Features:
- Replace TOTAL XP and SESSION TIME panels with unified level display
- Show current level name and number (Virgin Level 1 Omnipotent Level 20)
- Display total XP with progress bar toward next level
- Real-time updates every 5 seconds and on PlayerStats changes
UI Improvements:
- Cyberpunk-styled level display card matching billboard aesthetic
- Level name prominently displayed with level number
- XP progress bar showing advancement toward next level
- Responsive design maintaining home page layout
Technical Implementation:
- Level calculation system using 100 XP per level progression
- Integration with existing PlayerStats XP tracking system
- Performance-optimized updates with event-driven refresh
- Fallback to localStorage if PlayerStats unavailable
Level System:
- 20 adult-themed levels from Virgin to Omnipotent
- 100 XP required per level advancement
- Progress tracking shows current level XP and next level requirement
- Visual progress indicator for level advancement motivation
- Fixed completion behavior to return to mode selection instead of cycling through tasks
- Added explicit training-academy mode handling to load proper scenario data
- Prevented default focus-hold tasks (edge-focus-training, etc.) from being loaded
- Added task filtering to block unwanted default tasks
- Enhanced gameData protection with getter/setter to prevent task replacement
- Improved error handling to return to mode selection on invalid scenarios
- Training academy now properly loads scenario adventures with full interactive data
- Fixed scenario-training-regimen loading to include proper step data
- Fixed mirror task timer display to show actual duration (not hardcoded 60s)
- Added working progress bar with real-time countdown
- Disabled complete button until timer expires - prevents early completion
- Complete button shows countdown and enables only when timer finished
- Changed close mirror button to trigger immediate game over instead of confirmation
- Added condescending but professional game over dialog for training abandonment
- Fixed WebcamManager syntax errors that prevented proper initialization
- Enhanced training academy button styling for professional appearance
- Improved timer synchronization between training academy and webcam interfaces
- Add independent background video system to Quick Play
- Implement VideoLibrary-style scanning for Quick Play
- Add compact floating video controls with opacity cycling
- Create video visibility toggle button (eye icon)
- Fix Quick Play game mode isolation (prevent main game interference)
- Add proper task loading with GameDataManager integration
- Implement Quick Play-specific task completion functions
- Add random image assignment for tasks from linked directories
- Fix syntax errors and improve error handling
- Complete video settings integration with Quick Play preferences
Features:
Background videos play independently of Porn Cinema
46 videos detected and playable
Minimal UI controls that don't obstruct tasks
Multiple opacity levels (hidden/dim/normal/bright)
Quick toggle for video visibility
Proper countdown timer (fixed from counting up)
Real task loading (17 mainGameData tasks)
Task images from 60 linked images
Isolated game state management
- Add comprehensive video extension list and debugging to scanVideoDirectory
- Add missing createPlaceholderImage method to prevent image loading errors
- Enhanced logging to show raw file counts and sample files during video scanning
- Fix infinite error spam when images fail to load
- Replace VideoLibrary dependency with direct directory scanning
- Add scanVideoDirectory method to DesktopFileManager
- Implement buildUnifiedVideoLibrary function
- Add fallback direct directory scanning using Electron API
- Improve error handling for video loading
- Fix VideoLibrary DOM dependency issues in Quick Play mode
- Added video mode selection (none, background, popup, multi-screen)
- Implemented BaseVideoPlayer integration for background videos
- Added video opacity, sound, and control options
- Enhanced video library initialization for Quick Play mode
- Added user-friendly notifications when no videos are available
- Improved video container styling with proper layering
- Added automatic random video loading and rotation
- Enhanced task display readability over background video
FIXED ERROR: 'files.filter is not a function' in popupImageManager.js
ISSUE:
- getLinkedImages() was calling electronAPI.readDirectory() without handling async/sync results
- readDirectory() can return Promise or Array depending on implementation
- Code assumed synchronous array result, causing TypeError when Promise returned
SOLUTION:
- Updated getLinkedImages() to handle both sync and async results from readDirectory()
- Made getLinkedImages(), getRandomPeriodicImage(), and showPeriodicPopup() async
- Added proper error handling for async directory reading
- Matches the pattern used successfully in game.js
RESULT: Popup images should now load properly from linked directories without errors
FIXED IMAGE ISSUES:
- Update getRandomImage() to include linked directory images in image pool
- Update popupImageManager to use linked images for punishment popups
- Store linked images globally as window.linkedImages for component access
- Both consequences and popup images now use all available image sources
FIXED CONSEQUENCE TASKS:
- Update loadConsequenceTask() to use GameDataManager instead of empty gameData.consequenceTasks
- Add fallback to legacy system if GameDataManager unavailable
- Add safety fallback task if no consequence tasks found
- Consequences should now show proper tasks from mainGameData.js instead of 'complete your task'
RESULT: Images and consequences now use linked directories + proper task content
- Remove excessive debugging logs from desktop-file-manager.js and porn-cinema.html
- Keep essential logging while reducing console noise
- Fix Quick Play task image sizing by removing manual dimension calculations
- Let CSS handle image scaling with object-fit: contain for proper aspect ratio
- Clear previous inline dimensions to prevent CSS conflicts
- Images should now properly fit within container boundaries
- Porn Cinema now tries to reuse main window's file manager instance instead of creating new one
- Prevent saving directories when there are access errors to avoid clearing valid directories
- Skip unnecessary refresh calls when reusing existing file manager
- Add better error tracking without removing directories from storage
- Should maintain directory persistence between main library and porn cinema
- Added detailed error logging in refreshAllDirectories with full directory paths
- Keep inaccessible directories in list instead of removing them
- Enhanced porn-cinema.html to show actual directory data from storage
- Log directory refresh process step by step to identify where directories disappear
- Should reveal why linked directories become 0 after refresh
- Added logging to saveLinkedDirectories to show when data is saved
- Added detailed logging to loadLinkedDirectories showing raw data and directory details
- Added localStorage inspection in porn cinema initialization
- Added final state logging after directory refresh
- Should help identify why linked directories become unlinked between library and porn cinema
- Modified updateUnifiedVideoStorage to detect mismatched video counts
- Added clearUnifiedVideoLibrary() to remove stale data
- Added forceRefreshVideoLibrary() to clear and refresh completely
- Fixed logic to force refresh when current directories don't match stored data
- Should resolve issue with 60 stale videos preventing proper scanning of 18 actual videos
- Updated VideoLibrary.loadVideoLibrary() to read from unifiedVideoLibrary storage
- Added fallback to legacy system if unified library not available
- Convert unified library format to VideoLibrary format properly
- Map video.source to category (individual vs directory)
- Should now show all 60 videos from unified library instead of just 6 individual files
- Added mainGameData.js script to quick-play.html
- Initialize GameDataManager in Quick Play instance
- Modified loadMainTask to use GameDataManager.getTasksForMode()
- Added fallback to legacy gameData if GameDataManager unavailable
- Quick Play should now load the 17 explicit tasks from mainGameData.js
- Added null checks for gameOverTitle and gameOverMessage elements
- Added null checks in displayRegularGameStats for all DOM elements
- Added null checks in displayScenarioStats for final stats elements
- Prevents 'Cannot set properties of null' errors in Quick Play mode
- Game ending now handles missing DOM elements gracefully
- Fixed infinite recursion in loadMainTask() using setTimeout to break call stack
- Removed old in-window Quick Play mode from gameModeManager
- Removed Quick Play UI configuration from index.html
- Cleaned up Quick Play specific code from game.js
- Quick Play now uses dedicated quick-play.html file only (newer version)
- Fixed syntax errors from code removal
- Replaced clean/generic tasks in mainGameData.js with explicit tasks from gameData.js
- mainGameData.js now contains 17 explicit main tasks + 12 explicit consequence tasks
- Verified no duplicates between mode files (each uses different ID schemes and task types)
- Mode files contain specialized interactive/scenario content vs simple explicit tasks
- Quick Play will now use consistent explicit content via GameDataManager->mainGameData
- No content duplication across the data files
- Fixed porn cinema video loading to use correct linkedIndividualVideos storage
- Added CSS !important overrides to ensure video card visibility
- Migrated Quick Play from hardcoded image paths to linked storage system
- Added async getLinkedImages() methods to Game and PopupImageManager classes
- Fixed TypeError crashes from readDirectory async/sync issues
- Added comprehensive debug logging for media loading processes
IMMEDIATE PERFORMANCE FIXES:
- Disabled synthwaveMove animation on hero background (major GPU strain)
- Disabled scanning line animation (constant viewport repainting)
- Disabled gridFloat animation on 3D perspective grid
- Reduced grid opacity for lighter rendering
- Performance improvements should be immediately noticeable
UNITY MIGRATION PLANNING:
- Created comprehensive Unity migration plan (UNITY_MIGRATION_PLAN.md)
- Analyzed current 653k+ lines of JS code and complex media architecture
- Identified QuadVideoPlayer as primary performance bottleneck
- Designed modular Unity architecture for video system
- 8-week migration timeline with 3 phases
- Focus on native video processing to solve 4+ simultaneous stream issues
KEY INSIGHTS:
- Web stack hitting limits with complex multi-video management
- Unity VideoPlayer + RenderTextures can handle 4+ streams efficiently
- Current modular architecture translates well to Unity GameObjects
- Migration justified by performance needs + future platform goals
Next: Test performance fixes, then begin Unity prototype
MAJOR OPTIMIZATIONS:
- Removed expensive filter: hue-rotate() from VHS glitch (was causing GPU strain)
- Reduced text-shadow blur radius from 80px to 20px max
- Slowed animation cycles: VHS glitch 12s20s, neon flicker 4s6s, scanline 8s12s
- Removed backdrop-filter: blur() from hero features (very expensive)
- Reduced 3D grid translateZ from 20px to 10px
- Added will-change: transform to grid for GPU optimization
- Limited scanning line to small area instead of full viewport
- Reduced grid opacity for lighter rendering
PERFORMANCE IMPROVEMENTS:
Eliminated heavy GPU filter operations
Reduced repainting frequency
Optimized animation timing
Lighter visual effects while maintaining aesthetic
Should resolve latency/lag issues
Visual quality maintained while significantly improving performance
FINAL POLISH & EFFECTS:
- Hero features now have cyberpunk neon border styling
- Angled clip-path corners for futuristic tech aesthetic
- Enhanced hover effects with scale transform and magenta glow
- Added VHS glitch animation to title text (12s cycle)
- Added scanning line effect across hero header (8s cycle)
- Backdrop blur effects for depth
- Complete synthwave visual system now active
VISUAL FEATURES:
Synthwave typography (Michroma/Electrolize fonts)
Magenta/cyan neon color scheme
3D perspective grid floor effect
Animated scanning lines
VHS glitch effects
Neon glow and flicker animations
Cyberpunk UI elements
Sprint 1 Day 1 COMPLETE: Multi-screen controls + cyberpunk hero redesign
- Added .neon-grid element with 3D CSS transform
- Grid uses perspective(1000px) and rotateX(60deg) for floor effect
- Magenta grid lines (#ff00ff) at 50px spacing
- Added gridFloat animation for subtle floating motion
- Grid positioned behind content with proper z-index
- Creates authentic 80s synthwave/outrun grid floor
- Added neon-grid div to HTML structure
TEST: Refresh to see the classic synthwave perspective grid floor effect
- Updated hero background to deep purple/dark blue gradient
- Colors: #0a0015 #1a0030 #2d0060 (authentic synthwave palette)
- Added horizontal scan lines with magenta tint
- Updated background animation to synthwaveMove (vertical scroll effect)
- Removed old radial gradients for cleaner synthwave look
- Background now has authentic 80s retrowave atmosphere
TEST: Refresh to see dark purple background with subtle scan lines
- Updated 'Master Your Dedication' with Audiowide font
- Changed to white text with magenta glow effect
- Added textGlow animation for pulsing effect
- Increased letter-spacing for cyberpunk aesthetic
- Updated subtitle to Electrolize font with cyan color
- Added cyan text-shadow glow
- Subtitle now uppercase with tech styling
TEST: Refresh to see tagline with white text + magenta glow, cyan subtitle
- Changed font to Michroma (futuristic monospace)
- Updated color to magenta (#ff00ff)
- Added intense magenta text-shadow with glow effect
- Added neonFlicker animation with realistic flicker effect
- Increased letter-spacing for cyberpunk aesthetic
- Title now has authentic synthwave appearance
TEST: Refresh homepage to see magenta flickering title
- Added Michroma font for futuristic titles
- Added Electrolize font for clean tech text
- Fonts loaded from Google Fonts
- No visual changes yet, just preparing fonts for next steps
- Hide default OverlayVideoPlayer controls (.video-controls)
- Hide large play button overlay (.play-overlay)
- Keep only the new custom individual controls per quadrant
- Clean interface with single set of controls that appear on hover
Multi-Screen Individual Controls:
- Individual volume sliders with percentage display
- Independent play/pause buttons for each quadrant
- Progress bars with click-to-seek functionality
- Mute toggle buttons with visual feedback
- Individual shuffle/change video buttons
- Hover-to-show controls with smooth animations
- Mobile-responsive design
Hero Section Overhaul:
- Professional typography with enhanced title/tagline
- Feature highlights showcasing key capabilities
- Modern status panel with XP, timer, and quick stats
- Gradient backgrounds with subtle animations
- Glassmorphism effects with backdrop blur
- Responsive grid layout for all screen sizes
- Visual hierarchy improvements
Responsive Design:
- Mobile-optimized layouts for both features
- Proper scaling and touch-friendly controls
- Adaptive grid systems for different screen sizes
Complete 4-Video Grid System:
- Created QuadVideoPlayer extending OverlayVideoPlayer architecture
- 2x2 responsive grid layout with professional styling
- Auto-hide individual headers, backdrop, and controls for clean quad view
Training Mode Integration:
- Added Multi-Screen Mode button to interactive task controls
- Smart video library access using unified storage fallbacks
- Object-fit contain for proper video scaling (portrait/landscape)
Advanced Controls:
- Shuffle All: Load 4 new random videos instantly
- Minimize: Hide overlay but continue videos in background
- Close: Stop all videos and reset state
- ESC key and backdrop click support
State Management:
- Minimize/restore functionality for seamless training progression
- Proper cleanup on game end with video stopping
- DOM corruption prevention via force recreation strategy
- Complete player destruction and fresh initialization
User Experience:
- Notification system integration with helpful status messages
- Responsive design with mobile considerations
- Pink/purple gradient theming matching game aesthetic
- Hover effects and smooth transitions
Future: Individual controls, sync options, focus mode, custom layouts
Files: quadVideoPlayer.js, interactiveTaskManager.js, index.html, ROADMAP.md
- Added debouncing to showControls() to prevent infinite loop
- Reduced console logging spam for progress updates
- Fixed thousands of rapid 'Showing controls...' messages
- Progress bar calculation working correctly (2.1% at 17s)
- Performance should be much better now
PROGRESS BAR DEBUGGING:
- Added comprehensive logging for progress bar element detection
- Enhanced updateProgress() with detailed progress percentage logging
- Added debugging to showControls() method to track visibility state
- Automatically show controls when video loads to ensure visibility
ELEMENT DETECTION LOGGING:
- Console output shows if progressBar, progressFilled, progressThumb elements found
- Logs progress updates with percentage and time values
- Tracks control container visibility and class changes
CONTROL VISIBILITY FIXES:
- Explicitly call showControls() when loading videos
- Added logging to identify if controls container exists
- Enhanced auto-hide behavior debugging
This will help identify if progress bar elements are found correctly
and if the progress updates are being calculated and applied properly.
PLAYLIST LOOPING:
- Changed default repeat mode from 'off' to 'all'
- Playlists now automatically loop back to the beginning when reaching the end
- Users can still change repeat mode using the repeat button if desired
- Repeat button will show active state (full opacity) on initialization
- Provides seamless continuous playback experience by default
This ensures that when users create playlists, they get uninterrupted
viewing with automatic loop-back to the first video when the playlist
completes, creating a better user experience for extended viewing sessions.