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');
46 this.longpanel
= 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));
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));
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);
64 game
.physics
.arcade
.enable(this);
65 this.body
.immovable
= true;
66 this.setBody(rotation
);
73 this.body
.setSize(this.width
, 10, this.longpanel
* (rotation
/ 180) * 64, 27);
77 this.body
.setSize(10, this.width
, 27 + (this.longpanel
* 64), this.longpanel
* ((rotation
- 270) / 180) * 64);
80 console
.log("Unable to set body due to unknown rotation:", rotation
);
86 this.opentween
.start();
93 this.closetween
.start();
99 game
.debug
.body(this);
103 class Player
extends Phaser
.Sprite
{
105 super(game
, x
, y
, 'player');
106 this.y
-= this.height
;
107 this.shortname
= "John";
108 this.fullname
= "John Evals";
109 this.offerInteraction(null);
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;
121 if ((this.alive
) && (!this.freezed
))
123 if (cursors
.left
.isDown
)
125 this.body
.velocity
.x
= -PLAYER_SPEED
;
127 else if (cursors
.right
.isDown
)
129 this.body
.velocity
.x
= PLAYER_SPEED
;
131 if (cursors
.up
.isDown
)
133 this.body
.velocity
.y
= -PLAYER_SPEED
;
135 else if (cursors
.down
.isDown
)
137 this.body
.velocity
.y
= PLAYER_SPEED
;
143 this.body
.velocity
.x
= this.body
.velocity
.y
= 0;
152 this.freezed
= false;
155 offerInteraction(npc
) {
156 this.interactablenpc
= npc
;
160 this.loadTexture(npc
.key
);
163 logic
.gameinterface
.dropNoticeTimeout(Phaser
.Timer
.SECOND
* 5, "You are now identified as " + npc
.fullname
+ "!");
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;
182 this.happy
= false; // Dead people are not happy.
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;
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;
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;
212 logic
.player
.offerInteraction(null);
213 logic
.player
.takeMe(this);
223 console
.log(this.shortname
, "is happy!");
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
);
232 class NPC_Clara
extends GameNPC
{
234 switch (this.talkcount
) {
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");
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." } ] ));
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!" } ] ));
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." } ] ));
286 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "..." } ] ));
292 logic
.gameinterface
.dropNotice(this.shortname
+ ": Have a great day, John!");
296 logic
.openDoor("cutedoor");
297 return super.actionTake();
301 return (this.talkcount
< 6);
305 class NPC_Carlos
extends GameNPC
{
307 if (logic
.clara
.alive
) {
308 switch (this.talkcount
) {
310 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Good morning, Carlos! What's up?" },
311 { actor
: this, text
: "Hey, John! Not too much, I'm just trying to sell some shit to this new client." },
312 { actor
: logic
.player
, text
: "And so? Is it hard to convince them?" },
313 { actor
: this, text
: "Of course, they don't want to buy. It's shit." },
314 { actor
: this, text
: "I mean, who would want to buy shit?" },
315 { actor
: logic
.player
, text
: "Yeah. Relatable... But why are you trying to sell shit? I mean, why not one of our cutting edge technologies?" },
316 { actor
: this, text
: "They couldn't afford it." },
317 { actor
: logic
.player
, text
: "Then why are you trying to sell them... anything at all? They'd better off with a cheaper company." },
318 { actor
: this, text
: "Company policies. Plus the management instructed me to sell to them, no matter what." },
319 { actor
: logic
.player
, text
: "That sucks... Well... good luck!" },
320 { actor
: this, text
: "Thanks..." } ] ));
321 logic
.closeDoor("cutedoor");
322 logic
.openDoor("carlosdoor");
325 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "*Sigh.* I'll probably not work here for long, if I can't sell this shit to the customer." },
326 { actor
: this, text
: "These layoffs are terrifying. They let go of anyone for even the slightest mistake." },
327 { actor
: logic
.player
, text
: "But it's not a mistake when our client doesn't buy something they don't need." },
328 { actor
: this, text
: "Tell this to my boss..." } ] ));
331 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "You know, generally, I think it sucks being a child. One thing I miss though, if you're a child, you're allowed to be silly." },
332 { actor
: this, text
: "..." },
333 { actor
: this, text
: "For example, when my Dad told me that semen is the seed of animals, I theoretized, if I'd bury some pig semen in the garden, a pig would grow out of it..." },
334 { actor
: this, text
: "I was totally fascinated by the thought, because I really wanted to have a pet pig, but Dad wouldn't let me have one." },
335 { actor
: this, text
: "So I thought I could grow my own pig in the garden from pig seeds!" },
336 { actor
: logic
.player
, text
: "Interesting. Where are you going with this?" },
337 { actor
: this, text
: "I don't know... sometimes I feel like I'd rather sell pig semen to our clients, heh!" },
338 { actor
: this, text
: "Uhm..." },
339 { actor
: this, text
: "Totally don't tell this to Saiki!" } ] ));
340 this.pigsemen
= true;
343 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Weren't you heading to the IT department to the right?" },
344 { actor
: this, text
: "You know... the green department which looks way better than blue!" },
345 { actor
: this, text
: "..." },
346 { actor
: this, text
: "Damn, why do I have to work in blue? I just feel... so blue about it." } ] ));
349 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Weren't you heading to the conveniently green department to the right? I guess Saiki is waiting for you." },
350 { actor
: this, text
: "You're so lucky that you can work with her every day!" } ] ));
353 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Guess you'll stay here then. It's cool, you're great company anyway." } ] ));
357 switch (this.talkcount
) {
359 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Good morning, Carlos!" },
360 { actor
: this, text
: "Whoa, Clara! You have changed so much! I barely recognize you. What's up?" },
361 { actor
: logic
.player
, text
: "I need to talk to Saiki at the IT department, but... my card doesn't allow me to enter there." },
362 { actor
: this, text
: "Well... I can certainly help you with that..." },
363 { actor
: this, text
: "..." } ] ));
366 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Carlos. You promised to help me." },
367 { actor
: this, text
: "Uhm... It's just... Please give me 5 mins to finish this e-mail." },
368 { actor
: logic
.player
, text
: "I don't have much time, Carlos." },
369 { actor
: this, text
: "See, it's just 5 mins, please be patient. I have a chocolate bar in the fridge. I give it to you. Feel free to have it meanwhile." },
370 { actor
: logic
.player
, text
: "..." } ] ));
373 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Time is up, Carlos!" },
374 { actor
: this, text
: "Please give me just another min." },
375 { actor
: logic
.player
, text
: "Fine. Please just give me your card and I'll help myself!" },
376 { actor
: this, text
: "But... you know that company policies forbid that, Clara! Please just be a little more patient!" },
377 { actor
: logic
.player
, text
: "You will give me your card now or you will regret!" },
378 { actor
: this, text
: "...?" },
379 { actor
: this, text
: "You're not gonna treat me like this. Forget it!" },
380 { actor
: logic
.player
, text
: "You'll not work here tomorrow." } ] ));
383 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "..." } ] ));
390 if (logic
.clara
.alive
) {
391 logic
.gameinterface
.dropNotice(this.shortname
+ ": Bye, John! Pass on my greetings to Saiki!");
396 logic
.closeDoor("cutedoor");
397 logic
.openDoor("carlosdoor");
398 return super.actionTake();
402 return (logic
.clara
.alive
) || (this.talkcount
< 3);
406 class NPC_Saiki
extends GameNPC
{
408 if (logic
.carlos
.alive
) {
409 switch (this.talkcount
) {
411 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Hi Saiki!" },
412 { actor
: this, text
: "Hi John! Glad you arrived, here's some work for you!" },
413 { actor
: logic
.player
, text
: "Awesome! What is it?" },
414 { actor
: this, text
: "Haha, joking! Actually, our queue is suspiciously empty for today." },
415 { actor
: logic
.player
, text
: "Yeah... That's really suspicious!" },
416 { actor
: logic
.player
, text
: "Maybe I can get home today in time?" },
417 { actor
: this, text
: "You mean, you wouldn't spend the mandatory free extra working hours?" },
418 { actor
: this, text
: "You steal from the company! The company needs your unpaid hours of work! Otherwise, how would we finance the trash can I ordered for the department?" },
419 { actor
: this, text
: "*Whispers with wink.* I hope you get my sarcasm." },
420 { actor
: logic
.player
, text
: "Haha! I always get it, Saiki!" } ] ));
421 logic
.closeDoor("carlosdoor");
422 logic
.openDoor("saikidoor");
425 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Now that I think about it, there's still one thing. You could look into why the access control system is acting so funny today." },
426 { actor
: this, text
: "Clara has to enter people manually." },
427 { actor
: logic
.player
, text
: "Yeah, I'll definitely check that." } ] ));
430 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "So... what's up with the trash can?" },
431 { actor
: this, text
: "I'm always up for such deep conversation" },
432 { actor
: this, text
: "about trash cans." },
433 { actor
: this, text
: "While we only have one trash can, other departments seem to be abundant of them. And ours is always filled. So I requested an additional trash can." },
434 { actor
: this, text
: "Now the ticket is in PENDING status. The latest work note is from two months ago, telling there is no budget at the moment." },
435 { actor
: logic
.player
, text
: "Hmm... Maybe it's too much to ask. Can we take one from another department?" },
436 { actor
: this, text
: "No, everyone holds on to their trash cans." },
437 { actor
: logic
.player
, text
: "You certainly did your research." },
438 { actor
: this, text
: "Of course. It's an important subject." } ] ));
441 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "My parents named me after a Japanese rock singer." },
442 { actor
: logic
.player
, text
: "Cool! Which band?" },
443 { actor
: this, text
: "I don't remember the band name. But the particular singer has a blue rose in her hair most of the time." } ] ));
446 if ((logic
.carlos
.pigsemen
) && (this.talkcount
== 4)) {
447 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Did you know that Carlos thought he can grow a pig by burying pig semen in the ground? What do you think about this?" },
448 { actor
: this, text
: "Hmm..." },
449 { actor
: this, text
: "I guess it didn't work." },
450 { actor
: this, text
: "So do you want to know what I think about this?" },
451 { actor
: this, text
: "..." },
452 { actor
: this, text
: "IT'S BRILLIANT!!!" },
453 { actor
: this, text
: "You know, it really sparkled my artistic vision! Now I must draw a pig with its legs rooted into the ground!" },
454 { actor
: logic
.player
, text
: "That's gross. Poor pig." },
455 { actor
: this, text
: "Indeed. But this is the point. He's stuck in one place, cannot move. Like you in life. So you feel sympathy for him." },
456 { actor
: logic
.player
, text
: "You have a point." },
457 { actor
: this, text
: "I think I'll catch Carlos and talk to him. I always liked that guy but I didn't know he's such imaginative." } ] ));
458 this.offscreenTeleportation(new Phaser
.Point(logic
.carlos
.x
, logic
.carlos
.y
+ 64), this.tpDone
, this);
461 if (Phaser
.Math
.random() < 0.5) {
462 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "I've found an orchestrated rendition of „Potential for Anything”. You'll have to check it out, it's breathtaking!" } ] ));
465 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "I don't like that our department is green. The blue one, where Carlos works, looks much better." } ] ));
471 switch (this.talkcount
) {
473 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "I love you, Saiki!" },
474 { actor
: this, text
: "Hi Carlos..." },
475 { actor
: logic
.player
, text
: "I'm infatuated by the mere thought of you." },
476 { actor
: this, text
: "Well... it sounds pretty much creepy." },
477 { actor
: logic
.player
, text
: "Will you go out on a date with me?" },
478 { actor
: this, text
: "..." },
479 { actor
: this, text
: "Sorry to hurt your feelings, but... even though I like you... Your sudden, unprecedented confession makes me scared." },
480 { actor
: this, text
: "Especially with that facial expression." },
481 { actor
: this, text
: "I mean... you're not even joking." },
482 { actor
: this, text
: "So sorry... I won't date you." } ] ));
485 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "I thought I could impress you." },
486 { actor
: this, text
: "I'm sorry." } ] ));
489 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "You will give me your card." },
490 { actor
: this, text
: "Geez, what for? Go back to your department and work!" },
491 { actor
: logic
.player
, text
: "I need it." },
492 { actor
: this, text
: "..." } ] ));
495 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Don't you have anything better to do, Carlos?" } ] ));
502 if (logic
.carlos
.alive
) {
503 logic
.gameinterface
.dropNotice(this.shortname
+ ": It was nice talking to you!");
508 logic
.closeDoor("carlosdoor");
509 logic
.openDoor("saikidoor");
511 return super.actionTake();
515 return (logic
.carlos
.alive
);
519 console
.log("Woot-woot! Teleport complete:", value
);
521 logic
.carlos
.makeHappy();
522 // FIXME: Need to find a prettier way than this.
523 logic
.carlos
.update = function() { }; // Disable Carlos' interaction. (Saiki will talk for him.)
528 class GameInterface
extends Phaser
.Group
{
529 constructor(game
, parent
) {
530 super(game
, parent
, 'GUI', false, false, 0);
531 this.back_notice
= new Phaser
.Graphics(game
, 0, game
.height
- 50);
532 this.back_notice
.beginFill(0x000000);
533 this.back_notice
.drawRect(0, 0, game
.width
, 30);
534 this.back_notice
.endFill();
535 this.add(this.back_notice
);
536 this.text_notice
= new Phaser
.Text(game
, 0, this.back_notice
.y
, null, { align
: 'left', fill
: 'white', font
: 'Ubuntu Mono', fontSize
: 18, fontWeight
: 'bold' });
537 this.text_notice
.anchor
.setTo(-0.5, -0.2);
538 this.add(this.text_notice
);
541 this.back_menu
= new Phaser
.Graphics(game
, 150, (game
.height
/ 2) + 40);
542 this.back_menu
.beginFill(0x000000);
543 this.back_menu
.drawRect(0, 0, 155, 105);
544 this.back_menu
.endFill();
545 this.back_menu
.lineStyle(3, Phaser
.Color
.YELLOW
, 1);
546 this.back_menu
.moveTo(10, 35);
547 this.back_menu
.lineTo(this.back_menu
.width
- 10, 35);
548 this.add(this.back_menu
);
549 var style
= { align
: 'left', fill
: 'yellow', font
: 'Ubuntu Mono', fontSize
: 22, fontWeight
: 'bold' };
550 this.text_menutitle
= new Phaser
.Text(game
, this.back_menu
.x
, this.back_menu
.y
, null, style
);
551 this.text_menutitle
.anchor
.setTo(-0.2, -0.2);
552 style
= { align
: 'left', fill
: 'white', font
: 'Ubuntu Mono', fontSize
: 18, fontWeight
: 'bold' };
553 this.text_menuitem_Talk
= new Phaser
.Text(game
, this.back_menu
.x
+ 35, this.back_menu
.y
+ 40, "Talk", style
);
554 this.text_menuitem_Leave
= new Phaser
.Text(game
, this.back_menu
.x
+ 35, this.text_menuitem_Talk
.y
+ GUI_MENUITEM_DISTANCE
, "Leave", style
);
555 this.text_menuitem_Take
= new Phaser
.Text(game
, this.back_menu
.x
+ 35, this.text_menuitem_Leave
.y
+ GUI_MENUITEM_DISTANCE
, "Take ID", style
);
556 style
.fill
= 'yellow';
557 this.text_menucursor
= new Phaser
.Text(game
, this.back_menu
.x
+ 15, this.text_menuitem_Talk
.y
, "→", style
);
558 this.add(this.text_menutitle
);
559 this.add(this.text_menuitem_Talk
);
560 this.add(this.text_menuitem_Leave
);
561 this.add(this.text_menuitem_Take
);
562 this.add(this.text_menucursor
);
564 this.last_menustep
= 0;
566 this.back_talk
= new Phaser
.Graphics(game
, 100, game
.height
- 120);
567 this.back_talk
.beginFill(0x000000);
568 this.back_talk
.drawRect(0, 0, game
.width
- 200, 105);
569 this.back_talk
.endFill();
570 this.back_talk
.lineStyle(3, Phaser
.Color
.YELLOW
, 1);
571 this.back_talk
.moveTo(10, 35);
572 this.back_talk
.lineTo(this.back_talk
.width
- 10, 35);
573 this.add(this.back_talk
);
574 style
= { align
: 'left', fill
: 'yellow', font
: 'Ubuntu Mono', fontSize
: 22, fontWeight
: 'bold' };
575 this.text_talktitle
= new Phaser
.Text(game
, this.back_talk
.x
+ 15, this.back_talk
.y
+ 6, null, style
);
576 //this.text_talktitle.anchor.setTo(-0.2, -0.2);
577 this.add(this.text_talktitle
);
578 this.strikethrough_talktitle
= new Phaser
.Graphics(game
, this.back_talk
.x
, this.back_talk
.y
);
579 this.strikethrough_talktitle
.lineStyle(3, Phaser
.Color
.RED
, 1);
580 this.strikethrough_talktitle
.moveTo(12, 20);
581 this.strikethrough_talktitle
.lineTo(67, 20);
582 this.add(this.strikethrough_talktitle
);
583 style
= { align
: 'left', fill
: 'white', font
: 'Ubuntu Mono', fontSize
: 18, fontWeight
: 'bold' };
584 this.text_talk
= new Phaser
.Text(game
, this.back_talk
.x
+ 35, this.back_talk
.y
+ 40, null, style
);
585 this.text_talk
.wordWrap
= true;
586 this.text_talk
.wordWrapWidth
= this.back_talk
.width
- 70;
587 this.text_talk
.lineSpacing
= -5;
588 this.add(this.text_talk
);
594 this.text_notice
.text
= text
;
595 this.back_notice
.visible
= true;
596 this.text_notice
.visible
= true;
599 dropNoticeTimeout(timeout
, text
) {
600 this.dropNotice(text
);
601 game
.time
.events
.add(timeout
, this.clearNotice
, this);
605 this.back_notice
.visible
= false;
606 this.text_notice
.visible
= false;
613 this.text_menutitle
.text
= npc
.shortname
;
614 this.back_menu
.visible
= true;
615 this.text_menutitle
.visible
= true;
616 this.text_menuitem_Talk
.visible
= true;
617 this.text_menuitem_Leave
.visible
= true;
618 this.text_menuitem_Take
.visible
= true;
619 this.currentmenuitem
= MENUITEM_TALK
;
620 this.actualizeCursorPosition();
621 this.text_menucursor
.visible
= true;
622 this.last_menustep
= game
.time
.now
;
627 this.back_menu
.visible
= false;
628 this.text_menutitle
.visible
= false;
629 this.text_menuitem_Talk
.visible
= false;
630 this.text_menuitem_Leave
.visible
= false;
631 this.text_menuitem_Take
.visible
= false;
632 this.text_menucursor
.visible
= false;
638 this.dialogue
= dialogue
;
640 this.back_talk
.visible
= true;
641 this.text_talktitle
.visible
= true;
642 this.text_talk
.visible
= true;
647 this.dialogue
= null;
648 this.back_talk
.visible
= false;
649 this.text_talktitle
.visible
= false;
650 this.strikethrough_talktitle
.visible
= false;
651 this.text_talk
.visible
= false;
655 console
.log(this.dialogue
);
656 console
.log(this.dialogue
.actual());
657 var actualdialogue
= this.dialogue
.actual();
658 if (actualdialogue
) {
659 if (actualdialogue
.actor
.disguise
) {
660 this.text_talktitle
.text
= actualdialogue
.actor
.shortname
+ " " + actualdialogue
.actor
.disguise
.shortname
;
661 this.strikethrough_talktitle
.visible
= true;
664 this.text_talktitle
.text
= actualdialogue
.actor
.shortname
;
665 this.strikethrough_talktitle
.visible
= false;
667 this.text_talk
.text
= actualdialogue
.text
;
668 this.dialogue
.advance();
674 this.last_talk
= game
.time
.now
;
677 actualizeCursorPosition() {
678 this.text_menucursor
.y
= this.text_menuitem_Talk
.y
+ (this.currentmenuitem
* GUI_MENUITEM_DISTANCE
);
682 if ((this.inMenu
) && (hasTimePassed(this.last_menustep
, WAIT_MENUSTEP
))) {
683 if (cursors
.up
.isDown
)
685 this.currentmenuitem
--;
686 if (this.currentmenuitem
< MENUITEM_TALK
) this.currentmenuitem
= MENUITEM_TAKE
;
687 this.actualizeCursorPosition();
689 else if (cursors
.down
.isDown
)
691 this.currentmenuitem
++;
692 if (this.currentmenuitem
> MENUITEM_TAKE
) this.currentmenuitem
= MENUITEM_TALK
;
693 this.actualizeCursorPosition();
695 if (game
.input
.keyboard
.isDown(Phaser
.Keyboard
.ENTER
)) {
696 logic
.callMenu(this.currentmenuitem
);
698 this.last_menustep
= game
.time
.now
;
700 if ((this.inTalk
) && (game
.input
.keyboard
.isDown(Phaser
.Keyboard
.ENTER
)) && (hasTimePassed(this.last_talk
, WAIT_TALK
))) {
709 this.player
= this.clara
= this.carlos
= this.saiki
= this.peter
= this.bianca
= null;
710 this.gameinterface
= new GameInterface(game
, game
.stage
);
711 //this.doors = game.add.group(game.world, "doors");
712 this.last_menuselect
= 0;
715 createObject(object
) {
716 switch (object
.type
) {
717 case 'spawnpoint': this.createCharacter(object
); break;
718 case 'door': this.createDoor(object
); break;
719 case '': console
.error("Object type is empty:", object
); break;
720 default: console
.error("Unknown object type:", object
);
724 createCharacter(object
) {
726 switch (object
.name
) {
728 newChar
= new Player(object
.x
, object
.y
, 'player');
729 this.player
= newChar
;
730 this.player
.enablePhysics();
731 game
.camera
.follow(this.player
);
734 newChar
= new NPC_Clara(object
.x
, object
.y
, 'clara', "Clara", "Clara Tnavelerri", 200);
735 this.clara
= newChar
;
738 newChar
= new NPC_Carlos(object
.x
, object
.y
, 'carlos', "Carlos", "Carlos Elbacalper", 150);
739 this.carlos
= newChar
;
742 newChar
= new NPC_Saiki(object
.x
, object
.y
, 'saiki', "Saiki", "Saiki Ytpme", 150);
743 this.saiki
= newChar
;
746 console
.error("Unknown character:", object
);
748 newChar
.name
= object
.name
;
749 game
.add
.existing(newChar
);
750 console
.log(newChar
);
754 /* Calculate movement vector and correct position (32 = half tile width/height). */
756 switch (object.rotation) {
758 case 0: vector = new Phaser.Point( -1, 0); object.x += 32; object.y -= 32; break;
759 case 90: vector = new Phaser.Point( 0, -1); object.x += 32; object.y += 32; break;
760 case 180: vector = new Phaser.Point( 1, 0); object.x -= 32; object.y += 32; break;
761 case 270: vector = new Phaser.Point( 0, 1); object.x -= 32; object.y -= 32; break;
762 default: console.error("Invalid rotation:", object.rotation);
764 this.doors.add(new Door(object.x, object.y, object.name, object.rotation, vector, object.properties.longpanel));
768 console.log("Menu callback received:", menuitem);
769 this.last_menuselect = game.time.now;
770 this.gameinterface.leaveMenu();
773 this.player.interactablenpc.actionTalk();
776 this.player.interactablenpc.actionLeave();
777 this.player.unfreeze();
780 if (this.player.interactablenpc.actionTake())
781 this.player.unfreeze();
787 if (this.player.interactablenpc) {
788 if (this.player.interactablenpc.endTalk()) {
789 this.gameinterface.npcMenu(this.player.interactablenpc);
792 this.player.unfreeze();
793 this.last_menuselect = game.time.now;
799 this.doors.children.forEach(function(o) { if (o.name == doorname) o.open(); });
802 closeDoor(doorname) {
803 this.doors.children.forEach(function(o) { if (o.name == doorname) o.close(); });
807 if ((game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_menuselect, WAIT_MENUSTEP))) {
808 if ((this.player.interactablenpc) && (this.player.interactablenpc.interactable) && (!this.gameinterface.inMenu) && (!this.gameinterface.inTalk)) {
809 console.log("Starting interaction with", this.player.interactablenpc.fullname);
810 this.player.freeze();
811 this.gameinterface.npcMenu(this.player.interactablenpc);
818 class GamePlay extends Phaser.State {
823 logic = new GameLogic();
824 game.world.updateOnlyExistingChildren = true;
825 //game.state.add('GameOver', GameOver, false);
831 game.load.image('player', 'john.png');
832 game.load.image('clara', 'clara.png');
833 game.load.image('carlos', 'carlos.png');
834 game.load.image('saiki', 'saiki.png');
835 game.load.image('tileset', 'tileset.png');
836 game.load.image('objects', 'objects.png');
837 game.load.tilemap('gamemap', 'tilemap.json', null, Phaser.Tilemap.TILED_JSON);
843 game.world.setBounds(0, 0, 800, 600);
844 game.stage.backgroundColor = '#000000';
845 game.physics.startSystem(Phaser.Physics.ARCADE);
846 console.log("Debug enabled:", !game.debug.isDisabled);
848 var map = game.add.tilemap('gamemap');
849 map.addTilesetImage('tileset', 'tileset');
850 map.addTilesetImage('objects', 'objects');
851 var layer_floor = map.createLayer('floor');
852 layer_floor.resizeWorld();
853 this.layer_walls = map.createLayer('walls');
854 map.setCollisionBetween(1, 100, true, this.layer_walls);
855 this.layer_furniture = map.createLayer('furniture');
856 map.setCollisionBetween(1, 100, true, this.layer_furniture);
858 // FIXME: Don't create a group here like this, it's too ugly! Now I have it here due to the display order.
859 logic.doors = game.add.group(game.world, "doors");
861 map.objects['objects'].forEach(function(o) { logic.createObject(o); });
862 console.log(map.objects);
864 cursors = game.input.keyboard.createCursorKeys();
871 game.physics.arcade.collide(logic.player, this.layer_walls);
872 game.physics.arcade.collide(logic.player, this.layer_furniture);
873 game.physics.arcade.collide(logic.player, logic.doors);