1 var game
= new Phaser
.Game(800, 600, Phaser
.AUTO
, '', { preload
: preload
, create
: create
, update
: update
});
11 var interaction_handler
;
12 var actual_dialogue
= null;
20 var dialogue_guard1_girl
=
21 [ { actor
: 'player', text
: "Hello! May I enter this town?" },
22 { actor
: 'guard', text
: "Sorry, I don't know you.\nI can't let you in." } ];
23 var dialogue_guard1_girl_retry
=
24 [ { actor
: 'player', text
: "But I'm a goddess!" },
25 { actor
: 'guard', text
: "I'm a feminist.\nI don't put women on pedestals." } ];
26 var dialogue_guard1_goat
=
27 [ { actor
: 'guard', text
: "Hmm, it must be Coralie's lost goat.\nI'd better let it in." } ];
28 var dialogue_guard2_girl
=
29 [ { actor
: 'player', text
: "Hi there! I'm a goddess and can transform into a goat!" },
30 { actor
: 'guard', text
: "Hey, that's really cool!\nI'm Coralie." },
31 { actor
: 'player', text
: "Nice bird you have there.\nCan I have it?" },
32 { actor
: 'guard', text
: "Yeah, it's yours. Just take it." },
33 { actor
: 'guard', text
: "Don't mind that it took me days to catch it." },
34 { actor
: 'player', text
: "Observing this bird, I will be able to shapeshift into a bird too!" } ];
35 var dialogue_guard2_goat
=
36 [ { actor
: 'guard', text
: "This is not my goat. Strange to see random\ngoats wandering here while mine is still missing." } ];
37 var dialogue_guard3_girl
=
38 [ { actor
: 'player', text
: "Hi! I'd like to leave the town." },
39 { actor
: 'guard', text
: "Sorry, we have a report of a missing goat.\nIt may have been stolen. We can't let anyone out\nuntil we find the thief." },
40 { actor
: 'player', text
: "I just came here before the goat went missing. The other guard can support this." },
41 { actor
: 'player', text
: "And the goat may have just wandered away.\nYou know they tend to escape, they require lots of space." },
42 { actor
: 'guard', text
: "Maybe, but we can't be sure. Sorry." } ];
43 var dialogue_guard3_girl_retry
=
44 [ { actor
: 'player', text
: "But I'm a girl! I wouldn't steal anything!" },
45 { actor
: 'guard', text
: "I'm a feminist.\nI don't give advantages to people based on their genders." } ];
46 var dialogue_guard3_goat
=
47 [ { actor
: 'guard', text
: "Another goat is trying to escape...\nGood that I'm on guard!" } ];
48 var dialogue_guard3_bird
=
49 [ { actor
: 'guard', text
: "Hi birdie! Don't fly at me, please!" } ];
50 var dialogue_guard4_girl
=
51 [ { actor
: 'guard', text
: "You are at home!\nYou don't have to pretend anymore." } ];
52 var dialogue_guard4_goat
=
53 [ { actor
: 'guard', text
: "Welcome home!\nGlad you shapeshifted back to your true form!" },
54 { actor
: 'guard', text
: "Yes, your true form is goat.\nDidn't you suspect it all along?" } ];
55 var dialogue_guard4_goat_retry
=
56 [ { actor
: 'guard', text
: "(By the way, this is the end of the game.\nYou really can't do anything more.\nThanks for playing!)" } ];
59 window
.addEventListener("keydown", function(e
) {
60 // Prevent default browser action for arrows and spacebar
61 if([32, 37, 38, 39, 40].indexOf(e
.keyCode
) > -1) {
66 class Entity
extends Phaser
.Sprite
{
67 constructor(x
, y
, sprite
) {
68 super(game
, x
, y
, sprite
);
69 this.anchor
.setTo(.5,.5);
71 this.scale
.y
= this.scale
.x
;
75 game
.physics
.arcade
.enable(this);
76 this.body
.bounce
.y
= 0.2;
77 this.body
.bounce
.x
= 0.2;
78 this.body
.gravity
.y
= 300;
79 this.body
.collideWorldBounds
= true;
83 class Player
extends Entity
{
84 constructor(x
, y
, sprite
) {
86 this.anchor
.setTo(.4,.5);
88 this.shape
= SHAPE_GIRL
;
89 this.learnedBird
= false;
93 class Guard
extends Entity
{
94 constructor(x
, y
, sprite
, dialogues
) {
95 //var guard = game.add.sprite(x, y, sprite);
97 this.dialogues
= dialogues
;
103 if (n
>= 0) { return 1 } else { return -1 };
106 function preload () {
108 game
.load
.image('ground', 'ground.png');
109 game
.load
.image('player_girl', 'csaj.png');
110 game
.load
.image('player_goat', 'kecskecsaj.png');
111 game
.load
.image('player_bird', 'bird.png');
112 game
.load
.image('guard', 'guard.png');
113 game
.load
.image('birdcage', 'birdcage.png');
119 game
.world
.setBounds(0, 0, 2800, 600);
120 game
.stage
.backgroundColor
= 0xffffff;
121 game
.physics
.startSystem(Phaser
.Physics
.ARCADE
);
123 platforms
= game
.add
.group();
124 platforms
.classType
= Phaser
.TileSprite
;
125 platforms
.enableBody
= true;
128 ground
= game
.add
.tileSprite(0, game
.world
.height
- 80, game
.world
.width
, 200, 'ground');
129 platforms
.add(ground
);
130 ground
.body
.immovable
= true;
133 //player = game.add.sprite(64, game.world.height - 200, 'player_girl');
134 player
= new Player(64, game
.world
.height
- 200, 'player_girl');
135 player
.enablePhysics();
136 game
.add
.existing(player
);
137 game
.camera
.follow(player
);
139 guards
= game
.add
.group();
140 guard1
= new Guard(600, game
.world
.height
- 200, 'guard',
141 { girl
: dialogue_guard1_girl
, goat
: dialogue_guard1_goat
});
142 guard2
= new Guard(1000, game
.world
.height
- 200, 'player_girl',
143 { girl
: dialogue_guard2_girl
, goat
: dialogue_guard2_goat
});
144 guard2
.scale
.x
= -guard2
.scale
.x
;
145 guard3
= new Guard(1400, game
.world
.height
- 200, 'guard',
146 { girl
: dialogue_guard3_girl
, goat
: dialogue_guard3_goat
, bird
: dialogue_guard3_bird
});
147 guard4
= new Guard(2400, game
.world
.height
- 200, 'player_goat',
148 { girl
: dialogue_guard4_girl
, goat
: dialogue_guard4_goat
, bird
: dialogue_guard4_girl
});
149 guard4
.scale
.x
= -guard4
.scale
.x
;
150 guards
.children
.forEach(function(guard
) { guard
.enablePhysics(); });
152 birdcage
= game
.add
.sprite(1100, game
.world
.height
- 300, 'birdcage');
153 birdcage
.scale
.x
= 0.5;
154 birdcage
.scale
.y
= birdcage
.scale
.x
;
156 cursors
= game
.input
.keyboard
.createCursorKeys();
158 keyboard_handler
= keyPress_default
;
159 interaction_handler
= interaction
;
161 helptext
= game
.add
.text(80, 30, "Press ARROWS to move.", { align
: 'left', fill
: '#000000', fontSize
: 14 });
162 helptext
.font
= "Ubuntu Mono";
168 game
.physics
.arcade
.collide(player
, platforms
);
169 game
.physics
.arcade
.collide(guards
, platforms
);
170 game
.physics
.arcade
.collide(player
, guards
, interaction_handler
);
174 if ((game
.time
.now
- player
.pushed
) > 1000)
179 player
.body
.velocity
.x
= 0;
182 if (keyboard_handler
) keyboard_handler();
186 function keyPress_default() {
188 if (cursors
.left
.isDown
)
190 player
.body
.velocity
.x
= -150;
191 player
.scale
.x
= - Math
.abs(player
.scale
.x
);
193 else if (cursors
.right
.isDown
)
195 player
.body
.velocity
.x
= 150;
196 player
.scale
.x
= Math
.abs(player
.scale
.x
);
198 else if (game
.input
.keyboard
.isDown(Phaser
.Keyboard
.SPACEBAR
) && ((game
.time
.now
- lastkeytime
) > WAIT_KEY
))
200 if (player
.shape
== SHAPE_GIRL
)
202 player
.shape
= SHAPE_GOAT
;
203 player
.loadTexture('player_goat');
205 else if ((player
.shape
== SHAPE_GOAT
) && (player
.learnedBird
))
207 player
.shape
= SHAPE_BIRD
;
208 player
.loadTexture('player_bird');
212 player
.shape
= SHAPE_GIRL
;
213 player
.loadTexture('player_girl');
216 player
.body
.setSize(player
.texture
.width
, player
.texture
.height
);
217 if ((ground
.y
- player
.y
) < player
.body
.halfHeight
)
218 player
.y
= ground
.y
- player
.body
.halfHeight
;
220 lastkeytime
= game
.time
.now
;
223 if ((cursors
.up
.isDown
) && (player
.shape
== SHAPE_BIRD
))
225 player
.body
.velocity
.y
= -200;
230 function keyPress_indialogue() {
232 if (game
.input
.keyboard
.isDown(Phaser
.Keyboard
.SPACEBAR
) && ((game
.time
.now
- lastkeytime
) > WAIT_KEY
))
234 var dialogue
= actual_dialogue
.dialogue
;
235 if (dialogue
[actual_dialogue
.state
+ 1])
237 var nextState
= ++actual_dialogue
.state
;
239 if (dialogue
[nextState
].actor
== 'player') actor
= actual_dialogue
.player
;
240 else if (dialogue
[nextState
].actor
== 'guard') actor
= actual_dialogue
.guard
;
242 actual_dialogue
.lastText
.kill();
243 actual_dialogue
.lastText
= putText(actor
, dialogue
[nextState
].text
);
244 lastkeytime
= game
.time
.now
;
249 lastkeytime
= game
.time
.now
;
255 function putText(entity
, text
) {
256 var textObject
= game
.add
.text(entity
.x
, entity
.y
- (entity
.height
/ 2) - 30, text
, { align
: 'center', fontSize
: 14 });
257 textObject
.font
= 'Ubuntu Mono';
258 textObject
.anchor
.setTo(.5,.5);
262 function interaction(player
, guard
) {
264 console
.log('Interaction with ' + guard
.key
);
265 player
.body
.velocity
.x
= -100;
266 player
.pushed
= game
.time
.now
;
267 guard
.body
.velocity
.x
= 0;
269 if (player
.shape
== SHAPE_GIRL
)
271 if ((guard
== guard1
) && (guard
.dialogues
.girl
== dialogue_guard1_girl
))
272 helptext
.text
= helptext
.text
+ "\nPress SPACE to progress dialogue.";
273 enterDialogue(player
, guard
, guard
.dialogues
.girl
);
275 else if (player
.shape
== SHAPE_GOAT
)
277 enterDialogue(player
, guard
, guard
.dialogues
.goat
);
279 else if (player
.shape
== SHAPE_BIRD
)
281 enterDialogue(player
, guard
, guard
.dialogues
.bird
);
286 function enterDialogue(player
, guard
, dialogue
) {
289 if (dialogue
[0].actor
== 'player') actor
= player
;
290 else if (dialogue
[0].actor
== 'guard') actor
= guard
;
292 var lastText
= putText(actor
, dialogue
[0].text
);
293 actual_dialogue
= { player
: player
, guard
: guard
, dialogue
: dialogue
, state
: 0 , lastText
: lastText
};
294 keyboard_handler
= keyPress_indialogue
;
295 interaction_handler
= null;
299 function leaveDialogue() {
301 actual_dialogue
.lastText
.kill();
302 if (actual_dialogue
.dialogue
== dialogue_guard1_girl
)
304 helptext
.text
= helptext
.text
+ "\nPress SPACE to shapeshift.";
305 guard1
.dialogues
.girl
= dialogue_guard1_girl_retry
;
307 else if (actual_dialogue
.dialogue
== dialogue_guard1_goat
)
311 else if (actual_dialogue
.dialogue
== dialogue_guard2_girl
)
315 player
.learnedBird
= true;
317 else if (actual_dialogue
.dialogue
== dialogue_guard3_girl
)
319 guard3
.dialogues
.girl
= dialogue_guard3_girl_retry
;
321 else if (actual_dialogue
.dialogue
== dialogue_guard4_goat
)
323 guard4
.dialogues
.goat
= dialogue_guard4_goat_retry
;
324 guard4
.dialogues
.girl
= dialogue_guard4_goat_retry
;
325 guard4
.dialogues
.bird
= dialogue_guard4_goat_retry
;
328 actual_dialogue
= null;
329 keyboard_handler
= keyPress_default
;
330 interaction_handler
= interaction
;