b0ed447fa8b1a33b520314ef5d2a5a60d67329bf
[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 // FIXME: Clara should have another happy condition.
285 this.makeHappy();
286 break;
287 default:
288 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "..." } ] ));
289 }
290 super.actionTalk();
291 }
292
293 actionLeave() {
294 logic.gameinterface.dropNotice(this.shortname + ": Have a great day, John!");
295 }
296
297 actionTake() {
298 logic.openDoor("cutedoor");
299 return super.actionTake();
300 }
301
302 endTalk() {
303 return (this.talkcount < 6);
304 }
305 }
306
307 class NPC_Carlos extends GameNPC {
308 actionTalk() {
309 if (logic.clara.alive) {
310 switch (this.talkcount) {
311 case 0:
312 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Good morning, Carlos! What's up?" },
313 { actor: this, text: "Hey, John! Not too much, I'm just trying to sell some shit to this new client." },
314 { actor: logic.player, text: "And so? Is it hard to convince them?" },
315 { actor: this, text: "Of course, they don't want to buy. It's shit." },
316 { actor: this, text: "I mean, who would want to buy shit?" },
317 { actor: logic.player, text: "Yeah. Relatable... But why are you trying to sell shit? I mean, why not one of our cutting edge technologies?" },
318 { actor: this, text: "They couldn't afford it." },
319 { actor: logic.player, text: "Then why are you trying to sell them... anything at all? They'd better off with a cheaper company." },
320 { actor: this, text: "Company policies. Plus the management instructed me to sell to them, no matter what." },
321 { actor: logic.player, text: "That sucks... Well... good luck!" },
322 { actor: this, text: "Thanks..." } ] ));
323 logic.closeDoor("cutedoor");
324 logic.openDoor("carlosdoor");
325 break;
326 case 1:
327 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." },
328 { actor: this, text: "These layoffs are terrifying. They let go of anyone for even the slightest mistake." },
329 { actor: logic.player, text: "But it's not a mistake when our client doesn't buy something they don't need." },
330 { actor: this, text: "Tell this to my boss..." } ] ));
331 break;
332 case 2:
333 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." },
334 { actor: this, text: "..." },
335 { 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..." },
336 { 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." },
337 { actor: this, text: "So I thought I could grow my own pig in the garden from pig seeds!" },
338 { actor: logic.player, text: "Interesting. Where are you going with this?" },
339 { actor: this, text: "I don't know... sometimes I feel like I'd rather sell pig semen to our clients, heh!" },
340 { actor: this, text: "Uhm..." },
341 { actor: this, text: "Totally don't tell this to Saiki!" } ] ));
342 this.pigsemen = true;
343 break;
344 case 3:
345 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Weren't you heading to the IT department to the right?" },
346 { actor: this, text: "You know... the green department which looks way better than blue!" },
347 { actor: this, text: "..." },
348 { actor: this, text: "Damn, why do I have to work in blue? I just feel... so blue about it." } ] ));
349 break;
350 case 4:
351 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." },
352 { actor: this, text: "You're so lucky that you can work with her every day!" } ] ));
353 break;
354 default:
355 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Guess you'll stay here then. It's cool, you're great company anyway." } ] ));
356 }
357 }
358 else {
359 switch (this.talkcount) {
360 case 0:
361 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Good morning, Carlos!" },
362 { actor: this, text: "Whoa, Clara! You have changed so much! I barely recognize you. What's up?" },
363 { actor: logic.player, text: "I need to talk to Saiki at the IT department, but... my card doesn't allow me to enter there." },
364 { actor: this, text: "Well... I can certainly help you with that..." },
365 { actor: this, text: "..." } ] ));
366 break;
367 case 1:
368 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Carlos. You promised to help me." },
369 { actor: this, text: "Uhm... It's just... Please give me 5 mins to finish this e-mail." },
370 { actor: logic.player, text: "I don't have much time, Carlos." },
371 { 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." },
372 { actor: logic.player, text: "..." } ] ));
373 break;
374 case 2:
375 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Time is up, Carlos!" },
376 { actor: this, text: "Please give me just another min." },
377 { actor: logic.player, text: "Fine. Please just give me your card and I'll help myself!" },
378 { actor: this, text: "But... you know that company policies forbid that, Clara! Please just be a little more patient!" },
379 { actor: logic.player, text: "You will give me your card now or you will regret!" },
380 { actor: this, text: "...?" },
381 { actor: this, text: "You're not gonna treat me like this. Forget it!" },
382 { actor: logic.player, text: "You'll not work here tomorrow." } ] ));
383 break;
384 default:
385 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "..." } ] ));
386 }
387 }
388 super.actionTalk();
389 }
390
391 actionLeave() {
392 if (logic.clara.alive) {
393 logic.gameinterface.dropNotice(this.shortname + ": Bye, John! Pass on my greetings to Saiki!");
394 }
395 }
396
397 actionTake() {
398 logic.closeDoor("cutedoor");
399 logic.openDoor("carlosdoor");
400 return super.actionTake();
401 }
402
403 endTalk() {
404 return (logic.clara.alive) || (this.talkcount < 3);
405 }
406 }
407
408 class NPC_Saiki extends GameNPC {
409 actionTalk() {
410 if (logic.carlos.alive) {
411 switch (this.talkcount) {
412 case 0:
413 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Hi Saiki!" },
414 { actor: this, text: "Hi John! Glad you arrived, here's some work for you!" },
415 { actor: logic.player, text: "Awesome! What is it?" },
416 { actor: this, text: "Haha, joking! Actually, our queue is suspiciously empty for today." },
417 { actor: logic.player, text: "Yeah... That's really suspicious!" },
418 { actor: logic.player, text: "Maybe I can get home today in time?" },
419 { actor: this, text: "You mean, you wouldn't spend the mandatory free extra working hours?" },
420 { 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?" },
421 { actor: this, text: "*Whispers with wink.* I hope you get my sarcasm." },
422 { actor: logic.player, text: "Haha! I always get it, Saiki!" } ] ));
423 logic.closeDoor("carlosdoor");
424 logic.openDoor("saikidoor");
425 break;
426 case 1:
427 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." },
428 { actor: this, text: "Clara has to enter people manually." },
429 { actor: logic.player, text: "Yeah, I'll definitely check that." } ] ));
430 break;
431 case 2:
432 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "So... what's up with the trash can?" },
433 { actor: this, text: "I'm always up for such deep conversation" },
434 { actor: this, text: "about trash cans." },
435 { 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." },
436 { 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." },
437 { actor: logic.player, text: "Hmm... Maybe it's too much to ask. Can we take one from another department?" },
438 { actor: this, text: "No, everyone holds on to their trash cans." },
439 { actor: logic.player, text: "You certainly did your research." },
440 { actor: this, text: "Of course. It's an important subject." } ] ));
441 break;
442 case 3:
443 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "My parents named me after a Japanese rock singer." },
444 { actor: logic.player, text: "Cool! Which band?" },
445 { 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." } ] ));
446 break;
447 default:
448 if ((logic.carlos.pigsemen) && (this.talkcount == 4)) {
449 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?" },
450 { actor: this, text: "Hmm..." },
451 { actor: this, text: "I guess it didn't work." },
452 { actor: this, text: "So do you want to know what I think about this?" },
453 { actor: this, text: "..." },
454 { actor: this, text: "IT'S BRILLIANT!!!" },
455 { actor: this, text: "You know, it really sparkled my artistic vision! Now I must draw a pig with its legs rooted into the ground!" },
456 { actor: logic.player, text: "That's gross. Poor pig." },
457 { 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." },
458 { actor: logic.player, text: "You have a point." },
459 { 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." } ] ));
460 this.offscreenTeleportation(new Phaser.Point(logic.carlos.x, logic.carlos.y + 64), this.tpDone, this);
461 }
462 else {
463 if (Phaser.Math.random() < 0.5) {
464 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!" } ] ));
465 }
466 else {
467 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." } ] ));
468 }
469 }
470 }
471 }
472 else {
473 switch (this.talkcount) {
474 case 0:
475 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I love you, Saiki!" },
476 { actor: this, text: "Hi Carlos..." },
477 { actor: logic.player, text: "I'm infatuated by the mere thought of you." },
478 { actor: this, text: "Well... it sounds pretty much creepy." },
479 { actor: logic.player, text: "Will you go out on a date with me?" },
480 { actor: this, text: "..." },
481 { actor: this, text: "Sorry to hurt your feelings, but... even though I like you... Your sudden, unprecedented confession makes me scared." },
482 { actor: this, text: "Especially with that facial expression." },
483 { actor: this, text: "I mean... you're not even joking." },
484 { actor: this, text: "So sorry... I won't date you." } ] ));
485 break;
486 case 1:
487 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I thought I could impress you." },
488 { actor: this, text: "I'm sorry." } ] ));
489 break;
490 case 2:
491 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "You will give me your card." },
492 { actor: this, text: "Geez, what for? Go back to your department and work!" },
493 { actor: logic.player, text: "I need it." },
494 { actor: this, text: "..." } ] ));
495 break;
496 default:
497 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Don't you have anything better to do, Carlos?" } ] ));
498 }
499 }
500 super.actionTalk();
501 }
502
503 actionLeave() {
504 if (logic.carlos.alive) {
505 logic.gameinterface.dropNotice(this.shortname + ": It was nice talking to you!");
506 }
507 }
508
509 actionTake() {
510 logic.closeDoor("carlosdoor");
511 logic.openDoor("saikidoor");
512 logic.carlos.kill();
513 return super.actionTake();
514 }
515
516 endTalk() {
517 return (logic.carlos.alive);
518 }
519
520 tpDone(value) {
521 console.log("Woot-woot! Teleport complete:", value);
522 value.makeHappy();
523 logic.carlos.makeHappy();
524 // FIXME: Need to find a prettier way than this.
525 logic.carlos.update = function() { }; // Disable Carlos' interaction. (Saiki will talk for him.)
526 }
527 }
528
529 class NPC_Peter extends GameNPC {
530 }
531
532 class NPC_Bianca extends GameNPC {
533 }
534
535
536 class GameInterface extends Phaser.Group {
537 constructor(game, parent) {
538 super(game, parent, 'GUI', false, false, 0);
539 this.back_notice = new Phaser.Graphics(game, 0, game.height - 50);
540 this.back_notice.beginFill(0x000000);
541 this.back_notice.drawRect(0, 0, game.width, 30);
542 this.back_notice.endFill();
543 this.add(this.back_notice);
544 this.text_notice = new Phaser.Text(game, 0, this.back_notice.y, null, { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' });
545 this.text_notice.anchor.setTo(-0.5, -0.2);
546 this.add(this.text_notice);
547 this.clearNotice();
548
549 this.back_menu = new Phaser.Graphics(game, 150, (game.height / 2) + 40);
550 this.back_menu.beginFill(0x000000);
551 this.back_menu.drawRect(0, 0, 155, 105);
552 this.back_menu.endFill();
553 this.back_menu.lineStyle(3, Phaser.Color.YELLOW, 1);
554 this.back_menu.moveTo(10, 35);
555 this.back_menu.lineTo(this.back_menu.width - 10, 35);
556 this.add(this.back_menu);
557 var style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
558 this.text_menutitle = new Phaser.Text(game, this.back_menu.x, this.back_menu.y, null, style);
559 this.text_menutitle.anchor.setTo(-0.2, -0.2);
560 style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
561 this.text_menuitem_Talk = new Phaser.Text(game, this.back_menu.x + 35, this.back_menu.y + 40, "Talk", style);
562 this.text_menuitem_Leave = new Phaser.Text(game, this.back_menu.x + 35, this.text_menuitem_Talk.y + GUI_MENUITEM_DISTANCE, "Leave", style);
563 this.text_menuitem_Take = new Phaser.Text(game, this.back_menu.x + 35, this.text_menuitem_Leave.y + GUI_MENUITEM_DISTANCE, "Take ID", style);
564 style.fill = 'yellow';
565 this.text_menucursor = new Phaser.Text(game, this.back_menu.x + 15, this.text_menuitem_Talk.y, "→", style);
566 this.add(this.text_menutitle);
567 this.add(this.text_menuitem_Talk);
568 this.add(this.text_menuitem_Leave);
569 this.add(this.text_menuitem_Take);
570 this.add(this.text_menucursor);
571 this.leaveMenu();
572 this.last_menustep = 0;
573
574 this.back_talk = new Phaser.Graphics(game, 100, game.height - 120);
575 this.back_talk.beginFill(0x000000);
576 this.back_talk.drawRect(0, 0, game.width - 200, 105);
577 this.back_talk.endFill();
578 this.back_talk.lineStyle(3, Phaser.Color.YELLOW, 1);
579 this.back_talk.moveTo(10, 35);
580 this.back_talk.lineTo(this.back_talk.width - 10, 35);
581 this.add(this.back_talk);
582 style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
583 this.text_talktitle = new Phaser.Text(game, this.back_talk.x + 15, this.back_talk.y + 6, null, style);
584 //this.text_talktitle.anchor.setTo(-0.2, -0.2);
585 this.add(this.text_talktitle);
586 this.strikethrough_talktitle = new Phaser.Graphics(game, this.back_talk.x, this.back_talk.y);
587 this.strikethrough_talktitle.lineStyle(3, Phaser.Color.RED, 1);
588 this.strikethrough_talktitle.moveTo(12, 20);
589 this.strikethrough_talktitle.lineTo(67, 20);
590 this.add(this.strikethrough_talktitle);
591 style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
592 this.text_talk = new Phaser.Text(game, this.back_talk.x + 35, this.back_talk.y + 40, null, style);
593 this.text_talk.wordWrap = true;
594 this.text_talk.wordWrapWidth = this.back_talk.width - 70;
595 this.text_talk.lineSpacing = -5;
596 this.add(this.text_talk);
597 this.leaveTalk();
598 this.last_talk = 0;
599 }
600
601 dropNotice(text) {
602 this.text_notice.text = text;
603 this.back_notice.visible = true;
604 this.text_notice.visible = true;
605 }
606
607 dropNoticeTimeout(timeout, text) {
608 this.dropNotice(text);
609 game.time.events.add(timeout, this.clearNotice, this);
610 }
611
612 clearNotice() {
613 this.back_notice.visible = false;
614 this.text_notice.visible = false;
615 }
616
617 npcMenu(npc) {
618 if (!this.inMenu) {
619 this.inMenu = true;
620 this.clearNotice();
621 this.text_menutitle.text = npc.shortname;
622 this.back_menu.visible = true;
623 this.text_menutitle.visible = true;
624 this.text_menuitem_Talk.visible = true;
625 this.text_menuitem_Leave.visible = true;
626 this.text_menuitem_Take.visible = true;
627 this.currentmenuitem = MENUITEM_TALK;
628 this.actualizeCursorPosition();
629 this.text_menucursor.visible = true;
630 this.last_menustep = game.time.now;
631 }
632 }
633
634 leaveMenu() {
635 this.back_menu.visible = false;
636 this.text_menutitle.visible = false;
637 this.text_menuitem_Talk.visible = false;
638 this.text_menuitem_Leave.visible = false;
639 this.text_menuitem_Take.visible = false;
640 this.text_menucursor.visible = false;
641 this.inMenu = false;
642 }
643
644 talk(dialogue) {
645 this.inTalk = true;
646 this.dialogue = dialogue;
647 this.advanceTalk();
648 this.back_talk.visible = true;
649 this.text_talktitle.visible = true;
650 this.text_talk.visible = true;
651 }
652
653 leaveTalk() {
654 this.inTalk = false;
655 this.dialogue = null;
656 this.back_talk.visible = false;
657 this.text_talktitle.visible = false;
658 this.strikethrough_talktitle.visible = false;
659 this.text_talk.visible = false;
660 }
661
662 advanceTalk() {
663 console.log(this.dialogue);
664 console.log(this.dialogue.actual());
665 var actualdialogue = this.dialogue.actual();
666 if (actualdialogue) {
667 if (actualdialogue.actor.disguise) {
668 this.text_talktitle.text = actualdialogue.actor.shortname + " " + actualdialogue.actor.disguise.shortname;
669 this.strikethrough_talktitle.visible = true;
670 }
671 else {
672 this.text_talktitle.text = actualdialogue.actor.shortname;
673 this.strikethrough_talktitle.visible = false;
674 }
675 this.text_talk.text = actualdialogue.text;
676 this.dialogue.advance();
677 }
678 else {
679 this.leaveTalk();
680 logic.endTalk();
681 }
682 this.last_talk = game.time.now;
683 }
684
685 actualizeCursorPosition() {
686 this.text_menucursor.y = this.text_menuitem_Talk.y + (this.currentmenuitem * GUI_MENUITEM_DISTANCE);
687 }
688
689 update() {
690 if ((this.inMenu) && (hasTimePassed(this.last_menustep, WAIT_MENUSTEP))) {
691 if (cursors.up.isDown)
692 {
693 this.currentmenuitem--;
694 if (this.currentmenuitem < MENUITEM_TALK) this.currentmenuitem = MENUITEM_TAKE;
695 this.actualizeCursorPosition();
696 }
697 else if (cursors.down.isDown)
698 {
699 this.currentmenuitem++;
700 if (this.currentmenuitem > MENUITEM_TAKE) this.currentmenuitem = MENUITEM_TALK;
701 this.actualizeCursorPosition();
702 }
703 if (game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) {
704 logic.callMenu(this.currentmenuitem);
705 }
706 this.last_menustep = game.time.now;
707 }
708 if ((this.inTalk) && (game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_talk, WAIT_TALK))) {
709 this.advanceTalk();
710 }
711 }
712 }
713
714 class GameLogic {
715
716 constructor() {
717 this.player = this.clara = this.carlos = this.saiki = this.peter = this.bianca = null;
718 this.gameinterface = new GameInterface(game, game.stage);
719 //this.doors = game.add.group(game.world, "doors");
720 this.last_menuselect = 0;
721 }
722
723 createObject(object) {
724 switch (object.type) {
725 case 'spawnpoint': this.createCharacter(object); break;
726 case 'door': this.createDoor(object); break;
727 case '': console.error("Object type is empty:", object); break;
728 default: console.error("Unknown object type:", object);
729 }
730 }
731
732 createCharacter(object) {
733 var newChar;
734 switch (object.name) {
735 case 'john':
736 newChar = new Player(object.x, object.y, 'player');
737 this.player = newChar;
738 this.player.enablePhysics();
739 game.camera.follow(this.player);
740 break;
741 case 'clara':
742 newChar = new NPC_Clara(object.x, object.y, 'clara', "Clara", "Clara Tnavelerri", 200);
743 this.clara = newChar;
744 break;
745 case 'carlos':
746 newChar = new NPC_Carlos(object.x, object.y, 'carlos', "Carlos", "Carlos Elbacalper", 150);
747 this.carlos = newChar;
748 break;
749 case 'saiki':
750 newChar = new NPC_Saiki(object.x, object.y, 'saiki', "Saiki", "Saiki Ytpme", 150);
751 this.saiki = newChar;
752 break;
753 case 'peter':
754 newChar = new NPC_Peter(object.x, object.y, 'peter', "Peter", "Peter Tluaf", 225);
755 this.peter = newChar;
756 break;
757 case 'bianca':
758 newChar = new NPC_Bianca(object.x, object.y, 'bianca', "Bianca", "Bianca Gnihton", 150);
759 this.bianca = newChar;
760 break;
761 default:
762 console.error("Unknown character:", object);
763 }
764 newChar.name = object.name;
765 game.add.existing(newChar);
766 console.log(newChar);
767 }
768
769 createDoor(object) {
770 /* Calculate movement vector and correct position (32 = half tile width/height). */
771 var vector;
772 switch (object.rotation) {
773 case undefined:
774 case 0: vector = new Phaser.Point( -1, 0); object.x += 32; object.y -= 32; break;
775 case 90: vector = new Phaser.Point( 0, -1); object.x += 32; object.y += 32; break;
776 case 180: vector = new Phaser.Point( 1, 0); object.x -= 32; object.y += 32; break;
777 case 270: vector = new Phaser.Point( 0, 1); object.x -= 32; object.y -= 32; break;
778 default: console.error("Invalid rotation:", object.rotation);
779 }
780 this.doors.add(new Door(object.x, object.y, object.name, object.rotation, vector, object.properties.longpanel));
781 }
782
783 callMenu(menuitem) {
784 console.log("Menu callback received:", menuitem);
785 this.last_menuselect = game.time.now;
786 this.gameinterface.leaveMenu();
787 switch (menuitem) {
788 case MENUITEM_TALK:
789 this.player.interactablenpc.actionTalk();
790 break;
791 case MENUITEM_LEAVE:
792 this.player.interactablenpc.actionLeave();
793 this.player.unfreeze();
794 break;
795 case MENUITEM_TAKE:
796 if (this.player.interactablenpc.actionTake())
797 this.player.unfreeze();
798 break;
799 }
800 }
801
802 endTalk() {
803 if (this.player.interactablenpc) {
804 if (this.player.interactablenpc.endTalk()) {
805 this.gameinterface.npcMenu(this.player.interactablenpc);
806 }
807 else {
808 this.player.unfreeze();
809 this.last_menuselect = game.time.now;
810 }
811 }
812 }
813
814 openDoor(doorname) {
815 this.doors.children.forEach(function(o) { if (o.name == doorname) o.open(); });
816 }
817
818 closeDoor(doorname) {
819 this.doors.children.forEach(function(o) { if (o.name == doorname) o.close(); });
820 }
821
822 checkAllHappy() {
823 return (this.clara.happy) && (this.carlos.happy) && (this.saiki.happy);
824 }
825
826 update() {
827 if ((game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_menuselect, WAIT_MENUSTEP))) {
828 if ((this.player.interactablenpc) && (this.player.interactablenpc.interactable) && (!this.gameinterface.inMenu) && (!this.gameinterface.inTalk)) {
829 console.log("Starting interaction with", this.player.interactablenpc.fullname);
830 this.player.freeze();
831 this.gameinterface.npcMenu(this.player.interactablenpc);
832 }
833 }
834 }
835
836 }
837
838 class GamePlay extends Phaser.State {
839
840 constructor() {
841
842 super();
843 logic = new GameLogic();
844 game.world.updateOnlyExistingChildren = true;
845 game.state.add('GameOver', GameOver, false);
846
847 }
848
849 preload() {
850
851 game.load.image('player', 'john.png');
852 game.load.image('clara', 'clara.png');
853 game.load.image('carlos', 'carlos.png');
854 game.load.image('saiki', 'saiki.png');
855 game.load.image('peter', 'peter.png');
856 game.load.image('bianca', 'bianca.png');
857 game.load.image('tileset', 'tileset.png');
858 game.load.image('objects', 'objects.png');
859 game.load.tilemap('gamemap', 'tilemap.json', null, Phaser.Tilemap.TILED_JSON);
860
861 }
862
863 create() {
864
865 game.world.setBounds(0, 0, 800, 600);
866 game.stage.backgroundColor = '#000000';
867 game.physics.startSystem(Phaser.Physics.ARCADE);
868 console.log("Debug enabled:", !game.debug.isDisabled);
869
870 var map = game.add.tilemap('gamemap');
871 map.addTilesetImage('tileset', 'tileset');
872 map.addTilesetImage('objects', 'objects');
873 var layer_floor = map.createLayer('floor');
874 layer_floor.resizeWorld();
875 this.layer_walls = map.createLayer('walls');
876 map.setCollisionBetween(1, 100, true, this.layer_walls);
877 this.layer_furniture = map.createLayer('furniture');
878 map.setCollisionBetween(1, 100, true, this.layer_furniture);
879
880 // FIXME: Don't create a group here like this, it's too ugly! Now I have it here due to the display order.
881 logic.doors = game.add.group(game.world, "doors");
882
883 map.objects['objects'].forEach(function(o) { logic.createObject(o); });
884 console.log(map.objects);
885
886 cursors = game.input.keyboard.createCursorKeys();
887 console.log(logic);
888
889 }
890
891 update() {
892
893 game.physics.arcade.collide(logic.player, this.layer_walls);
894 game.physics.arcade.collide(logic.player, this.layer_furniture);
895 game.physics.arcade.collide(logic.player, logic.doors);
896 logic.update();
897
898 }
899 }
900
901 class GameOver extends Phaser.State {
902
903 create() {
904
905 console.log("Entered GameOver state.");
906 game.stage.removeChildren(1);
907 game.camera.follow(logic.player);
908 logic.player.freeze();
909
910 var g = game.add.group(game.stage, "GAMEOVER");
911 this.back_gameover = new Phaser.Graphics(game, 100, game.height / 2 - 200);
912 this.back_gameover.beginFill(0x000000);
913 this.back_gameover.drawRect(0, 0, game.width - 200, 400);
914 this.back_gameover.endFill();
915 this.back_gameover.lineStyle(3, Phaser.Color.YELLOW, 1);
916 this.back_gameover.moveTo(10, 35);
917 this.back_gameover.lineTo(this.back_gameover.width - 10, 35);
918 g.add(this.back_gameover);
919 var style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
920 this.text_title = new Phaser.Text(game, this.back_gameover.x + 15, this.back_gameover.y + 6, "ABRUPT GAME OVER", style);
921 g.add(this.text_title);
922 style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
923 this.text_gameover = new Phaser.Text(game, this.back_gameover.x + 35, this.back_gameover.y + 60, null, style);
924 this.text_gameover.wordWrap = true;
925 this.text_gameover.wordWrapWidth = this.back_gameover.width - 70;
926 this.text_gameover.lineSpacing = -5;
927 g.add(this.text_gameover);
928
929 this.text_gameover.text = this.assess();
930
931 }
932
933 assess() {
934 if (logic.checkAllHappy()) {
935 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.";
936 }
937 else if (logic.player.disguise) {
938 this.text_gameover.style.fill = 'red';
939 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.";
940 }
941 else {
942 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.";
943 }
944 }
945
946 }