastPos = posClicked;
//display good cube click and update allCubes array
updateAllCubesArrayWithClassListOfClickedCube(true, clickedCube);
} else if (posJumps <= maxV && posClicked === lastPos + (posJumps * 7)) {
lastPos = posClicked;
//display good cube click and update allCubes array
updateAllCubesArrayWithClassListOfClickedCube(true, clickedCube);
} else {
wrongAnswerCount++;
//display bad cube click and update allCubes array
updateAllCubesArrayWithClassListOfClickedCube(false, clickedCube);
}
}
}
checkMazeAnswer();
}
function checkMazeAnswer() {
// check if wrong answers exceeded / game ended - both with same condition
// if yes, end the game, clear counter and display correct answers and then stop game
// else, end the game within few seconds
if(wrongAnswerCount === numberOfWrongClicksAllowed) {
clearInterval(counter);
displayCubeNumbers = true;
allCubes = allCubes.map((cube) => {
cube.classList = goodPositions.includes(cube.cubeIndex.toLocaleString()) ? 'ps-bg-green-cube' : '';
return cube;
});
allCubes = allCubes;
setTimeout(() => {
gameEnded = true;
if(!isDevMode) {
fetchNui('minigame:callback', false);
dispatch('game-ended', { hackSuccess: false });
}
dispatch('closeUI', {hackSuccess: false});
}, 3000);
return;
} else if(lastPos === 48){
clearInterval(counter);
displayCubeNumbers = true;
setTimeout(() => {
gameEnded = true;
if(!isDevMode) {
fetchNui('minigame:callback', true);
dispatch('game-ended', { hackSuccess: true });
}
dispatch('closeUI', {hackSuccess: true});
}, 3000);
}
}
function handleKeyEvent(event) {
let key_pressed = event.key;
let valid_keys = ['Escape'];
if(gameStarted && valid_keys.includes(key_pressed) && !gameEnded) {
switch(key_pressed){
case 'Escape':
closeGame(false);
return;
}
}
}
</script>
<svelte:window on:keydown|preventDefault={handleKeyEvent} />
<div class="maze-game-base">
<div class="time-left">
<i class="fa-solid fa-clock ps-text-lightgrey clock-icon"></i>
<p class="{gameTimeRemaining !== 0 ? 'game-timer-var' : 'mr-1'}">{gameTimeRemaining} </p> time remaining
</div>
<div id="maze-game-container" class="maze-game-container">
{#each allCubes as cube}
<div
id={'each-cube-'+cube.cubeIndex} on:click={() => handleCubeClick(cube)}
class="each-cube {cube.classList}
{[0, numberOfCubes - 1].includes(cube.cubeIndex) ? 'start-dest-cube' : ''}
{!stopBlinking && [blinkingIndex, blinkingIndex * 7].includes(cube.cubeIndex) ? 'blinking-cube' : ''}
"
>
{#if cube.cubeIndex === 0}
<i class="fa-solid fa-ethernet"></i>
{:else if cube.cubeIndex === numberOfCubes - 1}
<i class="fa-solid fa-network-wired"></i>
{:else}
{#if !stopBlinking || displayCubeNumbers}
<p>{ cube.cubeValue }</p>
{/if}
{/if}
</div>
{/each}
</div>
</div>
<style>
.maze-game-base {
display: flex;
flex-direction: column;
height: 28vw;
justify-content: center;
align-items: center;
color: var(--color-lightgrey);
}
.maze-game-base > .time-left {
display: flex;
flex-direction: row;
justify-content: center;
font-size: 0.85vw;
}
.maze-game-base > .time-left > .clock-icon {
padding-top: 0.17vw;
margin-right: 0.3vw;
}
.maze-game-base > .time-left > .game-timer-var {
width: 2.5vw;
}
.maze-game-base > .maze-game-container {
/* border: 0.1px solid red; */
margin-top: 0.5vw;
width: 30vw;
height: 29vw;
display: flex;
flex-direction: row;
justify-content: space-between;
flex-wrap: wrap;
gap: 0.9vw;
}
.maze-game-base > .maze-game-container > .start-dest-cube {
background-color: var(--color-green) !important;
color: var(--color-darkblue);
font-size: 1.65vw;
text-align: center;
}
.maze-game-base > .maze-game-container > .start-dest-cube > i {
vertical-align: middle;
}
.maze-game-base > .maze-game-container > .each-cube {
width: 3vw;
height: 3vw;
background-color: var(--cube-bg-darkgreen);
border: 2px solid var(--color-green);
text-align: center;
cursor: default;
}
.maze-game-base > .maze-game-container > .each-cube > p {
font-size: 1.5vw;
font-weight: bold;
margin-top: 0.2vw
}
.blinking-cube {
animation: blink 1s linear infinite;
}
@keyframes blink {
0%,
100% {
background-color: var(--color-green);
/* background-color: var(--cube-bg-darkgreen); */
}
50% {
background-color: var(--cube-bg-darkgreen);
}
}
.ps-bg-green-cube {
background-color: var(--color-green) !important;
}
.ps-bg-wrong-cube {
background-color: var(--color-red) !important;
}
</style>

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<script lang="ts">
import { gameSettings, currentActiveGameDetails, closeGame } from "../stores/GameLauncherStore";
import { createEventDispatcher, onMount } from "svelte";
import fetchNui from "../../utils/fetch";
import mojs from '@mojs/core';
import { convertVwToPx, getRandomArbitrary, isDevMode } from "../stores/GeneralStores";
const dispatch = createEventDispatcher();
let gameTimeRemaining = 0;
let blocksInput = $gameSettings.amountOfAnswers; // how many cubes to remember for game - increment number based on difficulty level
let gameTime = $gameSettings.gameTime * 100;
let numberOfWrongClicksAllowed = $gameSettings.maxAnswersIncorrect;
let displayNumbersOnCubesFor = $currentActiveGameDetails.timeForNumberDisplay * 100;
let counter, gameStarted = false, gameEnded = false;
let allCubes = [];
let order = 0, wrongClicks = 0;
let cubeBgColors = ['var(--color-green)', 'var(--color-palegreen)', 'var(--color-blue)'];
// let topLowerBound = 290, topHigherBound = 660; px
// let leftLowerBound = 77, leftHigherBound = 459;
let topLowerBound = 18, topHigherBound = 40; //vw
let leftLowerBound = 2, leftHigherBound = 28;
onMount(() => {
//generate shuffled cubes indices
let cubeIndicesList = [];
while(cubeIndicesList.length < blocksInput){
const r = Math.floor(Math.random() * blocksInput);
if(cubeIndicesList.indexOf(r) === -1) cubeIndicesList.push(r);
}
//generating an array to maintain each cube data by index
for(let i = 0; i < cubeIndicesList.length; i++) {
//height between 290 and 660 px
//horizontal between 77 and 459 px
const cubeData = {
cubeIndex: cubeIndicesList[i],
cubeValue: cubeIndicesList[i],
bgColor: cubeBgColors[Math.floor(Math.random() * cubeBgColors.length)],
top: getRandomArbitrary(topLowerBound, topHigherBound),
left: getRandomArbitrary(leftLowerBound, leftHigherBound)
};
allCubes.push(cubeData);
allCubes = allCubes;
}
//stop showing the correct cubes and start the guessing game
setTimeout(() => {
gameStarted = true;
let eachCube = document.querySelectorAll('.each-cube');
eachCube.forEach(el => { newPos(el) });
counter = setInterval(startTimer, 10);
}, 1000);
});
function newPos(element) {
let top = element.offsetTop;
let left = element.offsetLeft;
let new_top_vw = getRandomArbitrary(topLowerBound,topHigherBound);
let new_left_vw = getRandomArbitrary(leftLowerBound,leftHigherBound);
let new_top = convertVwToPx(new_top_vw);
let new_left = convertVwToPx(new_left_vw);
let diff_top = new_top - top;
let diff_left = new_left - left;
let duration = getRandomArbitrary(10,40)*100;
new mojs.Html({
el: '#'+element.id,
x: {
0:diff_left,
duration: duration,
easing: 'linear.none'
},
y: {
0:diff_top,
duration: duration,
easing: 'linear.none'
},
duration: duration+50,
onComplete() {
if(element.offsetTop === 0 && element.offsetLeft === 0) {
this.pause();
return;
}
const bgColor = element.style.backgroundColor;
element.style = 'background-color: '+bgColor+'; top: '+new_top_vw+'vw; left: '+new_left_vw+'vw; transform: none;';
newPos(element);
},
onUpdate() {
if(gameStarted === false) this.pause();
}
}).play();
}
function startTimer() {
if (gameTime <= 0)
{
endGame(false);
return;
}
displayNumbersOnCubesFor--;
gameTime--;
gameTimeRemaining = gameTime/100;
}
function handleClick(clickedCube) {
if(gameStarted && !gameEnded && displayNumbersOnCubesFor <= 0) {
//correct click
if(order === clickedCube.cubeIndex) {
let clickedCubeDom = document.getElementById('each-cube-'+clickedCube.cubeIndex);
clickedCubeDom.style.backgroundColor = 'var(--color-darkgrey)';
order = order + 1;
} else {
wrongClicks = wrongClicks + 1;
}
checkGameStatus();
}
}
function checkGameStatus() {
if(order === allCubes.length - 1 && wrongClicks < numberOfWrongClicksAllowed) {
endGame(true);
} else if(order < allCubes.length - 1 && wrongClicks >= numberOfWrongClicksAllowed) {
endGame(false);
}
}
function endGame(isSuccess) {
if(!gameEnded) {
gameEnded = true;
clearInterval(counter);
setTimeout(() => {
if(!isDevMode) {
fetchNui('minigame:callback', isSuccess);
dispatch('game-ended', { hackSuccess: isSuccess });
}
dispatch('minigame:callback', {hackSuccess: isSuccess});
}, 1000);
}
}
function handleKeyEvent(event) {
let key_pressed = event.key;
let valid_keys = ['Escape'];
if(gameStarted && valid_keys.includes(key_pressed) && !gameEnded) {
switch(key_pressed){
case 'Escape':
closeGame(false);
return;
}
}
}
</script>
<svelte:window on:keydown|preventDefault={handleKeyEvent} />
<div class="var-game-base">
<div class="time-left">
<i class="fa-solid fa-clock ps-text-lightgrey clock-icon"></i>
<p class="{gameTimeRemaining !== 0 ? 'game-timer-var' : 'mr-1'}">{gameTimeRemaining} </p> time remaining
</div>
<div id="var-game-container" class="var-game-container">
{#each allCubes as cube}
<div
id={'each-cube-'+cube.cubeIndex}
class="each-cube"
style="background-color:{cube.bgColor}; top: {cube.top}vw; left: {cube.left}vw;"
on:click={() => handleClick(cube)}
>
{#if displayNumbersOnCubesFor > 0}
<p>{cube.cubeValue + 1}</p>
{/if}
</div>
{/each}
</div>
</div>
<style>
.var-game-base {
display: flex;
flex-direction: column;
height: 28vw;
justify-content: center;
align-items: center;
color: var(--color-lightgrey);
}
.var-game-base > .time-left {
display: flex;
flex-direction: row;
justify-content: center;
font-size: 0.85vw;
}
.var-game-base > .time-left > .clock-icon {
padding-top: 0.17vw;
margin-right: 0.3vw;
}
.var-game-base > .time-left > .game-timer-var {
width: 2.5vw;
}
.var-game-base > .var-game-container {
border: 2px solid var(--color-green);
background-color: var(--cube-bg-darkgreen);
margin-top: 1vw;
width: 30vw;
height: 28vw;
}
.var-game-base > .var-game-container > .each-cube {
width: 3vw;
height: 3vw;
border: 2px solid var(--color-lightgrey);
position: absolute;
text-align: center;
cursor: default;
}
.var-game-base > .var-game-container > .each-cube > p {
font-size: 1.5vw;
font-weight: bold;
margin-top: 0.2vw;
color: var(--color-black);
}
</style>

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<script lang="ts">
import { closeGame, currentActiveGameDetails, gameSettings } from "../stores/GameLauncherStore";
import { createEventDispatcher, onMount } from "svelte";
import fetchNui from "../../utils/fetch";
import { getRandomArbitrary, isDevMode } from "../stores/GeneralStores";
const dispatch = createEventDispatcher();
const randomSetChar = () => {
let str='?';
switch($currentActiveGameDetails.sets) {
case 'numeric':
str="0123456789";
break;
case 'alphabet':
str="ABCDEFGHIJKLMNOPQRSTUVWXYZ";
break;
case 'alphanumeric':
str="ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
break;
case 'greek':
str="ΑΒΓΔΕΖΗΘΙΚΛΜΝΞΟΠΡΣΤΥΦΧΨΩ";
break;
case 'braille':
str="⡀⡁⡂⡃⡄⡅⡆⡇⡈⡉⡊⡋⡌⡍⡎⡏⡐⡑⡒⡓⡔⡕⡖⡗⡘⡙⡚⡛⡜⡝⡞⡟⡠⡡⡢⡣⡤⡥⡦⡧⡨⡩⡪⡫⡬⡭⡮⡯⡰⡱⡲⡳⡴⡵⡶⡷⡸⡹⡺⡻⡼⡽⡾⡿"+
"⢀⢁⢂⢃⢄⢅⢆⢇⢈⢉⢊⢋⢌⢍⢎⢏⢐⢑⢒⢓⢔⢕⢖⢗⢘⢙⢚⢛⢜⢝⢞⢟⢠⢡⢢⢣⢤⢥⢦⢧⢨⢩⢪⢫⢬⢭⢮⢯⢰⢱⢲⢳⢴⢵⢶⢷⢸⢹⢺⢻⢼⢽⢾⢿"+
"⣀⣁⣂⣃⣄⣅⣆⣇⣈⣉⣊⣋⣌⣍⣎⣏⣐⣑⣒⣓⣔⣕⣖⣗⣘⣙⣚⣛⣜⣝⣞⣟⣠⣡⣢⣣⣤⣥⣦⣧⣨⣩⣪⣫⣬⣭⣮⣯⣰⣱⣲⣳⣴⣵⣶⣷⣸⣹⣺⣻⣼⣽⣾⣿";
break;
case 'runes':
str="ᚠᚥᚧᚨᚩᚬᚭᚻᛐᛑᛒᛓᛔᛕᛖᛗᛘᛙᛚᛛᛜᛝᛞᛟᛤ";
break;
}
return str.charAt(getRandomArbitrary(0, str.length));
}
let gameTimeRemaining = 0;
let amountOfAnswers = $gameSettings.amountOfAnswers; // how many numbers for game
let gameTime = $gameSettings.gameTime * 100; // seconds
let correctIndices = [], correctAnswers = [];
let changeBoardAfter = $currentActiveGameDetails.changeBoardAfter * 100; //3 seconds
let originalChangeBoardAfter = changeBoardAfter;
let counter, gameStarted = false, gameEnded = false;
let hackSuccess = false;
let numberOfCubes = 80, allCubes = [];
let totalNumberOfColumns = 10;
let cursorIndices = [], cursorStartIndex = 43;
onMount(() => {
//generating an array to maintain each cube data by index
for(let i = 0; i < numberOfCubes; i++) {
const cubeData = {
cubeIndex: i,
cubeValue: randomSetChar() + randomSetChar(),
};
allCubes.push(cubeData);
allCubes = allCubes;
}
//generate correct answer values - column number - has to be Number of cols - 4 to have straight 4 answers
const columnNumber = Math.floor(Math.random() * 5);
//generate correct answer values - row number
const rowNumber = Math.floor(Math.random() * 7);
const startIndex = rowNumber * totalNumberOfColumns + columnNumber;
correctAnswers = [];
for(let i = 0; i < amountOfAnswers; i++) {
correctAnswers.push(allCubes[i + startIndex]);
correctIndices.push(i+startIndex);
}
getCursorIndices();
//start game
setTimeout(() => {
gameStarted = true;
counter = setInterval(startTimer, 10);
}, 1000);
});
function getCursorIndices() {
cursorIndices = [cursorStartIndex];
for(let i=1; i<4; i++){
if( cursorStartIndex+i >= 80 ){
cursorIndices.push( (cursorStartIndex+i) - 80 );
}else{
cursorIndices.push( cursorStartIndex+i );
}
}
// return group;
}
function endTheGame() {
clearInterval(counter);
gameEnded = true;
setTimeout(() => {
if(!isDevMode) {
fetchNui('minigame:callback', hackSuccess);
dispatch('game-ended', { hackSuccess });
}
dispatch('minigame:callback', hackSuccess);
}, 500);
}
function startTimer() {
if (gameTime <= 0)
{
hackSuccess = false;
endTheGame();
return;
} else if (changeBoardAfter <= 0) {
scrambleBoard();
}
gameTime--;
changeBoardAfter--;
gameTimeRemaining = gameTime/100;
}
function scrambleBoard() {
changeBoardAfter = originalChangeBoardAfter;
//generating an array to maintain each cube data by index
let newCubeData = [];
for(let i = 0; i < numberOfCubes; i++) {
let cubeValue;
if(i === numberOfCubes - 1) {
cubeValue = allCubes[0].cubeValue;
} else {
cubeValue = allCubes[i+1].cubeValue;
}
const cubeData = {
cubeIndex: i,
cubeValue: cubeValue,
};
newCubeData.push(cubeData);
newCubeData = newCubeData;
}
getCursorIndices();
allCubes = newCubeData;
}
function checkAnswer() {
let selectedValues = cursorIndices.map((currentCursorIndex) => {
return allCubes[currentCursorIndex];
});
const selectedValuesData = selectedValues.map((item) => {
return item.cubeValue;
});
const correctAnswerValues = correctAnswers.map((item) => {
return item.cubeValue;
});
if(JSON.stringify(selectedValuesData) === JSON.stringify(correctAnswerValues)) {
hackSuccess = true;
} else {
hackSuccess = false;
}
endTheGame();
}
function handleKeyEvent(event) {
let key_pressed = event.key;
let valid_keys = ['a','w','s','d', 'A','W','S','D' ,'ArrowUp','ArrowDown','ArrowRight','ArrowLeft','Enter', 'Escape'];
if(gameStarted && valid_keys.includes(key_pressed) && !gameEnded) {
switch(key_pressed){
case 'w':
case 'ArrowUp':
cursorStartIndex -= 10;
if(cursorStartIndex < 0) {
cursorStartIndex += 80;
}
break;
case 's':
case 'ArrowDown':
cursorStartIndex += 10;
cursorStartIndex %= 80;
break;
case 'a':
case 'ArrowLeft':
cursorStartIndex--;
if(cursorStartIndex < 0) {
cursorStartIndex = 79;
}
break;
case 'd':
case 'ArrowRight':
cursorStartIndex++;
cursorStartIndex %= 80;
break;
case 'Enter':
clearInterval(counter);
checkAnswer();
return;
case 'Escape':
closeGame(false);
return;
}
}
}
$: {
if(cursorStartIndex) {
getCursorIndices();
}
}
</script>
<svelte:window on:keydown|preventDefault={handleKeyEvent} />
<div class="scrambler-game-base">
<div class="game-info-container">
<div class="scrambler-find-data">
<p>Match the numbers underneath.</p>
<div class="original-data-wrapper">
{#each correctAnswers as value}
<p class="original-digits">{value.cubeValue}</p>
{/each}
</div>
</div>
<div class="time-left">
<i class="fa-solid fa-clock ps-text-lightgrey clock-icon"></i>
<p class="{gameTimeRemaining !== 0 ? 'game-timer-var' : 'mr-1'}">{gameTimeRemaining} </p> time remaining
</div>
</div>
<div id="scrambler-game-container" class="scrambler-game-container">
{#each allCubes as cube}
<div id={'each-cube-'+cube.cubeIndex} class="each-cube">
<p class="{!gameEnded && cursorIndices.includes(cube.cubeIndex) ? 'ps-text-red' : ''}">{cube.cubeValue}</p>
</div>
{/each}
</div>
</div>
<style>
.scrambler-game-base {
display: flex;
flex-direction: column;
height: 28vw;
justify-content: center;
align-items: center;
color: var(--color-lightgrey);
}
.scrambler-game-base > .game-info-container {
display: flex;
flex-direction: column;
justify-content: center;
}
.scrambler-game-base > .game-info-container > .scrambler-find-data {
display: flex;
flex-direction: column;
}
.scrambler-game-base > .game-info-container > .scrambler-find-data > .original-data-wrapper {
width: max-content;
border: 2px solid var(--color-green);
border-radius: 0.2vw;
background-color: var(--cube-bg-darkgreen);
color: var(--color-green);
margin: 0.5vw auto;
display: flex;
flex-direction: row;
justify-content: space-evenly;
}
.scrambler-game-base > .game-info-container > .scrambler-find-data > .original-data-wrapper > .original-digits {
font-size: 1vw;
padding: 0.3vw 0.5vw;
}
.scrambler-game-base > .game-info-container > .time-left {
display: flex;
flex-direction: row;
justify-content: center;
font-size: 0.85vw;
}
.scrambler-game-base > .game-info-container > .time-left > .clock-icon {
padding-top: 0.17vw;
margin-right: 0.3vw;
}
.scrambler-game-base > .game-info-container > .time-left > .game-timer-var {
width: 2.5vw;
}
.scrambler-game-base > .scrambler-game-container {
/* border: 0.1px solid red; */
margin-top: 1vw;
width: 30vw;
height: 24vw;
display: flex;
flex-direction: row;
justify-content: space-between;
flex-wrap: wrap;
gap: 0.5vw;
}
.scrambler-game-base > .scrambler-game-container > .each-cube {
width: 2.5vw;
height: 2.5vw;
font-size: 1.75vw;
text-align: center;
margin: auto;
}
</style>

View file

@ -0,0 +1,61 @@
<script lang="ts">
import { onMount } from "svelte";
import Skull from "../assets/svgs/Skull.svelte";
import { closeUi } from "../stores/GameLauncherStore";
export let isSuccess = false;
const skullColor: string = 'var(--color-green)';
onMount(() => {
setTimeout(() => {
closeUi();
}, 2000);
})
</script>
<div class="result-container">
<div class="result-wrapper ps-bg-darkblue">
<div class="skull-logo">
<Skull color={skullColor} />
</div>
{#if isSuccess}
<h1 class="text-white text-3xl uppercase">
Access granted
</h1>
{:else}
<h1 class="text-white text-3xl uppercase">
Access denied
</h1>
{/if}
</div>
</div>
<style>
.result-container {
position: absolute;
left: 50%;
top: 50%;
-webkit-transform: translate(-50%, -50%);
transform: translate(-50%, -50%);
border-radius: 0.2vw;
}
.result-container > .result-wrapper {
width: 30vw;
height: 15vw;
border-radius: 0.3vw;
overflow: hidden;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
}
.result-container > .result-wrapper > .skull-logo {
margin: 0 auto 1vw auto;
width: 6vw;
}
</style>

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