Switch to minified Phaser (phaser.min.js)
[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 // FIXME: Abrupt game over.
426 if (!logic.carlos.pigsemen) game.time.events.add(Phaser.Timer.SECOND * 15, game.state.start, game.state, 'GameOver', false);
427 break;
428 case 1:
429 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." },
430 { actor: this, text: "Clara has to enter people manually." },
431 { actor: logic.player, text: "Yeah, I'll definitely check that." } ] ));
432 break;
433 case 2:
434 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "So... what's up with the trash can?" },
435 { actor: this, text: "I'm always up for such deep conversation" },
436 { actor: this, text: "about trash cans." },
437 { 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." },
438 { 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." },
439 { actor: logic.player, text: "Hmm... Maybe it's too much to ask. Can we take one from another department?" },
440 { actor: this, text: "No, everyone holds on to their trash cans." },
441 { actor: logic.player, text: "You certainly did your research." },
442 { actor: this, text: "Of course. It's an important subject." } ] ));
443 break;
444 case 3:
445 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "My parents named me after a Japanese rock singer." },
446 { actor: logic.player, text: "Cool! Which band?" },
447 { 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." } ] ));
448 break;
449 default:
450 if ((logic.carlos.pigsemen) && (this.talkcount == 4)) {
451 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?" },
452 { actor: this, text: "Hmm..." },
453 { actor: this, text: "I guess it didn't work." },
454 { actor: this, text: "So do you want to know what I think about this?" },
455 { actor: this, text: "..." },
456 { actor: this, text: "IT'S BRILLIANT!!!" },
457 { actor: this, text: "You know, it really sparkled my artistic vision! Now I must draw a pig with its legs rooted into the ground!" },
458 { actor: logic.player, text: "That's gross. Poor pig." },
459 { 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." },
460 { actor: logic.player, text: "You have a point." },
461 { 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." } ] ));
462 this.offscreenTeleportation(new Phaser.Point(logic.carlos.x, logic.carlos.y + 64), this.tpDone, this);
463 }
464 else {
465 if (Phaser.Math.random() < 0.5) {
466 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!" } ] ));
467 }
468 else {
469 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." } ] ));
470 }
471 }
472 }
473 }
474 else {
475 switch (this.talkcount) {
476 case 0:
477 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I love you, Saiki!" },
478 { actor: this, text: "Hi Carlos..." },
479 { actor: logic.player, text: "I'm infatuated by the mere thought of you." },
480 { actor: this, text: "Well... it sounds pretty much creepy." },
481 { actor: logic.player, text: "Will you go out on a date with me?" },
482 { actor: this, text: "..." },
483 { actor: this, text: "Sorry to hurt your feelings, but... even though I like you... Your sudden, unprecedented confession makes me scared." },
484 { actor: this, text: "Especially with that facial expression." },
485 { actor: this, text: "I mean... you're not even joking." },
486 { actor: this, text: "So sorry... I won't date you." } ] ));
487 break;
488 case 1:
489 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I thought I could impress you." },
490 { actor: this, text: "I'm sorry." } ] ));
491 break;
492 case 2:
493 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "You will give me your card." },
494 { actor: this, text: "Geez, what for? Go back to your department and work!" },
495 { actor: logic.player, text: "I need it." },
496 { actor: this, text: "..." } ] ));
497 break;
498 default:
499 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Don't you have anything better to do, Carlos?" } ] ));
500 }
501 }
502 super.actionTalk();
503 }
504
505 actionLeave() {
506 if (logic.carlos.alive) {
507 logic.gameinterface.dropNotice(this.shortname + ": It was nice talking to you!");
508 }
509 }
510
511 actionTake() {
512 logic.closeDoor("carlosdoor");
513 logic.openDoor("saikidoor");
514 logic.carlos.kill();
515 // FIXME: Abrupt game over.
516 game.time.events.add(Phaser.Timer.SECOND * 15, game.state.start, game.state, 'GameOver', false);
517 return super.actionTake();
518 }
519
520 endTalk() {
521 return (logic.carlos.alive);
522 }
523
524 makeHappy() {
525 // FIXME: Abrupt game over.
526 game.time.events.add(Phaser.Timer.SECOND * 15, game.state.start, game.state, 'GameOver', false);
527 super.makeHappy();
528 }
529
530 tpDone(value) {
531 console.log("Woot-woot! Teleport complete:", value);
532 value.makeHappy();
533 logic.carlos.makeHappy();
534 // FIXME: Need to find a prettier way than this.
535 logic.carlos.update = function() { }; // Disable Carlos' interaction. (Saiki will talk for him.)
536 }
537 }
538
539
540 class GameInterface extends Phaser.Group {
541 constructor(game, parent) {
542 super(game, parent, 'GUI', false, false, 0);
543 this.back_notice = new Phaser.Graphics(game, 0, game.height - 50);
544 this.back_notice.beginFill(0x000000);
545 this.back_notice.drawRect(0, 0, game.width, 30);
546 this.back_notice.endFill();
547 this.add(this.back_notice);
548 this.text_notice = new Phaser.Text(game, 0, this.back_notice.y, null, { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' });
549 this.text_notice.anchor.setTo(-0.5, -0.2);
550 this.add(this.text_notice);
551 this.clearNotice();
552
553 this.back_menu = new Phaser.Graphics(game, 150, (game.height / 2) + 40);
554 this.back_menu.beginFill(0x000000);
555 this.back_menu.drawRect(0, 0, 155, 105);
556 this.back_menu.endFill();
557 this.back_menu.lineStyle(3, Phaser.Color.YELLOW, 1);
558 this.back_menu.moveTo(10, 35);
559 this.back_menu.lineTo(this.back_menu.width - 10, 35);
560 this.add(this.back_menu);
561 var style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
562 this.text_menutitle = new Phaser.Text(game, this.back_menu.x, this.back_menu.y, null, style);
563 this.text_menutitle.anchor.setTo(-0.2, -0.2);
564 style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
565 this.text_menuitem_Talk = new Phaser.Text(game, this.back_menu.x + 35, this.back_menu.y + 40, "Talk", style);
566 this.text_menuitem_Leave = new Phaser.Text(game, this.back_menu.x + 35, this.text_menuitem_Talk.y + GUI_MENUITEM_DISTANCE, "Leave", style);
567 this.text_menuitem_Take = new Phaser.Text(game, this.back_menu.x + 35, this.text_menuitem_Leave.y + GUI_MENUITEM_DISTANCE, "Take ID", style);
568 style.fill = 'yellow';
569 this.text_menucursor = new Phaser.Text(game, this.back_menu.x + 15, this.text_menuitem_Talk.y, "→", style);
570 this.add(this.text_menutitle);
571 this.add(this.text_menuitem_Talk);
572 this.add(this.text_menuitem_Leave);
573 this.add(this.text_menuitem_Take);
574 this.add(this.text_menucursor);
575 this.leaveMenu();
576 this.last_menustep = 0;
577
578 this.back_talk = new Phaser.Graphics(game, 100, game.height - 120);
579 this.back_talk.beginFill(0x000000);
580 this.back_talk.drawRect(0, 0, game.width - 200, 105);
581 this.back_talk.endFill();
582 this.back_talk.lineStyle(3, Phaser.Color.YELLOW, 1);
583 this.back_talk.moveTo(10, 35);
584 this.back_talk.lineTo(this.back_talk.width - 10, 35);
585 this.add(this.back_talk);
586 style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
587 this.text_talktitle = new Phaser.Text(game, this.back_talk.x + 15, this.back_talk.y + 6, null, style);
588 //this.text_talktitle.anchor.setTo(-0.2, -0.2);
589 this.add(this.text_talktitle);
590 this.strikethrough_talktitle = new Phaser.Graphics(game, this.back_talk.x, this.back_talk.y);
591 this.strikethrough_talktitle.lineStyle(3, Phaser.Color.RED, 1);
592 this.strikethrough_talktitle.moveTo(12, 20);
593 this.strikethrough_talktitle.lineTo(67, 20);
594 this.add(this.strikethrough_talktitle);
595 style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
596 this.text_talk = new Phaser.Text(game, this.back_talk.x + 35, this.back_talk.y + 40, null, style);
597 this.text_talk.wordWrap = true;
598 this.text_talk.wordWrapWidth = this.back_talk.width - 70;
599 this.text_talk.lineSpacing = -5;
600 this.add(this.text_talk);
601 this.leaveTalk();
602 this.last_talk = 0;
603 }
604
605 dropNotice(text) {
606 this.text_notice.text = text;
607 this.back_notice.visible = true;
608 this.text_notice.visible = true;
609 }
610
611 dropNoticeTimeout(timeout, text) {
612 this.dropNotice(text);
613 game.time.events.add(timeout, this.clearNotice, this);
614 }
615
616 clearNotice() {
617 this.back_notice.visible = false;
618 this.text_notice.visible = false;
619 }
620
621 npcMenu(npc) {
622 if (!this.inMenu) {
623 this.inMenu = true;
624 this.clearNotice();
625 this.text_menutitle.text = npc.shortname;
626 this.back_menu.visible = true;
627 this.text_menutitle.visible = true;
628 this.text_menuitem_Talk.visible = true;
629 this.text_menuitem_Leave.visible = true;
630 this.text_menuitem_Take.visible = true;
631 this.currentmenuitem = MENUITEM_TALK;
632 this.actualizeCursorPosition();
633 this.text_menucursor.visible = true;
634 this.last_menustep = game.time.now;
635 }
636 }
637
638 leaveMenu() {
639 this.back_menu.visible = false;
640 this.text_menutitle.visible = false;
641 this.text_menuitem_Talk.visible = false;
642 this.text_menuitem_Leave.visible = false;
643 this.text_menuitem_Take.visible = false;
644 this.text_menucursor.visible = false;
645 this.inMenu = false;
646 }
647
648 talk(dialogue) {
649 this.inTalk = true;
650 this.dialogue = dialogue;
651 this.advanceTalk();
652 this.back_talk.visible = true;
653 this.text_talktitle.visible = true;
654 this.text_talk.visible = true;
655 }
656
657 leaveTalk() {
658 this.inTalk = false;
659 this.dialogue = null;
660 this.back_talk.visible = false;
661 this.text_talktitle.visible = false;
662 this.strikethrough_talktitle.visible = false;
663 this.text_talk.visible = false;
664 }
665
666 advanceTalk() {
667 console.log(this.dialogue);
668 console.log(this.dialogue.actual());
669 var actualdialogue = this.dialogue.actual();
670 if (actualdialogue) {
671 if (actualdialogue.actor.disguise) {
672 this.text_talktitle.text = actualdialogue.actor.shortname + " " + actualdialogue.actor.disguise.shortname;
673 this.strikethrough_talktitle.visible = true;
674 }
675 else {
676 this.text_talktitle.text = actualdialogue.actor.shortname;
677 this.strikethrough_talktitle.visible = false;
678 }
679 this.text_talk.text = actualdialogue.text;
680 this.dialogue.advance();
681 }
682 else {
683 this.leaveTalk();
684 logic.endTalk();
685 }
686 this.last_talk = game.time.now;
687 }
688
689 actualizeCursorPosition() {
690 this.text_menucursor.y = this.text_menuitem_Talk.y + (this.currentmenuitem * GUI_MENUITEM_DISTANCE);
691 }
692
693 update() {
694 if ((this.inMenu) && (hasTimePassed(this.last_menustep, WAIT_MENUSTEP))) {
695 if (cursors.up.isDown)
696 {
697 this.currentmenuitem--;
698 if (this.currentmenuitem < MENUITEM_TALK) this.currentmenuitem = MENUITEM_TAKE;
699 this.actualizeCursorPosition();
700 }
701 else if (cursors.down.isDown)
702 {
703 this.currentmenuitem++;
704 if (this.currentmenuitem > MENUITEM_TAKE) this.currentmenuitem = MENUITEM_TALK;
705 this.actualizeCursorPosition();
706 }
707 if (game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) {
708 logic.callMenu(this.currentmenuitem);
709 }
710 this.last_menustep = game.time.now;
711 }
712 if ((this.inTalk) && (game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_talk, WAIT_TALK))) {
713 this.advanceTalk();
714 }
715 }
716 }
717
718 class GameLogic {
719
720 constructor() {
721 this.player = this.clara = this.carlos = this.saiki = this.peter = this.bianca = null;
722 this.gameinterface = new GameInterface(game, game.stage);
723 //this.doors = game.add.group(game.world, "doors");
724 this.last_menuselect = 0;
725 }
726
727 createObject(object) {
728 switch (object.type) {
729 case 'spawnpoint': this.createCharacter(object); break;
730 case 'door': this.createDoor(object); break;
731 case '': console.error("Object type is empty:", object); break;
732 default: console.error("Unknown object type:", object);
733 }
734 }
735
736 createCharacter(object) {
737 var newChar;
738 switch (object.name) {
739 case 'john':
740 newChar = new Player(object.x, object.y, 'player');
741 this.player = newChar;
742 this.player.enablePhysics();
743 game.camera.follow(this.player);
744 break;
745 case 'clara':
746 newChar = new NPC_Clara(object.x, object.y, 'clara', "Clara", "Clara Tnavelerri", 200);
747 this.clara = newChar;
748 break;
749 case 'carlos':
750 newChar = new NPC_Carlos(object.x, object.y, 'carlos', "Carlos", "Carlos Elbacalper", 150);
751 this.carlos = newChar;
752 break;
753 case 'saiki':
754 newChar = new NPC_Saiki(object.x, object.y, 'saiki', "Saiki", "Saiki Ytpme", 150);
755 this.saiki = newChar;
756 break;
757 default:
758 console.error("Unknown character:", object);
759 }
760 newChar.name = object.name;
761 game.add.existing(newChar);
762 console.log(newChar);
763 }
764
765 createDoor(object) {
766 /* Calculate movement vector and correct position (32 = half tile width/height). */
767 var vector;
768 switch (object.rotation) {
769 case undefined:
770 case 0: vector = new Phaser.Point( -1, 0); object.x += 32; object.y -= 32; break;
771 case 90: vector = new Phaser.Point( 0, -1); object.x += 32; object.y += 32; break;
772 case 180: vector = new Phaser.Point( 1, 0); object.x -= 32; object.y += 32; break;
773 case 270: vector = new Phaser.Point( 0, 1); object.x -= 32; object.y -= 32; break;
774 default: console.error("Invalid rotation:", object.rotation);
775 }
776 this.doors.add(new Door(object.x, object.y, object.name, object.rotation, vector, object.properties.longpanel));
777 }
778
779 callMenu(menuitem) {
780 console.log("Menu callback received:", menuitem);
781 this.last_menuselect = game.time.now;
782 this.gameinterface.leaveMenu();
783 switch (menuitem) {
784 case MENUITEM_TALK:
785 this.player.interactablenpc.actionTalk();
786 break;
787 case MENUITEM_LEAVE:
788 this.player.interactablenpc.actionLeave();
789 this.player.unfreeze();
790 break;
791 case MENUITEM_TAKE:
792 if (this.player.interactablenpc.actionTake())
793 this.player.unfreeze();
794 break;
795 }
796 }
797
798 endTalk() {
799 if (this.player.interactablenpc) {
800 if (this.player.interactablenpc.endTalk()) {
801 this.gameinterface.npcMenu(this.player.interactablenpc);
802 }
803 else {
804 this.player.unfreeze();
805 this.last_menuselect = game.time.now;
806 }
807 }
808 }
809
810 openDoor(doorname) {
811 this.doors.children.forEach(function(o) { if (o.name == doorname) o.open(); });
812 }
813
814 closeDoor(doorname) {
815 this.doors.children.forEach(function(o) { if (o.name == doorname) o.close(); });
816 }
817
818 checkAllHappy() {
819 return (this.clara.happy) && (this.carlos.happy) && (this.saiki.happy);
820 }
821
822 update() {
823 if ((game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_menuselect, WAIT_MENUSTEP))) {
824 if ((this.player.interactablenpc) && (this.player.interactablenpc.interactable) && (!this.gameinterface.inMenu) && (!this.gameinterface.inTalk)) {
825 console.log("Starting interaction with", this.player.interactablenpc.fullname);
826 this.player.freeze();
827 this.gameinterface.npcMenu(this.player.interactablenpc);
828 }
829 }
830 }
831
832 }
833
834 class GamePlay extends Phaser.State {
835
836 constructor() {
837
838 super();
839 logic = new GameLogic();
840 game.world.updateOnlyExistingChildren = true;
841 game.state.add('GameOver', GameOver, false);
842
843 }
844
845 preload() {
846
847 game.load.image('player', 'john.png');
848 game.load.image('clara', 'clara.png');
849 game.load.image('carlos', 'carlos.png');
850 game.load.image('saiki', 'saiki.png');
851 game.load.image('tileset', 'tileset.png');
852 game.load.image('objects', 'objects.png');
853 game.load.tilemap('gamemap', 'tilemap.json', null, Phaser.Tilemap.TILED_JSON);
854
855 }
856
857 create() {
858
859 game.world.setBounds(0, 0, 800, 600);
860 game.stage.backgroundColor = '#000000';
861 game.physics.startSystem(Phaser.Physics.ARCADE);
862 console.log("Debug enabled:", !game.debug.isDisabled);
863
864 var map = game.add.tilemap('gamemap');
865 map.addTilesetImage('tileset', 'tileset');
866 map.addTilesetImage('objects', 'objects');
867 var layer_floor = map.createLayer('floor');
868 layer_floor.resizeWorld();
869 this.layer_walls = map.createLayer('walls');
870 map.setCollisionBetween(1, 100, true, this.layer_walls);
871 this.layer_furniture = map.createLayer('furniture');
872 map.setCollisionBetween(1, 100, true, this.layer_furniture);
873
874 // FIXME: Don't create a group here like this, it's too ugly! Now I have it here due to the display order.
875 logic.doors = game.add.group(game.world, "doors");
876
877 map.objects['objects'].forEach(function(o) { logic.createObject(o); });
878 console.log(map.objects);
879
880 cursors = game.input.keyboard.createCursorKeys();
881 console.log(logic);
882
883 }
884
885 update() {
886
887 game.physics.arcade.collide(logic.player, this.layer_walls);
888 game.physics.arcade.collide(logic.player, this.layer_furniture);
889 game.physics.arcade.collide(logic.player, logic.doors);
890 logic.update();
891
892 }
893 }
894
895 class GameOver extends Phaser.State {
896
897 create() {
898
899 console.log("Entered GameOver state.");
900 game.stage.removeChildren(1);
901 game.camera.follow(logic.player);
902 logic.player.freeze();
903
904 var g = game.add.group(game.stage, "GAMEOVER");
905 this.back_gameover = new Phaser.Graphics(game, 100, game.height / 2 - 200);
906 this.back_gameover.beginFill(0x000000);
907 this.back_gameover.drawRect(0, 0, game.width - 200, 400);
908 this.back_gameover.endFill();
909 this.back_gameover.lineStyle(3, Phaser.Color.YELLOW, 1);
910 this.back_gameover.moveTo(10, 35);
911 this.back_gameover.lineTo(this.back_gameover.width - 10, 35);
912 g.add(this.back_gameover);
913 var style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
914 this.text_title = new Phaser.Text(game, this.back_gameover.x + 15, this.back_gameover.y + 6, "ABRUPT GAME OVER", style);
915 g.add(this.text_title);
916 style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
917 this.text_gameover = new Phaser.Text(game, this.back_gameover.x + 35, this.back_gameover.y + 60, null, style);
918 this.text_gameover.wordWrap = true;
919 this.text_gameover.wordWrapWidth = this.back_gameover.width - 70;
920 this.text_gameover.lineSpacing = -5;
921 g.add(this.text_gameover);
922
923 this.text_gameover.text = this.assess();
924
925 }
926
927 assess() {
928 if (logic.checkAllHappy()) {
929 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.";
930 }
931 else if (logic.player.disguise) {
932 this.text_gameover.style.fill = 'red';
933 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.";
934 }
935 else {
936 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.";
937 }
938 }
939
940 }