Add 'GamePlay' game state
[ld40.git] / ld40.js
diff --git a/ld40.js b/ld40.js
index 2c8a2b0a3a558e75d53303414420077581d42b26..dffcd503ababccef2f6f680c10315ebcbc47f79e 100644 (file)
--- a/ld40.js
+++ b/ld40.js
@@ -1,4 +1,5 @@
-        var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
+        var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: function() { this.state.add('GamePlay', GamePlay, true); } });
+        var cursors;
         var player;
         var walls;
         var determinations;            // I know it's grammatically incorrect. :P
@@ -21,8 +22,9 @@
         const MONSTER_HEALTH           =     20;
         const MODE_DETERMINATION       =      0;
         const MODE_JUSTICE             =      1;
-        const SPEED_PLAYER             =     50;
-        const SPEED_PROJECTILE         =    500;
+        const SPEED_PLAYER             =    150;
+        const SPEED_PPROJECTILE                =    500;
+        const SPEED_MPROJECTILE                =    200;
 
         window.addEventListener("keydown", function(e) {
             // Prevent default browser action for arrows and spacebar
@@ -31,6 +33,9 @@
             }
         }, false);
 
+        function sign(n) {
+            if (n >= 0) { return 1 } else { return -1 };
+        }
 
         class Player extends Phaser.Text {
             constructor(x, y) {
@@ -45,7 +50,8 @@
                 this.lasttime_damage = 0;
                 this.speed = SPEED_PLAYER;
                 this.switchmode(MODE_DETERMINATION);
-                this.projectiles = game.add.group();
+                this.weapon = new JusticeBlaster(game, this);
+                this.weapon.bulletSpeed = SPEED_PPROJECTILE;
                 this.healthBar = new HealthBar(60, game.world.height - (WALL_BORDERBOTTOM / 2));
             }
 
                 }
             }
 
+            kill() {
+                this.health = 0;
+                this.healthBar.update(this.love, this.maxHealth, this.health);
+                super.kill();
+            }
+
             loveUp() {
                 this.love++
                 this.maxHealth += this.love;
                     }
                     if ((this.mode == MODE_JUSTICE) && game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR) && ((game.time.now - this.lasttime_shoot) > WAIT_SHOOT))
                     {
-                        this.shoot(0, SPEED_PROJECTILE);
-                        this.shoot(0, -SPEED_PROJECTILE);
-                        this.shoot(SPEED_PROJECTILE, 0);
-                        this.shoot(-SPEED_PROJECTILE, 0);
+                        this.shoot();
                     }
                 }
             }
                 this.mode = soulmode;
             }
 
-            shoot(velocityx, velocityy) {
-                var projectile = new Justice(this.x, this.y, velocityx, velocityy);
-                projectile.enablePhysics();
-                this.projectiles.add(projectile);
+            shoot() {
+                this.weapon.fire(this, 0, this.y);
+                this.weapon.fire(this, this.x, 0);
+                this.weapon.fire(this, this.x, game.world.height);
+                this.weapon.fire(this, game.world.width, this.y);
                 this.lasttime_shoot = game.time.now;
             }
 
                 super.update();
                 this.control();
                 this.healthBar.update(this.love, this.maxHealth, this.health);
+                game.physics.arcade.overlap(monsters, this.weapon.bullets, function(m,b) { b.overlap_monster(m); });
                 if ((game.time.now - this.lasttime_mode) > WAIT_SOULMODE) { this.switchmode(MODE_DETERMINATION); }
             }
         }
                 this.anchor.setTo(0.5, 0.5);
                 this.health = MONSTER_HEALTH;
                 this.nexttime_shoot = game.time.now;
-                this.weapon = new Phaser.Weapon(game, this);
-                this.weapon.x = x;
-                this.weapon.y = y;
-                this.weapon.createBullets(20, 'projectile');
+                this.weapon = new JusticeBlaster(game, this);
+                this.weapon.bulletSpeed = SPEED_MPROJECTILE;
+                this.weapon.trackSprite(this);
+                this.shaketween = game.add.tween(this).to({ x: this.x + (sign(Math.random() - 0.5)) * 5 }, 10, Phaser.Easing.Sinusoidal.InOut, false, 0, 8, true);
             }
 
             enablePhysics() {
                 game.physics.arcade.enable(this);
             }
 
+            damage(amount) {
+                super.damage(amount);
+                if (this.alive) { this.shaketween.start(); }
+            }
+
             kill() {
                 super.kill();
                 player.loveUp();
                     this.weapon.fireAtSprite(player);
                     this.nexttime_shoot = game.time.now + (WAIT_MONSTERSHOOT / 2) + (Math.random() * WAIT_MONSTERSHOOT);
                 }
-                game.physics.arcade.overlap(player, this.weapon.bullets, function(p,b) { p.damage(p.love); });
+                game.physics.arcade.overlap(player, this.weapon.bullets, function(p,b) { b.overlap_player(p); });
             }
         }
 
             }
         }
 
-        class Justice extends Phaser.Sprite {
-            constructor(x, y, velocityx, velocityy) {
+        class Justice extends Phaser.Bullet {
+            constructor(game, x, y, key, frame) {
                 super(game, x, y, 'projectile');
                 this.anchor.setTo(0.5, 0.5);
-                this.velocityx = velocityx;
-                this.velocityy = velocityy;
             }
 
-            enablePhysics() {
-                game.physics.arcade.enable(this);
-                this.body.velocity.x = this.velocityx;
-                this.body.velocity.y = this.velocityy;
+            overlap_monster(entity) {
+                entity.damage(player.love);
+                this.kill();
             }
 
-            overlap(entity) {
-                entity.damage(player.love);
+            overlap_player(player) {
+                player.damage(player.love);
                 this.kill();
             }
         }
 
+        class JusticeBlaster extends Phaser.Weapon {
+            constructor(game, parent) {
+                super(game, parent);
+                this.bulletClass = Justice;
+                this.multiFire = true;
+                this.createBullets(100, null);
+            }
+        }
+
         class HealthBar {
             constructor(x, y) {
                 this.mhealth = game.add.tileSprite(x + 10, y, 0, HB_THICKNESS, 'wall');
             }
         }
 
-        function preload () {
-
-            game.load.image('wall', 'wall.png');
-            game.load.image('player', 'player.png');
-            game.load.image('monster', 'monster.png');
-            game.load.image('determination', 'determination.png');
-            game.load.image('projectile', 'projectile.png');
-
-        }
 
-        function create () {
+        class GamePlay extends Phaser.State {
 
-            game.world.setBounds(0, 0, 800, 600);
-            game.stage.backgroundColor = '#000000';
-            game.physics.startSystem(Phaser.Physics.ARCADE);
+            preload() {
 
-            walls = game.add.group();
-            walls.classType = Phaser.TileSprite;
-            walls.enableBody = true;
+                game.load.image('wall', 'wall.png');
+                game.load.image('player', 'player.png');
+                game.load.image('monster', 'monster.png');
+                game.load.image('determination', 'determination.png');
+                game.load.image('projectile', 'projectile.png');
 
-            walls.add(game.add.tileSprite(WALL_BORDER, WALL_BORDER, game.world.width - (WALL_BORDER * 2), WALL_THICKNESS, 'wall'));
-            walls.add(game.add.tileSprite(WALL_BORDER, game.world.height - WALL_THICKNESS - WALL_BORDERBOTTOM, game.world.width - (WALL_BORDER * 2), WALL_THICKNESS, 'wall'));
-            walls.add(game.add.tileSprite(WALL_BORDER, WALL_BORDER, WALL_THICKNESS, game.world.height - WALL_BORDER - WALL_BORDERBOTTOM, 'wall'));
-            walls.add(game.add.tileSprite(game.world.width - WALL_THICKNESS - WALL_BORDER, WALL_BORDER, WALL_THICKNESS, game.world.height - WALL_BORDER - WALL_BORDERBOTTOM, 'wall'));
-            walls.children.forEach(function(wall) { wall.body.immovable = true; });
+            }
 
-            determinations = game.add.group();
-            nexttime_determination = Math.random() * WAIT_DETERMINATION;
+            create() {
 
-            monsters = game.add.group();
-            monsters.add(new Monster(400, 500));
-            monsters.children.forEach(function(monster) { monster.enablePhysics(); });
-            nexttime_monsterspawn = WAIT_MONSTERSPAWN;
+                game.world.setBounds(0, 0, 800, 600);
+                game.stage.backgroundColor = '#000000';
+                game.physics.startSystem(Phaser.Physics.ARCADE);
 
-            player = new Player(game.world.width / 2, game.world.height / 2);
-            player.enablePhysics();
-            game.add.existing(player);
-            game.camera.follow(player);
-            cursors = game.input.keyboard.createCursorKeys();
+                walls = game.add.group();
+                walls.classType = Phaser.TileSprite;
+                walls.enableBody = true;
 
-            keyboard_handler = keyPress_default;
+                walls.add(game.add.tileSprite(WALL_BORDER, WALL_BORDER, game.world.width - (WALL_BORDER * 2), WALL_THICKNESS, 'wall'));
+                walls.add(game.add.tileSprite(WALL_BORDER, game.world.height - WALL_THICKNESS - WALL_BORDERBOTTOM, game.world.width - (WALL_BORDER * 2), WALL_THICKNESS, 'wall'));
+                walls.add(game.add.tileSprite(WALL_BORDER, WALL_BORDER, WALL_THICKNESS, game.world.height - WALL_BORDER - WALL_BORDERBOTTOM, 'wall'));
+                walls.add(game.add.tileSprite(game.world.width - WALL_THICKNESS - WALL_BORDER, WALL_BORDER, WALL_THICKNESS, game.world.height - WALL_BORDER - WALL_BORDERBOTTOM, 'wall'));
+                walls.children.forEach(function(wall) { wall.body.immovable = true; });
 
-        }
+                determinations = game.add.group();
+                nexttime_determination = Math.random() * WAIT_DETERMINATION;
 
-        function update () {
+                monsters = game.add.group();
+                nexttime_monsterspawn = WAIT_MONSTERSPAWN / 4;
 
-            game.physics.arcade.collide(player, walls);
-            game.physics.arcade.overlap(player, determinations, function(p,d) { p.overlap_determination(d); });
-            game.physics.arcade.overlap(player, monsters, function(p,m) { m.overlap_player(p); });
-            game.physics.arcade.overlap(monsters, player.projectiles, function(m,j) { j.overlap(m); });
+                player = new Player(game.world.width / 2, game.world.height / 2);
+                player.enablePhysics();
+                game.add.existing(player);
+                game.camera.follow(player);
+                cursors = game.input.keyboard.createCursorKeys();
 
-            if (game.time.now > nexttime_determination)
-            {
-                var determination = new Determination((Math.random() * (game.world.width - ((WALL_THICKNESS + WALL_BORDER) * 4))) + ((WALL_THICKNESS + WALL_BORDER) * 2), (Math.random() * (game.world.height - ((WALL_THICKNESS + WALL_BORDER) * 4) - WALL_BORDERBOTTOM)) + ((WALL_THICKNESS + WALL_BORDER) * 2));
-                determination.enablePhysics();
-                determinations.add(determination);
-                nexttime_determination = game.time.now + (WAIT_DETERMINATION / 2) + (Math.random() * WAIT_DETERMINATION);
             }
 
-            if (game.time.now > nexttime_monsterspawn)
-            {
-                var monster = new Monster(Math.random() * game.world.width, Math.random() * game.world.height);
-                monster.enablePhysics();
-                monsters.add(monster);
-                var waittime = WAIT_MONSTERSPAWN - ((Math.random() * 2000) * player.love);
-                nexttime_monsterspawn = game.time.now + waittime;
-                console.log('Next monster in ' + waittime);
-            }
+            update() {
 
-            if ((game.time.now - player.lastmovetime) > WAIT_KEY) player.body.velocity.x = player.body.velocity.y = 0;
-            if (keyboard_handler) keyboard_handler();
+                game.physics.arcade.collide(player, walls);
+                game.physics.arcade.overlap(player, determinations, function(p,d) { p.overlap_determination(d); });
+                game.physics.arcade.overlap(player, monsters, function(p,m) { m.overlap_player(p); });
 
-        }
+                if (game.time.now > nexttime_determination)
+                {
+                    var determination = new Determination((Math.random() * (game.world.width - ((WALL_THICKNESS + WALL_BORDER) * 4))) + ((WALL_THICKNESS + WALL_BORDER) * 2), (Math.random() * (game.world.height - ((WALL_THICKNESS + WALL_BORDER) * 4) - WALL_BORDERBOTTOM)) + ((WALL_THICKNESS + WALL_BORDER) * 2));
+                    determination.enablePhysics();
+                    determinations.add(determination);
+                    nexttime_determination = game.time.now + (WAIT_DETERMINATION / 2) + (Math.random() * WAIT_DETERMINATION);
+                }
 
-        function keyPress_default() {
+                if (game.time.now > nexttime_monsterspawn)
+                {
+                    var monster = new Monster(Math.random() * game.world.width, Math.random() * game.world.height);
+                    monster.enablePhysics();
+                    monsters.add(monster);
+                    var waittime = WAIT_MONSTERSPAWN - ((Math.random() * 2000) * player.love);
+                    nexttime_monsterspawn = game.time.now + waittime;
+                    console.log('Next monster in ' + waittime);
+                }
 
-            // Maybe needed later.
+                if ((game.time.now - player.lastmovetime) > WAIT_KEY) player.body.velocity.x = player.body.velocity.y = 0;
 
+            }
         }