6a12dff56b63af00aa70096f4fbc0e415bd8e56c
[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 this.disguise = npc;
163 logic.gameinterface.dropNoticeTimeout(Phaser.Timer.SECOND * 5, "You are now identified as " + npc.fullname + "!");
164 }
165 }
166
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;
175 this.talkcount = 0;
176 this.happy = false;
177 }
178
179 kill() {
180 super.kill();
181 this.exists = false;
182 this.happy = false; // Dead people are not happy.
183 }
184
185 update() {
186 super.update();
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;
191 }
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;
196 }
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;
201 }
202 }
203
204 actionTalk() {
205 this.talkcount++;
206 }
207
208 actionLeave() {
209 }
210
211 actionTake() {
212 logic.player.offerInteraction(null);
213 logic.player.takeMe(this);
214 return true;
215 }
216
217 endTalk() {
218 return true;
219 }
220
221 makeHappy() {
222 this.happy = true;
223 console.log(this.shortname, "is happy!");
224 }
225
226 offscreenTeleportation(newPosition, callback, callbackValue) {
227 this.teleport_instructions = { newPosition: newPosition, callback: callback, callbackValue: callbackValue };
228 console.log("Offscreen teleport request registered:", this.teleport_instructions);
229 }
230 }
231
232 class NPC_Clara extends GameNPC {
233 actionTalk() {
234 switch (this.talkcount) {
235 case 0:
236 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "What a morning..." },
237 { actor: logic.player, text: "Hi Clara! What happened?" },
238 { 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." },
239 { actor: logic.player, text: "Hmm... I'll look into it. Maybe it's just that everyone is fired." },
240 { actor: this, text: "Haha! Wouldn't joke about this, though, due to the recent layoffs." },
241 { actor: logic.player, text: "Well, maybe if we dare to joke about it, it won't happen to us..." },
242 { actor: this, text: "Wish it worked like that... Is it some superstition like the belief that having an umbrella with you prevents rain?" },
243 { actor: logic.player, text: "Nah, that actually works; it's not a superstition, but Murphy's Law!" },
244 { actor: this, text: "If you say so..." },
245 { actor: this, text: "Anyway, I logged you in and opened the door for you." } ] ));
246 logic.openDoor("cutedoor");
247 break;
248 case 1:
249 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "John, have you ever thought about losing your employee card?" },
250 { actor: logic.player, text: "Yeah, you'd just get a new one." },
251 { actor: this, text: "You don't understand me, John!" },
252 { actor: this, text: "..." },
253 { actor: this, text: "I mean... Losing it for real..." },
254 { actor: this, text: "Doesn't it feel like it's the culmination of your being?" },
255 { actor: this, text: "If I had no card, would I still exist?" },
256 { actor: logic.player, text: "..." },
257 { actor: logic.player, text: "You sound very philosophical today." } ] ));
258 break;
259 case 2:
260 case 3:
261 case 4:
262 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Would you like to hear a random fun fact?" },
263 { actor: logic.player, text: "Of course!" },
264 { 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," },
265 { 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" },
266 { actor: this, text: "into electronic typesetting, remaining essentially unchanged. It was popularised in the 1960s with the release of Letraset sheets containing Lorem" },
267 { actor: this, text: "Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum." },
268 { actor: logic.player, text: "That's very interesting, I didn't know that!" },
269 { actor: logic.player, text: "Thanks for sharing, Clara!" } ] ));
270 break;
271 case 5:
272 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Would you like to hear a random fun fact?" },
273 { actor: logic.player, text: "Of course!..." },
274 { actor: logic.player, text: "But first..." },
275 { actor: this, text: "What is it?" },
276 { actor: logic.player, text: "..." },
277 { actor: logic.player, text: "Never mind, go on with what you wanted to say." },
278 { actor: this, text: "Lorem Ipsum is simply dummy text of the printing and typesetting industry..." },
279 { actor: logic.player, text: "I knew that already..." },
280 { actor: logic.player, text: "But..." },
281 { actor: logic.player, text: "Would you go out on a date with me?" },
282 { actor: this, text: "..." },
283 { actor: this, text: "No." } ] ));
284 break;
285 default:
286 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "..." } ] ));
287 }
288 super.actionTalk();
289 }
290
291 actionLeave() {
292 logic.gameinterface.dropNotice(this.shortname + ": Have a great day, John!");
293 }
294
295 actionTake() {
296 logic.openDoor("cutedoor");
297 return super.actionTake();
298 }
299
300 endTalk() {
301 return (this.talkcount < 6);
302 }
303 }
304
305 class NPC_Carlos extends GameNPC {
306 actionTalk() {
307 if (logic.clara.alive) {
308 switch (this.talkcount) {
309 case 0:
310 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Good morning, Carlos! What's up?" },
311 { actor: this, text: "Hey, John! Not too much, I'm just trying to sell some shit to this new client." },
312 { actor: logic.player, text: "And so? Is it hard to convince them?" },
313 { actor: this, text: "Of course, they don't want to buy. It's shit." },
314 { actor: this, text: "I mean, who would want to buy shit?" },
315 { actor: logic.player, text: "Yeah. Relatable... But why are you trying to sell shit? I mean, why not one of our cutting edge technologies?" },
316 { actor: this, text: "They couldn't afford it." },
317 { actor: logic.player, text: "Then why are you trying to sell them... anything at all? They'd better off with a cheaper company." },
318 { actor: this, text: "Company policies. Plus the management instructed me to sell to them, no matter what." },
319 { actor: logic.player, text: "That sucks... Well... good luck!" },
320 { actor: this, text: "Thanks..." } ] ));
321 logic.closeDoor("cutedoor");
322 logic.openDoor("carlosdoor");
323 break;
324 case 1:
325 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." },
326 { actor: this, text: "These layoffs are terrifying. They let go of anyone for even the slightest mistake." },
327 { actor: logic.player, text: "But it's not a mistake when our client doesn't buy something they don't need." },
328 { actor: this, text: "Tell this to my boss..." } ] ));
329 break;
330 case 2:
331 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." },
332 { actor: this, text: "..." },
333 { 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..." },
334 { 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." },
335 { actor: this, text: "So I thought I could grow my own pig in the garden from pig seeds!" },
336 { actor: logic.player, text: "Interesting. Where are you going with this?" },
337 { actor: this, text: "I don't know... sometimes I feel like I'd rather sell pig semen to our clients, heh!" },
338 { actor: this, text: "Uhm..." },
339 { actor: this, text: "Totally don't tell this to Saiki!" } ] ));
340 this.pigsemen = true;
341 break;
342 case 3:
343 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Weren't you heading to the IT department to the right?" },
344 { actor: this, text: "You know... the green department which looks way better than blue!" },
345 { actor: this, text: "..." },
346 { actor: this, text: "Damn, why do I have to work in blue? I just feel... so blue about it." } ] ));
347 break;
348 case 4:
349 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." },
350 { actor: this, text: "You're so lucky that you can work with her every day!" } ] ));
351 break;
352 default:
353 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Guess you'll stay here then. It's cool, you're great company anyway." } ] ));
354 }
355 }
356 else {
357 switch (this.talkcount) {
358 case 0:
359 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Good morning, Carlos!" },
360 { actor: this, text: "Whoa, Clara! You have changed so much! I barely recognize you. What's up?" },
361 { actor: logic.player, text: "I need to talk to Saiki at the IT department, but... my card doesn't allow me to enter there." },
362 { actor: this, text: "Well... I can certainly help you with that..." },
363 { actor: this, text: "..." } ] ));
364 break;
365 case 1:
366 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Carlos. You promised to help me." },
367 { actor: this, text: "Uhm... It's just... Please give me 5 mins to finish this e-mail." },
368 { actor: logic.player, text: "I don't have much time, Carlos." },
369 { 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." },
370 { actor: logic.player, text: "..." } ] ));
371 break;
372 case 2:
373 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Time is up, Carlos!" },
374 { actor: this, text: "Please give me just another min." },
375 { actor: logic.player, text: "Fine. Please just give me your card and I'll help myself!" },
376 { actor: this, text: "But... you know that company policies forbid that, Clara! Please just be a little more patient!" },
377 { actor: logic.player, text: "You will give me your card now or you will regret!" },
378 { actor: this, text: "...?" },
379 { actor: this, text: "You're not gonna treat me like this. Forget it!" },
380 { actor: logic.player, text: "You'll not work here tomorrow." } ] ));
381 break;
382 default:
383 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "..." } ] ));
384 }
385 }
386 super.actionTalk();
387 }
388
389 actionLeave() {
390 if (logic.clara.alive) {
391 logic.gameinterface.dropNotice(this.shortname + ": Bye, John! Pass on my greetings to Saiki!");
392 }
393 }
394
395 actionTake() {
396 logic.closeDoor("cutedoor");
397 logic.openDoor("carlosdoor");
398 return super.actionTake();
399 }
400
401 endTalk() {
402 return (logic.clara.alive) || (this.talkcount < 3);
403 }
404 }
405
406 class NPC_Saiki extends GameNPC {
407 actionTalk() {
408 if (logic.carlos.alive) {
409 switch (this.talkcount) {
410 case 0:
411 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Hi Saiki!" },
412 { actor: this, text: "Hi John! Glad you arrived, here's some work for you!" },
413 { actor: logic.player, text: "Awesome! What is it?" },
414 { actor: this, text: "Haha, joking! Actually, our queue is suspiciously empty for today." },
415 { actor: logic.player, text: "Yeah... That's really suspicious!" },
416 { actor: logic.player, text: "Maybe I can get home today in time?" },
417 { actor: this, text: "You mean, you wouldn't spend the mandatory free extra working hours?" },
418 { 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?" },
419 { actor: this, text: "*Whispers with wink.* I hope you get my sarcasm." },
420 { actor: logic.player, text: "Haha! I always get it, Saiki!" } ] ));
421 logic.closeDoor("carlosdoor");
422 logic.openDoor("saikidoor");
423 break;
424 case 1:
425 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." },
426 { actor: this, text: "Clara has to enter people manually." },
427 { actor: logic.player, text: "Yeah, I'll definitely check that." } ] ));
428 break;
429 case 2:
430 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "So... what's up with the trash can?" },
431 { actor: this, text: "I'm always up for such deep conversation" },
432 { actor: this, text: "about trash cans." },
433 { 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." },
434 { 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." },
435 { actor: logic.player, text: "Hmm... Maybe it's too much to ask. Can we take one from another department?" },
436 { actor: this, text: "No, everyone holds on to their trash cans." },
437 { actor: logic.player, text: "You certainly did your research." },
438 { actor: this, text: "Of course. It's an important subject." } ] ));
439 break;
440 case 3:
441 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "My parents named me after a Japanese rock singer." },
442 { actor: logic.player, text: "Cool! Which band?" },
443 { 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." } ] ));
444 break;
445 default:
446 if ((logic.carlos.pigsemen) && (this.talkcount == 4)) {
447 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?" },
448 { actor: this, text: "Hmm..." },
449 { actor: this, text: "I guess it didn't work." },
450 { actor: this, text: "So do you want to know what I think about this?" },
451 { actor: this, text: "..." },
452 { actor: this, text: "IT'S BRILLIANT!!!" },
453 { actor: this, text: "You know, it really sparkled my artistic vision! Now I must draw a pig with its legs rooted into the ground!" },
454 { actor: logic.player, text: "That's gross. Poor pig." },
455 { 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." },
456 { actor: logic.player, text: "You have a point." },
457 { 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." } ] ));
458 this.offscreenTeleportation(new Phaser.Point(logic.carlos.x, logic.carlos.y + 64), this.tpDone, this);
459 }
460 else {
461 if (Phaser.Math.random() < 0.5) {
462 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!" } ] ));
463 }
464 else {
465 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." } ] ));
466 }
467 }
468 }
469 }
470 else {
471 switch (this.talkcount) {
472 case 0:
473 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I love you, Saiki!" },
474 { actor: this, text: "Hi Carlos..." },
475 { actor: logic.player, text: "I'm infatuated by the mere thought of you." },
476 { actor: this, text: "Well... it sounds pretty much creepy." },
477 { actor: logic.player, text: "Will you go out on a date with me?" },
478 { actor: this, text: "..." },
479 { actor: this, text: "Sorry to hurt your feelings, but... even though I like you... Your sudden, unprecedented confession makes me scared." },
480 { actor: this, text: "Especially with that facial expression." },
481 { actor: this, text: "I mean... you're not even joking." },
482 { actor: this, text: "So sorry... I won't date you." } ] ));
483 break;
484 case 1:
485 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I thought I could impress you." },
486 { actor: this, text: "I'm sorry." } ] ));
487 break;
488 case 2:
489 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "You will give me your card." },
490 { actor: this, text: "Geez, what for? Go back to your department and work!" },
491 { actor: logic.player, text: "I need it." },
492 { actor: this, text: "..." } ] ));
493 break;
494 default:
495 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Don't you have anything better to do, Carlos?" } ] ));
496 }
497 }
498 super.actionTalk();
499 }
500
501 actionLeave() {
502 if (logic.carlos.alive) {
503 logic.gameinterface.dropNotice(this.shortname + ": It was nice talking to you!");
504 }
505 }
506
507 actionTake() {
508 logic.closeDoor("carlosdoor");
509 logic.openDoor("saikidoor");
510 logic.carlos.kill();
511 return super.actionTake();
512 }
513
514 endTalk() {
515 return (logic.carlos.alive);
516 }
517
518 tpDone(value) {
519 console.log("Woot-woot! Teleport complete:", value);
520 value.makeHappy();
521 logic.carlos.makeHappy();
522 // FIXME: Need to find a prettier way than this.
523 logic.carlos.update = function() { }; // Disable Carlos' interaction. (Saiki will talk for him.)
524 }
525 }
526
527
528 class GameInterface extends Phaser.Group {
529 constructor(game, parent) {
530 super(game, parent, 'GUI', false, false, 0);
531 this.back_notice = new Phaser.Graphics(game, 0, game.height - 50);
532 this.back_notice.beginFill(0x000000);
533 this.back_notice.drawRect(0, 0, game.width, 30);
534 this.back_notice.endFill();
535 this.add(this.back_notice);
536 this.text_notice = new Phaser.Text(game, 0, this.back_notice.y, null, { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' });
537 this.text_notice.anchor.setTo(-0.5, -0.2);
538 this.add(this.text_notice);
539 this.clearNotice();
540
541 this.back_menu = new Phaser.Graphics(game, 150, (game.height / 2) + 40);
542 this.back_menu.beginFill(0x000000);
543 this.back_menu.drawRect(0, 0, 155, 105);
544 this.back_menu.endFill();
545 this.back_menu.lineStyle(3, Phaser.Color.YELLOW, 1);
546 this.back_menu.moveTo(10, 35);
547 this.back_menu.lineTo(this.back_menu.width - 10, 35);
548 this.add(this.back_menu);
549 var style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
550 this.text_menutitle = new Phaser.Text(game, this.back_menu.x, this.back_menu.y, null, style);
551 this.text_menutitle.anchor.setTo(-0.2, -0.2);
552 style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
553 this.text_menuitem_Talk = new Phaser.Text(game, this.back_menu.x + 35, this.back_menu.y + 40, "Talk", style);
554 this.text_menuitem_Leave = new Phaser.Text(game, this.back_menu.x + 35, this.text_menuitem_Talk.y + GUI_MENUITEM_DISTANCE, "Leave", style);
555 this.text_menuitem_Take = new Phaser.Text(game, this.back_menu.x + 35, this.text_menuitem_Leave.y + GUI_MENUITEM_DISTANCE, "Take ID", style);
556 style.fill = 'yellow';
557 this.text_menucursor = new Phaser.Text(game, this.back_menu.x + 15, this.text_menuitem_Talk.y, "→", style);
558 this.add(this.text_menutitle);
559 this.add(this.text_menuitem_Talk);
560 this.add(this.text_menuitem_Leave);
561 this.add(this.text_menuitem_Take);
562 this.add(this.text_menucursor);
563 this.leaveMenu();
564 this.last_menustep = 0;
565
566 this.back_talk = new Phaser.Graphics(game, 100, game.height - 120);
567 this.back_talk.beginFill(0x000000);
568 this.back_talk.drawRect(0, 0, game.width - 200, 105);
569 this.back_talk.endFill();
570 this.back_talk.lineStyle(3, Phaser.Color.YELLOW, 1);
571 this.back_talk.moveTo(10, 35);
572 this.back_talk.lineTo(this.back_talk.width - 10, 35);
573 this.add(this.back_talk);
574 style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
575 this.text_talktitle = new Phaser.Text(game, this.back_talk.x + 15, this.back_talk.y + 6, null, style);
576 //this.text_talktitle.anchor.setTo(-0.2, -0.2);
577 this.add(this.text_talktitle);
578 this.strikethrough_talktitle = new Phaser.Graphics(game, this.back_talk.x, this.back_talk.y);
579 this.strikethrough_talktitle.lineStyle(3, Phaser.Color.RED, 1);
580 this.strikethrough_talktitle.moveTo(12, 20);
581 this.strikethrough_talktitle.lineTo(67, 20);
582 this.add(this.strikethrough_talktitle);
583 style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
584 this.text_talk = new Phaser.Text(game, this.back_talk.x + 35, this.back_talk.y + 40, null, style);
585 this.text_talk.wordWrap = true;
586 this.text_talk.wordWrapWidth = this.back_talk.width - 70;
587 this.text_talk.lineSpacing = -5;
588 this.add(this.text_talk);
589 this.leaveTalk();
590 this.last_talk = 0;
591 }
592
593 dropNotice(text) {
594 this.text_notice.text = text;
595 this.back_notice.visible = true;
596 this.text_notice.visible = true;
597 }
598
599 dropNoticeTimeout(timeout, text) {
600 this.dropNotice(text);
601 game.time.events.add(timeout, this.clearNotice, this);
602 }
603
604 clearNotice() {
605 this.back_notice.visible = false;
606 this.text_notice.visible = false;
607 }
608
609 npcMenu(npc) {
610 if (!this.inMenu) {
611 this.inMenu = true;
612 this.clearNotice();
613 this.text_menutitle.text = npc.shortname;
614 this.back_menu.visible = true;
615 this.text_menutitle.visible = true;
616 this.text_menuitem_Talk.visible = true;
617 this.text_menuitem_Leave.visible = true;
618 this.text_menuitem_Take.visible = true;
619 this.currentmenuitem = MENUITEM_TALK;
620 this.actualizeCursorPosition();
621 this.text_menucursor.visible = true;
622 this.last_menustep = game.time.now;
623 }
624 }
625
626 leaveMenu() {
627 this.back_menu.visible = false;
628 this.text_menutitle.visible = false;
629 this.text_menuitem_Talk.visible = false;
630 this.text_menuitem_Leave.visible = false;
631 this.text_menuitem_Take.visible = false;
632 this.text_menucursor.visible = false;
633 this.inMenu = false;
634 }
635
636 talk(dialogue) {
637 this.inTalk = true;
638 this.dialogue = dialogue;
639 this.advanceTalk();
640 this.back_talk.visible = true;
641 this.text_talktitle.visible = true;
642 this.text_talk.visible = true;
643 }
644
645 leaveTalk() {
646 this.inTalk = false;
647 this.dialogue = null;
648 this.back_talk.visible = false;
649 this.text_talktitle.visible = false;
650 this.strikethrough_talktitle.visible = false;
651 this.text_talk.visible = false;
652 }
653
654 advanceTalk() {
655 console.log(this.dialogue);
656 console.log(this.dialogue.actual());
657 var actualdialogue = this.dialogue.actual();
658 if (actualdialogue) {
659 if (actualdialogue.actor.disguise) {
660 this.text_talktitle.text = actualdialogue.actor.shortname + " " + actualdialogue.actor.disguise.shortname;
661 this.strikethrough_talktitle.visible = true;
662 }
663 else {
664 this.text_talktitle.text = actualdialogue.actor.shortname;
665 this.strikethrough_talktitle.visible = false;
666 }
667 this.text_talk.text = actualdialogue.text;
668 this.dialogue.advance();
669 }
670 else {
671 this.leaveTalk();
672 logic.endTalk();
673 }
674 this.last_talk = game.time.now;
675 }
676
677 actualizeCursorPosition() {
678 this.text_menucursor.y = this.text_menuitem_Talk.y + (this.currentmenuitem * GUI_MENUITEM_DISTANCE);
679 }
680
681 update() {
682 if ((this.inMenu) && (hasTimePassed(this.last_menustep, WAIT_MENUSTEP))) {
683 if (cursors.up.isDown)
684 {
685 this.currentmenuitem--;
686 if (this.currentmenuitem < MENUITEM_TALK) this.currentmenuitem = MENUITEM_TAKE;
687 this.actualizeCursorPosition();
688 }
689 else if (cursors.down.isDown)
690 {
691 this.currentmenuitem++;
692 if (this.currentmenuitem > MENUITEM_TAKE) this.currentmenuitem = MENUITEM_TALK;
693 this.actualizeCursorPosition();
694 }
695 if (game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) {
696 logic.callMenu(this.currentmenuitem);
697 }
698 this.last_menustep = game.time.now;
699 }
700 if ((this.inTalk) && (game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_talk, WAIT_TALK))) {
701 this.advanceTalk();
702 }
703 }
704 }
705
706 class GameLogic {
707
708 constructor() {
709 this.player = this.clara = this.carlos = this.saiki = this.peter = this.bianca = null;
710 this.gameinterface = new GameInterface(game, game.stage);
711 //this.doors = game.add.group(game.world, "doors");
712 this.last_menuselect = 0;
713 }
714
715 createObject(object) {
716 switch (object.type) {
717 case 'spawnpoint': this.createCharacter(object); break;
718 case 'door': this.createDoor(object); break;
719 case '': console.error("Object type is empty:", object); break;
720 default: console.error("Unknown object type:", object);
721 }
722 }
723
724 createCharacter(object) {
725 var newChar;
726 switch (object.name) {
727 case 'john':
728 newChar = new Player(object.x, object.y, 'player');
729 this.player = newChar;
730 this.player.enablePhysics();
731 game.camera.follow(this.player);
732 break;
733 case 'clara':
734 newChar = new NPC_Clara(object.x, object.y, 'clara', "Clara", "Clara Tnavelerri", 200);
735 this.clara = newChar;
736 break;
737 case 'carlos':
738 newChar = new NPC_Carlos(object.x, object.y, 'carlos', "Carlos", "Carlos Elbacalper", 150);
739 this.carlos = newChar;
740 break;
741 case 'saiki':
742 newChar = new NPC_Saiki(object.x, object.y, 'saiki', "Saiki", "Saiki Ytpme", 150);
743 this.saiki = newChar;
744 break;
745 default:
746 console.error("Unknown character:", object);
747 }
748 newChar.name = object.name;
749 game.add.existing(newChar);
750 console.log(newChar);
751 }
752
753 createDoor(object) {
754 /* Calculate movement vector and correct position (32 = half tile width/height). */
755 var vector;
756 switch (object.rotation) {
757 case undefined:
758 case 0: vector = new Phaser.Point( -1, 0); object.x += 32; object.y -= 32; break;
759 case 90: vector = new Phaser.Point( 0, -1); object.x += 32; object.y += 32; break;
760 case 180: vector = new Phaser.Point( 1, 0); object.x -= 32; object.y += 32; break;
761 case 270: vector = new Phaser.Point( 0, 1); object.x -= 32; object.y -= 32; break;
762 default: console.error("Invalid rotation:", object.rotation);
763 }
764 this.doors.add(new Door(object.x, object.y, object.name, object.rotation, vector, object.properties.longpanel));
765 }
766
767 callMenu(menuitem) {
768 console.log("Menu callback received:", menuitem);
769 this.last_menuselect = game.time.now;
770 this.gameinterface.leaveMenu();
771 switch (menuitem) {
772 case MENUITEM_TALK:
773 this.player.interactablenpc.actionTalk();
774 break;
775 case MENUITEM_LEAVE:
776 this.player.interactablenpc.actionLeave();
777 this.player.unfreeze();
778 break;
779 case MENUITEM_TAKE:
780 if (this.player.interactablenpc.actionTake())
781 this.player.unfreeze();
782 break;
783 }
784 }
785
786 endTalk() {
787 if (this.player.interactablenpc) {
788 if (this.player.interactablenpc.endTalk()) {
789 this.gameinterface.npcMenu(this.player.interactablenpc);
790 }
791 else {
792 this.player.unfreeze();
793 this.last_menuselect = game.time.now;
794 }
795 }
796 }
797
798 openDoor(doorname) {
799 this.doors.children.forEach(function(o) { if (o.name == doorname) o.open(); });
800 }
801
802 closeDoor(doorname) {
803 this.doors.children.forEach(function(o) { if (o.name == doorname) o.close(); });
804 }
805
806 update() {
807 if ((game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_menuselect, WAIT_MENUSTEP))) {
808 if ((this.player.interactablenpc) && (this.player.interactablenpc.interactable) && (!this.gameinterface.inMenu) && (!this.gameinterface.inTalk)) {
809 console.log("Starting interaction with", this.player.interactablenpc.fullname);
810 this.player.freeze();
811 this.gameinterface.npcMenu(this.player.interactablenpc);
812 }
813 }
814 }
815
816 }
817
818 class GamePlay extends Phaser.State {
819
820 constructor() {
821
822 super();
823 logic = new GameLogic();
824 game.world.updateOnlyExistingChildren = true;
825 //game.state.add('GameOver', GameOver, false);
826
827 }
828
829 preload() {
830
831 game.load.image('player', 'john.png');
832 game.load.image('clara', 'clara.png');
833 game.load.image('carlos', 'carlos.png');
834 game.load.image('saiki', 'saiki.png');
835 game.load.image('tileset', 'tileset.png');
836 game.load.image('objects', 'objects.png');
837 game.load.tilemap('gamemap', 'tilemap.json', null, Phaser.Tilemap.TILED_JSON);
838
839 }
840
841 create() {
842
843 game.world.setBounds(0, 0, 800, 600);
844 game.stage.backgroundColor = '#000000';
845 game.physics.startSystem(Phaser.Physics.ARCADE);
846 console.log("Debug enabled:", !game.debug.isDisabled);
847
848 var map = game.add.tilemap('gamemap');
849 map.addTilesetImage('tileset', 'tileset');
850 map.addTilesetImage('objects', 'objects');
851 var layer_floor = map.createLayer('floor');
852 layer_floor.resizeWorld();
853 this.layer_walls = map.createLayer('walls');
854 map.setCollisionBetween(1, 100, true, this.layer_walls);
855 this.layer_furniture = map.createLayer('furniture');
856 map.setCollisionBetween(1, 100, true, this.layer_furniture);
857
858 // FIXME: Don't create a group here like this, it's too ugly! Now I have it here due to the display order.
859 logic.doors = game.add.group(game.world, "doors");
860
861 map.objects['objects'].forEach(function(o) { logic.createObject(o); });
862 console.log(map.objects);
863
864 cursors = game.input.keyboard.createCursorKeys();
865 console.log(logic);
866
867 }
868
869 update() {
870
871 game.physics.arcade.collide(logic.player, this.layer_walls);
872 game.physics.arcade.collide(logic.player, this.layer_furniture);
873 game.physics.arcade.collide(logic.player, logic.doors);
874 logic.update();
875
876 }
877 }