2c503f0829a15065ad0859591ef4640b72353a0f
1 var game
= new Phaser
.Game(800, 600, Phaser
.AUTO
, '', { preload: function() { this.state
.add('GamePlay', GamePlay
, true); } });
5 const PLAYER_SPEED
= 200;
6 const WAIT_MENUSTEP
= 100;
9 const MENUITEM_TALK
= 0;
10 const MENUITEM_LEAVE
= 1;
11 const MENUITEM_TAKE
= 2;
13 const GUI_MENUITEM_DISTANCE
= 20;
15 window
.addEventListener("keydown", function(e
) {
16 // Prevent default browser action for arrows and spacebar
17 if([32, 37, 38, 39, 40].indexOf(e
.keyCode
) > -1) {
22 function hasTimePassed(time
, delay
) {
23 return (game
.time
.now
- time
) > delay
;
27 // dialogue is array of {actor, text} records.
28 constructor(dialogue
) {
29 this.dialogue
= dialogue
;
34 return this.dialogue
[this.state
];
42 class Door
extends Phaser
.TileSprite
{
43 constructor(x
, y
, name
, rotation
, vector
, longpanel
) {
44 super(game
, x
, y
, 64, 64, 'objects');
46 this.longpanel
= longpanel
;
48 this.anchor
= new Phaser
.Point(0.5, 0.5);
49 this.tilePosition
= new Phaser
.Point(-64, -64);
50 this.openvector
= Phaser
.Point
.multiply(vector
, new Phaser
.Point(56, 56));
54 this.anchor
= new Phaser
.Point(0.75, 0.5);
55 this.tilePosition
= new Phaser
.Point(0, -64);
56 this.openvector
= Phaser
.Point
.multiply(vector
, new Phaser
.Point(116, 116));
58 if (rotation
=== undefined) rotation
= 0;
59 this.rotation
= rotation
* (Math
.PI
/ 180);
60 this.closetween
= game
.add
.tween(this).to({ x
: this.position
.x
, y
: this.position
.y
}, 1000, Phaser
.Easing
.Sinusoidal
.InOut
, false, 0, 0, false);
61 this.openposition
= Phaser
.Point
.add(this.position
, this.openvector
);
62 this.opentween
= game
.add
.tween(this).to({ x
: this.openposition
.x
, y
: this.openposition
.y
}, 1000, Phaser
.Easing
.Sinusoidal
.InOut
, false, 0, 0, false);
64 game
.physics
.arcade
.enable(this);
65 this.body
.immovable
= true;
66 this.setBody(rotation
);
73 this.body
.setSize(this.width
, 10, this.longpanel
* (rotation
/ 180) * 64, 27);
77 this.body
.setSize(10, this.width
, 27 + (this.longpanel
* 64), this.longpanel
* ((rotation
- 270) / 180) * 64);
80 console
.log("Unable to set body due to unknown rotation:", rotation
);
86 this.opentween
.start();
93 this.closetween
.start();
99 game
.debug
.body(this);
103 class Player
extends Phaser
.Sprite
{
105 super(game
, x
, y
, 'player');
106 this.y
-= this.height
;
107 this.shortname
= "John";
108 this.fullname
= "John Evals";
109 this.offerInteraction(null);
114 game
.physics
.arcade
.enable(this);
115 this.body
.bounce
.y
= 0.2;
116 this.body
.bounce
.x
= 0.2;
117 this.body
.collideWorldBounds
= true;
121 if ((this.alive
) && (!this.freezed
))
123 if (cursors
.left
.isDown
)
125 this.body
.velocity
.x
= -PLAYER_SPEED
;
127 else if (cursors
.right
.isDown
)
129 this.body
.velocity
.x
= PLAYER_SPEED
;
131 if (cursors
.up
.isDown
)
133 this.body
.velocity
.y
= -PLAYER_SPEED
;
135 else if (cursors
.down
.isDown
)
137 this.body
.velocity
.y
= PLAYER_SPEED
;
143 this.body
.velocity
.x
= this.body
.velocity
.y
= 0;
152 this.freezed
= false;
155 offerInteraction(npc
) {
156 this.interactablenpc
= npc
;
160 this.loadTexture(npc
.key
);
163 logic
.gameinterface
.dropNoticeTimeout(Phaser
.Timer
.SECOND
* 5, "You are now identified as " + npc
.fullname
+ "!");
167 class GameNPC
extends Phaser
.Sprite
{
168 constructor(x
, y
, key
, shortname
, fullname
, interaction_distance
) {
169 super(game
, x
, y
, key
);
170 this.y
-= this.height
;
171 this.shortname
= shortname
;
172 this.fullname
= fullname
;
173 this.interaction_distance
= interaction_distance
;
174 this.interactable
= false;
182 this.happy
= false; // Dead people are not happy.
187 if ((!this.interactable
) && (game
.physics
.arcade
.distanceBetween(this, logic
.player
) < this.interaction_distance
)) {
188 logic
.gameinterface
.dropNotice("(ENTER) Interact with " + this.shortname
+ "!");
189 logic
.player
.offerInteraction(this);
190 this.interactable
= true;
192 else if ((this.interactable
) && (game
.physics
.arcade
.distanceBetween(this, logic
.player
) > this.interaction_distance
)) {
193 logic
.gameinterface
.clearNotice();
194 logic
.player
.offerInteraction(null);
195 this.interactable
= false;
197 if ((this.teleport_instructions
) && (game
.physics
.arcade
.distanceBetween(this, logic
.player
) > (game
.width
+ 200))) {
198 this.position
= this.teleport_instructions
.newPosition
;
199 this.teleport_instructions
.callback(this.teleport_instructions
.callbackValue
);
200 this.teleport_instructions
= null;
212 logic
.player
.offerInteraction(null);
213 logic
.player
.takeMe(this);
227 console
.log(this.shortname
, "is happy!");
230 offscreenTeleportation(newPosition
, callback
, callbackValue
) {
231 this.teleport_instructions
= { newPosition
: newPosition
, callback
: callback
, callbackValue
: callbackValue
};
232 console
.log("Offscreen teleport request registered:", this.teleport_instructions
);
236 class NPC_Clara
extends GameNPC
{
238 switch (this.talkcount
) {
240 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "What a morning..." },
241 { actor
: logic
.player
, text
: "Hi Clara! What happened?" },
242 { actor
: this, text
: "No one cares to tell. I just know that I have to log on people manually, as the access control system doesn't work properly." },
243 { actor
: logic
.player
, text
: "Hmm... I'll look into it. Maybe it's just that everyone is fired." },
244 { actor
: this, text
: "Haha! Wouldn't joke about this, though, due to the recent layoffs." },
245 { actor
: logic
.player
, text
: "Well, maybe if we dare to joke about it, it won't happen to us..." },
246 { actor
: this, text
: "Wish it worked like that... Is it some superstition like the belief that having an umbrella with you prevents rain?" },
247 { actor
: logic
.player
, text
: "Nah, that actually works; it's not a superstition, but Murphy's Law!" },
248 { actor
: this, text
: "If you say so..." },
249 { actor
: this, text
: "Anyway, I logged you in and opened the door for you." } ] ));
250 logic
.openDoor("cutedoor");
253 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "John, have you ever thought about losing your employee card?" },
254 { actor
: logic
.player
, text
: "Yeah, you'd just get a new one." },
255 { actor
: this, text
: "You don't understand me, John!" },
256 { actor
: this, text
: "..." },
257 { actor
: this, text
: "I mean... Losing it for real..." },
258 { actor
: this, text
: "Doesn't it feel like it's the culmination of your being?" },
259 { actor
: this, text
: "If I had no card, would I still exist?" },
260 { actor
: logic
.player
, text
: "..." },
261 { actor
: logic
.player
, text
: "You sound very philosophical today." } ] ));
266 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Would you like to hear a random fun fact?" },
267 { actor
: logic
.player
, text
: "Of course!" },
268 { actor
: this, text
: "Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s," },
269 { actor
: this, text
: "when an unknown printer took a galley of type and scrambled it to make a type specimen book. It has survived not only five centuries, but also the leap" },
270 { actor
: this, text
: "into electronic typesetting, remaining essentially unchanged. It was popularised in the 1960s with the release of Letraset sheets containing Lorem" },
271 { actor
: this, text
: "Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum." },
272 { actor
: logic
.player
, text
: "That's very interesting, I didn't know that!" },
273 { actor
: logic
.player
, text
: "Thanks for sharing, Clara!" } ] ));
276 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Would you like to hear a random fun fact?" },
277 { actor
: logic
.player
, text
: "Of course!..." },
278 { actor
: logic
.player
, text
: "But first..." },
279 { actor
: this, text
: "What is it?" },
280 { actor
: logic
.player
, text
: "..." },
281 { actor
: logic
.player
, text
: "Never mind, go on with what you wanted to say." },
282 { actor
: this, text
: "Lorem Ipsum is simply dummy text of the printing and typesetting industry..." },
283 { actor
: logic
.player
, text
: "I knew that already..." },
284 { actor
: logic
.player
, text
: "But..." },
285 { actor
: logic
.player
, text
: "Would you go out on a date with me?" },
286 { actor
: this, text
: "..." },
287 { actor
: this, text
: "No." } ] ));
290 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "..." } ] ));
296 logic
.gameinterface
.dropNotice(this.shortname
+ ": Have a great day, John!");
300 logic
.openDoor("cutedoor");
301 return super.actionTake();
305 return (this.talkcount
< 6);
309 class NPC_Carlos
extends GameNPC
{
311 if (logic
.clara
.alive
) {
312 switch (this.talkcount
) {
314 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Good morning, Carlos! What's up?" },
315 { actor
: this, text
: "Hey, John! Not too much, I'm just trying to sell some shit to this new client." },
316 { actor
: logic
.player
, text
: "And so? Is it hard to convince them?" },
317 { actor
: this, text
: "Of course, they don't want to buy. It's shit." },
318 { actor
: this, text
: "I mean, who would want to buy shit?" },
319 { actor
: logic
.player
, text
: "Yeah. Relatable... But why are you trying to sell shit? I mean, why not one of our cutting edge technologies?" },
320 { actor
: this, text
: "They couldn't afford it." },
321 { actor
: logic
.player
, text
: "Then why are you trying to sell them... anything at all? They'd better off with a cheaper company." },
322 { actor
: this, text
: "Company policies. Plus the management instructed me to sell to them, no matter what." },
323 { actor
: logic
.player
, text
: "That sucks... Well... good luck!" },
324 { actor
: this, text
: "Thanks..." } ] ));
325 logic
.closeDoor("cutedoor");
326 logic
.openDoor("carlosdoor");
329 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "*Sigh.* I'll probably not work here for long, if I can't sell this shit to the customer." },
330 { actor
: this, text
: "These layoffs are terrifying. They let go of anyone for even the slightest mistake." },
331 { actor
: logic
.player
, text
: "But it's not a mistake when our client doesn't buy something they don't need." },
332 { actor
: this, text
: "Tell this to my boss..." } ] ));
335 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "You know, generally, I think it sucks being a child. One thing I miss though, if you're a child, you're allowed to be silly." },
336 { actor
: this, text
: "..." },
337 { actor
: this, text
: "For example, when my Dad told me that semen is the seed of animals, I theoretized, if I'd bury some pig semen in the garden, a pig would grow out of it..." },
338 { actor
: this, text
: "I was totally fascinated by the thought, because I really wanted to have a pet pig, but Dad wouldn't let me have one." },
339 { actor
: this, text
: "So I thought I could grow my own pig in the garden from pig seeds!" },
340 { actor
: logic
.player
, text
: "Interesting. Where are you going with this?" },
341 { actor
: this, text
: "I don't know... sometimes I feel like I'd rather sell pig semen to our clients, heh!" },
342 { actor
: this, text
: "Uhm..." },
343 { actor
: this, text
: "Totally don't tell this to Saiki!" } ] ));
344 this.pigsemen
= true;
347 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Weren't you heading to the IT department to the right?" },
348 { actor
: this, text
: "You know... the green department which looks way better than blue!" },
349 { actor
: this, text
: "..." },
350 { actor
: this, text
: "Damn, why do I have to work in blue? I just feel... so blue about it." } ] ));
353 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Weren't you heading to the conveniently green department to the right? I guess Saiki is waiting for you." },
354 { actor
: this, text
: "You're so lucky that you can work with her every day!" } ] ));
357 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Guess you'll stay here then. It's cool, you're great company anyway." } ] ));
361 switch (this.talkcount
) {
363 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Good morning, Carlos!" },
364 { actor
: this, text
: "Whoa, Clara! You have changed so much! I barely recognize you. What's up?" },
365 { actor
: logic
.player
, text
: "I need to talk to Saiki at the IT department, but... my card doesn't allow me to enter there." },
366 { actor
: this, text
: "Well... I can certainly help you with that..." },
367 { actor
: this, text
: "..." } ] ));
370 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Carlos. You promised to help me." },
371 { actor
: this, text
: "Uhm... It's just... Please give me 5 mins to finish this e-mail." },
372 { actor
: logic
.player
, text
: "I don't have much time, Carlos." },
373 { actor
: this, text
: "See, it's just 5 mins, please be patient. I have a chocolate bar in the fridge. I give it to you. Feel free to have it meanwhile." },
374 { actor
: logic
.player
, text
: "..." } ] ));
377 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Time is up, Carlos!" },
378 { actor
: this, text
: "Please give me just another min." },
379 { actor
: logic
.player
, text
: "Fine. Please just give me your card and I'll help myself!" },
380 { actor
: this, text
: "But... you know that company policies forbid that, Clara! Please just be a little more patient!" },
381 { actor
: logic
.player
, text
: "You will give me your card now or you will regret!" },
382 { actor
: this, text
: "...?" },
383 { actor
: this, text
: "You're not gonna treat me like this. Forget it!" },
384 { actor
: logic
.player
, text
: "You'll not work here tomorrow." } ] ));
387 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "..." } ] ));
394 if (logic
.clara
.alive
) {
395 logic
.gameinterface
.dropNotice(this.shortname
+ ": Bye, John! Pass on my greetings to Saiki!");
400 logic
.closeDoor("cutedoor");
401 logic
.openDoor("carlosdoor");
402 return super.actionTake();
406 return (logic
.clara
.alive
) || (this.talkcount
< 3);
410 class NPC_Saiki
extends GameNPC
{
412 if (logic
.carlos
.alive
) {
413 switch (this.talkcount
) {
415 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Hi Saiki!" },
416 { actor
: this, text
: "Hi John! Glad you arrived, here's some work for you!" },
417 { actor
: logic
.player
, text
: "Awesome! What is it?" },
418 { actor
: this, text
: "Haha, joking! Actually, our queue is suspiciously empty for today." },
419 { actor
: logic
.player
, text
: "Yeah... That's really suspicious!" },
420 { actor
: logic
.player
, text
: "Maybe I can get home today in time?" },
421 { actor
: this, text
: "You mean, you wouldn't spend the mandatory free extra working hours?" },
422 { actor
: this, text
: "You steal from the company! The company needs your unpaid hours of work! Otherwise, how would we finance the trash can I ordered for the department?" },
423 { actor
: this, text
: "*Whispers with wink.* I hope you get my sarcasm." },
424 { actor
: logic
.player
, text
: "Haha! I always get it, Saiki!" } ] ));
425 logic
.closeDoor("carlosdoor");
426 logic
.openDoor("saikidoor");
427 logic
.openDoor("peterdoor");
430 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Now that I think about it, there's still one thing. You could look into why the access control system is acting so funny today." },
431 { actor
: this, text
: "Clara has to enter people manually." },
432 { actor
: logic
.player
, text
: "Yeah, I'll definitely check that." } ] ));
435 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "So... what's up with the trash can?" },
436 { actor
: this, text
: "I'm always up for such deep conversation" },
437 { actor
: this, text
: "about trash cans." },
438 { actor
: this, text
: "While we only have one trash can, other departments seem to be abundant of them. And ours is always filled. So I requested an additional trash can." },
439 { actor
: this, text
: "Now the ticket is in PENDING status. The latest work note is from two months ago, telling there is no budget at the moment." },
440 { actor
: logic
.player
, text
: "Hmm... Maybe it's too much to ask. Can we take one from another department?" },
441 { actor
: this, text
: "No, everyone holds on to their trash cans." },
442 { actor
: logic
.player
, text
: "You certainly did your research." },
443 { actor
: this, text
: "Of course. It's an important subject." } ] ));
446 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "My parents named me after a Japanese rock singer." },
447 { actor
: logic
.player
, text
: "Cool! Which band?" },
448 { actor
: this, text
: "I don't remember the band name. But the particular singer has a blue rose in her hair most of the time." } ] ));
451 if ((logic
.carlos
.pigsemen
) && (this.talkcount
== 4)) {
452 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Did you know that Carlos thought he can grow a pig by burying pig semen in the ground? What do you think about this?" },
453 { actor
: this, text
: "Hmm..." },
454 { actor
: this, text
: "I guess it didn't work." },
455 { actor
: this, text
: "So do you want to know what I think about this?" },
456 { actor
: this, text
: "..." },
457 { actor
: this, text
: "IT'S BRILLIANT!!!" },
458 { actor
: this, text
: "You know, it really sparkled my artistic vision! Now I must draw a pig with its legs rooted into the ground!" },
459 { actor
: logic
.player
, text
: "That's gross. Poor pig." },
460 { actor
: this, text
: "Indeed. But this is the point. He's stuck in one place, cannot move. Like you in life. So you feel sympathy for him." },
461 { actor
: logic
.player
, text
: "You have a point." },
462 { actor
: this, text
: "I think I'll catch Carlos and talk to him. I always liked that guy but I didn't know he's such imaginative." } ] ));
463 this.offscreenTeleportation(new Phaser
.Point(logic
.carlos
.x
, logic
.carlos
.y
+ 64), this.tpDone
, this);
466 if (Phaser
.Math
.random() < 0.5) {
467 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "I've found an orchestrated rendition of „Potential for Anything”. You'll have to check it out, it's breathtaking!" } ] ));
470 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "I don't like that our department is green. The blue one, where Carlos works, looks much better." } ] ));
476 switch (this.talkcount
) {
478 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "I love you, Saiki!" },
479 { actor
: this, text
: "Hi Carlos..." },
480 { actor
: logic
.player
, text
: "I'm infatuated by the mere thought of you." },
481 { actor
: this, text
: "Well... it sounds pretty much creepy." },
482 { actor
: logic
.player
, text
: "Will you go out on a date with me?" },
483 { actor
: this, text
: "..." },
484 { actor
: this, text
: "Sorry to hurt your feelings, but... even though I like you... Your sudden, unprecedented confession makes me scared." },
485 { actor
: this, text
: "Especially with that facial expression." },
486 { actor
: this, text
: "I mean... you're not even joking." },
487 { actor
: this, text
: "So sorry... I won't date you." } ] ));
490 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "I thought I could impress you." },
491 { actor
: this, text
: "I'm sorry." } ] ));
494 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "You will give me your card." },
495 { actor
: this, text
: "Geez, what for? Go back to your department and work!" },
496 { actor
: logic
.player
, text
: "I need it." },
497 { actor
: this, text
: "..." } ] ));
500 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Don't you have anything better to do, Carlos?" } ] ));
507 if (logic
.carlos
.alive
) {
508 logic
.gameinterface
.dropNotice(this.shortname
+ ": It was nice talking to you!");
513 logic
.closeDoor("carlosdoor");
514 logic
.openDoor("saikidoor");
515 logic
.openDoor("peterdoor");
517 return super.actionTake();
521 return (logic
.carlos
.alive
);
525 console
.log("Woot-woot! Teleport complete:", value
);
527 logic
.carlos
.makeHappy();
528 // FIXME: Need to find a prettier way than this.
529 logic
.carlos
.update = function() { }; // Disable Carlos' interaction. (Saiki will talk for him.)
533 class NPC_Peter
extends GameNPC
{
535 if (logic
.saiki
.alive
) {
536 switch (this.talkcount
) {
538 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Hi Peter! What's up?" },
539 { actor
: this, text
: "Hi John! Bianca has locked herself in the large meeting room." },
540 { actor
: logic
.player
, text
: "Why would she do that?" },
541 { actor
: this, text
: "I have no idea." },
542 { actor
: this, text
: "Normally, I would give a fuck about what she's doing and her problems, but I want to hold a meeting in an hour." },
543 { actor
: logic
.player
, text
: "That was rude. I think you should care more about your colleagues." },
544 { actor
: this, text
: "Ahh... You're right. I didn't mean it. I'm just so frustrated about all the shit going on here." } ] ));
545 logic
.closeDoor("saikidoor");
546 logic
.openDoor("peterdoor");
547 logic
.openDoor("biancadoor");
550 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "See... Would you talk to Bianca? We don't understand each other pretty well. That's why I'd rather wouldn't make a shot." } ] ));
553 if ((logic
.clara
.talkcount
>= 5) && (this.talkcount
== 2)) {
554 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Do you know Clara from the Reception?" },
555 { actor
: this, text
: "Of course I do." },
556 { actor
: logic
.player
, text
: "I think she's mad at me..." },
557 { actor
: this, text
: "Why would she?" },
558 { actor
: logic
.player
, text
: "I kind of... asked her out." },
559 { actor
: logic
.player
, text
: "She said no." },
560 { actor
: this, text
: "What the heck, dude?" },
561 { actor
: this, text
: "..." },
562 { actor
: this, text
: "You should know it's against the company etiquette..." },
563 { actor
: this, text
: "Regardless, I don't think she's really mad. You're a cool guy." },
564 { actor
: logic
.player
, text
: "I hope this will be sorted out... I totally accept her answer, but I wouldn't like her to have negative feelings towards me." } ] ));
565 this.offscreenTeleportation(new Phaser
.Point(logic
.clara
.x
- 160, logic
.clara
.y
), this.tpDone
, this);
568 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "I'm kind of busy, man." } ] ));
573 switch (this.talkcount
) {
575 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "What a wonderful day, Peter!" },
576 { actor
: this, text
: "Yikes! Saiki! You scared me!" },
577 { actor
: logic
.player
, text
: "I didn't even say \"boo\"." },
578 { actor
: this, text
: "Are you OK? You look horrible! You should really see a doctor." },
579 { actor
: logic
.player
, text
: "I'm fine, Peter. And you?" },
580 { actor
: this, text
: "No... Not at all." },
581 { actor
: logic
.player
, text
: "I'm sorry to hear that..." } ] ));
584 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Don't come closer to me!" },
585 { actor
: logic
.player
, text
: "Why?" },
586 { actor
: this, text
: "I don't mean to offend you, but... you really creep me out..." },
587 { actor
: logic
.player
, text
: "Why do you say that?" },
588 { actor
: this, text
: "I honestly can't tell what's wrong with you, but... you look like that ghost girl from The Ring!" } ] ));
591 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Now that was pretty much racist..." },
592 { actor
: logic
.player
, text
: "Just because I have a Japanese name and long black hair, that makes me immediately look like the Japanese girl from Ring when I'm sick?" },
593 { actor
: this, text
: "Geez... that's not even a Japanese movie! And the actress is American..." },
594 { actor
: logic
.player
, text
: "The original movie is Japanese." },
595 { actor
: this, text
: "I don't care... Just... keep distance, please!" } ] ));
598 if (Phaser
.Math
.random() < 0.5) {
599 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "STAY AWAY FROM ME!" } ] ));
602 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "DON'T COME ANY CLOSER!" } ] ));
610 logic
.closeDoor("saikidoor");
611 logic
.openDoor("peterdoor");
612 logic
.openDoor("biancadoor");
613 return super.actionTake();
617 return (logic
.saiki
.alive
) && (this.talkcount
< 3);
621 console
.log("Woot-woot! Teleport complete:", value
);
623 logic
.clara
.makeHappy();
624 // FIXME: Need to find a prettier way than this.
625 logic
.clara
.update = function() { }; // Disable Clara's interaction. (Peter will talk for him.)
629 class NPC_Bianca
extends GameNPC
{
631 if (logic
.peter
.alive
) {
632 switch (this.talkcount
) {
634 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "... Hi Bianca!" },
635 { actor
: this, text
: "... Hello John!" },
636 { actor
: logic
.player
, text
: "So I've been told, you've been spending most of the day in this meeting room..." },
637 { actor
: this, text
: "Yeah?" },
638 { actor
: logic
.player
, text
: "... Your colleagues want to hold a meeting in this room and you're blocking it." },
639 { actor
: this, text
: "Hmm... Kind of that's the point... There is no need for that meeting." },
640 { actor
: logic
.player
, text
: "May I know why?" },
641 { actor
: this, text
: "You must have heard about the layoffs. We weren't happy with that, but it was inevitable to meet the productivity requirements." },
642 { actor
: this, text
: "But today morning, I received a list with about 50% of the employees... Many of them are great friends of mine..." },
643 { actor
: this, text
: "We were like a big family here and we're torn apart like this... The worst is that I have to tell the news to all of them." },
644 { actor
: logic
.player
, text
: "That's rough. Does this company even need people?" },
645 { actor
: this, text
: "..." } ] ));
646 logic
.openDoor("cutedoor");
647 logic
.closeDoor("peterdoor");
650 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Bianca... Am I on that list?" },
651 { actor
: this, text
: "Yes, John." },
652 { actor
: this, text
: "Well, I'll try to convince them to keep you and many other great folks from the list." },
653 { actor
: this, text
: "But... I can't promise anything. Also, it would help your case a lot if you made some notable work today, so I could mention it as your recent achievement." },
654 { actor
: logic
.player
, text
: "Thank you very much... I'll see what I can do." } ] ));
657 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "You seem to be somehow blaming yourself. It's not your fault. You're just doing your job." },
658 { actor
: this, text
: "I know. It's just part of my work..." },
659 { actor
: this, text
: "But if you have to sweep out such a great volume of people within such a short time... It does take its toll on the person." },
660 { actor
: this, text
: "... I feel like I'm growing distant from the company." },
661 { actor
: this, text
: "I mean... probably it's heresy to say that, but I feel I can less and less identify with the company's values." },
662 { actor
: logic
.player
, text
: "Yeah, you should definitely not talk about it to others... I mean, maybe only those you deeply trust." },
663 { actor
: this, text
: "I don't care anymore..." },
664 { actor
: logic
.player
, text
: "Fine." },
665 { actor
: logic
.player
, text
: "See... probably there is no need for such drama. Maybe it's for the best for everyone." },
666 { actor
: logic
.player
, text
: "... After all, there IS life beyond the company..." },
667 { actor
: this, text
: "You think so?..." },
668 { actor
: this, text
: "Hmm..." },
669 { actor
: this, text
: "I never thought about it for a long time..." },
670 { actor
: logic
.player
, text
: "There are plenty of other opportunities for us! Everything will be fine!" },
671 { actor
: this, text
: "..." },
672 { actor
: this, text
: "Thank you. This helped me to regain a bit of my composure..." },
673 { actor
: logic
.player
, text
: "You're welcome." } ] ));
677 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Thank you. I'll go back to work soon. Just give some more minutes of alone time." } ] ));
681 switch (this.talkcount
) {
683 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "..." },
684 { actor
: this, text
: "... So you came for me too." },
685 { actor
: this, text
: "..." },
686 { actor
: this, text
: "I know what you are..." },
687 { actor
: this, text
: "..." },
688 { actor
: this, text
: "Let's get over with." },
689 { actor
: logic
.player
, text
: "..." } ] ));
692 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "What are you waiting for?" } ] ));
700 logic
.gameinterface
.dropNotice(this.shortname
+ ": Thank you. I'll go back to work soon.");
705 // All doors open for you if you have all the cards.
706 logic
.openDoor("cutedoor");
707 logic
.openDoor("carlosdoor");
708 logic
.openDoor("saikidoor");
709 return super.actionTake();
714 class GameInterface
extends Phaser
.Group
{
715 constructor(game
, parent
) {
716 super(game
, parent
, 'GUI', false, false, 0);
717 this.back_notice
= new Phaser
.Graphics(game
, 0, game
.height
- 50);
718 this.back_notice
.beginFill(0x000000);
719 this.back_notice
.drawRect(0, 0, game
.width
, 30);
720 this.back_notice
.endFill();
721 this.add(this.back_notice
);
722 this.text_notice
= new Phaser
.Text(game
, 125, this.back_notice
.y
+ 5, null, { align
: 'left', fill
: 'white', font
: 'Ubuntu Mono', fontSize
: 18, fontWeight
: 'bold' });
723 this.add(this.text_notice
);
726 this.back_menu
= new Phaser
.Graphics(game
, 150, (game
.height
/ 2) + 40);
727 this.back_menu
.beginFill(0x000000);
728 this.back_menu
.drawRect(0, 0, 155, 105);
729 this.back_menu
.endFill();
730 this.back_menu
.lineStyle(3, Phaser
.Color
.YELLOW
, 1);
731 this.back_menu
.moveTo(10, 35);
732 this.back_menu
.lineTo(this.back_menu
.width
- 10, 35);
733 this.add(this.back_menu
);
734 var style
= { align
: 'left', fill
: 'yellow', font
: 'Ubuntu Mono', fontSize
: 22, fontWeight
: 'bold' };
735 this.text_menutitle
= new Phaser
.Text(game
, this.back_menu
.x
, this.back_menu
.y
, null, style
);
736 this.text_menutitle
.anchor
.setTo(-0.2, -0.2);
737 style
= { align
: 'left', fill
: 'white', font
: 'Ubuntu Mono', fontSize
: 18, fontWeight
: 'bold' };
738 this.text_menuitem_Talk
= new Phaser
.Text(game
, this.back_menu
.x
+ 35, this.back_menu
.y
+ 40, "Talk", style
);
739 this.text_menuitem_Leave
= new Phaser
.Text(game
, this.back_menu
.x
+ 35, this.text_menuitem_Talk
.y
+ GUI_MENUITEM_DISTANCE
, "Leave", style
);
740 this.text_menuitem_Take
= new Phaser
.Text(game
, this.back_menu
.x
+ 35, this.text_menuitem_Leave
.y
+ GUI_MENUITEM_DISTANCE
, "Take ID", style
);
741 style
.fill
= 'yellow';
742 this.text_menucursor
= new Phaser
.Text(game
, this.back_menu
.x
+ 15, this.text_menuitem_Talk
.y
, "→", style
);
743 this.add(this.text_menutitle
);
744 this.add(this.text_menuitem_Talk
);
745 this.add(this.text_menuitem_Leave
);
746 this.add(this.text_menuitem_Take
);
747 this.add(this.text_menucursor
);
749 this.last_menustep
= 0;
751 this.back_talk
= new Phaser
.Graphics(game
, 100, game
.height
- 120);
752 this.back_talk
.beginFill(0x000000);
753 this.back_talk
.drawRect(0, 0, game
.width
- 200, 105);
754 this.back_talk
.endFill();
755 this.back_talk
.lineStyle(3, Phaser
.Color
.YELLOW
, 1);
756 this.back_talk
.moveTo(10, 35);
757 this.back_talk
.lineTo(this.back_talk
.width
- 10, 35);
758 this.add(this.back_talk
);
759 style
= { align
: 'left', fill
: 'yellow', font
: 'Ubuntu Mono', fontSize
: 22, fontWeight
: 'bold' };
760 this.text_talktitle
= new Phaser
.Text(game
, this.back_talk
.x
+ 15, this.back_talk
.y
+ 6, null, style
);
761 //this.text_talktitle.anchor.setTo(-0.2, -0.2);
762 this.add(this.text_talktitle
);
763 this.strikethrough_talktitle
= new Phaser
.Graphics(game
, this.back_talk
.x
, this.back_talk
.y
);
764 this.strikethrough_talktitle
.lineStyle(3, Phaser
.Color
.RED
, 1);
765 this.strikethrough_talktitle
.moveTo(12, 20);
766 this.strikethrough_talktitle
.lineTo(67, 20);
767 this.add(this.strikethrough_talktitle
);
768 style
= { align
: 'left', fill
: 'white', font
: 'Ubuntu Mono', fontSize
: 18, fontWeight
: 'bold' };
769 this.text_talk
= new Phaser
.Text(game
, this.back_talk
.x
+ 35, this.back_talk
.y
+ 40, null, style
);
770 this.text_talk
.wordWrap
= true;
771 this.text_talk
.wordWrapWidth
= this.back_talk
.width
- 70;
772 this.text_talk
.lineSpacing
= -5;
773 this.add(this.text_talk
);
779 this.text_notice
.text
= text
;
780 this.back_notice
.visible
= true;
781 this.text_notice
.visible
= true;
784 dropNoticeTimeout(timeout
, text
) {
785 this.dropNotice(text
);
786 game
.time
.events
.add(timeout
, this.clearNotice
, this);
790 this.back_notice
.visible
= false;
791 this.text_notice
.visible
= false;
798 this.text_menutitle
.text
= npc
.shortname
;
799 this.back_menu
.visible
= true;
800 this.text_menutitle
.visible
= true;
801 this.text_menuitem_Talk
.visible
= true;
802 this.text_menuitem_Leave
.visible
= true;
803 this.text_menuitem_Take
.visible
= true;
804 this.currentmenuitem
= MENUITEM_TALK
;
805 this.actualizeCursorPosition();
806 this.text_menucursor
.visible
= true;
807 this.last_menustep
= game
.time
.now
;
812 this.back_menu
.visible
= false;
813 this.text_menutitle
.visible
= false;
814 this.text_menuitem_Talk
.visible
= false;
815 this.text_menuitem_Leave
.visible
= false;
816 this.text_menuitem_Take
.visible
= false;
817 this.text_menucursor
.visible
= false;
823 this.dialogue
= dialogue
;
825 this.back_talk
.visible
= true;
826 this.text_talktitle
.visible
= true;
827 this.text_talk
.visible
= true;
832 this.dialogue
= null;
833 this.back_talk
.visible
= false;
834 this.text_talktitle
.visible
= false;
835 this.strikethrough_talktitle
.visible
= false;
836 this.text_talk
.visible
= false;
840 console
.log(this.dialogue
);
841 console
.log(this.dialogue
.actual());
842 var actualdialogue
= this.dialogue
.actual();
843 if (actualdialogue
) {
844 if (actualdialogue
.actor
.disguise
) {
845 this.text_talktitle
.text
= actualdialogue
.actor
.shortname
+ " " + actualdialogue
.actor
.disguise
.shortname
;
846 this.strikethrough_talktitle
.visible
= true;
849 this.text_talktitle
.text
= actualdialogue
.actor
.shortname
;
850 this.strikethrough_talktitle
.visible
= false;
852 this.text_talk
.text
= actualdialogue
.text
;
853 this.dialogue
.advance();
859 this.last_talk
= game
.time
.now
;
862 actualizeCursorPosition() {
863 this.text_menucursor
.y
= this.text_menuitem_Talk
.y
+ (this.currentmenuitem
* GUI_MENUITEM_DISTANCE
);
867 if ((this.inMenu
) && (hasTimePassed(this.last_menustep
, WAIT_MENUSTEP
))) {
868 if (cursors
.up
.isDown
)
870 this.currentmenuitem
--;
871 if (this.currentmenuitem
< MENUITEM_TALK
) this.currentmenuitem
= MENUITEM_TAKE
;
872 this.actualizeCursorPosition();
874 else if (cursors
.down
.isDown
)
876 this.currentmenuitem
++;
877 if (this.currentmenuitem
> MENUITEM_TAKE
) this.currentmenuitem
= MENUITEM_TALK
;
878 this.actualizeCursorPosition();
880 if (game
.input
.keyboard
.isDown(Phaser
.Keyboard
.ENTER
)) {
881 logic
.callMenu(this.currentmenuitem
);
883 this.last_menustep
= game
.time
.now
;
885 if ((this.inTalk
) && (game
.input
.keyboard
.isDown(Phaser
.Keyboard
.ENTER
)) && (hasTimePassed(this.last_talk
, WAIT_TALK
))) {
894 this.player
= this.clara
= this.carlos
= this.saiki
= this.peter
= this.bianca
= null;
895 this.gameinterface
= new GameInterface(game
, game
.stage
);
896 //this.doors = game.add.group(game.world, "doors");
897 this.last_menuselect
= 0;
900 createObject(object
) {
901 switch (object
.type
) {
902 case 'spawnpoint': this.createCharacter(object
); break;
903 case 'door': this.createDoor(object
); break;
904 case '': console
.error("Object type is empty:", object
); break;
905 default: console
.error("Unknown object type:", object
);
909 createCharacter(object
) {
911 switch (object
.name
) {
913 newChar
= new Player(object
.x
, object
.y
, 'player');
914 this.player
= newChar
;
915 this.player
.enablePhysics();
916 game
.camera
.follow(this.player
);
919 newChar
= new NPC_Clara(object
.x
, object
.y
, 'clara', "Clara", "Clara Tnavelerri", 200);
920 this.clara
= newChar
;
923 newChar
= new NPC_Carlos(object
.x
, object
.y
, 'carlos', "Carlos", "Carlos Elbacalper", 150);
924 this.carlos
= newChar
;
927 newChar
= new NPC_Saiki(object
.x
, object
.y
, 'saiki', "Saiki", "Saiki Ytpme", 150);
928 this.saiki
= newChar
;
931 newChar
= new NPC_Peter(object
.x
, object
.y
, 'peter', "Peter", "Peter Tluaf", 225);
932 this.peter
= newChar
;
935 newChar
= new NPC_Bianca(object
.x
, object
.y
, 'bianca', "Bianca", "Bianca Gnihton", 150);
936 this.bianca
= newChar
;
939 console
.error("Unknown character:", object
);
941 newChar
.name
= object
.name
;
942 game
.add
.existing(newChar
);
943 console
.log(newChar
);
947 /* Calculate movement vector and correct position (32 = half tile width/height). */
949 switch (object.rotation) {
951 case 0: vector = new Phaser.Point( -1, 0); object.x += 32; object.y -= 32; break;
952 case 90: vector = new Phaser.Point( 0, -1); object.x += 32; object.y += 32; break;
953 case 180: vector = new Phaser.Point( 1, 0); object.x -= 32; object.y += 32; break;
954 case 270: vector = new Phaser.Point( 0, 1); object.x -= 32; object.y -= 32; break;
955 default: console.error("Invalid rotation:", object.rotation);
957 this.doors.add(new Door(object.x, object.y, object.name, object.rotation, vector, object.properties.longpanel));
961 console.log("Menu callback received:", menuitem);
962 this.last_menuselect = game.time.now;
963 this.gameinterface.leaveMenu();
966 this.player.interactablenpc.actionTalk();
969 this.player.interactablenpc.actionLeave();
970 this.player.unfreeze();
973 if (this.player.interactablenpc.actionTake())
974 this.player.unfreeze();
980 if (this.player.interactablenpc) {
981 if (this.player.interactablenpc.endTalk()) {
982 this.gameinterface.npcMenu(this.player.interactablenpc);
985 this.player.unfreeze();
986 this.last_menuselect = game.time.now;
992 this.doors.children.forEach(function(o) { if (o.name == doorname) o.open(); });
995 closeDoor(doorname) {
996 this.doors.children.forEach(function(o) { if (o.name == doorname) o.close(); });
1000 return (this.clara.happy) && (this.carlos.happy) && (this.saiki.happy);
1004 if ((game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_menuselect, WAIT_MENUSTEP))) {
1005 if ((this.player.interactablenpc) && (this.player.interactablenpc.interactable) && (!this.gameinterface.inMenu) && (!this.gameinterface.inTalk)) {
1006 console.log("Starting interaction with", this.player.interactablenpc.fullname);
1007 this.player.freeze();
1008 this.gameinterface.npcMenu(this.player.interactablenpc);
1015 class GamePlay extends Phaser.State {
1020 logic = new GameLogic();
1021 game.world.updateOnlyExistingChildren = true;
1022 game.state.add('GameOver', GameOver, false);
1028 game.load.image('player', 'john.png');
1029 game.load.image('clara', 'clara.png');
1030 game.load.image('carlos', 'carlos.png');
1031 game.load.image('saiki', 'saiki.png');
1032 game.load.image('peter', 'peter.png');
1033 game.load.image('bianca', 'bianca.png');
1034 game.load.image('tileset', 'tileset.png');
1035 game.load.image('objects', 'objects.png');
1036 game.load.tilemap('gamemap', 'tilemap.json', null, Phaser.Tilemap.TILED_JSON);
1042 game.world.setBounds(0, 0, 800, 600);
1043 game.stage.backgroundColor = '#000000';
1044 game.physics.startSystem(Phaser.Physics.ARCADE);
1045 console.log("Debug enabled:", !game.debug.isDisabled);
1047 var map = game.add.tilemap('gamemap');
1048 map.addTilesetImage('tileset', 'tileset');
1049 map.addTilesetImage('objects', 'objects');
1050 var layer_floor = map.createLayer('floor');
1051 layer_floor.resizeWorld();
1052 this.layer_walls = map.createLayer('walls');
1053 map.setCollisionBetween(1, 100, true, this.layer_walls);
1054 this.layer_furniture = map.createLayer('furniture');
1055 map.setCollisionBetween(1, 100, true, this.layer_furniture);
1057 // FIXME: Don't create a group here like this, it's too ugly! Now I have it here due to the display order.
1058 logic.doors = game.add.group(game.world, "doors");
1060 map.objects['objects'].forEach(function(o) { logic.createObject(o); });
1061 console.log(map.objects);
1063 cursors = game.input.keyboard.createCursorKeys();
1070 game.physics.arcade.collide(logic.player, this.layer_walls);
1071 game.physics.arcade.collide(logic.player, this.layer_furniture);
1072 game.physics.arcade.collide(logic.player, logic.doors);
1078 class GameOver extends Phaser.State {
1082 console.log("Entered GameOver state.");
1083 game.stage.removeChildren(1);
1084 game.camera.follow(logic.player);
1085 logic.player.freeze();
1087 var g = game.add.group(game.stage, "GAMEOVER");
1088 this.back_gameover = new Phaser.Graphics(game, 100, game.height / 2 - 200);
1089 this.back_gameover.beginFill(0x000000);
1090 this.back_gameover.drawRect(0, 0, game.width - 200, 400);
1091 this.back_gameover.endFill();
1092 this.back_gameover.lineStyle(3, Phaser.Color.YELLOW, 1);
1093 this.back_gameover.moveTo(10, 35);
1094 this.back_gameover.lineTo(this.back_gameover.width - 10, 35);
1095 g.add(this.back_gameover);
1096 var style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
1097 this.text_title = new Phaser.Text(game, this.back_gameover.x + 15, this.back_gameover.y + 6, "ABRUPT GAME OVER", style);
1098 g.add(this.text_title);
1099 style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
1100 this.text_gameover = new Phaser.Text(game, this.back_gameover.x + 35, this.back_gameover.y + 60, null, style);
1101 this.text_gameover.wordWrap = true;
1102 this.text_gameover.wordWrapWidth = this.back_gameover.width - 70;
1103 this.text_gameover.lineSpacing = -5;
1104 g.add(this.text_gameover);
1106 this.text_gameover.text = this.assess();
1111 if (logic.checkAllHappy()) {
1112 return "You listened to all of your colleagues' and affected them to make their day a little better. Next day, the company fired Clara, Carlos, Saiki, and you, to comply with its productivity requirements. The company's internal code demand unconditional and illimitable loyalty from employees to maximize productivity. This includes requisites for employees not to exercise human qualities or express personal needs within and outside the corporate environment. The company has determined that neither of the mentioned people complied to these guidelines, due to the amount of socialization they pursued during the work day.\n\nIronically, the layoffs turned everyone's life for the better.";
1114 else if (logic.player.disguise) {
1115 this.text_gameover.style.fill = 'red';
1116 return "You went on your day to accomplish your tasks without caring about anyone. Where are your colleagues now? Clara, Carlos, Saiki? You don't know. But you don't even care. You have never seen them after they served your needs.\n\nNext day, the company promoted you for your effectiveness and loyalty.";
1119 return "The company is concerned that you may develop other needs (like wanting to pursue hobbies, spend time with friends and family) those compete for the time you devote for your job. The company reminds you that they demand your entire being to exclusively serve the company's interests. Socializing with your colleagues outside the dedicated team building occasions may hurt your performance. To comply with the productivity requirements, the company has terminated your employment.\n\nClara, Carlos, Saiki are still loyal employees of the company. Probably you could have done something different to find a better outcome.";