Happy value
[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 }
164 }
165
166 class GameNPC extends Phaser.Sprite {
167 constructor(x, y, key, shortname, fullname, interaction_distance) {
168 super(game, x, y, key);
169 this.y -= this.height;
170 this.shortname = shortname;
171 this.fullname = fullname;
172 this.interaction_distance = interaction_distance;
173 this.interactable = false;
174 this.talkcount = 0;
175 this.happy = false;
176 }
177
178 kill() {
179 super.kill();
180 this.exists = false;
181 this.happy = false; // Dead people are not happy.
182 }
183
184 update() {
185 super.update();
186 if ((!this.interactable) && (game.physics.arcade.distanceBetween(this, logic.player) < this.interaction_distance)) {
187 logic.gameinterface.dropNotice("(ENTER) Interact with " + this.shortname + "!");
188 logic.player.offerInteraction(this);
189 this.interactable = true;
190 }
191 else if ((this.interactable) && (game.physics.arcade.distanceBetween(this, logic.player) > this.interaction_distance)) {
192 logic.gameinterface.clearNotice();
193 logic.player.offerInteraction(null);
194 this.interactable = false;
195 }
196 if ((this.teleport_instructions) && (game.physics.arcade.distanceBetween(this, logic.player) > (game.width + 200))) {
197 this.position = this.teleport_instructions.newPosition;
198 this.teleport_instructions.callback(this.teleport_instructions.callbackValue);
199 this.teleport_instructions = null;
200 }
201 }
202
203 actionTalk() {
204 this.talkcount++;
205 }
206
207 actionLeave() {
208 }
209
210 actionTake() {
211 logic.player.offerInteraction(null);
212 logic.player.takeMe(this);
213 return true;
214 }
215
216 endTalk() {
217 return true;
218 }
219
220 makeHappy() {
221 this.happy = true;
222 console.log(this.shortname, "is happy!");
223 }
224
225 offscreenTeleportation(newPosition, callback, callbackValue) {
226 this.teleport_instructions = { newPosition: newPosition, callback: callback, callbackValue: callbackValue };
227 console.log("Offscreen teleport request registered:", this.teleport_instructions);
228 }
229 }
230
231 class NPC_Clara extends GameNPC {
232 actionTalk() {
233 switch (this.talkcount) {
234 case 0:
235 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "What a morning..." },
236 { actor: logic.player, text: "Hi Clara! What happened?" },
237 { 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." },
238 { actor: logic.player, text: "Hmm... I'll look into it. Maybe it's just that everyone is fired." },
239 { actor: this, text: "Haha! Wouldn't joke about this, though, due to the recent layoffs." },
240 { actor: logic.player, text: "Well, maybe if we dare to joke about it, it won't happen to us..." },
241 { actor: this, text: "Wish it worked like that... Is it some superstition like the belief that having an umbrella with you prevents rain?" },
242 { actor: logic.player, text: "Nah, that actually works; it's not a superstition, but Murphy's Law!" },
243 { actor: this, text: "If you say so..." },
244 { actor: this, text: "Anyway, I logged you in and opened the door for you." } ] ));
245 logic.openDoor("cutedoor");
246 break;
247 case 1:
248 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "John, have you ever thought about losing your employee card?" },
249 { actor: logic.player, text: "Yeah, you'd just get a new one." },
250 { actor: this, text: "You don't understand me, John!" },
251 { actor: this, text: "..." },
252 { actor: this, text: "I mean... Losing it for real..." },
253 { actor: this, text: "Doesn't it feel like it's the culmination of your being?" },
254 { actor: this, text: "If I had no card, would I still exist?" },
255 { actor: logic.player, text: "..." },
256 { actor: logic.player, text: "You sound very philosophical today." } ] ));
257 break;
258 case 2:
259 case 3:
260 case 4:
261 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Would you like to hear a random fun fact?" },
262 { actor: logic.player, text: "Of course!" },
263 { 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," },
264 { 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" },
265 { actor: this, text: "into electronic typesetting, remaining essentially unchanged. It was popularised in the 1960s with the release of Letraset sheets containing Lorem" },
266 { actor: this, text: "Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum." },
267 { actor: logic.player, text: "That's very interesting, I didn't know that!" },
268 { actor: logic.player, text: "Thanks for sharing, Clara!" } ] ));
269 break;
270 case 5:
271 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Would you like to hear a random fun fact?" },
272 { actor: logic.player, text: "Of course!..." },
273 { actor: logic.player, text: "But first..." },
274 { actor: this, text: "What is it?" },
275 { actor: logic.player, text: "..." },
276 { actor: logic.player, text: "Never mind, go on with what you wanted to say." },
277 { actor: this, text: "Lorem Ipsum is simply dummy text of the printing and typesetting industry..." },
278 { actor: logic.player, text: "I knew that already..." },
279 { actor: logic.player, text: "But..." },
280 { actor: logic.player, text: "Would you go out on a date with me?" },
281 { actor: this, text: "..." },
282 { actor: this, text: "No." } ] ));
283 break;
284 default:
285 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "..." } ] ));
286 }
287 super.actionTalk();
288 }
289
290 actionLeave() {
291 logic.gameinterface.dropNotice(this.shortname + ": Have a great day, John!");
292 }
293
294 actionTake() {
295 logic.openDoor("cutedoor");
296 return super.actionTake();
297 }
298
299 endTalk() {
300 return (this.talkcount < 6);
301 }
302 }
303
304 class NPC_Carlos extends GameNPC {
305 actionTalk() {
306 if (logic.clara.alive) {
307 switch (this.talkcount) {
308 case 0:
309 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Good morning, Carlos! What's up?" },
310 { actor: this, text: "Hey, John! Not too much, I'm just trying to sell some shit to this new client." },
311 { actor: logic.player, text: "And so? Is it hard to convince them?" },
312 { actor: this, text: "Of course, they don't want to buy. It's shit." },
313 { actor: this, text: "I mean, who would want to buy shit?" },
314 { actor: logic.player, text: "Yeah. Relatable... But why are you trying to sell shit? I mean, why not one of our cutting edge technologies?" },
315 { actor: this, text: "They couldn't afford it." },
316 { actor: logic.player, text: "Then why are you trying to sell them... anything at all? They'd better off with a cheaper company." },
317 { actor: this, text: "Company policies. Plus the management instructed me to sell to them, no matter what." },
318 { actor: logic.player, text: "That sucks... Well... good luck!" },
319 { actor: this, text: "Thanks..." } ] ));
320 logic.closeDoor("cutedoor");
321 logic.openDoor("carlosdoor");
322 break;
323 case 1:
324 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." },
325 { actor: this, text: "These layoffs are terrifying. They let go of anyone for even the slightest mistake." },
326 { actor: logic.player, text: "But it's not a mistake when our client doesn't buy something they don't need." },
327 { actor: this, text: "Tell this to my boss..." } ] ));
328 break;
329 case 2:
330 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." },
331 { actor: this, text: "..." },
332 { 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..." },
333 { 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." },
334 { actor: this, text: "So I thought I could grow my own pig in the garden from pig seeds!" },
335 { actor: logic.player, text: "Interesting. Where are you going with this?" },
336 { actor: this, text: "I don't know... sometimes I feel like I'd rather sell pig semen to our clients, heh!" },
337 { actor: this, text: "Uhm..." },
338 { actor: this, text: "Totally don't tell this to Saiki!" } ] ));
339 this.pigsemen = true;
340 break;
341 case 3:
342 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Weren't you heading to the IT department to the right?" },
343 { actor: this, text: "You know... the green department which looks way better than blue!" },
344 { actor: this, text: "..." },
345 { actor: this, text: "Damn, why do I have to work in blue? I just feel... so blue about it." } ] ));
346 break;
347 case 4:
348 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." },
349 { actor: this, text: "You're so lucky that you can work with her every day!" } ] ));
350 break;
351 default:
352 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Guess you'll stay here then. It's cool, you're great company anyway." } ] ));
353 }
354 }
355 else {
356 switch (this.talkcount) {
357 case 0:
358 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Good morning, Carlos!" },
359 { actor: this, text: "Whoa, Clara! You have changed so much! I barely recognize you. What's up?" },
360 { actor: logic.player, text: "I need to talk to Saiki at the IT department, but... my card doesn't allow me to enter there." },
361 { actor: this, text: "Well... I can certainly help you with that..." },
362 { actor: this, text: "..." } ] ));
363 break;
364 case 1:
365 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Carlos. You promised to help me." },
366 { actor: this, text: "Uhm... It's just... Please give me 5 mins to finish this e-mail." },
367 { actor: logic.player, text: "I don't have much time, Carlos." },
368 { 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." },
369 { actor: logic.player, text: "..." } ] ));
370 break;
371 case 2:
372 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Time is up, Carlos!" },
373 { actor: this, text: "Please give me just another min." },
374 { actor: logic.player, text: "Fine. Please just give me your card and I'll help myself!" },
375 { actor: this, text: "But... you know that company policies forbid that, Clara! Please just be a little more patient!" },
376 { actor: logic.player, text: "You will give me your card now or you will regret!" },
377 { actor: this, text: "...?" },
378 { actor: this, text: "You're not gonna treat me like this. Forget it!" },
379 { actor: logic.player, text: "You'll not work here tomorrow." } ] ));
380 break;
381 default:
382 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "..." } ] ));
383 }
384 }
385 super.actionTalk();
386 }
387
388 actionLeave() {
389 if (logic.clara.alive) {
390 logic.gameinterface.dropNotice(this.shortname + ": Bye, John! Pass on my greetings to Saiki!");
391 }
392 }
393
394 actionTake() {
395 logic.closeDoor("cutedoor");
396 logic.openDoor("carlosdoor");
397 return super.actionTake();
398 }
399
400 endTalk() {
401 return (logic.clara.alive) || (this.talkcount < 3);
402 }
403 }
404
405 class NPC_Saiki extends GameNPC {
406 actionTalk() {
407 if (logic.carlos.alive) {
408 switch (this.talkcount) {
409 case 0:
410 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Hi Saiki!" },
411 { actor: this, text: "Hi John! Glad you arrived, here's some work for you!" },
412 { actor: logic.player, text: "Awesome! What is it?" },
413 { actor: this, text: "Haha, joking! Actually, our queue is suspiciously empty for today." },
414 { actor: logic.player, text: "Yeah... That's really suspicious!" },
415 { actor: logic.player, text: "Maybe I can get home today in time?" },
416 { actor: this, text: "You mean, you wouldn't spend the mandatory free extra working hours?" },
417 { 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?" },
418 { actor: this, text: "*Whispers with wink.* I hope you get my sarcasm." },
419 { actor: logic.player, text: "Haha! I always get it, Saiki!" } ] ));
420 logic.closeDoor("carlosdoor");
421 logic.openDoor("saikidoor");
422 break;
423 case 1:
424 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." },
425 { actor: this, text: "Clara has to enter people manually." },
426 { actor: logic.player, text: "Yeah, I'll definitely check that." } ] ));
427 break;
428 case 2:
429 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "So... what's up with the trash can?" },
430 { actor: this, text: "I'm always up for such deep conversation" },
431 { actor: this, text: "about trash cans." },
432 { 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." },
433 { 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." },
434 { actor: logic.player, text: "Hmm... Maybe it's too much to ask. Can we take one from another department?" },
435 { actor: this, text: "No, everyone holds on to their trash cans." },
436 { actor: logic.player, text: "You certainly did your research." },
437 { actor: this, text: "Of course. It's an important subject." } ] ));
438 break;
439 case 3:
440 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "My parents named me after a Japanese rock singer." },
441 { actor: logic.player, text: "Cool! Which band?" },
442 { 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." } ] ));
443 break;
444 default:
445 if ((logic.carlos.pigsemen) && (this.talkcount == 4)) {
446 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?" },
447 { actor: this, text: "Hmm..." },
448 { actor: this, text: "I guess it didn't work." },
449 { actor: this, text: "So do you want to know what I think about this?" },
450 { actor: this, text: "..." },
451 { actor: this, text: "IT'S BRILLIANT!!!" },
452 { actor: this, text: "You know, it really sparkled my artistic vision! Now I must draw a pig with its legs rooted into the ground!" },
453 { actor: logic.player, text: "That's gross. Poor pig." },
454 { 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." },
455 { actor: logic.player, text: "You have a point." },
456 { 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." } ] ));
457 this.offscreenTeleportation(new Phaser.Point(logic.carlos.x, logic.carlos.y + 64), this.tpDone, this);
458 }
459 else {
460 if (Phaser.Math.random() < 0.5) {
461 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!" } ] ));
462 }
463 else {
464 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." } ] ));
465 }
466 }
467 }
468 }
469 else {
470 switch (this.talkcount) {
471 case 0:
472 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I love you, Saiki!" },
473 { actor: this, text: "Hi Carlos..." },
474 { actor: logic.player, text: "I'm infatuated by the mere thought of you." },
475 { actor: this, text: "Well... it sounds pretty much creepy." },
476 { actor: logic.player, text: "Will you go out on a date with me?" },
477 { actor: this, text: "..." },
478 { actor: this, text: "Sorry to hurt your feelings, but... even though I like you... Your sudden, unprecedented confession makes me scared." },
479 { actor: this, text: "Especially with that facial expression." },
480 { actor: this, text: "I mean... you're not even joking." },
481 { actor: this, text: "So sorry... I won't date you." } ] ));
482 break;
483 case 1:
484 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I thought I could impress you." },
485 { actor: this, text: "I'm sorry." } ] ));
486 break;
487 case 2:
488 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "You will give me your card." },
489 { actor: this, text: "Geez, what for? Go back to your department and work!" },
490 { actor: logic.player, text: "I need it." },
491 { actor: this, text: "..." } ] ));
492 break;
493 default:
494 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Don't you have anything better to do, Carlos?" } ] ));
495 }
496 }
497 super.actionTalk();
498 }
499
500 actionLeave() {
501 if (logic.carlos.alive) {
502 logic.gameinterface.dropNotice(this.shortname + ": It was nice talking to you!");
503 }
504 }
505
506 actionTake() {
507 logic.closeDoor("carlosdoor");
508 logic.openDoor("saikidoor");
509 return super.actionTake();
510 }
511
512 endTalk() {
513 return (logic.carlos.alive);
514 }
515
516 tpDone(value) {
517 console.log("Woot-woot! Teleport complete:", value);
518 value.makeHappy();
519 logic.carlos.makeHappy();
520 }
521 }
522
523
524 class GameInterface extends Phaser.Group {
525 constructor(game, parent) {
526 super(game, parent, 'GUI', false, false, 0);
527 this.back_notice = new Phaser.Graphics(game, 0, game.height - 50);
528 this.back_notice.beginFill(0x000000);
529 this.back_notice.drawRect(0, 0, game.width, 30);
530 this.back_notice.endFill();
531 this.add(this.back_notice);
532 this.text_notice = new Phaser.Text(game, 0, this.back_notice.y, null, { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' });
533 this.text_notice.anchor.setTo(-0.5, -0.2);
534 this.add(this.text_notice);
535 this.clearNotice();
536
537 this.back_menu = new Phaser.Graphics(game, 150, (game.height / 2) + 40);
538 this.back_menu.beginFill(0x000000);
539 this.back_menu.drawRect(0, 0, 155, 105);
540 this.back_menu.endFill();
541 this.back_menu.lineStyle(3, Phaser.Color.YELLOW, 1);
542 this.back_menu.moveTo(10, 35);
543 this.back_menu.lineTo(this.back_menu.width - 10, 35);
544 this.add(this.back_menu);
545 var style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
546 this.text_menutitle = new Phaser.Text(game, this.back_menu.x, this.back_menu.y, null, style);
547 this.text_menutitle.anchor.setTo(-0.2, -0.2);
548 style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
549 this.text_menuitem_Talk = new Phaser.Text(game, this.back_menu.x + 35, this.back_menu.y + 40, "Talk", style);
550 this.text_menuitem_Leave = new Phaser.Text(game, this.back_menu.x + 35, this.text_menuitem_Talk.y + GUI_MENUITEM_DISTANCE, "Leave", style);
551 this.text_menuitem_Take = new Phaser.Text(game, this.back_menu.x + 35, this.text_menuitem_Leave.y + GUI_MENUITEM_DISTANCE, "Take ID", style);
552 style.fill = 'yellow';
553 this.text_menucursor = new Phaser.Text(game, this.back_menu.x + 15, this.text_menuitem_Talk.y, "→", style);
554 this.add(this.text_menutitle);
555 this.add(this.text_menuitem_Talk);
556 this.add(this.text_menuitem_Leave);
557 this.add(this.text_menuitem_Take);
558 this.add(this.text_menucursor);
559 this.leaveMenu();
560 this.last_menustep = 0;
561
562 this.back_talk = new Phaser.Graphics(game, 100, game.height - 120);
563 this.back_talk.beginFill(0x000000);
564 this.back_talk.drawRect(0, 0, game.width - 200, 105);
565 this.back_talk.endFill();
566 this.back_talk.lineStyle(3, Phaser.Color.YELLOW, 1);
567 this.back_talk.moveTo(10, 35);
568 this.back_talk.lineTo(this.back_talk.width - 10, 35);
569 this.add(this.back_talk);
570 style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
571 this.text_talktitle = new Phaser.Text(game, this.back_talk.x + 15, this.back_talk.y + 6, null, style);
572 //this.text_talktitle.anchor.setTo(-0.2, -0.2);
573 this.add(this.text_talktitle);
574 this.strikethrough_talktitle = new Phaser.Graphics(game, this.back_talk.x, this.back_talk.y);
575 this.strikethrough_talktitle.lineStyle(3, Phaser.Color.RED, 1);
576 this.strikethrough_talktitle.moveTo(12, 20);
577 this.strikethrough_talktitle.lineTo(67, 20);
578 this.add(this.strikethrough_talktitle);
579 style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
580 this.text_talk = new Phaser.Text(game, this.back_talk.x + 35, this.back_talk.y + 40, null, style);
581 this.text_talk.wordWrap = true;
582 this.text_talk.wordWrapWidth = this.back_talk.width - 70;
583 this.text_talk.lineSpacing = -5;
584 this.add(this.text_talk);
585 this.leaveTalk();
586 this.last_talk = 0;
587 }
588
589 dropNotice(text) {
590 this.text_notice.text = text;
591 this.back_notice.visible = true;
592 this.text_notice.visible = true;
593 }
594
595 clearNotice() {
596 this.back_notice.visible = false;
597 this.text_notice.visible = false;
598 }
599
600 npcMenu(npc) {
601 if (!this.inMenu) {
602 this.inMenu = true;
603 this.clearNotice();
604 this.text_menutitle.text = npc.shortname;
605 this.back_menu.visible = true;
606 this.text_menutitle.visible = true;
607 this.text_menuitem_Talk.visible = true;
608 this.text_menuitem_Leave.visible = true;
609 this.text_menuitem_Take.visible = true;
610 this.currentmenuitem = MENUITEM_TALK;
611 this.actualizeCursorPosition();
612 this.text_menucursor.visible = true;
613 this.last_menustep = game.time.now;
614 }
615 }
616
617 leaveMenu() {
618 this.back_menu.visible = false;
619 this.text_menutitle.visible = false;
620 this.text_menuitem_Talk.visible = false;
621 this.text_menuitem_Leave.visible = false;
622 this.text_menuitem_Take.visible = false;
623 this.text_menucursor.visible = false;
624 this.inMenu = false;
625 }
626
627 talk(dialogue) {
628 this.inTalk = true;
629 this.dialogue = dialogue;
630 this.advanceTalk();
631 this.back_talk.visible = true;
632 this.text_talktitle.visible = true;
633 this.text_talk.visible = true;
634 }
635
636 leaveTalk() {
637 this.inTalk = false;
638 this.dialogue = null;
639 this.back_talk.visible = false;
640 this.text_talktitle.visible = false;
641 this.strikethrough_talktitle.visible = false;
642 this.text_talk.visible = false;
643 }
644
645 advanceTalk() {
646 console.log(this.dialogue);
647 console.log(this.dialogue.actual());
648 var actualdialogue = this.dialogue.actual();
649 if (actualdialogue) {
650 if (actualdialogue.actor.disguise) {
651 this.text_talktitle.text = actualdialogue.actor.shortname + " " + actualdialogue.actor.disguise.shortname;
652 this.strikethrough_talktitle.visible = true;
653 }
654 else {
655 this.text_talktitle.text = actualdialogue.actor.shortname;
656 this.strikethrough_talktitle.visible = false;
657 }
658 this.text_talk.text = actualdialogue.text;
659 this.dialogue.advance();
660 }
661 else {
662 this.leaveTalk();
663 logic.endTalk();
664 }
665 this.last_talk = game.time.now;
666 }
667
668 actualizeCursorPosition() {
669 this.text_menucursor.y = this.text_menuitem_Talk.y + (this.currentmenuitem * GUI_MENUITEM_DISTANCE);
670 }
671
672 update() {
673 if ((this.inMenu) && (hasTimePassed(this.last_menustep, WAIT_MENUSTEP))) {
674 if (cursors.up.isDown)
675 {
676 this.currentmenuitem--;
677 if (this.currentmenuitem < MENUITEM_TALK) this.currentmenuitem = MENUITEM_TAKE;
678 this.actualizeCursorPosition();
679 }
680 else if (cursors.down.isDown)
681 {
682 this.currentmenuitem++;
683 if (this.currentmenuitem > MENUITEM_TAKE) this.currentmenuitem = MENUITEM_TALK;
684 this.actualizeCursorPosition();
685 }
686 if (game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) {
687 logic.callMenu(this.currentmenuitem);
688 }
689 this.last_menustep = game.time.now;
690 }
691 if ((this.inTalk) && (game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_talk, WAIT_TALK))) {
692 this.advanceTalk();
693 }
694 }
695 }
696
697 class GameLogic {
698
699 constructor() {
700 this.player = this.clara = this.carlos = this.saiki = this.peter = this.bianca = null;
701 this.gameinterface = new GameInterface(game, game.stage);
702 //this.doors = game.add.group(game.world, "doors");
703 this.last_menuselect = 0;
704 }
705
706 createObject(object) {
707 switch (object.type) {
708 case 'spawnpoint': this.createCharacter(object); break;
709 case 'door': this.createDoor(object); break;
710 case '': console.error("Object type is empty:", object); break;
711 default: console.error("Unknown object type:", object);
712 }
713 }
714
715 createCharacter(object) {
716 var newChar;
717 switch (object.name) {
718 case 'john':
719 newChar = new Player(object.x, object.y, 'player');
720 this.player = newChar;
721 this.player.enablePhysics();
722 game.camera.follow(this.player);
723 break;
724 case 'clara':
725 newChar = new NPC_Clara(object.x, object.y, 'clara', "Clara", "Clara Tnavelerri", 200);
726 this.clara = newChar;
727 break;
728 case 'carlos':
729 newChar = new NPC_Carlos(object.x, object.y, 'carlos', "Carlos", "Carlos Elbacalper", 150);
730 this.carlos = newChar;
731 break;
732 case 'saiki':
733 newChar = new NPC_Saiki(object.x, object.y, 'saiki', "Saiki", "Saiki Ytpme", 150);
734 this.saiki = newChar;
735 break;
736 default:
737 console.error("Unknown character:", object);
738 }
739 newChar.name = object.name;
740 game.add.existing(newChar);
741 console.log(newChar);
742 }
743
744 createDoor(object) {
745 /* Calculate movement vector and correct position (32 = half tile width/height). */
746 var vector;
747 switch (object.rotation) {
748 case undefined:
749 case 0: vector = new Phaser.Point( -1, 0); object.x += 32; object.y -= 32; break;
750 case 90: vector = new Phaser.Point( 0, -1); object.x += 32; object.y += 32; break;
751 case 180: vector = new Phaser.Point( 1, 0); object.x -= 32; object.y += 32; break;
752 case 270: vector = new Phaser.Point( 0, 1); object.x -= 32; object.y -= 32; break;
753 default: console.error("Invalid rotation:", object.rotation);
754 }
755 this.doors.add(new Door(object.x, object.y, object.name, object.rotation, vector, object.properties.longpanel));
756 }
757
758 callMenu(menuitem) {
759 console.log("Menu callback received:", menuitem);
760 this.last_menuselect = game.time.now;
761 this.gameinterface.leaveMenu();
762 switch (menuitem) {
763 case MENUITEM_TALK:
764 this.player.interactablenpc.actionTalk();
765 break;
766 case MENUITEM_LEAVE:
767 this.player.interactablenpc.actionLeave();
768 this.player.unfreeze();
769 break;
770 case MENUITEM_TAKE:
771 if (this.player.interactablenpc.actionTake())
772 this.player.unfreeze();
773 break;
774 }
775 }
776
777 endTalk() {
778 if (this.player.interactablenpc) {
779 if (this.player.interactablenpc.endTalk()) {
780 this.gameinterface.npcMenu(this.player.interactablenpc);
781 }
782 else {
783 this.player.unfreeze();
784 this.last_menuselect = game.time.now;
785 }
786 }
787 }
788
789 openDoor(doorname) {
790 this.doors.children.forEach(function(o) { if (o.name == doorname) o.open(); });
791 }
792
793 closeDoor(doorname) {
794 this.doors.children.forEach(function(o) { if (o.name == doorname) o.close(); });
795 }
796
797 update() {
798 if ((game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_menuselect, WAIT_MENUSTEP))) {
799 if ((this.player.interactablenpc) && (this.player.interactablenpc.interactable) && (!this.gameinterface.inMenu) && (!this.gameinterface.inTalk)) {
800 console.log("Starting interaction with", this.player.interactablenpc.fullname);
801 this.player.freeze();
802 this.gameinterface.npcMenu(this.player.interactablenpc);
803 }
804 }
805 }
806
807 }
808
809 class GamePlay extends Phaser.State {
810
811 constructor() {
812
813 super();
814 logic = new GameLogic();
815 game.world.updateOnlyExistingChildren = true;
816 //game.state.add('GameOver', GameOver, false);
817
818 }
819
820 preload() {
821
822 game.load.image('player', 'john.png');
823 game.load.image('clara', 'clara.png');
824 game.load.image('carlos', 'carlos.png');
825 game.load.image('saiki', 'saiki.png');
826 game.load.image('tileset', 'tileset.png');
827 game.load.image('objects', 'objects.png');
828 game.load.tilemap('gamemap', 'tilemap.json', null, Phaser.Tilemap.TILED_JSON);
829
830 }
831
832 create() {
833
834 game.world.setBounds(0, 0, 800, 600);
835 game.stage.backgroundColor = '#000000';
836 game.physics.startSystem(Phaser.Physics.ARCADE);
837 console.log("Debug enabled:", !game.debug.isDisabled);
838
839 var map = game.add.tilemap('gamemap');
840 map.addTilesetImage('tileset', 'tileset');
841 map.addTilesetImage('objects', 'objects');
842 var layer_floor = map.createLayer('floor');
843 layer_floor.resizeWorld();
844 this.layer_walls = map.createLayer('walls');
845 map.setCollisionBetween(1, 100, true, this.layer_walls);
846 this.layer_furniture = map.createLayer('furniture');
847 map.setCollisionBetween(1, 100, true, this.layer_furniture);
848
849 // FIXME: Don't create a group here like this, it's too ugly! Now I have it here due to the display order.
850 logic.doors = game.add.group(game.world, "doors");
851
852 map.objects['objects'].forEach(function(o) { logic.createObject(o); });
853 console.log(map.objects);
854
855 cursors = game.input.keyboard.createCursorKeys();
856 console.log(logic);
857
858 }
859
860 update() {
861
862 game.physics.arcade.collide(logic.player, this.layer_walls);
863 game.physics.arcade.collide(logic.player, this.layer_furniture);
864 game.physics.arcade.collide(logic.player, logic.doors);
865 logic.update();
866
867 }
868 }