fcfa0f408c164a3c93d727d140415489ed860db5
1 var game
= new Phaser
.Game(800, 600, Phaser
.AUTO
, '', { preload: function() { this.state
.add('GamePlay', GamePlay
, true); } });
5 const PLAYER_SPEED
= 200;
6 const WAIT_MENUSTEP
= 100;
9 const MENUITEM_TALK
= 0;
10 const MENUITEM_LEAVE
= 1;
11 const MENUITEM_TAKE
= 2;
13 const GUI_MENUITEM_DISTANCE
= 20;
15 window
.addEventListener("keydown", function(e
) {
16 // Prevent default browser action for arrows and spacebar
17 if([32, 37, 38, 39, 40].indexOf(e
.keyCode
) > -1) {
22 function hasTimePassed(time
, delay
) {
23 return (game
.time
.now
- time
) > delay
;
27 // dialogue is array of {actor, text} records.
28 constructor(dialogue
) {
29 this.dialogue
= dialogue
;
34 return this.dialogue
[this.state
];
42 class Door
extends Phaser
.TileSprite
{
43 constructor(x
, y
, name
, rotation
, vector
, longpanel
) {
44 super(game
, x
, y
, 64, 64, 'objects');
47 this.anchor
= new Phaser
.Point(0.5, 0.5);
48 this.tilePosition
= new Phaser
.Point(-64, -64);
49 this.openvector
= Phaser
.Point
.multiply(vector
, new Phaser
.Point(56, 56));
53 this.anchor
= new Phaser
.Point(0.75, 0.5);
54 this.tilePosition
= new Phaser
.Point(0, -64);
55 this.openvector
= Phaser
.Point
.multiply(vector
, new Phaser
.Point(116, 116));
57 this.rotation
= rotation
* (Math
.PI
/ 180);
58 this.closetween
= game
.add
.tween(this).to({ x
: this.position
.x
, y
: this.position
.y
}, 1000, Phaser
.Easing
.Sinusoidal
.InOut
, false, 0, 0, false);
59 this.openposition
= Phaser
.Point
.add(this.position
, this.openvector
);
60 this.opentween
= game
.add
.tween(this).to({ x
: this.openposition
.x
, y
: this.openposition
.y
}, 1000, Phaser
.Easing
.Sinusoidal
.InOut
, false, 0, 0, false);
62 game
.physics
.arcade
.enable(this);
63 this.body
.immovable
= true;
68 this.opentween
.start();
75 this.closetween
.start();
81 game
.debug
.body(this);
85 class Player
extends Phaser
.Sprite
{
87 super(game
, x
, y
, 'player');
88 this.y
-= this.height
;
89 this.shortname
= "John";
90 this.fullname
= "John Evals";
91 this.offerInteraction(null);
96 game
.physics
.arcade
.enable(this);
97 this.body
.bounce
.y
= 0.2;
98 this.body
.bounce
.x
= 0.2;
99 this.body
.collideWorldBounds
= true;
103 if ((this.alive
) && (!this.freezed
))
105 if (cursors
.left
.isDown
)
107 this.body
.velocity
.x
= -PLAYER_SPEED
;
109 else if (cursors
.right
.isDown
)
111 this.body
.velocity
.x
= PLAYER_SPEED
;
113 if (cursors
.up
.isDown
)
115 this.body
.velocity
.y
= -PLAYER_SPEED
;
117 else if (cursors
.down
.isDown
)
119 this.body
.velocity
.y
= PLAYER_SPEED
;
125 this.body
.velocity
.x
= this.body
.velocity
.y
= 0;
134 this.freezed
= false;
137 offerInteraction(npc
) {
138 this.interactablenpc
= npc
;
142 this.loadTexture(npc
.key
);
147 class GameNPC
extends Phaser
.Sprite
{
148 constructor(x
, y
, key
, shortname
, fullname
, interaction_distance
) {
149 super(game
, x
, y
, key
);
150 this.y
-= this.height
;
151 this.shortname
= shortname
;
152 this.fullname
= fullname
;
153 this.interaction_distance
= interaction_distance
;
154 this.interactable
= false;
165 if ((!this.interactable
) && (game
.physics
.arcade
.distanceBetween(this, logic
.player
) < this.interaction_distance
)) {
166 logic
.gameinterface
.dropNotice("(ENTER) Interact with " + this.shortname
+ "!");
167 logic
.player
.offerInteraction(this);
168 this.interactable
= true;
170 else if ((this.interactable
) && (game
.physics
.arcade
.distanceBetween(this, logic
.player
) > this.interaction_distance
)) {
171 logic
.gameinterface
.clearNotice();
172 logic
.player
.offerInteraction(null);
173 this.interactable
= false;
185 logic
.player
.offerInteraction(null);
186 logic
.player
.takeMe(this);
195 class NPC_Clara
extends GameNPC
{
197 switch (this.talkcount
) {
199 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "What a morning..." },
200 { actor
: logic
.player
, text
: "Hi Clara! What happened?" },
201 { 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." },
202 { actor
: logic
.player
, text
: "Hmm... I'll look into it. Maybe it's just that everyone is fired." },
203 { actor
: this, text
: "Haha! Wouldn't joke about this, though, due to the recent layoffs." },
204 { actor
: logic
.player
, text
: "Well, maybe if we dare to joke about it, it won't happen to us..." },
205 { actor
: this, text
: "Wish it worked like that... Is it some superstition like the belief that having an umbrella with you prevents rain?" },
206 { actor
: logic
.player
, text
: "Nah, that actually works; it's not a superstition, but Murphy's Law!" },
207 { actor
: this, text
: "If you say so..." } ] ));
208 logic
.openDoor("cutedoor");
211 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "John, have you ever thought about losing your employee card?" },
212 { actor
: logic
.player
, text
: "Yeah, you'd just get a new one." },
213 { actor
: this, text
: "You don't understand me, John!" },
214 { actor
: this, text
: "..." },
215 { actor
: this, text
: "I mean... Losing it for real..." },
216 { actor
: this, text
: "Doesn't it feel like it's the culmination of your being?" },
217 { actor
: this, text
: "If I had no card, would I still exist?" },
218 { actor
: logic
.player
, text
: "..." },
219 { actor
: logic
.player
, text
: "You sound very philosophical today." } ] ));
220 logic
.closeDoor("cutedoor");
225 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Would you like to hear a random fun fact?" },
226 { actor
: logic
.player
, text
: "Of course!" },
227 { 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," },
228 { 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" },
229 { actor
: this, text
: "into electronic typesetting, remaining essentially unchanged. It was popularised in the 1960s with the release of Letraset sheets containing Lorem" },
230 { actor
: this, text
: "Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum." },
231 { actor
: logic
.player
, text
: "That's very interesting, I didn't know that!" },
232 { actor
: logic
.player
, text
: "Thanks for sharing, Clara!" } ] ));
235 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Would you like to hear a random fun fact?" },
236 { actor
: logic
.player
, text
: "Of course!..." },
237 { actor
: logic
.player
, text
: "But first..." },
238 { actor
: this, text
: "What is it?" },
239 { actor
: logic
.player
, text
: "..." },
240 { actor
: logic
.player
, text
: "Never mind, go on with what you wanted to say." },
241 { actor
: this, text
: "Lorem Ipsum is simply dummy text of the printing and typesetting industry..." },
242 { actor
: logic
.player
, text
: "I knew that already..." },
243 { actor
: logic
.player
, text
: "But..." },
244 { actor
: logic
.player
, text
: "Would you go out on a date with me?" },
245 { actor
: this, text
: "..." },
246 { actor
: this, text
: "No." } ] ));
249 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "..." } ] ));
255 logic
.gameinterface
.dropNotice(this.shortname
+ ": Have a great day, John!");
259 return (this.talkcount
< 6);
264 class GameInterface
extends Phaser
.Group
{
265 constructor(game
, parent
) {
266 super(game
, parent
, 'GUI', false, false, 0);
267 this.back_notice
= new Phaser
.Graphics(game
, 0, game
.height
- 50);
268 this.back_notice
.beginFill(0x000000);
269 this.back_notice
.drawRect(0, 0, game
.width
, 30);
270 this.back_notice
.endFill();
271 this.add(this.back_notice
);
272 this.text_notice
= new Phaser
.Text(game
, 0, this.back_notice
.y
, null, { align
: 'left', fill
: 'white', font
: 'Ubuntu Mono', fontSize
: 18, fontWeight
: 'bold' });
273 this.text_notice
.anchor
.setTo(-0.5, -0.2);
274 this.add(this.text_notice
);
277 this.back_menu
= new Phaser
.Graphics(game
, 150, (game
.height
/ 2) + 40);
278 this.back_menu
.beginFill(0x000000);
279 this.back_menu
.drawRect(0, 0, 155, 105);
280 this.back_menu
.endFill();
281 this.back_menu
.lineStyle(3, Phaser
.Color
.YELLOW
, 1);
282 this.back_menu
.moveTo(10, 35);
283 this.back_menu
.lineTo(this.back_menu
.width
- 10, 35);
284 this.add(this.back_menu
);
285 var style
= { align
: 'left', fill
: 'yellow', font
: 'Ubuntu Mono', fontSize
: 22, fontWeight
: 'bold' };
286 this.text_menutitle
= new Phaser
.Text(game
, this.back_menu
.x
, this.back_menu
.y
, null, style
);
287 this.text_menutitle
.anchor
.setTo(-0.2, -0.2);
288 style
= { align
: 'left', fill
: 'white', font
: 'Ubuntu Mono', fontSize
: 18, fontWeight
: 'bold' };
289 this.text_menuitem_Talk
= new Phaser
.Text(game
, this.back_menu
.x
+ 35, this.back_menu
.y
+ 40, "Talk", style
);
290 this.text_menuitem_Leave
= new Phaser
.Text(game
, this.back_menu
.x
+ 35, this.text_menuitem_Talk
.y
+ GUI_MENUITEM_DISTANCE
, "Leave", style
);
291 this.text_menuitem_Take
= new Phaser
.Text(game
, this.back_menu
.x
+ 35, this.text_menuitem_Leave
.y
+ GUI_MENUITEM_DISTANCE
, "Take ID", style
);
292 style
.fill
= 'yellow';
293 this.text_menucursor
= new Phaser
.Text(game
, this.back_menu
.x
+ 15, this.text_menuitem_Talk
.y
, "→", style
);
294 this.add(this.text_menutitle
);
295 this.add(this.text_menuitem_Talk
);
296 this.add(this.text_menuitem_Leave
);
297 this.add(this.text_menuitem_Take
);
298 this.add(this.text_menucursor
);
300 this.last_menustep
= 0;
302 this.back_talk
= new Phaser
.Graphics(game
, 100, game
.height
- 120);
303 this.back_talk
.beginFill(0x000000);
304 this.back_talk
.drawRect(0, 0, game
.width
- 200, 105);
305 this.back_talk
.endFill();
306 this.back_talk
.lineStyle(3, Phaser
.Color
.YELLOW
, 1);
307 this.back_talk
.moveTo(10, 35);
308 this.back_talk
.lineTo(this.back_talk
.width
- 10, 35);
309 this.add(this.back_talk
);
310 style
= { align
: 'left', fill
: 'yellow', font
: 'Ubuntu Mono', fontSize
: 22, fontWeight
: 'bold' };
311 this.text_talktitle
= new Phaser
.Text(game
, this.back_talk
.x
, this.back_talk
.y
, null, style
);
312 this.text_talktitle
.anchor
.setTo(-0.2, -0.2);
313 this.add(this.text_talktitle
);
314 style
= { align
: 'left', fill
: 'white', font
: 'Ubuntu Mono', fontSize
: 18, fontWeight
: 'bold' };
315 this.text_talk
= new Phaser
.Text(game
, this.back_talk
.x
+ 35, this.back_talk
.y
+ 40, null, style
);
316 this.text_talk
.wordWrap
= true;
317 this.text_talk
.wordWrapWidth
= this.back_talk
.width
- 70;
318 this.text_talk
.lineSpacing
= -5;
319 this.add(this.text_talk
);
325 this.text_notice
.text
= text
;
326 this.back_notice
.visible
= true;
327 this.text_notice
.visible
= true;
331 this.back_notice
.visible
= false;
332 this.text_notice
.visible
= false;
339 this.text_menutitle
.text
= npc
.shortname
;
340 this.back_menu
.visible
= true;
341 this.text_menutitle
.visible
= true;
342 this.text_menuitem_Talk
.visible
= true;
343 this.text_menuitem_Leave
.visible
= true;
344 this.text_menuitem_Take
.visible
= true;
345 this.currentmenuitem
= MENUITEM_TALK
;
346 this.actualizeCursorPosition();
347 this.text_menucursor
.visible
= true;
348 this.last_menustep
= game
.time
.now
;
353 this.back_menu
.visible
= false;
354 this.text_menutitle
.visible
= false;
355 this.text_menuitem_Talk
.visible
= false;
356 this.text_menuitem_Leave
.visible
= false;
357 this.text_menuitem_Take
.visible
= false;
358 this.text_menucursor
.visible
= false;
364 this.dialogue
= dialogue
;
366 this.back_talk
.visible
= true;
367 this.text_talktitle
.visible
= true;
368 this.text_talk
.visible
= true;
373 this.dialogue
= null;
374 this.back_talk
.visible
= false;
375 this.text_talktitle
.visible
= false;
376 this.text_talk
.visible
= false;
380 console
.log(this.dialogue
);
381 console
.log(this.dialogue
.actual());
382 var actualdialogue
= this.dialogue
.actual();
383 if (actualdialogue
) {
384 this.text_talktitle
.text
= actualdialogue
.actor
.shortname
;
385 this.text_talk
.text
= actualdialogue
.text
;
386 this.dialogue
.advance();
392 this.last_talk
= game
.time
.now
;
395 actualizeCursorPosition() {
396 this.text_menucursor
.y
= this.text_menuitem_Talk
.y
+ (this.currentmenuitem
* GUI_MENUITEM_DISTANCE
);
400 if ((this.inMenu
) && (hasTimePassed(this.last_menustep
, WAIT_MENUSTEP
))) {
401 if (cursors
.up
.isDown
)
403 this.currentmenuitem
--;
404 if (this.currentmenuitem
< MENUITEM_TALK
) this.currentmenuitem
= MENUITEM_TAKE
;
405 this.actualizeCursorPosition();
407 else if (cursors
.down
.isDown
)
409 this.currentmenuitem
++;
410 if (this.currentmenuitem
> MENUITEM_TAKE
) this.currentmenuitem
= MENUITEM_TALK
;
411 this.actualizeCursorPosition();
413 if (game
.input
.keyboard
.isDown(Phaser
.Keyboard
.ENTER
)) {
414 logic
.callMenu(this.currentmenuitem
);
416 this.last_menustep
= game
.time
.now
;
418 if ((this.inTalk
) && (game
.input
.keyboard
.isDown(Phaser
.Keyboard
.ENTER
)) && (hasTimePassed(this.last_talk
, WAIT_TALK
))) {
427 this.player
= this.clara
= this.carlos
= this.saiki
= this.peter
= this.bianca
= null;
428 this.gameinterface
= new GameInterface(game
, game
.stage
);
429 //this.doors = game.add.group(game.world, "doors");
430 this.last_menuselect
= 0;
433 createObject(object
) {
434 switch (object
.type
) {
435 case 'spawnpoint': this.createCharacter(object
); break;
436 case 'door': this.createDoor(object
); break;
437 case '': console
.error("Object type is empty:", object
); break;
438 default: console
.error("Unknown object type:", object
);
442 createCharacter(object
) {
444 switch (object
.name
) {
446 newChar
= new Player(object
.x
, object
.y
, 'player');
447 this.player
= newChar
;
448 this.player
.enablePhysics();
449 game
.camera
.follow(this.player
);
452 newChar
= new NPC_Clara(object
.x
, object
.y
, 'clara', "Clara", "Clara Tnavelerri", 200);
453 this.clara
= newChar
;
456 console
.error("Unknown character:", object
);
458 newChar
.name
= object
.name
;
459 game
.add
.existing(newChar
);
460 console
.log(newChar
);
464 /* Calculate movement vector and correct position (32 = half tile width/height). */
466 switch (object.rotation) {
468 case 0: vector = new Phaser.Point( -1, 0); object.x += 32; object.y -= 32; break;
469 case 90: vector = new Phaser.Point( 0, -1); object.x += 32; object.y += 32; break;
470 case 180: vector = new Phaser.Point( 1, 0); object.x -= 32; object.y += 32; break;
471 case 270: vector = new Phaser.Point( 0, 1); object.x -= 32; object.y -= 32; break;
472 default: console.error("Invalid rotation:", object.rotation);
474 this.doors.add(new Door(object.x, object.y, object.name, object.rotation, vector, object.properties.longpanel));
478 console.log("Menu callback received:", menuitem);
479 this.last_menuselect = game.time.now;
480 this.gameinterface.leaveMenu();
483 this.player.interactablenpc.actionTalk();
486 this.player.interactablenpc.actionLeave();
487 this.player.unfreeze();
490 if (this.player.interactablenpc.actionTake())
491 this.player.unfreeze();
497 if (this.player.interactablenpc) {
498 if (this.player.interactablenpc.endTalk()) {
499 this.gameinterface.npcMenu(this.player.interactablenpc);
502 this.player.unfreeze();
503 this.last_menuselect = game.time.now;
509 this.doors.children.forEach(function(o) { if (o.name == doorname) o.open(); });
512 closeDoor(doorname) {
513 this.doors.children.forEach(function(o) { if (o.name == doorname) o.close(); });
517 if ((game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_menuselect, WAIT_MENUSTEP))) {
518 if ((this.player.interactablenpc) && (this.player.interactablenpc.interactable) && (!this.gameinterface.inMenu) && (!this.gameinterface.inTalk)) {
519 console.log("Starting interaction with", this.player.interactablenpc.fullname);
520 this.player.freeze();
521 this.gameinterface.npcMenu(this.player.interactablenpc);
528 class GamePlay extends Phaser.State {
533 logic = new GameLogic();
534 game.world.updateOnlyExistingChildren = true;
535 //game.state.add('GameOver', GameOver, false);
541 game.load.image('player', 'john.png');
542 game.load.image('clara', 'clara.png');
543 game.load.image('saiki', 'saiki.png');
544 game.load.image('tileset', 'tileset.png');
545 game.load.image('objects', 'objects.png');
546 game.load.tilemap('gamemap', 'tilemap.json', null, Phaser.Tilemap.TILED_JSON);
552 game.world.setBounds(0, 0, 800, 600);
553 game.stage.backgroundColor = '#000000';
554 game.physics.startSystem(Phaser.Physics.ARCADE);
555 console.log("Debug enabled:", !game.debug.isDisabled);
557 var map = game.add.tilemap('gamemap');
558 map.addTilesetImage('tileset', 'tileset');
559 map.addTilesetImage('objects', 'objects');
560 var layer_floor = map.createLayer('floor');
561 layer_floor.resizeWorld();
562 this.layer_walls = map.createLayer('walls');
563 map.setCollisionBetween(1, 100, true, this.layer_walls);
564 this.layer_furniture = map.createLayer('furniture');
565 map.setCollisionBetween(1, 100, true, this.layer_furniture);
567 // FIXME: Don't create a group here like this, it's too ugly! Now I have it here due to the display order.
568 logic.doors = game.add.group(game.world, "doors");
570 map.objects['objects'].forEach(function(o) { logic.createObject(o); });
571 console.log(map.objects);
573 cursors = game.input.keyboard.createCursorKeys();
580 game.physics.arcade.collide(logic.player, this.layer_walls);
581 game.physics.arcade.collide(logic.player, this.layer_furniture);
582 game.physics.arcade.collide(logic.player, logic.doors);