Remove test doors
[wgj58.git] / wgj58.js
1 var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: function() { this.state.add('GamePlay', GamePlay, true); } });
2 var logic;
3 var cursors;
4
5 const PLAYER_SPEED = 200;
6 const WAIT_MENUSTEP = 100;
7 const WAIT_TALK = 250;
8
9 const MENUITEM_TALK = 0;
10 const MENUITEM_LEAVE = 1;
11 const MENUITEM_TAKE = 2;
12
13 const GUI_MENUITEM_DISTANCE = 20;
14
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) {
18 e.preventDefault();
19 }
20 }, false);
21
22 function hasTimePassed(time, delay) {
23 return (game.time.now - time) > delay;
24 }
25
26 class Dialogue {
27 // dialogue is array of {actor, text} records.
28 constructor(dialogue) {
29 this.dialogue = dialogue;
30 this.state = 0;
31 }
32
33 actual() {
34 return this.dialogue[this.state];
35 }
36
37 advance() {
38 this.state++;
39 }
40 }
41
42 class Door extends Phaser.TileSprite {
43 constructor(x, y, name, rotation, vector, longpanel) {
44 super(game, x, y, 64, 64, 'objects');
45 this.name = name;
46 this.longpanel = longpanel;
47 if (!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));
51 }
52 else {
53 this.width *= 2;
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));
57 }
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);
63 this.isOpen = false;
64 game.physics.arcade.enable(this);
65 this.body.immovable = true;
66 this.setBody(rotation);
67 }
68
69 setBody(rotation) {
70 switch(rotation) {
71 case 0:
72 case 180:
73 this.body.setSize(this.width, 10, this.longpanel * (rotation / 180) * 64, 27);
74 break;
75 case 90:
76 case 270:
77 this.body.setSize(10, this.width, 27 + (this.longpanel * 64), this.longpanel * ((rotation - 270) / 180) * 64);
78 break;
79 default:
80 console.log("Unable to set body due to unknown rotation:", rotation);
81 }
82 }
83
84 open() {
85 if (!this.isOpen) {
86 this.opentween.start();
87 this.isOpen = true;
88 }
89 }
90
91 close() {
92 if (this.isOpen) {
93 this.closetween.start();
94 this.isOpen = false;
95 }
96 }
97
98 update() {
99 game.debug.body(this);
100 }
101 }
102
103 class Player extends Phaser.Sprite {
104 constructor(x, y) {
105 super(game, x, y, 'player');
106 this.y -= this.height;
107 this.shortname = "John";
108 this.fullname = "John Evals";
109 this.offerInteraction(null);
110 this.unfreeze();
111 }
112
113 enablePhysics() {
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;
118 }
119
120 control() {
121 if ((this.alive) && (!this.freezed))
122 {
123 if (cursors.left.isDown)
124 {
125 this.body.velocity.x = -PLAYER_SPEED;
126 }
127 else if (cursors.right.isDown)
128 {
129 this.body.velocity.x = PLAYER_SPEED;
130 }
131 if (cursors.up.isDown)
132 {
133 this.body.velocity.y = -PLAYER_SPEED;
134 }
135 else if (cursors.down.isDown)
136 {
137 this.body.velocity.y = PLAYER_SPEED;
138 }
139 }
140 }
141
142 update() {
143 this.body.velocity.x = this.body.velocity.y = 0;
144 this.control();
145 }
146
147 freeze() {
148 this.freezed = true;
149 }
150
151 unfreeze() {
152 this.freezed = false;
153 }
154
155 offerInteraction(npc) {
156 this.interactablenpc = npc;
157 }
158
159 takeMe(npc) {
160 this.loadTexture(npc.key);
161 npc.kill();
162 }
163 }
164
165 class GameNPC extends Phaser.Sprite {
166 constructor(x, y, key, shortname, fullname, interaction_distance) {
167 super(game, x, y, key);
168 this.y -= this.height;
169 this.shortname = shortname;
170 this.fullname = fullname;
171 this.interaction_distance = interaction_distance;
172 this.interactable = false;
173 this.talkcount = 0;
174 }
175
176 kill() {
177 super.kill();
178 this.exists = false;
179 }
180
181 update() {
182 super.update();
183 if ((!this.interactable) && (game.physics.arcade.distanceBetween(this, logic.player) < this.interaction_distance)) {
184 logic.gameinterface.dropNotice("(ENTER) Interact with " + this.shortname + "!");
185 logic.player.offerInteraction(this);
186 this.interactable = true;
187 }
188 else if ((this.interactable) && (game.physics.arcade.distanceBetween(this, logic.player) > this.interaction_distance)) {
189 logic.gameinterface.clearNotice();
190 logic.player.offerInteraction(null);
191 this.interactable = false;
192 }
193 }
194
195 actionTalk() {
196 this.talkcount++;
197 }
198
199 actionLeave() {
200 }
201
202 actionTake() {
203 logic.player.offerInteraction(null);
204 logic.player.takeMe(this);
205 return true;
206 }
207
208 endTalk() {
209 return true;
210 }
211 }
212
213 class NPC_Clara extends GameNPC {
214 actionTalk() {
215 switch (this.talkcount) {
216 case 0:
217 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "What a morning..." },
218 { actor: logic.player, text: "Hi Clara! What happened?" },
219 { 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." },
220 { actor: logic.player, text: "Hmm... I'll look into it. Maybe it's just that everyone is fired." },
221 { actor: this, text: "Haha! Wouldn't joke about this, though, due to the recent layoffs." },
222 { actor: logic.player, text: "Well, maybe if we dare to joke about it, it won't happen to us..." },
223 { actor: this, text: "Wish it worked like that... Is it some superstition like the belief that having an umbrella with you prevents rain?" },
224 { actor: logic.player, text: "Nah, that actually works; it's not a superstition, but Murphy's Law!" },
225 { actor: this, text: "If you say so..." } ] ));
226 logic.openDoor("cutedoor");
227 break;
228 case 1:
229 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "John, have you ever thought about losing your employee card?" },
230 { actor: logic.player, text: "Yeah, you'd just get a new one." },
231 { actor: this, text: "You don't understand me, John!" },
232 { actor: this, text: "..." },
233 { actor: this, text: "I mean... Losing it for real..." },
234 { actor: this, text: "Doesn't it feel like it's the culmination of your being?" },
235 { actor: this, text: "If I had no card, would I still exist?" },
236 { actor: logic.player, text: "..." },
237 { actor: logic.player, text: "You sound very philosophical today." } ] ));
238 break;
239 case 2:
240 case 3:
241 case 4:
242 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Would you like to hear a random fun fact?" },
243 { actor: logic.player, text: "Of course!" },
244 { 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," },
245 { 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" },
246 { actor: this, text: "into electronic typesetting, remaining essentially unchanged. It was popularised in the 1960s with the release of Letraset sheets containing Lorem" },
247 { actor: this, text: "Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum." },
248 { actor: logic.player, text: "That's very interesting, I didn't know that!" },
249 { actor: logic.player, text: "Thanks for sharing, Clara!" } ] ));
250 break;
251 case 5:
252 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Would you like to hear a random fun fact?" },
253 { actor: logic.player, text: "Of course!..." },
254 { actor: logic.player, text: "But first..." },
255 { actor: this, text: "What is it?" },
256 { actor: logic.player, text: "..." },
257 { actor: logic.player, text: "Never mind, go on with what you wanted to say." },
258 { actor: this, text: "Lorem Ipsum is simply dummy text of the printing and typesetting industry..." },
259 { actor: logic.player, text: "I knew that already..." },
260 { actor: logic.player, text: "But..." },
261 { actor: logic.player, text: "Would you go out on a date with me?" },
262 { actor: this, text: "..." },
263 { actor: this, text: "No." } ] ));
264 break;
265 default:
266 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "..." } ] ));
267 }
268 super.actionTalk();
269 }
270
271 actionLeave() {
272 logic.gameinterface.dropNotice(this.shortname + ": Have a great day, John!");
273 }
274
275 endTalk() {
276 return (this.talkcount < 6);
277 }
278 }
279
280
281 class GameInterface extends Phaser.Group {
282 constructor(game, parent) {
283 super(game, parent, 'GUI', false, false, 0);
284 this.back_notice = new Phaser.Graphics(game, 0, game.height - 50);
285 this.back_notice.beginFill(0x000000);
286 this.back_notice.drawRect(0, 0, game.width, 30);
287 this.back_notice.endFill();
288 this.add(this.back_notice);
289 this.text_notice = new Phaser.Text(game, 0, this.back_notice.y, null, { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' });
290 this.text_notice.anchor.setTo(-0.5, -0.2);
291 this.add(this.text_notice);
292 this.clearNotice();
293
294 this.back_menu = new Phaser.Graphics(game, 150, (game.height / 2) + 40);
295 this.back_menu.beginFill(0x000000);
296 this.back_menu.drawRect(0, 0, 155, 105);
297 this.back_menu.endFill();
298 this.back_menu.lineStyle(3, Phaser.Color.YELLOW, 1);
299 this.back_menu.moveTo(10, 35);
300 this.back_menu.lineTo(this.back_menu.width - 10, 35);
301 this.add(this.back_menu);
302 var style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
303 this.text_menutitle = new Phaser.Text(game, this.back_menu.x, this.back_menu.y, null, style);
304 this.text_menutitle.anchor.setTo(-0.2, -0.2);
305 style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
306 this.text_menuitem_Talk = new Phaser.Text(game, this.back_menu.x + 35, this.back_menu.y + 40, "Talk", style);
307 this.text_menuitem_Leave = new Phaser.Text(game, this.back_menu.x + 35, this.text_menuitem_Talk.y + GUI_MENUITEM_DISTANCE, "Leave", style);
308 this.text_menuitem_Take = new Phaser.Text(game, this.back_menu.x + 35, this.text_menuitem_Leave.y + GUI_MENUITEM_DISTANCE, "Take ID", style);
309 style.fill = 'yellow';
310 this.text_menucursor = new Phaser.Text(game, this.back_menu.x + 15, this.text_menuitem_Talk.y, "→", style);
311 this.add(this.text_menutitle);
312 this.add(this.text_menuitem_Talk);
313 this.add(this.text_menuitem_Leave);
314 this.add(this.text_menuitem_Take);
315 this.add(this.text_menucursor);
316 this.leaveMenu();
317 this.last_menustep = 0;
318
319 this.back_talk = new Phaser.Graphics(game, 100, game.height - 120);
320 this.back_talk.beginFill(0x000000);
321 this.back_talk.drawRect(0, 0, game.width - 200, 105);
322 this.back_talk.endFill();
323 this.back_talk.lineStyle(3, Phaser.Color.YELLOW, 1);
324 this.back_talk.moveTo(10, 35);
325 this.back_talk.lineTo(this.back_talk.width - 10, 35);
326 this.add(this.back_talk);
327 style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
328 this.text_talktitle = new Phaser.Text(game, this.back_talk.x, this.back_talk.y, null, style);
329 this.text_talktitle.anchor.setTo(-0.2, -0.2);
330 this.add(this.text_talktitle);
331 style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
332 this.text_talk = new Phaser.Text(game, this.back_talk.x + 35, this.back_talk.y + 40, null, style);
333 this.text_talk.wordWrap = true;
334 this.text_talk.wordWrapWidth = this.back_talk.width - 70;
335 this.text_talk.lineSpacing = -5;
336 this.add(this.text_talk);
337 this.leaveTalk();
338 this.last_talk = 0;
339 }
340
341 dropNotice(text) {
342 this.text_notice.text = text;
343 this.back_notice.visible = true;
344 this.text_notice.visible = true;
345 }
346
347 clearNotice() {
348 this.back_notice.visible = false;
349 this.text_notice.visible = false;
350 }
351
352 npcMenu(npc) {
353 if (!this.inMenu) {
354 this.inMenu = true;
355 this.clearNotice();
356 this.text_menutitle.text = npc.shortname;
357 this.back_menu.visible = true;
358 this.text_menutitle.visible = true;
359 this.text_menuitem_Talk.visible = true;
360 this.text_menuitem_Leave.visible = true;
361 this.text_menuitem_Take.visible = true;
362 this.currentmenuitem = MENUITEM_TALK;
363 this.actualizeCursorPosition();
364 this.text_menucursor.visible = true;
365 this.last_menustep = game.time.now;
366 }
367 }
368
369 leaveMenu() {
370 this.back_menu.visible = false;
371 this.text_menutitle.visible = false;
372 this.text_menuitem_Talk.visible = false;
373 this.text_menuitem_Leave.visible = false;
374 this.text_menuitem_Take.visible = false;
375 this.text_menucursor.visible = false;
376 this.inMenu = false;
377 }
378
379 talk(dialogue) {
380 this.inTalk = true;
381 this.dialogue = dialogue;
382 this.advanceTalk();
383 this.back_talk.visible = true;
384 this.text_talktitle.visible = true;
385 this.text_talk.visible = true;
386 }
387
388 leaveTalk() {
389 this.inTalk = false;
390 this.dialogue = null;
391 this.back_talk.visible = false;
392 this.text_talktitle.visible = false;
393 this.text_talk.visible = false;
394 }
395
396 advanceTalk() {
397 console.log(this.dialogue);
398 console.log(this.dialogue.actual());
399 var actualdialogue = this.dialogue.actual();
400 if (actualdialogue) {
401 this.text_talktitle.text = actualdialogue.actor.shortname;
402 this.text_talk.text = actualdialogue.text;
403 this.dialogue.advance();
404 }
405 else {
406 this.leaveTalk();
407 logic.endTalk();
408 }
409 this.last_talk = game.time.now;
410 }
411
412 actualizeCursorPosition() {
413 this.text_menucursor.y = this.text_menuitem_Talk.y + (this.currentmenuitem * GUI_MENUITEM_DISTANCE);
414 }
415
416 update() {
417 if ((this.inMenu) && (hasTimePassed(this.last_menustep, WAIT_MENUSTEP))) {
418 if (cursors.up.isDown)
419 {
420 this.currentmenuitem--;
421 if (this.currentmenuitem < MENUITEM_TALK) this.currentmenuitem = MENUITEM_TAKE;
422 this.actualizeCursorPosition();
423 }
424 else if (cursors.down.isDown)
425 {
426 this.currentmenuitem++;
427 if (this.currentmenuitem > MENUITEM_TAKE) this.currentmenuitem = MENUITEM_TALK;
428 this.actualizeCursorPosition();
429 }
430 if (game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) {
431 logic.callMenu(this.currentmenuitem);
432 }
433 this.last_menustep = game.time.now;
434 }
435 if ((this.inTalk) && (game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_talk, WAIT_TALK))) {
436 this.advanceTalk();
437 }
438 }
439 }
440
441 class GameLogic {
442
443 constructor() {
444 this.player = this.clara = this.carlos = this.saiki = this.peter = this.bianca = null;
445 this.gameinterface = new GameInterface(game, game.stage);
446 //this.doors = game.add.group(game.world, "doors");
447 this.last_menuselect = 0;
448 }
449
450 createObject(object) {
451 switch (object.type) {
452 case 'spawnpoint': this.createCharacter(object); break;
453 case 'door': this.createDoor(object); break;
454 case '': console.error("Object type is empty:", object); break;
455 default: console.error("Unknown object type:", object);
456 }
457 }
458
459 createCharacter(object) {
460 var newChar;
461 switch (object.name) {
462 case 'john':
463 newChar = new Player(object.x, object.y, 'player');
464 this.player = newChar;
465 this.player.enablePhysics();
466 game.camera.follow(this.player);
467 break;
468 case 'clara':
469 newChar = new NPC_Clara(object.x, object.y, 'clara', "Clara", "Clara Tnavelerri", 200);
470 this.clara = newChar;
471 break;
472 default:
473 console.error("Unknown character:", object);
474 }
475 newChar.name = object.name;
476 game.add.existing(newChar);
477 console.log(newChar);
478 }
479
480 createDoor(object) {
481 /* Calculate movement vector and correct position (32 = half tile width/height). */
482 var vector;
483 switch (object.rotation) {
484 case undefined:
485 case 0: vector = new Phaser.Point( -1, 0); object.x += 32; object.y -= 32; break;
486 case 90: vector = new Phaser.Point( 0, -1); object.x += 32; object.y += 32; break;
487 case 180: vector = new Phaser.Point( 1, 0); object.x -= 32; object.y += 32; break;
488 case 270: vector = new Phaser.Point( 0, 1); object.x -= 32; object.y -= 32; break;
489 default: console.error("Invalid rotation:", object.rotation);
490 }
491 this.doors.add(new Door(object.x, object.y, object.name, object.rotation, vector, object.properties.longpanel));
492 }
493
494 callMenu(menuitem) {
495 console.log("Menu callback received:", menuitem);
496 this.last_menuselect = game.time.now;
497 this.gameinterface.leaveMenu();
498 switch (menuitem) {
499 case MENUITEM_TALK:
500 this.player.interactablenpc.actionTalk();
501 break;
502 case MENUITEM_LEAVE:
503 this.player.interactablenpc.actionLeave();
504 this.player.unfreeze();
505 break;
506 case MENUITEM_TAKE:
507 if (this.player.interactablenpc.actionTake())
508 this.player.unfreeze();
509 break;
510 }
511 }
512
513 endTalk() {
514 if (this.player.interactablenpc) {
515 if (this.player.interactablenpc.endTalk()) {
516 this.gameinterface.npcMenu(this.player.interactablenpc);
517 }
518 else {
519 this.player.unfreeze();
520 this.last_menuselect = game.time.now;
521 }
522 }
523 }
524
525 openDoor(doorname) {
526 this.doors.children.forEach(function(o) { if (o.name == doorname) o.open(); });
527 }
528
529 closeDoor(doorname) {
530 this.doors.children.forEach(function(o) { if (o.name == doorname) o.close(); });
531 }
532
533 update() {
534 if ((game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_menuselect, WAIT_MENUSTEP))) {
535 if ((this.player.interactablenpc) && (this.player.interactablenpc.interactable) && (!this.gameinterface.inMenu) && (!this.gameinterface.inTalk)) {
536 console.log("Starting interaction with", this.player.interactablenpc.fullname);
537 this.player.freeze();
538 this.gameinterface.npcMenu(this.player.interactablenpc);
539 }
540 }
541 }
542
543 }
544
545 class GamePlay extends Phaser.State {
546
547 constructor() {
548
549 super();
550 logic = new GameLogic();
551 game.world.updateOnlyExistingChildren = true;
552 //game.state.add('GameOver', GameOver, false);
553
554 }
555
556 preload() {
557
558 game.load.image('player', 'john.png');
559 game.load.image('clara', 'clara.png');
560 game.load.image('saiki', 'saiki.png');
561 game.load.image('tileset', 'tileset.png');
562 game.load.image('objects', 'objects.png');
563 game.load.tilemap('gamemap', 'tilemap.json', null, Phaser.Tilemap.TILED_JSON);
564
565 }
566
567 create() {
568
569 game.world.setBounds(0, 0, 800, 600);
570 game.stage.backgroundColor = '#000000';
571 game.physics.startSystem(Phaser.Physics.ARCADE);
572 console.log("Debug enabled:", !game.debug.isDisabled);
573
574 var map = game.add.tilemap('gamemap');
575 map.addTilesetImage('tileset', 'tileset');
576 map.addTilesetImage('objects', 'objects');
577 var layer_floor = map.createLayer('floor');
578 layer_floor.resizeWorld();
579 this.layer_walls = map.createLayer('walls');
580 map.setCollisionBetween(1, 100, true, this.layer_walls);
581 this.layer_furniture = map.createLayer('furniture');
582 map.setCollisionBetween(1, 100, true, this.layer_furniture);
583
584 // FIXME: Don't create a group here like this, it's too ugly! Now I have it here due to the display order.
585 logic.doors = game.add.group(game.world, "doors");
586
587 map.objects['objects'].forEach(function(o) { logic.createObject(o); });
588 console.log(map.objects);
589
590 cursors = game.input.keyboard.createCursorKeys();
591 console.log(logic);
592
593 }
594
595 update() {
596
597 game.physics.arcade.collide(logic.player, this.layer_walls);
598 game.physics.arcade.collide(logic.player, this.layer_furniture);
599 game.physics.arcade.collide(logic.player, logic.doors);
600 logic.update();
601
602 }
603 }