Initial commit: Safety Game

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Vishva
2026-09-25 18:18:21 +05:30
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# Operating System Files
Thumbs.db
ehthumbs.db
Desktop.ini
$RECYCLE.BIN/
.DS_Store
# Editor / IDE settings
.vscode/
.idea/
*.suo
*.ntvs*
*.njsproj
*.sln
*.sw?
# Temporary / Log files
*.log
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>PPE Safety Challenge - Choose Right. Work Safe.</title>
<link rel="stylesheet" href="css/styles.css">
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Chakra+Petch:wght@600;700&family=Inter:wght@400;500;600;700;800&family=JetBrains+Mono:wght@500;700&display=swap" rel="stylesheet">
</head>
<body>
<!-- App Container -->
<div id="app-root" class="app-container">
<!-- Top Navigation / Header Bar -->
<header class="top-bar">
<div class="brand-badge">
<div class="safety-cross-icon">✚</div>
<div class="brand-text">
<span class="game-title">PPE SAFETY CHALLENGE</span>
<span class="game-tagline">CHOOSE RIGHT. WORK SAFE.</span>
</div>
</div>
<div class="hud-center">
<div class="scenario-stepper" id="scenario-stepper">
<div class="step-pill active" id="step-pill-1">
<span class="step-num">1</span>
<span class="step-label">Grinding Ops</span>
</div>
<div class="step-connector"></div>
<div class="step-pill" id="step-pill-2">
<span class="step-num">2</span>
<span class="step-label">Chemical Handling</span>
</div>
</div>
</div>
<div class="hud-right">
<div class="score-display">
<span class="score-label">SAFETY SCORE</span>
<span class="score-val" id="hud-score">0</span>
<span class="score-stars" id="hud-stars">☆☆</span>
</div>
<!-- Audio Controls Menu Trigger -->
<button id="btn-audio-settings" class="btn-icon" title="Audio Settings (M)" aria-label="Audio Settings">
<span id="audio-icon">🔊</span>
</button>
<button id="btn-restart" class="btn-icon" title="Restart Game (R)" aria-label="Restart">
<span>🔄</span>
</button>
</div>
</header>
<!-- Main Dynamic Screen Container -->
<main id="main-viewport" class="main-viewport">
<!-- SCREEN 1: START / INTRO SCREEN -->
<section id="screen-start" class="screen-view active">
<div class="intro-card">
<div class="hero-graphic">
<div class="safety-shield-animated">
<svg viewBox="0 0 100 100" class="shield-svg">
<polygon points="50,5 92,20 92,55 50,95 8,55 8,20" class="shield-outline" />
<path d="M50 25 L50 75 M25 50 L75 50" class="shield-plus" />
</svg>
<div class="pulse-ring"></div>
</div>
</div>
<h1 class="hero-title">PPE SAFETY CHALLENGE</h1>
<p class="hero-subtitle">“Choose Right. Work Safe.”</p>
<div class="mission-briefing">
<h3>Interactive Workplace Safety Mission</h3>
<p>Select the correct Personal Protective Equipment (PPE) for critical industrial tasks. Learn how proper gear prevents severe workplace injuries before starting dangerous operations.</p>
<div class="learning-flow-banner">
<span class="flow-item">🔍 SEE SITUATION</span>
<span class="flow-arrow">➔</span>
<span class="flow-item">⚠️ IDENTIFY HAZARD</span>
<span class="flow-arrow">➔</span>
<span class="flow-item">🦺 SELECT PPE</span>
<span class="flow-arrow">➔</span>
<span class="flow-item">⚙️ TEST SAFETY</span>
</div>
</div>
<div class="start-controls">
<button id="btn-start-game" class="btn btn-primary btn-large glow-effect">
<span class="btn-icon-large">▶</span>
<span class="btn-text">START CHALLENGE</span>
</button>
<div class="controls-hint">
<span>⌨️ Mouse Click or Number Keys (1-8) to equip • Spacebar to Test Task</span>
</div>
</div>
</div>
</section>
<!-- SCREEN 2: ACTIVE GAMEPLAY VIEW -->
<section id="screen-game" class="screen-view">
<div class="gameplay-grid">
<!-- Left Column: Hazard Assessment & Task Briefing -->
<aside class="sidebar-hazard-panel card-panel">
<div class="panel-header">
<div class="scenario-badge" id="scene-badge">SCENARIO 1 OF 2</div>
<h2 class="scenario-title" id="scene-title">Metal Grinding Operation</h2>
</div>
<div class="situation-card">
<div class="card-subtitle">WORKPLACE ENVIRONMENT</div>
<p class="situation-desc" id="scene-desc">
An industrial worker is preparing to grind weld seams on structural steel with a high-speed angle grinder (11,000 RPM).
</p>
</div>
<div class="hazard-identification-card">
<div class="card-subtitle">IDENTIFIED TASK HAZARDS</div>
<ul class="hazard-list" id="hazard-list">
<!-- Dynamically populated -->
</ul>
</div>
<div class="equipped-status-card">
<div class="card-subtitle">PROTECTION COVERAGE</div>
<div class="coverage-grid" id="coverage-grid">
<div class="coverage-item" data-slot="head">
<span class="cov-icon">🧢</span>
<span class="cov-label">Head</span>
<span class="cov-status missing">Missing</span>
</div>
<div class="coverage-item" data-slot="eyes">
<span class="cov-icon">👓</span>
<span class="cov-label">Eyes/Face</span>
<span class="cov-status missing">Missing</span>
</div>
<div class="coverage-item" data-slot="ears">
<span class="cov-icon">🎧</span>
<span class="cov-label">Hearing</span>
<span class="cov-status missing">Missing</span>
</div>
<div class="coverage-item" data-slot="hands">
<span class="cov-icon">🧤</span>
<span class="cov-label">Hands</span>
<span class="cov-status missing">Missing</span>
</div>
<div class="coverage-item" data-slot="body">
<span class="cov-icon">🦺</span>
<span class="cov-label">Body</span>
<span class="cov-status missing">Missing</span>
</div>
<div class="coverage-item" data-slot="feet">
<span class="cov-icon">🥾</span>
<span class="cov-label">Feet</span>
<span class="cov-status missing">Missing</span>
</div>
</div>
</div>
<div class="action-dock">
<button id="btn-test-safety" class="btn btn-action btn-full glow-ready">
<span class="btn-icon">⚡</span>
<span id="btn-test-safety-text">TEST WORKER SAFETY & START</span>
</button>
<button id="btn-clear-ppe" class="btn btn-ghost btn-small">
<span>↺ Clear All Equipped Items</span>
</button>
</div>
</aside>
<!-- Middle Column: Interactive Scene & Worker Avatar -->
<div class="center-stage-panel card-panel">
<div class="scene-environment-container" id="scene-stage">
<!-- Scene canvas for particles/sparks/chemicals -->
<canvas id="stage-fx-canvas" class="stage-fx-canvas"></canvas>
<!-- Dynamic Background Scenery Layer -->
<div class="scene-backdrop" id="scene-backdrop">
<div class="industrial-wall"></div>
<div class="workbench">
<div class="workpiece-element" id="workpiece-element"></div>
<div class="equipment-element" id="equipment-element"></div>
</div>
<div class="warning-tape"></div>
</div>
<!-- Worker Avatar Interactive SVG Layer -->
<div class="avatar-wrapper" id="avatar-container">
<!-- Injected by avatar.js -->
</div>
<!-- Freeze Frame / Critical Warning Alert Overlay -->
<div class="consequence-freeze-overlay" id="consequence-overlay">
<div class="freeze-banner">
<div class="freeze-header">
<span class="hazard-flasher" id="hazard-flasher-badge">⚠️ STOP! CRITICAL HAZARDS DETECTED</span>
</div>
<h3 class="consequence-title" id="consequence-title">Critical Protection Gaps Detected</h3>
<p class="consequence-desc" id="consequence-desc">
Multiple required protective gear items are missing or improper for this task. Unprotected body zones are exposed to severe workplace trauma.
</p>
<div class="missing-items-box">
<div class="missing-box-header">
<span class="box-label">⚠️ ALL REQUIRED CORRECTIONS (<span id="missing-count-num">0</span> ISSUES):</span>
</div>
<div class="missing-hazard-cards" id="consequence-hazard-list">
<!-- Dynamically rendered list of all missing & incorrect items -->
</div>
</div>
<button id="btn-fix-ppe" class="btn btn-warning glow-effect">
<span>🔧 FIX ALL WORKER PPE & RETRY</span>
</button>
</div>
</div>
<!-- Success Overlay Banner -->
<div class="success-overlay" id="success-overlay">
<div class="success-banner">
<div class="success-badge">
<span class="badge-icon">✅</span>
<span class="badge-title" id="success-title">SAFE TO START</span>
</div>
<p class="success-desc" id="success-desc">
Correct PPE selected. Your eyes, face, hands, hearing and feet are fully protected against all task hazards.
</p>
<div class="points-awarded-pill">
<span class="star-icon">⭐</span>
<span class="points-text" id="awarded-points-text">+100 Safety Points</span>
</div>
<button id="btn-next-scenario" class="btn btn-success glow-effect">
<span id="btn-next-scenario-text">NEXT SCENARIO ➔</span>
</button>
</div>
</div>
</div>
<!-- Task Status Indicator -->
<div class="stage-footer-bar">
<div class="status-indicator-light" id="status-light">
<span class="light-dot"></span>
<span class="light-text" id="status-text">TASK IDLE - EQUIP PPE AND CLICK TEST</span>
</div>
<div class="audio-feedback-caption" id="audio-caption">
[Audio: Workshop Ambience Active]
</div>
</div>
</div>
<!-- Right Column: PPE Selection Locker / Tool Rack -->
<aside class="sidebar-locker-panel card-panel">
<div class="panel-header">
<h3 class="locker-title">🦺 PPE SAFETY LOCKER</h3>
<span class="locker-subtitle">Select correct gear for this task:</span>
</div>
<div class="ppe-locker-grid" id="ppe-locker-grid">
<!-- Dynamically populated based on scenario -->
</div>
<div class="locker-guide-card">
<div class="guide-title">💡 Safety Selection Rule</div>
<p class="guide-text" id="locker-guide-text">
Some gear offers insufficient protection or introduces new hazards. Choose specifically rated items!
</p>
</div>
</aside>
</div>
</section>
<!-- SCREEN 3: COMPLETION / FINAL SCORE SCREEN -->
<section id="screen-summary" class="screen-view">
<div class="summary-card">
<div class="summary-header">
<div class="victory-trophy">🏆</div>
<h1 class="summary-title">PPE SAFETY CHALLENGE COMPLETE</h1>
<p class="summary-subtitle">“Choose Right. Work Safe.”</p>
</div>
<div class="metrics-dashboard">
<div class="metric-box">
<span class="metric-label">FINAL SAFETY SCORE</span>
<span class="metric-val" id="summary-score">200 / 200</span>
<span class="metric-sub" id="summary-percentage">100% Safety Compliance</span>
</div>
<div class="metric-box">
<span class="metric-label">SCENARIOS COMPLETED</span>
<span class="metric-val">2 / 2</span>
<span class="metric-sub">Zero Workplace Accidents</span>
</div>
<div class="metric-box">
<span class="metric-label">SAFETY STARS</span>
<span class="metric-val star-gold" id="summary-stars">⭐⭐</span>
<span class="metric-sub" id="summary-rank">Master Safety Practitioner</span>
</div>
</div>
<!-- Key Takeaway Mantra -->
<div class="takeaway-banner">
<div class="takeaway-heading">CORE SAFETY WORKFLOW</div>
<div class="mantra-chain">
<div class="mantra-step">🛑 <strong>STOP</strong></div>
<div class="mantra-arrow">➔</div>
<div class="mantra-step">👁️ <strong>LOOK</strong></div>
<div class="mantra-arrow">➔</div>
<div class="mantra-step">⚠️ <strong>IDENTIFY HAZARDS</strong></div>
<div class="mantra-arrow">➔</div>
<div class="mantra-step">🦺 <strong>SELECT PPE</strong></div>
<div class="mantra-arrow">➔</div>
<div class="mantra-step">🛡️ <strong>WORK SAFELY</strong></div>
</div>
</div>
<!-- Scenarios Review Summary Accordion -->
<div class="scenarios-review-box">
<h4>Safety Assessment Summary</h4>
<div class="review-row">
<div class="rev-icon">⚡</div>
<div class="rev-info">
<strong>Scenario 1: Angle Grinding Operation</strong>
<p>Protected against flying hot sparks, high decibel noise (95+ dB), and sharp metal burrs using Full Face Shield + Glasses, Leather Grinding Gloves, Hearing Protection & Safety Boots.</p>
</div>
<div class="rev-status">✅ PASSED</div>
</div>
<div class="review-row">
<div class="rev-icon">🧪</div>
<div class="rev-info">
<strong>Scenario 2: Industrial Chemical Transfer</strong>
<p>Prevented chemical burn & splash injury using Chemical Splash Goggles, Heavy Nitrile Gauntlet Gloves, Chemical Resistant Apron & Rubber Safety Boots.</p>
</div>
<div class="rev-status">✅ PASSED</div>
</div>
</div>
<div class="summary-actions">
<button id="btn-replay" class="btn btn-primary btn-large">
<span>🔄 REPLAY SAFETY CHALLENGE</span>
</button>
<button id="btn-print-certificate" class="btn btn-secondary btn-large">
<span>📜 PRINT SAFETY CERTIFICATE</span>
</button>
</div>
</div>
</section>
</main>
<!-- Audio Settings Modal Dialog -->
<div class="modal-backdrop" id="modal-audio">
<div class="modal-card">
<div class="modal-header">
<h3>🔊 Audio & Sound Control</h3>
<button id="btn-close-audio-modal" class="btn-close" aria-label="Close modal">✕</button>
</div>
<div class="modal-body">
<div class="audio-control-row">
<label for="toggle-master-mute">Master Audio</label>
<input type="checkbox" id="toggle-master-mute" checked>
</div>
<div class="audio-control-row">
<label for="slider-music-vol">Background Music Volume (<span id="music-vol-num">25%</span>)</label>
<input type="range" id="slider-music-vol" min="0" max="100" value="25">
</div>
<div class="audio-control-row">
<label for="slider-sfx-vol">Sound Effects (SFX) Volume (<span id="sfx-vol-num">55%</span>)</label>
<input type="range" id="slider-sfx-vol" min="0" max="100" value="55">
</div>
<div class="audio-control-row">
<label for="toggle-ambient-hum">Industrial Ambience Hum</label>
<input type="checkbox" id="toggle-ambient-hum" checked>
</div>
<div class="audio-info-note">
ℹ️ The game features a real-time Web Audio synthesizer. Audio starts when you click <strong>Start Challenge</strong>. All safety information is also fully visual and accessible when muted.
</div>
</div>
<div class="modal-footer">
<button id="btn-save-audio" class="btn btn-primary">Done</button>
</div>
</div>
</div>
<!-- Printable Certificate Template (Hidden until printed) -->
<div id="printable-certificate" class="printable-certificate">
<div class="cert-border">
<div class="cert-header">
<div class="cert-logo">✚ PPE SAFETY CHALLENGE</div>
<h1>CERTIFICATE OF SAFETY EXCELLENCE</h1>
<p class="cert-sub">This certifies that</p>
<h2 class="cert-name">QUALIFIED INDUSTRIAL EMPLOYEE</h2>
<p class="cert-desc">has successfully demonstrated 100% competency in Hazard Identification & Personal Protective Equipment (PPE) Selection across all high-risk industrial scenarios.</p>
</div>
<div class="cert-footer">
<div class="cert-signature">
<div class="sig-line"></div>
<span>Safety & Environmental Health Officer</span>
</div>
<div class="cert-seal">
⭐ VERIFIED SAFE ⭐
</div>
<div class="cert-date">
<div class="sig-line" id="cert-date-val"></div>
<span>Completion Date</span>
</div>
</div>
</div>
</div>
</div>
<!-- Scripts -->
<script src="js/audio.js"></script>
<script src="js/scenarios.js"></script>
<script src="js/particles.js"></script>
<script src="js/avatar.js"></script>
<script src="js/game.js"></script>
</body>
</html>
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/**
* PPE SAFETY CHALLENGE - WEB AUDIO SYNTHESIZER & SOUND ENGINE
* Professional corporate-industrial sound design, procedural synthesis, and adaptive ducking.
* Fully self-contained with no external media dependencies.
*/
class SoundEngine {
constructor() {
this.ctx = null;
this.masterGain = null;
this.musicGain = null;
this.sfxGain = null;
this.ambientGain = null;
this.isMuted = false;
this.musicVolume = 0.25; // 25% default as requested
this.sfxVolume = 0.55; // 55% default as requested
this.isAmbientEnabled = true;
this.isMusicPlaying = false;
this.musicInterval = null;
this.currentMusicChord = 0;
this.activeAmbientNodes = [];
this.activeGrinderNode = null;
this.activeLiquidNode = null;
this.isInitialized = false;
}
/**
* Initializes the Web Audio context on user gesture.
*/
init() {
if (this.isInitialized) return;
try {
const AudioContext = window.AudioContext || window.webkitAudioContext;
this.ctx = new AudioContext();
// Master Gain
this.masterGain = this.ctx.createGain();
this.masterGain.gain.setValueAtTime(1.0, this.ctx.currentTime);
this.masterGain.connect(this.ctx.destination);
// Music Channel
this.musicGain = this.ctx.createGain();
this.musicGain.gain.setValueAtTime(this.musicVolume, this.ctx.currentTime);
this.musicGain.connect(this.masterGain);
// SFX Channel
this.sfxGain = this.ctx.createGain();
this.sfxGain.gain.setValueAtTime(this.sfxVolume, this.ctx.currentTime);
this.sfxGain.connect(this.masterGain);
// Ambient Channel
this.ambientGain = this.ctx.createGain();
this.ambientGain.gain.setValueAtTime(0.18, this.ctx.currentTime);
this.ambientGain.connect(this.masterGain);
this.isInitialized = true;
} catch (e) {
console.warn("Web Audio API not supported or blocked:", e);
}
}
ensureContext() {
if (!this.isInitialized) {
this.init();
}
if (this.ctx && this.ctx.state === 'suspended') {
this.ctx.resume();
}
}
// ==========================================
// VOLUME & MUTE CONTROLS
// ==========================================
setMasterMute(muted) {
this.isMuted = muted;
if (this.masterGain && this.ctx) {
this.masterGain.gain.setTargetAtTime(muted ? 0 : 1.0, this.ctx.currentTime, 0.05);
}
}
setMusicVolume(val) {
this.musicVolume = Math.max(0, Math.min(1, val));
if (this.musicGain && this.ctx) {
this.musicGain.gain.setTargetAtTime(this.musicVolume, this.ctx.currentTime, 0.05);
}
}
setSfxVolume(val) {
this.sfxVolume = Math.max(0, Math.min(1, val));
if (this.sfxGain && this.ctx) {
this.sfxGain.gain.setTargetAtTime(this.sfxVolume, this.ctx.currentTime, 0.05);
}
}
setAmbientEnabled(enabled) {
this.isAmbientEnabled = enabled;
if (this.ambientGain && this.ctx) {
this.ambientGain.gain.setTargetAtTime(enabled ? 0.18 : 0, this.ctx.currentTime, 0.1);
}
}
/**
* Duck music volume during critical warnings / consequences
*/
duckMusic(ducked = true) {
if (!this.musicGain || !this.ctx) return;
const target = ducked ? (this.musicVolume * 0.15) : this.musicVolume;
this.musicGain.gain.setTargetAtTime(target, this.ctx.currentTime, 0.1);
}
// ==========================================
// BACKGROUND MUSIC (Corporate-Industrial Synth Loop)
// ==========================================
playStartIntroSting() {
this.ensureContext();
if (!this.ctx || this.isMuted) return;
const t = this.ctx.currentTime;
// Confident corporate chords: F -> C -> Dm -> Bb
const chords = [
[349.23, 440.00, 523.25], // F major
[261.63, 329.63, 392.00], // C major
[293.66, 349.23, 440.00], // D minor
[466.16, 587.33, 698.46] // Bb major (high shimmer)
];
chords.forEach((chord, i) => {
const time = t + (i * 0.28);
chord.forEach(freq => {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const filter = this.ctx.createBiquadFilter();
osc.type = 'triangle';
osc.frequency.setValueAtTime(freq, time);
filter.type = 'lowpass';
filter.frequency.setValueAtTime(2200, time);
gain.gain.setValueAtTime(0.001, time);
gain.gain.exponentialRampToValueAtTime(0.12, time + 0.05);
gain.gain.exponentialRampToValueAtTime(0.001, time + 0.6);
osc.connect(filter);
filter.connect(gain);
gain.connect(this.musicGain);
osc.start(time);
osc.stop(time + 0.65);
});
});
}
startBackgroundMusic() {
this.ensureContext();
if (this.isMusicPlaying || !this.ctx) return;
this.isMusicPlaying = true;
// Corporate modern progression: Dm -> Bb -> F -> C
const progression = [
{ bass: 146.83, chord: [293.66, 349.23, 440.00] }, // Dm
{ bass: 116.54, chord: [233.08, 293.66, 349.23] }, // Bb
{ bass: 174.61, chord: [261.63, 349.23, 440.00] }, // F
{ bass: 130.81, chord: [261.63, 329.63, 392.00] } // C
];
let step = 0;
this.musicInterval = setInterval(() => {
if (!this.isMusicPlaying || !this.ctx || this.isMuted) return;
const current = progression[step % progression.length];
const now = this.ctx.currentTime;
// 1. Warm Bass Pulse
const bassOsc = this.ctx.createOscillator();
const bassGain = this.ctx.createGain();
const bassFilter = this.ctx.createBiquadFilter();
bassOsc.type = 'sawtooth';
bassOsc.frequency.setValueAtTime(current.bass, now);
bassFilter.type = 'lowpass';
bassFilter.frequency.setValueAtTime(350, now);
bassGain.gain.setValueAtTime(0.001, now);
bassGain.gain.linearRampToValueAtTime(0.08, now + 0.08);
bassGain.gain.exponentialRampToValueAtTime(0.001, now + 1.8);
bassOsc.connect(bassFilter);
bassFilter.connect(bassGain);
bassGain.connect(this.musicGain);
bassOsc.start(now);
bassOsc.stop(now + 1.9);
// 2. Soft Pad Chords (Calm Corporate Ambiance)
current.chord.forEach((freq, idx) => {
const padOsc = this.ctx.createOscillator();
const padGain = this.ctx.createGain();
const padFilter = this.ctx.createBiquadFilter();
padOsc.type = 'sine';
padOsc.frequency.setValueAtTime(freq, now);
padFilter.type = 'lowpass';
padFilter.frequency.setValueAtTime(800 + (idx * 200), now);
padGain.gain.setValueAtTime(0.001, now);
padGain.gain.linearRampToValueAtTime(0.04, now + 0.3);
padGain.gain.exponentialRampToValueAtTime(0.001, now + 1.9);
padOsc.connect(padFilter);
padFilter.connect(padGain);
padGain.connect(this.musicGain);
padOsc.start(now);
padOsc.stop(now + 2.0);
});
// 3. Subtle Energetic Arpeggio Tick
[0, 0.45, 0.9, 1.35].forEach((offset, i) => {
const arpTime = now + offset;
const arpOsc = this.ctx.createOscillator();
const arpGain = this.ctx.createGain();
arpOsc.type = 'sine';
const arpFreq = current.chord[i % current.chord.length] * 2;
arpOsc.frequency.setValueAtTime(arpFreq, arpTime);
arpGain.gain.setValueAtTime(0.001, arpTime);
arpGain.gain.linearRampToValueAtTime(0.015, arpTime + 0.02);
arpGain.gain.exponentialRampToValueAtTime(0.0001, arpTime + 0.2);
arpOsc.connect(arpGain);
arpGain.connect(this.musicGain);
arpOsc.start(arpTime);
arpOsc.stop(arpTime + 0.22);
});
step++;
}, 1800);
}
stopBackgroundMusic() {
this.isMusicPlaying = false;
if (this.musicInterval) {
clearInterval(this.musicInterval);
this.musicInterval = null;
}
}
// ==========================================
// AMBIENT SOUNDS
// ==========================================
setAmbientScenario(scenarioId) {
this.ensureContext();
this.stopAmbient();
if (!this.ctx || !this.isAmbientEnabled) return;
if (scenarioId === 'grinding') {
// Workshop machinery hum & distant resonance
const osc1 = this.ctx.createOscillator();
const osc2 = this.ctx.createOscillator();
const filter = this.ctx.createBiquadFilter();
const gain = this.ctx.createGain();
osc1.type = 'sine';
osc1.frequency.setValueAtTime(65, this.ctx.currentTime); // 60Hz grid hum
osc2.type = 'triangle';
osc2.frequency.setValueAtTime(120, this.ctx.currentTime);
filter.type = 'lowpass';
filter.frequency.setValueAtTime(250, this.ctx.currentTime);
gain.gain.setValueAtTime(0.06, this.ctx.currentTime);
osc1.connect(filter);
osc2.connect(filter);
filter.connect(gain);
gain.connect(this.ambientGain);
osc1.start();
osc2.start();
this.activeAmbientNodes = [osc1, osc2, gain];
} else if (scenarioId === 'chemical') {
// Chemical fume hood ventilation air flow (filtered white noise)
const bufferSize = this.ctx.sampleRate * 2;
const buffer = this.ctx.createBuffer(1, bufferSize, this.ctx.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < bufferSize; i++) {
data[i] = (Math.random() * 2 - 1) * 0.15;
}
const noiseSource = this.ctx.createBufferSource();
noiseSource.buffer = buffer;
noiseSource.loop = true;
const bandpass = this.ctx.createBiquadFilter();
bandpass.type = 'bandpass';
bandpass.frequency.setValueAtTime(450, this.ctx.currentTime);
bandpass.Q.setValueAtTime(1.5, this.ctx.currentTime);
const gain = this.ctx.createGain();
gain.gain.setValueAtTime(0.08, this.ctx.currentTime);
noiseSource.connect(bandpass);
bandpass.connect(gain);
gain.connect(this.ambientGain);
noiseSource.start();
this.activeAmbientNodes = [noiseSource, gain];
}
}
stopAmbient() {
this.activeAmbientNodes.forEach(node => {
try {
if (node.stop) node.stop();
if (node.disconnect) node.disconnect();
} catch (e) {}
});
this.activeAmbientNodes = [];
}
// ==========================================
// UI INTERACTION SOUND EFFECTS
// ==========================================
playEquipSFX() {
this.ensureContext();
if (!this.ctx || this.isMuted) return;
const t = this.ctx.currentTime;
// Crisp mechanical gear latch sound
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const filter = this.ctx.createBiquadFilter();
osc.type = 'square';
osc.frequency.setValueAtTime(320, t);
osc.frequency.exponentialRampToValueAtTime(120, t + 0.06);
filter.type = 'lowpass';
filter.frequency.setValueAtTime(1200, t);
gain.gain.setValueAtTime(0.12, t);
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.07);
osc.connect(filter);
filter.connect(gain);
gain.connect(this.sfxGain);
osc.start(t);
osc.stop(t + 0.08);
}
playDeselectSFX() {
this.ensureContext();
if (!this.ctx || this.isMuted) return;
const t = this.ctx.currentTime;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'triangle';
osc.frequency.setValueAtTime(180, t);
osc.frequency.exponentialRampToValueAtTime(260, t + 0.05);
gain.gain.setValueAtTime(0.08, t);
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.06);
osc.connect(gain);
gain.connect(this.sfxGain);
osc.start(t);
osc.stop(t + 0.07);
}
playButtonClick() {
this.ensureContext();
if (!this.ctx || this.isMuted) return;
const t = this.ctx.currentTime;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(600, t);
osc.frequency.exponentialRampToValueAtTime(200, t + 0.03);
gain.gain.setValueAtTime(0.1, t);
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.04);
osc.connect(gain);
gain.connect(this.sfxGain);
osc.start(t);
osc.stop(t + 0.05);
}
playSuccessChime() {
this.ensureContext();
if (!this.ctx || this.isMuted) return;
const t = this.ctx.currentTime;
// Harmonic positive triad: C5 (523.25) -> E5 (659.25) -> G5 (783.99) -> C6 (1046.50)
const notes = [523.25, 659.25, 783.99, 1046.50];
notes.forEach((freq, i) => {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(freq, t + (i * 0.09));
gain.gain.setValueAtTime(0.001, t + (i * 0.09));
gain.gain.linearRampToValueAtTime(0.16, t + (i * 0.09) + 0.02);
gain.gain.exponentialRampToValueAtTime(0.001, t + (i * 0.09) + 0.5);
osc.connect(gain);
gain.connect(this.sfxGain);
osc.start(t + (i * 0.09));
osc.stop(t + (i * 0.09) + 0.55);
});
}
playSafetyStarSound() {
this.ensureContext();
if (!this.ctx || this.isMuted) return;
const t = this.ctx.currentTime;
// Shimmer sparkle sweep
for (let i = 0; i < 5; i++) {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const time = t + (i * 0.06);
osc.type = 'triangle';
osc.frequency.setValueAtTime(900 + (i * 240), time);
gain.gain.setValueAtTime(0.09, time);
gain.gain.exponentialRampToValueAtTime(0.001, time + 0.25);
osc.connect(gain);
gain.connect(this.sfxGain);
osc.start(time);
osc.stop(time + 0.26);
}
}
playWarningTone() {
this.ensureContext();
if (!this.ctx || this.isMuted) return;
const t = this.ctx.currentTime;
// Measured industrial safety double-beep (calibrated, not jarring)
[0, 0.16].forEach(offset => {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'sawtooth';
osc.frequency.setValueAtTime(480, t + offset);
gain.gain.setValueAtTime(0.14, t + offset);
gain.gain.exponentialRampToValueAtTime(0.001, t + offset + 0.1);
const filter = this.ctx.createBiquadFilter();
filter.type = 'lowpass';
filter.frequency.setValueAtTime(1000, t + offset);
osc.connect(filter);
filter.connect(gain);
gain.connect(this.sfxGain);
osc.start(t + offset);
osc.stop(t + offset + 0.12);
});
}
playCriticalStopAlert() {
this.ensureContext();
if (!this.ctx || this.isMuted) return;
const t = this.ctx.currentTime;
// Firm low "STOP" tone pulse
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'triangle';
osc.frequency.setValueAtTime(220, t);
osc.frequency.linearRampToValueAtTime(180, t + 0.25);
gain.gain.setValueAtTime(0.2, t);
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.35);
osc.connect(gain);
gain.connect(this.sfxGain);
osc.start(t);
osc.stop(t + 0.36);
}
playWhooshImpact() {
this.ensureContext();
if (!this.ctx || this.isMuted) return;
const t = this.ctx.currentTime;
// Quick swoosh particle sound for near-miss freeze frame
const bufferSize = this.ctx.sampleRate * 0.3;
const buffer = this.ctx.createBuffer(1, bufferSize, this.ctx.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < bufferSize; i++) {
data[i] = (Math.random() * 2 - 1);
}
const source = this.ctx.createBufferSource();
source.buffer = buffer;
const filter = this.ctx.createBiquadFilter();
filter.type = 'bandpass';
filter.frequency.setValueAtTime(600, t);
filter.frequency.exponentialRampToValueAtTime(2200, t + 0.18);
filter.Q.setValueAtTime(3.0, t);
const gain = this.ctx.createGain();
gain.gain.setValueAtTime(0.01, t);
gain.gain.linearRampToValueAtTime(0.18, t + 0.15);
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.28);
source.connect(filter);
filter.connect(gain);
gain.connect(this.sfxGain);
source.start(t);
source.stop(t + 0.3);
}
// ==========================================
// TASK SPECIFIC AUDIO (Grinder & Chemical)
// ==========================================
startGrinderSFX() {
this.ensureContext();
this.stopGrinderSFX();
if (!this.ctx || this.isMuted) return;
const t = this.ctx.currentTime;
// Grinder motor spin-up (11000 RPM whine) + spark friction sizzle
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const filter = this.ctx.createBiquadFilter();
osc.type = 'sawtooth';
osc.frequency.setValueAtTime(160, t);
osc.frequency.exponentialRampToValueAtTime(420, t + 0.5);
filter.type = 'bandpass';
filter.frequency.setValueAtTime(1400, t);
filter.Q.setValueAtTime(2.0, t);
gain.gain.setValueAtTime(0.01, t);
gain.gain.linearRampToValueAtTime(0.15, t + 0.3);
// Spark friction noise
const bufferSize = this.ctx.sampleRate * 2;
const buffer = this.ctx.createBuffer(1, bufferSize, this.ctx.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < bufferSize; i++) {
data[i] = (Math.random() * 2 - 1) * 0.3;
}
const noise = this.ctx.createBufferSource();
noise.buffer = buffer;
noise.loop = true;
const noiseFilter = this.ctx.createBiquadFilter();
noiseFilter.type = 'highpass';
noiseFilter.frequency.setValueAtTime(3000, t);
const noiseGain = this.ctx.createGain();
noiseGain.gain.setValueAtTime(0.01, t);
noiseGain.gain.linearRampToValueAtTime(0.08, t + 0.3);
noise.connect(noiseFilter);
noiseFilter.connect(noiseGain);
noiseGain.connect(this.sfxGain);
osc.connect(filter);
filter.connect(gain);
gain.connect(this.sfxGain);
osc.start(t);
noise.start(t);
this.activeGrinderNode = { osc, gain, noise, noiseGain };
}
stopGrinderSFX() {
if (this.activeGrinderNode && this.ctx) {
const t = this.ctx.currentTime;
try {
this.activeGrinderNode.gain.gain.linearRampToValueAtTime(0.001, t + 0.1);
this.activeGrinderNode.noiseGain.gain.linearRampToValueAtTime(0.001, t + 0.1);
setTimeout(() => {
try {
this.activeGrinderNode.osc.stop();
this.activeGrinderNode.noise.stop();
} catch (e) {}
this.activeGrinderNode = null;
}, 120);
} catch (e) {
this.activeGrinderNode = null;
}
}
}
startLiquidTransferSFX() {
this.ensureContext();
this.stopLiquidTransferSFX();
if (!this.ctx || this.isMuted) return;
const t = this.ctx.currentTime;
// Gentle liquid pour / laminar stream sound
const bufferSize = this.ctx.sampleRate * 2;
const buffer = this.ctx.createBuffer(1, bufferSize, this.ctx.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < bufferSize; i++) {
data[i] = (Math.random() * 2 - 1) * 0.2;
}
const noise = this.ctx.createBufferSource();
noise.buffer = buffer;
noise.loop = true;
const filter = this.ctx.createBiquadFilter();
filter.type = 'bandpass';
filter.frequency.setValueAtTime(850, t);
filter.Q.setValueAtTime(3.5, t);
const gain = this.ctx.createGain();
gain.gain.setValueAtTime(0.01, t);
gain.gain.linearRampToValueAtTime(0.12, t + 0.2);
noise.connect(filter);
filter.connect(gain);
gain.connect(this.sfxGain);
noise.start(t);
this.activeLiquidNode = { noise, gain };
}
stopLiquidTransferSFX() {
if (this.activeLiquidNode && this.ctx) {
const t = this.ctx.currentTime;
try {
this.activeLiquidNode.gain.gain.linearRampToValueAtTime(0.001, t + 0.1);
setTimeout(() => {
try {
this.activeLiquidNode.noise.stop();
} catch (e) {}
this.activeLiquidNode = null;
}, 120);
} catch (e) {
this.activeLiquidNode = null;
}
}
}
playChemicalSplashSFX() {
this.ensureContext();
if (!this.ctx || this.isMuted) return;
const t = this.ctx.currentTime;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = 'triangle';
osc.frequency.setValueAtTime(350, t);
osc.frequency.exponentialRampToValueAtTime(140, t + 0.12);
gain.gain.setValueAtTime(0.18, t);
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.15);
osc.connect(gain);
gain.connect(this.sfxGain);
osc.start(t);
osc.stop(t + 0.16);
}
playVictorySting() {
this.ensureContext();
if (!this.ctx || this.isMuted) return;
this.stopBackgroundMusic();
const t = this.ctx.currentTime;
// Professional triumphant fanfare: C4 -> E4 -> G4 -> C5 (sustained)
const melody = [
{ freq: 523.25, duration: 0.18, delay: 0 },
{ freq: 659.25, duration: 0.18, delay: 0.18 },
{ freq: 783.99, duration: 0.22, delay: 0.36 },
{ freq: 1046.50, duration: 1.2, delay: 0.58 }
];
melody.forEach(note => {
const time = t + note.delay;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
const filter = this.ctx.createBiquadFilter();
osc.type = 'sawtooth';
osc.frequency.setValueAtTime(note.freq, time);
filter.type = 'lowpass';
filter.frequency.setValueAtTime(2400, time);
gain.gain.setValueAtTime(0.001, time);
gain.gain.linearRampToValueAtTime(0.18, time + 0.04);
gain.gain.exponentialRampToValueAtTime(0.001, time + note.duration);
osc.connect(filter);
filter.connect(gain);
gain.connect(this.musicGain);
osc.start(time);
osc.stop(time + note.duration + 0.05);
});
}
}
// Global Sound Engine Instance
window.soundEngine = new SoundEngine();
+336
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/**
* PPE SAFETY CHALLENGE - DYNAMIC WORKER AVATAR SYSTEM
* Generates an SVG industrial worker avatar with modular layered PPE gear.
*/
class WorkerAvatar {
constructor(containerId) {
this.container = document.getElementById(containerId);
this.equippedItems = new Set();
this.render();
}
setEquipped(itemIds) {
this.equippedItems = new Set(itemIds);
this.updateLayers();
}
equip(itemId) {
this.equippedItems.add(itemId);
this.updateLayers();
}
unequip(itemId) {
this.equippedItems.delete(itemId);
this.updateLayers();
}
has(itemId) {
return this.equippedItems.has(itemId);
}
getAvatarCenterCoordinates() {
if (!this.container) return { x: 150, y: 200, eyeX: 140, eyeY: 100, handX: 190, handY: 220 };
const rect = this.container.getBoundingClientRect();
const parentRect = this.container.parentElement.getBoundingClientRect();
const relX = rect.left - parentRect.left + (rect.width * 0.5);
const relY = rect.top - parentRect.top + (rect.height * 0.5);
return {
x: relX,
y: relY,
eyeX: relX - 10,
eyeY: relY - 110,
handX: relX + 45,
handY: relY + 15
};
}
render() {
if (!this.container) return;
this.container.innerHTML = `
<svg viewBox="0 0 300 450" class="worker-svg" id="worker-avatar-svg" xmlns="http://www.w3.org/2000/svg">
<defs>
<linearGradient id="skinGrad" x1="0%" y1="0%" x2="100%" y2="100%">
<stop offset="0%" stop-color="#f6d5b8"/>
<stop offset="100%" stop-color="#e2b792"/>
</linearGradient>
<linearGradient id="hairGrad" x1="0%" y1="0%" x2="0%" y2="100%">
<stop offset="0%" stop-color="#3b291d"/>
<stop offset="100%" stop-color="#24180f"/>
</linearGradient>
<linearGradient id="baseSuitGrad" x1="0%" y1="0%" x2="100%" y2="100%">
<stop offset="0%" stop-color="#2c3e50"/>
<stop offset="100%" stop-color="#1a252f"/>
</linearGradient>
<linearGradient id="leatherGrad" x1="0%" y1="0%" x2="100%" y2="100%">
<stop offset="0%" stop-color="#a0522d"/>
<stop offset="100%" stop-color="#723616"/>
</linearGradient>
<linearGradient id="nitrileGrad" x1="0%" y1="0%" x2="100%" y2="100%">
<stop offset="0%" stop-color="#0284c7"/>
<stop offset="100%" stop-color="#0369a1"/>
</linearGradient>
<linearGradient id="visorGrad" x1="0%" y1="0%" x2="100%" y2="100%">
<stop offset="0%" stop-color="rgba(14, 165, 233, 0.4)"/>
<stop offset="100%" stop-color="rgba(2, 132, 199, 0.6)"/>
</linearGradient>
<linearGradient id="chemicalApronGrad" x1="0%" y1="0%" x2="100%" y2="100%">
<stop offset="0%" stop-color="#059669"/>
<stop offset="100%" stop-color="#047857"/>
</linearGradient>
<filter id="gearGlow" x="-20%" y="-20%" width="140%" height="140%">
<feDropShadow dx="0" dy="2" stdDeviation="3" flood-color="#facc15" flood-opacity="0.35"/>
</filter>
</defs>
<!-- Shadow on floor -->
<ellipse cx="150" cy="425" rx="75" ry="12" fill="rgba(0,0,0,0.4)"/>
<!-- LAYER: BASE WORKER BODY -->
<g id="layer-base-body">
<!-- Legs / Basic Work Trousers -->
<path d="M 120 230 L 110 375 L 138 375 L 146 250 L 154 250 L 162 375 L 190 375 L 180 230 Z" fill="#1e293b"/>
<!-- Feet (Base work shoes) -->
<g id="layer-feet-base">
<path d="M 105 375 L 140 375 L 142 395 L 98 395 Z" fill="#334155"/>
<path d="M 160 375 L 195 375 L 202 395 L 158 395 Z" fill="#334155"/>
</g>
<!-- Torso (Base blue industrial shirt) -->
<path d="M 110 140 C 110 130 190 130 190 140 L 196 235 C 196 240 104 240 104 235 Z" fill="url(#baseSuitGrad)"/>
<!-- Arms (Base) -->
<path d="M 110 140 L 80 215 L 98 222 L 122 160 Z" fill="url(#baseSuitGrad)"/>
<path d="M 190 140 L 220 215 L 202 222 L 178 160 Z" fill="url(#baseSuitGrad)"/>
<!-- Forearms (Skin) -->
<path d="M 80 215 L 70 260 L 84 262 L 98 222 Z" fill="url(#skinGrad)"/>
<path d="M 220 215 L 230 260 L 216 262 L 202 222 Z" fill="url(#skinGrad)"/>
<!-- Hands (Skin - Bare) -->
<g id="layer-hands-bare">
<ellipse cx="74" cy="272" rx="10" ry="14" fill="url(#skinGrad)"/>
<ellipse cx="226" cy="272" rx="10" ry="14" fill="url(#skinGrad)"/>
</g>
<!-- Neck -->
<rect x="138" y="115" width="24" height="25" rx="4" fill="url(#skinGrad)"/>
<!-- Head -->
<ellipse cx="150" cy="95" rx="28" ry="34" fill="url(#skinGrad)"/>
<!-- Hair Base -->
<path d="M 122 90 C 122 65 178 65 178 90 C 178 72 165 62 150 62 C 135 62 122 72 122 90 Z" fill="url(#hairGrad)"/>
<!-- Eyes & Eyebrows -->
<ellipse cx="140" cy="94" rx="3.5" ry="3" fill="#1e293b"/>
<ellipse cx="160" cy="94" rx="3.5" ry="3" fill="#1e293b"/>
<path d="M 134 88 Q 140 85 146 88" stroke="#3b291d" stroke-width="2" fill="none"/>
<path d="M 154 88 Q 160 85 166 88" stroke="#3b291d" stroke-width="2" fill="none"/>
<!-- Nose & Mouth -->
<path d="M 150 96 L 147 106 L 153 106" stroke="#c08c65" stroke-width="1.5" fill="none"/>
<path d="M 143 116 Q 150 120 157 116" stroke="#b45309" stroke-width="2" fill="none"/>
<!-- Ears -->
<ellipse cx="121" cy="96" rx="4" ry="7" fill="url(#skinGrad)"/>
<ellipse cx="179" cy="96" rx="4" ry="7" fill="url(#skinGrad)"/>
</g>
<!-- ====================================================
EQUIPMENT LAYERS (Toggled by class or visibility)
==================================================== -->
<!-- 1. HEAD GEAR -->
<!-- Hard Hat (Grinding / General) -->
<g id="layer-gear-hard_hat_cap" style="display: none;">
<path d="M 115 82 C 115 48 185 48 185 82 L 195 86 C 195 90 105 90 105 86 Z" fill="#facc15" stroke="#ca8a04" stroke-width="2"/>
<path d="M 144 48 L 156 48 L 154 85 L 146 85 Z" fill="#eab308"/>
</g>
<!-- Hard Hat (Chemical) -->
<g id="layer-gear-hard_hat_chemical" style="display: none;">
<path d="M 115 82 C 115 48 185 48 185 82 L 195 86 C 195 90 105 90 105 86 Z" fill="#f8fafc" stroke="#94a3b8" stroke-width="2"/>
<path d="M 144 48 L 156 48 L 154 85 L 146 85 Z" fill="#cbd5e1"/>
</g>
<!-- 2. HEARING / RESPIRATORY GEAR -->
<!-- Heavy Ear Muffs -->
<g id="layer-gear-earmuffs_heavy" style="display: none;">
<path d="M 116 80 C 116 45 184 45 184 80" stroke="#dc2626" stroke-width="5" fill="none"/>
<rect x="114" y="86" width="10" height="22" rx="4" fill="#ef4444" stroke="#991b1b" stroke-width="1.5"/>
<rect x="176" y="86" width="10" height="22" rx="4" fill="#ef4444" stroke="#991b1b" stroke-width="1.5"/>
</g>
<!-- Consumer Earbuds (Distractor) -->
<g id="layer-gear-wireless_earbuds" style="display: none;">
<ellipse cx="122" cy="98" rx="2" ry="3" fill="#ffffff"/>
<ellipse cx="178" cy="98" rx="2" ry="3" fill="#ffffff"/>
<line x1="122" y1="98" x2="122" y2="108" stroke="#ffffff" stroke-width="1.5"/>
<line x1="178" y1="98" x2="178" y2="108" stroke="#ffffff" stroke-width="1.5"/>
</g>
<!-- Organic Vapor Half-Mask Respirator -->
<g id="layer-gear-organic_vapor_respirator" style="display: none;">
<path d="M 136 102 L 164 102 L 160 126 L 140 126 Z" fill="#475569" stroke="#1e293b" stroke-width="1.5"/>
<!-- Cartridge canisters on sides -->
<ellipse cx="132" cy="115" rx="7" ry="9" fill="#0284c7" stroke="#0369a1" stroke-width="1.5"/>
<ellipse cx="168" cy="115" rx="7" ry="9" fill="#0284c7" stroke="#0369a1" stroke-width="1.5"/>
<!-- Straps -->
<line x1="136" y1="104" x2="122" y2="92" stroke="#334155" stroke-width="2"/>
<line x1="164" y1="104" x2="178" y2="92" stroke="#334155" stroke-width="2"/>
</g>
<!-- Cloth Dust Mask (Distractor) -->
<g id="layer-gear-cloth_dust_mask" style="display: none;">
<path d="M 134 102 C 134 102 150 100 166 102 L 160 125 C 150 128 150 128 140 125 Z" fill="#93c5fd" stroke="#60a5fa" stroke-width="1"/>
</g>
<!-- 3. EYE & FACE GEAR -->
<!-- Face Shield + Safety Glasses (Grinding) -->
<g id="layer-gear-faceshield_glasses" style="display: none;">
<!-- Dual Glasses underneath -->
<rect x="130" y="88" width="18" height="12" rx="3" fill="rgba(6, 182, 212, 0.3)" stroke="#0891b2" stroke-width="2"/>
<rect x="152" y="88" width="18" height="12" rx="3" fill="rgba(6, 182, 212, 0.3)" stroke="#0891b2" stroke-width="2"/>
<line x1="148" y1="92" x2="152" y2="92" stroke="#0891b2" stroke-width="2"/>
<!-- Full Clear Curved Visor Overlay -->
<path d="M 112 78 L 188 78 L 182 135 C 182 142 118 142 118 135 Z" fill="url(#visorGrad)" stroke="#38bdf8" stroke-width="2" opacity="0.85"/>
<!-- Brow guard -->
<path d="M 112 76 L 188 76 L 186 82 L 114 82 Z" fill="#0369a1"/>
</g>
<!-- Chemical Splash Goggles -->
<g id="layer-gear-chemical_splash_goggles" style="display: none;">
<path d="M 124 86 C 124 86 150 84 176 86 L 174 104 C 150 106 150 106 126 104 Z" fill="rgba(16, 185, 129, 0.35)" stroke="#059669" stroke-width="2.5"/>
<ellipse cx="138" cy="94" rx="10" ry="7" fill="none" stroke="#10b981" stroke-width="2"/>
<ellipse cx="162" cy="94" rx="10" ry="7" fill="none" stroke="#10b981" stroke-width="2"/>
<line x1="124" y1="94" x2="120" y2="94" stroke="#065f46" stroke-width="3"/>
<line x1="176" y1="94" x2="180" y2="94" stroke="#065f46" stroke-width="3"/>
</g>
<!-- Standard Sunglasses (Distractor) -->
<g id="layer-gear-regular_sunglasses" style="display: none;">
<rect x="130" y="90" width="18" height="10" rx="2" fill="#111827" stroke="#000" stroke-width="2"/>
<rect x="152" y="90" width="18" height="10" rx="2" fill="#111827" stroke="#000" stroke-width="2"/>
<line x1="148" y1="93" x2="152" y2="93" stroke="#000" stroke-width="2"/>
</g>
<!-- Open Safety Glasses (Distractor in Chemical) -->
<g id="layer-gear-standard_safety_glasses" style="display: none;">
<rect x="130" y="90" width="18" height="10" rx="2" fill="rgba(255,255,255,0.4)" stroke="#64748b" stroke-width="1.5"/>
<rect x="152" y="90" width="18" height="10" rx="2" fill="rgba(255,255,255,0.4)" stroke="#64748b" stroke-width="1.5"/>
</g>
<!-- 4. BODY PROTECTION -->
<!-- Heavy Leather Grinding Jacket -->
<g id="layer-gear-heavy_leather_jacket" style="display: none;">
<path d="M 104 136 C 104 126 196 126 196 136 L 202 240 L 98 240 Z" fill="url(#leatherGrad)" stroke="#57260d" stroke-width="2"/>
<!-- Leather Sleeves -->
<path d="M 106 138 L 72 248 L 94 252 L 122 160 Z" fill="url(#leatherGrad)"/>
<path d="M 194 138 L 228 248 L 206 252 L 178 160 Z" fill="url(#leatherGrad)"/>
<line x1="150" y1="140" x2="150" y2="240" stroke="#451a03" stroke-width="3"/>
</g>
<!-- Chemical-Resistant Apron -->
<g id="layer-gear-chemical_resistant_apron" style="display: none;">
<path d="M 126 135 L 174 135 L 188 175 L 192 315 L 108 315 L 112 175 Z" fill="url(#chemicalApronGrad)" stroke="#064e3b" stroke-width="2.5"/>
<path d="M 130 135 L 138 115 M 170 135 L 162 115" stroke="#047857" stroke-width="3"/>
</g>
<!-- Cotton Lab Coat (Distractor) -->
<g id="layer-gear-cotton_lab_coat" style="display: none;">
<path d="M 104 136 L 196 136 L 200 300 L 100 300 Z" fill="#f1f5f9" stroke="#cbd5e1" stroke-width="2"/>
<line x1="150" y1="136" x2="150" y2="300" stroke="#94a3b8" stroke-width="2"/>
</g>
<!-- 5. HAND PROTECTION -->
<!-- Heavy Leather Grinding Gloves -->
<g id="layer-gear-leather_grinding_gloves" style="display: none;">
<path d="M 64 250 L 86 252 L 86 288 L 62 284 Z" fill="url(#leatherGrad)" stroke="#57260d" stroke-width="1.5"/>
<path d="M 236 250 L 214 252 L 214 288 L 238 284 Z" fill="url(#leatherGrad)" stroke="#57260d" stroke-width="1.5"/>
</g>
<!-- Nitrile Gauntlet Chemical Gloves -->
<g id="layer-gear-nitrile_gauntlet_gloves" style="display: none;">
<path d="M 62 235 L 88 238 L 86 288 L 60 284 Z" fill="url(#nitrileGrad)" stroke="#0369a1" stroke-width="2"/>
<path d="M 238 235 L 212 238 L 214 288 L 240 284 Z" fill="url(#nitrileGrad)" stroke="#0369a1" stroke-width="2"/>
</g>
<!-- Thin Latex Gloves (Distractor) -->
<g id="layer-gear-thin_latex_gloves" style="display: none;">
<ellipse cx="74" cy="272" rx="11" ry="15" fill="#bae6fd" stroke="#38bdf8" stroke-width="1"/>
<ellipse cx="226" cy="272" rx="11" ry="15" fill="#bae6fd" stroke="#38bdf8" stroke-width="1"/>
</g>
<!-- Standard Leather Work Gloves (Distractor in Chemical) -->
<g id="layer-gear-leather_work_gloves" style="display: none;">
<path d="M 64 255 L 86 257 L 86 285 L 62 282 Z" fill="#d97706" stroke="#b45309" stroke-width="1.5"/>
<path d="M 236 255 L 214 257 L 214 285 L 238 282 Z" fill="#d97706" stroke="#b45309" stroke-width="1.5"/>
</g>
<!-- 6. FOOT PROTECTION -->
<!-- Steel-Toe Safety Boots -->
<g id="layer-gear-steel_toe_boots" style="display: none;">
<path d="M 100 365 L 142 365 L 146 405 L 94 405 Z" fill="#1c1917" stroke="#44403c" stroke-width="2"/>
<path d="M 94 395 L 115 395 L 115 405 L 94 405 Z" fill="#78716c"/> <!-- Steel Cap Plate -->
<path d="M 158 365 L 200 365 L 206 405 L 154 405 Z" fill="#1c1917" stroke="#44403c" stroke-width="2"/>
<path d="M 185 395 L 206 395 L 206 405 L 185 405 Z" fill="#78716c"/>
</g>
<!-- Chemical Rubber Boots -->
<g id="layer-gear-chemical_rubber_boots" style="display: none;">
<path d="M 98 345 L 144 345 L 146 408 L 92 408 Z" fill="#047857" stroke="#064e3b" stroke-width="2.5"/>
<path d="M 156 345 L 202 345 L 208 408 L 154 408 Z" fill="#047857" stroke="#064e3b" stroke-width="2.5"/>
</g>
<!-- Canvas Running Sneakers (Distractor) -->
<g id="layer-gear-regular_sneakers" style="display: none;">
<path d="M 102 375 L 140 375 L 144 398 L 96 398 Z" fill="#ef4444" stroke="#ffffff" stroke-width="2"/>
<path d="M 160 375 L 198 375 L 204 398 L 156 398 Z" fill="#ef4444" stroke="#ffffff" stroke-width="2"/>
</g>
</svg>
`;
this.updateLayers();
}
updateLayers() {
if (!this.container) return;
// All gear IDs configured across scenarios
const allGearIds = [
'hard_hat_cap', 'hard_hat_chemical',
'faceshield_glasses', 'chemical_splash_goggles', 'regular_sunglasses', 'standard_safety_glasses',
'earmuffs_heavy', 'wireless_earbuds', 'organic_vapor_respirator', 'cloth_dust_mask',
'heavy_leather_jacket', 'chemical_resistant_apron', 'cotton_lab_coat',
'leather_grinding_gloves', 'nitrile_gauntlet_gloves', 'thin_latex_gloves', 'leather_work_gloves',
'steel_toe_boots', 'chemical_rubber_boots', 'regular_sneakers'
];
allGearIds.forEach(gearId => {
const el = document.getElementById(`layer-gear-${gearId}`);
if (el) {
el.style.display = this.equippedItems.has(gearId) ? 'block' : 'none';
}
});
// Toggle bare hands layer if gloves equipped
const bareHandsEl = document.getElementById('layer-hands-bare');
const hasAnyGloves = ['leather_grinding_gloves', 'nitrile_gauntlet_gloves', 'thin_latex_gloves', 'leather_work_gloves']
.some(g => this.equippedItems.has(g));
if (bareHandsEl) {
bareHandsEl.style.display = hasAnyGloves ? 'none' : 'block';
}
// Toggle base feet layer if special boots equipped
const baseFeetEl = document.getElementById('layer-feet-base');
const hasAnyBoots = ['steel_toe_boots', 'chemical_rubber_boots', 'regular_sneakers']
.some(b => this.equippedItems.has(b));
if (baseFeetEl) {
baseFeetEl.style.display = hasAnyBoots ? 'none' : 'block';
}
}
}
+629
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/**
* PPE SAFETY CHALLENGE - CORE GAME ENGINE & STATE CONTROLLER
* "Choose Right. Work Safe."
*/
class SafetyGame {
constructor() {
this.currentScenarioIndex = 0; // 0 for Grinding, 1 for Chemical
this.currentScenario = null;
this.score = 0;
this.scenarioFirstAttempt = true;
this.scenarioCompleted = [false, false];
this.equippedItems = new Set();
this.avatar = null;
this.particles = null;
// Dom Elements Cache
this.dom = {
screenStart: document.getElementById('screen-start'),
screenGame: document.getElementById('screen-game'),
screenSummary: document.getElementById('screen-summary'),
btnStartGame: document.getElementById('btn-start-game'),
btnTestSafety: document.getElementById('btn-test-safety'),
btnTestSafetyText: document.getElementById('btn-test-safety-text'),
btnClearPpe: document.getElementById('btn-clear-ppe'),
btnFixPpe: document.getElementById('btn-fix-ppe'),
btnNextScenario: document.getElementById('btn-next-scenario'),
btnNextScenarioText: document.getElementById('btn-next-scenario-text'),
btnReplay: document.getElementById('btn-replay'),
btnPrintCertificate: document.getElementById('btn-print-certificate'),
// HUD
hudScore: document.getElementById('hud-score'),
hudStars: document.getElementById('hud-stars'),
stepPill1: document.getElementById('step-pill-1'),
stepPill2: document.getElementById('step-pill-2'),
// Scene
sceneBadge: document.getElementById('scene-badge'),
sceneTitle: document.getElementById('scene-title'),
sceneDesc: document.getElementById('scene-desc'),
hazardList: document.getElementById('hazard-list'),
coverageGrid: document.getElementById('coverage-grid'),
sceneStage: document.getElementById('scene-stage'),
statusLight: document.getElementById('status-light'),
statusText: document.getElementById('status-text'),
audioCaption: document.getElementById('audio-caption'),
// Locker
lockerGrid: document.getElementById('ppe-locker-grid'),
lockerGuideText: document.getElementById('locker-guide-text'),
// Overlays
consequenceOverlay: document.getElementById('consequence-overlay'),
hazardFlasherBadge: document.getElementById('hazard-flasher-badge'),
consequenceTitle: document.getElementById('consequence-title'),
consequenceDesc: document.getElementById('consequence-desc'),
missingCountNum: document.getElementById('missing-count-num'),
consequenceHazardList: document.getElementById('consequence-hazard-list'),
successOverlay: document.getElementById('success-overlay'),
successTitle: document.getElementById('success-title'),
successDesc: document.getElementById('success-desc'),
awardedPointsText: document.getElementById('awarded-points-text'),
// Summary
summaryScore: document.getElementById('summary-score'),
summaryPercentage: document.getElementById('summary-percentage'),
summaryStars: document.getElementById('summary-stars'),
summaryRank: document.getElementById('summary-rank'),
// Audio Modal
btnAudioSettings: document.getElementById('btn-audio-settings'),
btnRestart: document.getElementById('btn-restart'),
modalAudio: document.getElementById('modal-audio'),
btnCloseAudioModal: document.getElementById('btn-close-audio-modal'),
btnSaveAudio: document.getElementById('btn-save-audio'),
toggleMasterMute: document.getElementById('toggle-master-mute'),
sliderMusicVol: document.getElementById('slider-music-vol'),
sliderSfxVol: document.getElementById('slider-sfx-vol'),
toggleAmbientHum: document.getElementById('toggle-ambient-hum'),
musicVolNum: document.getElementById('music-vol-num'),
sfxVolNum: document.getElementById('sfx-vol-num')
};
this.init();
}
init() {
this.avatar = new WorkerAvatar('avatar-container');
this.particles = new ParticleEngine('stage-fx-canvas');
this.bindEvents();
this.updateHUD();
// Listen for freeze frame event from particle collision
window.addEventListener('hazard-freeze-triggered', (e) => {
this.handleFreezeFrameAlert(e.detail.projectile);
});
}
bindEvents() {
// Start Game
this.dom.btnStartGame.addEventListener('click', () => {
window.soundEngine.ensureContext();
window.soundEngine.playStartIntroSting();
this.switchScreen('game');
setTimeout(() => {
window.soundEngine.startBackgroundMusic();
this.loadScenario(0);
}, 900);
});
// Test Worker Safety
this.dom.btnTestSafety.addEventListener('click', () => {
this.executeSafetyTest();
});
// Clear PPE
this.dom.btnClearPpe.addEventListener('click', () => {
window.soundEngine.playDeselectSFX();
this.equippedItems.clear();
this.avatar.setEquipped([]);
this.renderLockerItems();
this.updateCoverageIndicators();
});
// Fix PPE (From Consequence Modal)
this.dom.btnFixPpe.addEventListener('click', () => {
window.soundEngine.playButtonClick();
this.dismissConsequenceModal();
});
// Next Scenario
this.dom.btnNextScenario.addEventListener('click', () => {
window.soundEngine.playButtonClick();
this.dom.successOverlay.classList.remove('active');
this.particles.stopMode();
if (this.currentScenarioIndex < SCENARIO_DATA.length - 1) {
this.loadScenario(this.currentScenarioIndex + 1);
} else {
this.showFinalSummary();
}
});
// Replay Challenge
this.dom.btnReplay.addEventListener('click', () => {
window.soundEngine.playButtonClick();
this.score = 0;
this.scenarioCompleted = [false, false];
this.switchScreen('game');
window.soundEngine.startBackgroundMusic();
this.loadScenario(0);
});
// Print Certificate
this.dom.btnPrintCertificate.addEventListener('click', () => {
const dateEl = document.getElementById('cert-date-val');
if (dateEl) {
dateEl.textContent = new Date().toLocaleDateString(undefined, { year: 'numeric', month: 'long', day: 'numeric' });
}
window.print();
});
// Restart Button (Top Bar)
this.dom.btnRestart.addEventListener('click', () => {
if (confirm("Restart the PPE Safety Challenge from the beginning?")) {
window.soundEngine.playButtonClick();
this.score = 0;
this.scenarioCompleted = [false, false];
this.switchScreen('start');
window.soundEngine.stopBackgroundMusic();
window.soundEngine.stopAmbient();
window.soundEngine.stopGrinderSFX();
window.soundEngine.stopLiquidTransferSFX();
}
});
// Audio Modal Controls
this.dom.btnAudioSettings.addEventListener('click', () => {
this.dom.modalAudio.classList.add('active');
});
this.dom.btnCloseAudioModal.addEventListener('click', () => {
this.dom.modalAudio.classList.remove('active');
});
this.dom.btnSaveAudio.addEventListener('click', () => {
this.dom.modalAudio.classList.remove('active');
});
this.dom.toggleMasterMute.addEventListener('change', (e) => {
window.soundEngine.setMasterMute(!e.target.checked);
document.getElementById('audio-icon').textContent = e.target.checked ? '🔊' : '🔇';
});
this.dom.sliderMusicVol.addEventListener('input', (e) => {
const val = parseInt(e.target.value) / 100;
this.dom.musicVolNum.textContent = `${e.target.value}%`;
window.soundEngine.setMusicVolume(val);
});
this.dom.sliderSfxVol.addEventListener('input', (e) => {
const val = parseInt(e.target.value) / 100;
this.dom.sfxVolNum.textContent = `${e.target.value}%`;
window.soundEngine.setSfxVolume(val);
});
this.dom.toggleAmbientHum.addEventListener('change', (e) => {
window.soundEngine.setAmbientEnabled(e.target.checked);
});
// Keyboard Shortcuts
window.addEventListener('keydown', (e) => {
// Numbers 1-9 to toggle PPE
const num = parseInt(e.key);
if (!isNaN(num) && num >= 1 && num <= 9) {
const cards = document.querySelectorAll('.ppe-item-card');
if (cards[num - 1]) {
cards[num - 1].click();
}
}
// Spacebar to Test Safety
if (e.code === 'Space' && this.dom.screenGame.classList.contains('active')) {
if (!this.dom.consequenceOverlay.classList.contains('active') && !this.dom.successOverlay.classList.contains('active')) {
e.preventDefault();
this.executeSafetyTest();
}
}
// Esc to close overlays/modals
if (e.key === 'Escape') {
if (this.dom.modalAudio.classList.contains('active')) {
this.dom.modalAudio.classList.remove('active');
} else if (this.dom.consequenceOverlay.classList.contains('active')) {
this.dismissConsequenceModal();
}
}
// 'M' to toggle Audio Settings
if (e.key === 'm' || e.key === 'M') {
this.dom.modalAudio.classList.toggle('active');
}
});
}
switchScreen(screenName) {
this.dom.screenStart.classList.remove('active');
this.dom.screenGame.classList.remove('active');
this.dom.screenSummary.classList.remove('active');
if (screenName === 'start') this.dom.screenStart.classList.add('active');
if (screenName === 'game') this.dom.screenGame.classList.add('active');
if (screenName === 'summary') this.dom.screenSummary.classList.add('active');
}
loadScenario(index) {
this.currentScenarioIndex = index;
this.currentScenario = SCENARIO_DATA[index];
this.scenarioFirstAttempt = true;
this.equippedItems.clear();
this.avatar.setEquipped([]);
this.particles.clear();
this.particles.stopMode();
// Update Stepper HUD
this.dom.stepPill1.className = index === 0 ? 'step-pill active' : (this.scenarioCompleted[0] ? 'step-pill completed' : 'step-pill');
this.dom.stepPill2.className = index === 1 ? 'step-pill active' : (this.scenarioCompleted[1] ? 'step-pill completed' : 'step-pill');
// Scene Styling
this.dom.sceneStage.className = `scene-environment-container ${this.currentScenario.sceneClass}`;
this.dom.sceneBadge.textContent = `SCENARIO ${index + 1} OF ${SCENARIO_DATA.length}`;
this.dom.sceneTitle.textContent = this.currentScenario.title;
this.dom.sceneDesc.textContent = this.currentScenario.environmentDesc;
this.dom.lockerGuideText.textContent = this.currentScenario.guideTip;
this.dom.audioCaption.textContent = `[Audio: ${this.currentScenario.audioCaption}]`;
// Status Bar
this.dom.statusLight.className = 'status-indicator-light';
this.dom.statusText.textContent = `TASK IDLE - EQUIP WORKER BEFORE STARTING ${this.currentScenario.taskName}`;
// Populate Hazard List
this.dom.hazardList.innerHTML = this.currentScenario.hazards.map(h => `
<li class="hazard-list-item">
<span>${h.label}</span>
</li>
`).join('');
// Populate Locker Grid
this.renderLockerItems();
this.updateCoverageIndicators();
// Start Ambient Sound for this scenario
window.soundEngine.setAmbientScenario(this.currentScenario.id);
}
renderLockerItems() {
this.dom.lockerGrid.innerHTML = this.currentScenario.lockerItems.map((item, idx) => {
const isEquipped = this.equippedItems.has(item.id);
return `
<div class="ppe-item-card ${isEquipped ? 'equipped' : ''}" data-item-id="${item.id}" data-slot="${item.slot}" title="${item.spec}">
<span class="item-key-badge">${idx + 1}</span>
<div class="item-toggle-indicator">${isEquipped ? '✓' : ''}</div>
<div class="item-icon-box">${item.icon}</div>
<span class="item-name">${item.name}</span>
</div>
`;
}).join('');
// Bind click events on cards
this.dom.lockerGrid.querySelectorAll('.ppe-item-card').forEach(card => {
card.addEventListener('click', () => {
const itemId = card.dataset.itemId;
const slot = card.dataset.slot;
this.toggleItem(itemId, slot);
});
});
}
toggleItem(itemId, slot) {
if (this.equippedItems.has(itemId)) {
// Unequip
this.equippedItems.delete(itemId);
this.avatar.unequip(itemId);
window.soundEngine.playDeselectSFX();
} else {
// If equipping, replace any existing item occupying the same slot
const existingInSlot = this.currentScenario.lockerItems.find(
it => it.slot === slot && this.equippedItems.has(it.id)
);
if (existingInSlot) {
this.equippedItems.delete(existingInSlot.id);
this.avatar.unequip(existingInSlot.id);
}
this.equippedItems.add(itemId);
this.avatar.equip(itemId);
window.soundEngine.playEquipSFX();
}
this.renderLockerItems();
this.updateCoverageIndicators();
}
updateCoverageIndicators() {
const coverageItems = this.dom.coverageGrid.querySelectorAll('.coverage-item');
coverageItems.forEach(itemEl => {
const slot = itemEl.dataset.slot;
const statusEl = itemEl.querySelector('.cov-status');
// Find if any item is equipped in this slot
const isSlotEquipped = Array.from(this.equippedItems).some(itemId => {
const itemObj = this.currentScenario.lockerItems.find(it => it.id === itemId);
return itemObj && itemObj.slot === slot;
});
if (isSlotEquipped) {
statusEl.className = 'cov-status protected';
statusEl.textContent = 'Equipped';
} else {
statusEl.className = 'cov-status missing';
statusEl.textContent = 'Missing';
}
});
}
// =========================================================================
// SAFETY CHECK EXECUTION & CONSEQUENCE DETECTION
// =========================================================================
executeSafetyTest() {
window.soundEngine.playButtonClick();
// 1. Identify ALL equipped distractors / incorrect items
const allEquippedDistractors = this.currentScenario.lockerItems.filter(
it => this.equippedItems.has(it.id) && !it.isCorrect
);
// 2. Identify ALL missing required critical gear checks
const allMissingChecks = this.currentScenario.criticalChecks.filter(
chk => !this.equippedItems.has(chk.requiredItem)
);
const isSafe = allEquippedDistractors.length === 0 && allMissingChecks.length === 0;
if (isSafe) {
// 100% SAFE SUCCESS PATH
this.handleSafeSuccess();
} else {
// UNSAFE FAILURE / CONSEQUENCE NEAR-MISS PATH (Collect all issues)
this.handleUnsafeConsequence(allMissingChecks, allEquippedDistractors);
}
}
handleSafeSuccess() {
// 1. Update visual state
this.dom.statusLight.className = 'status-indicator-light running';
this.dom.statusText.textContent = `OPERATION RUNNING SAFELY - ALL HAZARDS MITIGATED`;
// 2. Start Task Simulation SFX & Particles
if (this.currentScenario.id === 'grinding') {
window.soundEngine.startGrinderSFX();
this.particles.startMode('sparks');
} else {
window.soundEngine.startLiquidTransferSFX();
this.particles.startMode('chemical');
}
// 3. Play Success Chime & Star sound after short operational run
setTimeout(() => {
window.soundEngine.playSuccessChime();
window.soundEngine.playSafetyStarSound();
// Award points (100 on first try, 80 on retry)
const points = this.scenarioFirstAttempt ? 100 : 80;
this.score += points;
this.scenarioCompleted[this.currentScenarioIndex] = true;
this.updateHUD();
// Show Success Modal Overlay
this.dom.successTitle.textContent = this.currentScenario.successMessage.title;
this.dom.successDesc.textContent = this.currentScenario.successMessage.body;
this.dom.awardedPointsText.textContent = `+${points} Safety Points ⭐`;
if (this.currentScenarioIndex === SCENARIO_DATA.length - 1) {
this.dom.btnNextScenarioText.textContent = 'VIEW FINAL RESULTS ➔';
} else {
this.dom.btnNextScenarioText.textContent = 'NEXT SCENARIO ➔';
}
this.dom.successOverlay.classList.add('active');
}, 1200);
}
handleUnsafeConsequence(allMissingChecks, allEquippedDistractors) {
this.scenarioFirstAttempt = false;
const totalIssues = allMissingChecks.length + allEquippedDistractors.length;
// 1. Start task machine momentarily
this.dom.statusLight.className = 'status-indicator-light danger';
this.dom.statusText.textContent = `CRITICAL HAZARD DETECTED (${totalIssues} ISSUES) - FREEZING OPERATION!`;
if (this.currentScenario.id === 'grinding') {
window.soundEngine.startGrinderSFX();
this.particles.startMode('sparks');
} else {
window.soundEngine.startLiquidTransferSFX();
this.particles.startMode('chemical');
}
// 2. Determine target position for incoming projectile (prioritize eye/face if missing, otherwise hand/body)
const avatarCoords = this.avatar.getAvatarCenterCoordinates();
const stageWidth = this.dom.sceneStage.clientWidth;
const stageHeight = this.dom.sceneStage.clientHeight;
const originX = stageWidth * 0.72;
const originY = stageHeight * 0.65;
const hasEyeFaceIssue = allMissingChecks.some(chk => chk.slot === 'eyes' || chk.slot === 'head');
const targetX = hasEyeFaceIssue ? avatarCoords.eyeX : avatarCoords.handX;
const targetY = hasEyeFaceIssue ? avatarCoords.eyeY : avatarCoords.handY;
setTimeout(() => {
window.soundEngine.playWhooshImpact();
this.particles.spawnHazardProjectile(
this.currentScenario.id === 'grinding' ? 'spark' : 'chemical_drop',
originX, originY, targetX, targetY
);
}, 400);
// Store consequence context for freeze overlay
this.activeConsequenceData = { allMissingChecks, allEquippedDistractors };
}
handleFreezeFrameAlert(projectile) {
// 1. Freeze particle engine & stop machine motors
this.particles.setFrozen(true);
window.soundEngine.stopGrinderSFX();
window.soundEngine.stopLiquidTransferSFX();
// 2. Duck background music
window.soundEngine.duckMusic(true);
// 3. Play warning tones
window.soundEngine.playWarningTone();
window.soundEngine.playCriticalStopAlert();
const { allMissingChecks, allEquippedDistractors } = this.activeConsequenceData;
const totalIssues = allMissingChecks.length + allEquippedDistractors.length;
// Slot icons mapping
const slotIcons = {
head: '🧢',
eyes: '👓',
ears: '🎧',
hands: '🧤',
body: '🦺',
feet: '🥾'
};
// 4. Update Header & Badges
this.dom.hazardFlasherBadge.textContent = `⚠️ STOP! ${totalIssues} SAFETY ${totalIssues === 1 ? 'HAZARD' : 'HAZARDS'} DETECTED`;
this.dom.missingCountNum.textContent = totalIssues;
if (totalIssues === 1) {
if (allEquippedDistractors.length > 0) {
const d = allEquippedDistractors[0];
this.dom.consequenceTitle.textContent = "Incorrect / Ineffective PPE Detected";
this.dom.consequenceDesc.textContent = d.rejectReason;
} else {
const m = allMissingChecks[0];
this.dom.consequenceTitle.textContent = m.consequenceTitle;
this.dom.consequenceDesc.textContent = m.consequenceDesc;
}
} else {
this.dom.consequenceTitle.textContent = "Multiple Critical Protection Gaps Detected";
this.dom.consequenceDesc.textContent = "Operating without complete PPE exposes multiple body zones to direct, severe workplace injuries. All required safety equipment must be equipped before starting.";
}
// 5. Build HTML for ALL Missing & Incorrect Items Simultaneously
let cardsHtml = '';
// Render all missing critical checks
allMissingChecks.forEach(chk => {
const icon = slotIcons[chk.slot] || '⚠️';
cardsHtml += `
<div class="hazard-card-item">
<div class="card-icon">${icon}</div>
<div class="card-body">
<div class="card-header-line">
<span class="card-item-name">${chk.missingLabel}</span>
<span class="card-slot-badge">${chk.slot} - Missing</span>
</div>
<span class="card-hazard-text">${chk.consequenceDesc}</span>
</div>
</div>
`;
});
// Render all equipped distractors that need to be removed
allEquippedDistractors.forEach(dist => {
cardsHtml += `
<div class="hazard-card-item distractor-card">
<div class="card-icon">🚫</div>
<div class="card-body">
<div class="card-header-line">
<span class="card-item-name">REMOVE: ${dist.name}</span>
<span class="card-slot-badge">Unsafe Gear</span>
</div>
<span class="card-hazard-text">${dist.rejectReason}</span>
</div>
</div>
`;
});
this.dom.consequenceHazardList.innerHTML = cardsHtml;
// 6. Highlight missing slots in Coverage Grid with visual alert animation
const coverageItems = this.dom.coverageGrid.querySelectorAll('.coverage-item');
coverageItems.forEach(itemEl => {
const slot = itemEl.dataset.slot;
const isSlotMissing = allMissingChecks.some(chk => chk.slot === slot);
if (isSlotMissing) {
itemEl.classList.add('alert-missing');
} else {
itemEl.classList.remove('alert-missing');
}
});
// 7. Display freeze overlay
this.dom.consequenceOverlay.classList.add('active');
}
dismissConsequenceModal() {
// Unfreeze and restore normal background music
this.dom.consequenceOverlay.classList.remove('active');
this.particles.clear();
this.particles.setFrozen(false);
this.particles.stopMode();
window.soundEngine.duckMusic(false);
// Clear alert classes on coverage items
const coverageItems = this.dom.coverageGrid.querySelectorAll('.coverage-item');
coverageItems.forEach(itemEl => itemEl.classList.remove('alert-missing'));
this.dom.statusLight.className = 'status-indicator-light';
this.dom.statusText.textContent = `TASK IDLE - ADJUST PPE SELECTION`;
}
// =========================================================================
// SUMMARY & COMPLETION SCREEN
// =========================================================================
showFinalSummary() {
this.switchScreen('summary');
window.soundEngine.playVictorySting();
this.particles.spawnConfetti();
// Update metrics
const totalMax = SCENARIO_DATA.length * 100;
const pct = Math.round((this.score / totalMax) * 100);
this.dom.summaryScore.textContent = `${this.score} / ${totalMax}`;
this.dom.summaryPercentage.textContent = `${pct}% Safety Compliance Rating`;
if (this.score >= 180) {
this.dom.summaryStars.textContent = "⭐⭐";
this.dom.summaryRank.textContent = "Master Safety Practitioner (Zero Accidents)";
} else {
this.dom.summaryStars.textContent = "⭐";
this.dom.summaryRank.textContent = "Safety Certified (Refresher Recommended)";
}
}
updateHUD() {
this.dom.hudScore.textContent = this.score;
const starCount = Math.floor(this.score / 100);
this.dom.hudStars.textContent = "⭐".repeat(starCount) + "☆".repeat(Math.max(0, 2 - starCount));
}
}
// Instantiate game on load
window.addEventListener('DOMContentLoaded', () => {
window.safetyGame = new SafetyGame();
});
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/**
* PPE SAFETY CHALLENGE - PARTICLE PHYSICS & VISUAL FX ENGINE
* Renders high-velocity sparks, chemical pours, near-miss hazard projectiles, and freeze-frame effects.
*/
class ParticleEngine {
constructor(canvasId) {
this.canvas = document.getElementById(canvasId);
this.ctx = this.canvas ? this.canvas.getContext('2d') : null;
this.particles = [];
this.projectiles = [];
this.confetti = [];
this.isRunning = false;
this.isFrozen = false;
this.activeMode = null; // 'sparks', 'chemical', 'confetti'
this.resize();
window.addEventListener('resize', () => this.resize());
}
resize() {
if (!this.canvas) return;
const rect = this.canvas.parentElement.getBoundingClientRect();
this.canvas.width = rect.width;
this.canvas.height = rect.height;
}
clear() {
this.particles = [];
this.projectiles = [];
this.confetti = [];
if (this.ctx && this.canvas) {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
setFrozen(freeze) {
this.isFrozen = freeze;
}
startMode(mode) {
this.activeMode = mode;
this.isFrozen = false;
if (!this.isRunning) {
this.isRunning = true;
this.animate();
}
}
stopMode() {
this.activeMode = null;
this.clear();
}
// Spawn near-miss hazardous particle / projectile flying at avatar
spawnHazardProjectile(type, startX, startY, targetX, targetY) {
const dx = targetX - startX;
const dy = targetY - startY;
const dist = Math.sqrt(dx * dx + dy * dy);
const speed = 14;
this.projectiles.push({
type: type, // 'spark' or 'chemical_drop'
x: startX,
y: startY,
vx: (dx / dist) * speed,
vy: (dy / dist) * speed,
targetX: targetX,
targetY: targetY,
size: type === 'spark' ? 7 : 12,
color: type === 'spark' ? '#ff3b30' : '#00f0ff',
trail: [],
reached: false
});
}
spawnSparks(originX, originY, count = 12) {
for (let i = 0; i < count; i++) {
const angle = (Math.PI * 0.8) + (Math.random() * 0.9 - 0.45); // Directed left-upward arc
const speed = Math.random() * 12 + 6;
this.particles.push({
type: 'spark',
x: originX,
y: originY,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed - (Math.random() * 4),
gravity: 0.35,
life: 1.0,
decay: Math.random() * 0.03 + 0.02,
size: Math.random() * 3 + 1.5,
color: Math.random() > 0.3 ? '#ffdd55' : '#ff5511'
});
}
}
spawnChemicalFlow(originX, originY) {
for (let i = 0; i < 4; i++) {
this.particles.push({
type: 'chemical',
x: originX + (Math.random() * 8 - 4),
y: originY,
vx: -(Math.random() * 2 + 1),
vy: Math.random() * 4 + 2,
gravity: 0.25,
life: 1.0,
decay: 0.02,
size: Math.random() * 4 + 3,
color: '#10b981'
});
}
}
spawnConfetti() {
this.confetti = [];
const colors = ['#facc15', '#10b981', '#0ea5e9', '#ec4899', '#8b5cf6'];
for (let i = 0; i < 80; i++) {
this.confetti.push({
x: this.canvas.width / 2,
y: this.canvas.height / 2,
vx: (Math.random() - 0.5) * 16,
vy: (Math.random() - 0.8) * 14,
size: Math.random() * 8 + 4,
color: colors[Math.floor(Math.random() * colors.length)],
rotation: Math.random() * Math.PI * 2,
rotSpeed: (Math.random() - 0.5) * 0.2,
gravity: 0.2,
life: 1.0,
decay: 0.012
});
}
}
animate() {
if (!this.isRunning) return;
if (!this.isFrozen) {
if (this.ctx && this.canvas) {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
// Origin coordinates relative to stage
const originX = this.canvas.width * 0.72;
const originY = this.canvas.height * 0.65;
if (this.activeMode === 'sparks') {
this.spawnSparks(originX, originY, 6);
} else if (this.activeMode === 'chemical') {
this.spawnChemicalFlow(originX, originY);
}
// 1. Update & Draw Ambient Task Particles
for (let i = this.particles.length - 1; i >= 0; i--) {
const p = this.particles[i];
p.x += p.vx;
p.y += p.vy;
p.vy += p.gravity;
p.life -= p.decay;
if (p.life <= 0) {
this.particles.splice(i, 1);
continue;
}
this.ctx.save();
this.ctx.globalAlpha = Math.max(0, p.life);
this.ctx.fillStyle = p.color;
this.ctx.shadowBlur = p.type === 'spark' ? 8 : 4;
this.ctx.shadowColor = p.color;
this.ctx.beginPath();
this.ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
this.ctx.fill();
this.ctx.restore();
}
// 2. Update & Draw Near-Miss Projectiles (For Consequence Warning)
for (let i = this.projectiles.length - 1; i >= 0; i--) {
const prj = this.projectiles[i];
prj.trail.push({ x: prj.x, y: prj.y });
if (prj.trail.length > 8) prj.trail.shift();
prj.x += prj.vx;
prj.y += prj.vy;
// Draw glowing motion trail
this.ctx.save();
this.ctx.strokeStyle = prj.color;
this.ctx.lineWidth = prj.size * 0.8;
this.ctx.lineCap = 'round';
this.ctx.shadowBlur = 12;
this.ctx.shadowColor = prj.color;
if (prj.trail.length > 1) {
this.ctx.beginPath();
this.ctx.moveTo(prj.trail[0].x, prj.trail[0].y);
for (let j = 1; j < prj.trail.length; j++) {
this.ctx.lineTo(prj.trail[j].x, prj.trail[j].y);
}
this.ctx.stroke();
}
// Draw head
this.ctx.fillStyle = '#ffffff';
this.ctx.beginPath();
this.ctx.arc(prj.x, prj.y, prj.size, 0, Math.PI * 2);
this.ctx.fill();
this.ctx.restore();
// Check if close to worker target -> trigger freeze frame
const dist = Math.hypot(prj.x - prj.targetX, prj.y - prj.targetY);
if (dist < 35 && !prj.reached) {
prj.reached = true;
// Trigger visual freeze event
window.dispatchEvent(new CustomEvent('hazard-freeze-triggered', { detail: { projectile: prj } }));
}
}
// 3. Update & Draw Victory Confetti
for (let i = this.confetti.length - 1; i >= 0; i--) {
const c = this.confetti[i];
c.x += c.vx;
c.y += c.vy;
c.vy += c.gravity;
c.rotation += c.rotSpeed;
c.life -= c.decay;
if (c.life <= 0) {
this.confetti.splice(i, 1);
continue;
}
this.ctx.save();
this.ctx.translate(c.x, c.y);
this.ctx.rotate(c.rotation);
this.ctx.globalAlpha = c.life;
this.ctx.fillStyle = c.color;
this.ctx.fillRect(-c.size / 2, -c.size / 4, c.size, c.size / 2);
this.ctx.restore();
}
} else {
// FROZEN STATE: Draw pulsating danger halo around the frozen near-miss particle
if (this.projectiles.length > 0) {
const prj = this.projectiles[0];
this.ctx.save();
const pulse = Math.sin(Date.now() * 0.01) * 8 + 18;
this.ctx.strokeStyle = '#ef4444';
this.ctx.lineWidth = 3;
this.ctx.setLineDash([6, 4]);
this.ctx.beginPath();
this.ctx.arc(prj.x, prj.y, pulse, 0, Math.PI * 2);
this.ctx.stroke();
// Threat line to avatar
this.ctx.strokeStyle = 'rgba(239, 68, 68, 0.7)';
this.ctx.lineWidth = 2;
this.ctx.setLineDash([4, 4]);
this.ctx.beginPath();
this.ctx.moveTo(prj.x, prj.y);
this.ctx.lineTo(prj.targetX, prj.targetY);
this.ctx.stroke();
this.ctx.restore();
}
}
requestAnimationFrame(() => this.animate());
}
}
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/**
* PPE SAFETY CHALLENGE - SCENARIO DEFINITIONS & SAFETY DATABASE
* Implements: SEE THE SITUATION -> IDENTIFY HAZARDS -> SELECT PPE -> CONSEQUENCES -> CORRECT
*/
const SCENARIO_DATA = [
{
id: "grinding",
index: 1,
title: "Metal Grinding Operation",
taskName: "ANGLE GRINDER WELD SMOOTHING",
sceneClass: "stage-grinding",
environmentDesc: "An industrial worker is preparing to grind rough weld seams on heavy structural steel using a high-speed angle grinder (11,000 RPM).",
audioCaption: "Workshop Ambience: Machinery hum & distant fabrication noise",
guideTip: "High-speed spinning discs eject fiery sparks and shrapnel at over 100 m/s with extreme noise (95+ dB).",
hazards: [
{
id: "flying_sparks",
label: "Flying hot metal sparks & abrasive wheel particles (11,000 RPM)",
criticalSlot: "eyes"
},
{
id: "high_noise",
label: "Continuous high decibel motor and grinding noise (95-105 dB)",
criticalSlot: "ears"
},
{
id: "sharp_burrs",
label: "Sharp metal burrs, intense friction heat & wheel kickback hazard",
criticalSlot: "hands"
},
{
id: "falling_debris",
label: "Heavy steel drop hazard & structural workshop overhead risks",
criticalSlot: "feet"
}
],
// Required protective gear items
requiredPpe: [
"faceshield_glasses",
"leather_grinding_gloves",
"earmuffs_heavy",
"hard_hat_cap",
"heavy_leather_jacket",
"steel_toe_boots"
],
// Critical slots for safety check evaluation
criticalChecks: [
{
slot: "eyes",
requiredItem: "faceshield_glasses",
consequenceTitle: "Flying Particle Hazard",
consequenceDesc: "Without full face & eye impact protection, flying abrasive particles at 11,000 RPM can cause catastrophic corneal penetration or severe facial lacerations.",
missingLabel: "Full Face Shield + Safety Glasses (ANSI Z87+)"
},
{
slot: "ears",
requiredItem: "earmuffs_heavy",
consequenceTitle: "Noise-Induced Hearing Damage",
consequenceDesc: "Angle grinding routinely generates 100+ dB. Operating without rated hearing protection causes irreversible inner-ear acoustic trauma.",
missingLabel: "Heavy Duty Hearing Protection (Earmuffs / Plugs)"
},
{
slot: "hands",
requiredItem: "leather_grinding_gloves",
consequenceTitle: "Thermal Burn & Abrasion Danger",
consequenceDesc: "Thin latex or bare hands offer zero protection against glowing 800°C sparks and jagged steel edges. Heavy-duty leather gloves are required.",
missingLabel: "Heavy-Duty Split Cowhide Leather Grinding Gloves"
},
{
slot: "feet",
requiredItem: "steel_toe_boots",
consequenceTitle: "Crush & Penetration Hazard",
consequenceDesc: "Standard footwear cannot protect against dropped structural steel sections or sharp discarded metal shards on workshop floors.",
missingLabel: "Steel-Toe Safety Boots with Puncture Resistant Sole"
},
{
slot: "head",
requiredItem: "hard_hat_cap",
consequenceTitle: "Overhead Impact & Debris Risk",
consequenceDesc: "In fabrication bays, overhead cranes and moving metal fixtures require impact-certified head protection.",
missingLabel: "Industrial Hard Hat (Type 1, Class E)"
},
{
slot: "body",
requiredItem: "heavy_leather_jacket",
consequenceTitle: "Clothing Ignition / Hot Spark Burn",
consequenceDesc: "Synthetic regular clothing easily melts or ignites from dense grinder spark streams. Heavy flame-resistant leather/cotton protective wear is essential.",
missingLabel: "Flame-Resistant Heavy Leather Welder/Grinder Jacket"
}
],
// Locker items available for selection (including distractors)
lockerItems: [
{
id: "faceshield_glasses",
name: "Face Shield + Safety Glasses",
slot: "eyes",
icon: "🛡️",
spec: "ANSI Z87+ Impact Dual Protection",
isCorrect: true
},
{
id: "regular_sunglasses",
name: "Standard Tinted Sunglasses",
slot: "eyes",
icon: "🕶️",
spec: "Non-impact rated tinted plastic",
isCorrect: false,
rejectReason: "Standard sunglasses shatter upon impact and leave the face exposed to flying debris."
},
{
id: "leather_grinding_gloves",
name: "Leather Grinding Gloves",
slot: "hands",
icon: "🧤",
spec: "Heavy split cowhide heat/spark resistant",
isCorrect: true
},
{
id: "thin_latex_gloves",
name: "Thin Disposable Latex Gloves",
slot: "hands",
icon: "🧤",
spec: "Medical grade 4mil rubber (Flaggable)",
isCorrect: false,
rejectReason: "Thin latex immediately melts onto skin when hit by 800°C grinder sparks."
},
{
id: "earmuffs_heavy",
name: "Industrial Ear Muffs (NRR 30)",
slot: "ears",
icon: "🎧",
spec: "High noise reduction acoustic seal",
isCorrect: true
},
{
id: "wireless_earbuds",
name: "Consumer Music Earbuds",
slot: "ears",
icon: "🎵",
spec: "Audio playback (Non-certified)",
isCorrect: false,
rejectReason: "Music earphones are not certified PPE and distract the operator from machine warnings."
},
{
id: "hard_hat_cap",
name: "Industrial Hard Hat",
slot: "head",
icon: "⛑️",
spec: "ANSI Z89.1 Type 1 Class E",
isCorrect: true
},
{
id: "heavy_leather_jacket",
name: "Flame-Resistant Work Jacket",
slot: "body",
icon: "🦺",
spec: "Heavy-duty spark-resistant leather/cotton",
isCorrect: true
},
{
id: "steel_toe_boots",
name: "Steel-Toe Safety Boots",
slot: "feet",
icon: "🥾",
spec: "ASTM F2413 Impact & Puncture Rated",
isCorrect: true
},
{
id: "regular_sneakers",
name: "Canvas Running Sneakers",
slot: "feet",
icon: "👟",
spec: "Fabric sports shoe (Zero drop rating)",
isCorrect: false,
rejectReason: "Fabric sneakers ignite from sparks and offer zero crush protection from dropped metal."
}
],
successMessage: {
title: "SAFE TO START",
headline: "Correct PPE selected.",
body: "Your eyes, face, hands, hearing and feet are protected from the main hazards of this task."
}
},
{
id: "chemical",
index: 2,
title: "Chemical Handling & Dispensing",
taskName: "CORROSIVE SOLVENT TRANSFER",
sceneClass: "stage-chemical",
environmentDesc: "An employee is preparing to transfer an industrial corrosive solvent between approved containment drums inside a ventilated chemical dispensing station.",
audioCaption: "Ventilation Ambience: Fume extraction hood airflow & quiet laboratory background",
guideTip: "Corrosive chemicals cause irreversible chemical burns upon skin contact and severe vapor irritation.",
hazards: [
{
id: "chemical_splash",
label: "Corrosive liquid splash risk during pouring & transfer",
criticalSlot: "eyes"
},
{
id: "skin_absorption",
label: "Acute dermal chemical burn and toxic absorption",
criticalSlot: "hands"
},
{
id: "body_soak",
label: "Direct container overflow or accidental splash onto torso & legs",
criticalSlot: "body"
},
{
id: "foot_contact",
label: "Chemical pooling on floor and footwear degradation",
criticalSlot: "feet"
}
],
// Required protective gear items
requiredPpe: [
"chemical_splash_goggles",
"nitrile_gauntlet_gloves",
"chemical_resistant_apron",
"chemical_rubber_boots",
"hard_hat_chemical",
"organic_vapor_respirator"
],
// Critical slots evaluation
criticalChecks: [
{
slot: "eyes",
requiredItem: "chemical_splash_goggles",
consequenceTitle: "Chemical Splash to Eyes",
consequenceDesc: "Standard safety glasses with open side vents allow hazardous liquid droplets to roll directly into the eyes, causing permanent corneal scarring.",
missingLabel: "Indirectly Vented Chemical Splash Goggles (ANSI Z87.1 D3)"
},
{
slot: "hands",
requiredItem: "nitrile_gauntlet_gloves",
consequenceTitle: "Dermal Chemical Permeation",
consequenceDesc: "Porous leather or basic household gloves rapidly absorb harsh solvents, causing chemical burns and systemic toxicity through the skin.",
missingLabel: "Heavy-Duty Chemical-Resistant Nitrile/Neoprene Gauntlets"
},
{
slot: "body",
requiredItem: "chemical_resistant_apron",
consequenceTitle: "Body Splash & Acid Soak Hazard",
consequenceDesc: "Standard porous fabric clothing absorbs chemical splashes immediately, holding corrosive liquids against the skin.",
missingLabel: "Chemical-Resistant Impervious PVC/Neoprene Apron"
},
{
slot: "feet",
requiredItem: "chemical_rubber_boots",
consequenceTitle: "Corrosive Liquid Footwear Infiltration",
consequenceDesc: "Standard leather safety boots dissolve and degrade when exposed to pooled industrial acids and solvents.",
missingLabel: "Chemical-Resistant Neoprene/Rubber Boots"
},
{
slot: "ears",
requiredItem: "organic_vapor_respirator", // Uses respiratory/head slot
consequenceTitle: "Hazardous Vapor Inhalation",
consequenceDesc: "Concentrated chemical vapors overcome unprotected workers quickly. Half-mask respirator with chemical cartridges is required.",
missingLabel: "Half-Mask Respirator with Organic Vapor/Acid Gas Cartridges"
},
{
slot: "head",
requiredItem: "hard_hat_chemical",
consequenceTitle: "Overhead Chemical Piping Hazard",
consequenceDesc: "Chemical distribution zones require head protection against overhead pipe drips and valve maintenance risks.",
missingLabel: "Chemical-Resistant Industrial Hard Hat"
}
],
lockerItems: [
{
id: "chemical_splash_goggles",
name: "Chemical Splash Goggles",
slot: "eyes",
icon: "🥽",
spec: "ANSI Z87.1 D3 Sealed Splash Protection",
isCorrect: true
},
{
id: "standard_safety_glasses",
name: "Open Safety Glasses",
slot: "eyes",
icon: "👓",
spec: "Impact rated with open side vents (Non-liquid)",
isCorrect: false,
rejectReason: "Open side vents allow liquid splashes and corrosive droplets to enter the eye."
},
{
id: "nitrile_gauntlet_gloves",
name: "Nitrile Gauntlet Gloves",
slot: "hands",
icon: "🧤",
spec: "15-mil Heavy Nitrile Chemical Gauntlets",
isCorrect: true
},
{
id: "leather_work_gloves",
name: "Standard Leather Work Gloves",
slot: "hands",
icon: "🧤",
spec: "Porous split cowhide (Absorbent)",
isCorrect: false,
rejectReason: "Leather absorbs corrosive chemicals like a sponge, causing deep chemical burns."
},
{
id: "chemical_resistant_apron",
name: "Chemical-Resistant Apron",
slot: "body",
icon: "🦺",
spec: "Impermeable Heavy PVC / Neoprene Apron",
isCorrect: true
},
{
id: "cotton_lab_coat",
name: "Standard Cotton Coat",
slot: "body",
icon: "🥼",
spec: "Porous woven cotton (Non-impervious)",
isCorrect: false,
rejectReason: "Cotton absorbs acids and solvents directly into underclothes."
},
{
id: "chemical_rubber_boots",
name: "Chemical Rubber Boots",
slot: "feet",
icon: "🥾",
spec: "Seamless Neoprene Acid-Resistant Boots",
isCorrect: true
},
{
id: "organic_vapor_respirator",
name: "Organic Vapor Respirator",
slot: "ears", // Grouped in face/respiratory slot
icon: "😷",
spec: "Half-Face Mask with Dual Acid/Vapor Cartridges",
isCorrect: true
},
{
id: "hard_hat_chemical",
name: "Safety Hard Hat",
slot: "head",
icon: "⛑️",
spec: "Chemical-Resistant High Density Polyethylene",
isCorrect: true
},
{
id: "cloth_dust_mask",
name: "Simple Cloth Dust Mask",
slot: "ears",
icon: "😷",
spec: "Particulate only (No gas/vapor barrier)",
isCorrect: false,
rejectReason: "Cloth dust masks offer ZERO filtration against toxic chemical fumes and organic solvent vapors."
}
],
successMessage: {
title: "SAFE TO PROCEED",
headline: "Correct chemical protection selected.",
body: "Your PPE helps protect the eyes, respiratory system and skin against accidental chemical splashes."
}
}
];