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
);
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;
184 if ((!this.interactable
) && (game
.physics
.arcade
.distanceBetween(this, logic
.player
) < this.interaction_distance
)) {
185 logic
.gameinterface
.dropNotice("(ENTER) Interact with " + this.shortname
+ "!");
186 logic
.player
.offerInteraction(this);
187 this.interactable
= true;
189 else if ((this.interactable
) && (game
.physics
.arcade
.distanceBetween(this, logic
.player
) > this.interaction_distance
)) {
190 logic
.gameinterface
.clearNotice();
191 logic
.player
.offerInteraction(null);
192 this.interactable
= false;
194 if ((this.teleport_instructions
) && (game
.physics
.arcade
.distanceBetween(this, logic
.player
) > (game
.width
+ 200))) {
195 this.position
= this.teleport_instructions
.newPosition
;
196 this.teleport_instructions
.callback(this.teleport_instructions
.callbackValue
);
197 this.teleport_instructions
= null;
209 logic
.player
.offerInteraction(null);
210 logic
.player
.takeMe(this);
218 offscreenTeleportation(newPosition
, callback
, callbackValue
) {
219 this.teleport_instructions
= { newPosition
: newPosition
, callback
: callback
, callbackValue
: callbackValue
};
220 console
.log("Offscreen teleport request registered:", this.teleport_instructions
);
224 class NPC_Clara
extends GameNPC
{
226 switch (this.talkcount
) {
228 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "What a morning..." },
229 { actor
: logic
.player
, text
: "Hi Clara! What happened?" },
230 { 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." },
231 { actor
: logic
.player
, text
: "Hmm... I'll look into it. Maybe it's just that everyone is fired." },
232 { actor
: this, text
: "Haha! Wouldn't joke about this, though, due to the recent layoffs." },
233 { actor
: logic
.player
, text
: "Well, maybe if we dare to joke about it, it won't happen to us..." },
234 { actor
: this, text
: "Wish it worked like that... Is it some superstition like the belief that having an umbrella with you prevents rain?" },
235 { actor
: logic
.player
, text
: "Nah, that actually works; it's not a superstition, but Murphy's Law!" },
236 { actor
: this, text
: "If you say so..." },
237 { actor
: this, text
: "Anyway, I logged you in and opened the door for you." } ] ));
238 logic
.openDoor("cutedoor");
241 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "John, have you ever thought about losing your employee card?" },
242 { actor
: logic
.player
, text
: "Yeah, you'd just get a new one." },
243 { actor
: this, text
: "You don't understand me, John!" },
244 { actor
: this, text
: "..." },
245 { actor
: this, text
: "I mean... Losing it for real..." },
246 { actor
: this, text
: "Doesn't it feel like it's the culmination of your being?" },
247 { actor
: this, text
: "If I had no card, would I still exist?" },
248 { actor
: logic
.player
, text
: "..." },
249 { actor
: logic
.player
, text
: "You sound very philosophical today." } ] ));
254 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Would you like to hear a random fun fact?" },
255 { actor
: logic
.player
, text
: "Of course!" },
256 { 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," },
257 { 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" },
258 { actor
: this, text
: "into electronic typesetting, remaining essentially unchanged. It was popularised in the 1960s with the release of Letraset sheets containing Lorem" },
259 { actor
: this, text
: "Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum." },
260 { actor
: logic
.player
, text
: "That's very interesting, I didn't know that!" },
261 { actor
: logic
.player
, text
: "Thanks for sharing, Clara!" } ] ));
264 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Would you like to hear a random fun fact?" },
265 { actor
: logic
.player
, text
: "Of course!..." },
266 { actor
: logic
.player
, text
: "But first..." },
267 { actor
: this, text
: "What is it?" },
268 { actor
: logic
.player
, text
: "..." },
269 { actor
: logic
.player
, text
: "Never mind, go on with what you wanted to say." },
270 { actor
: this, text
: "Lorem Ipsum is simply dummy text of the printing and typesetting industry..." },
271 { actor
: logic
.player
, text
: "I knew that already..." },
272 { actor
: logic
.player
, text
: "But..." },
273 { actor
: logic
.player
, text
: "Would you go out on a date with me?" },
274 { actor
: this, text
: "..." },
275 { actor
: this, text
: "No." } ] ));
278 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "..." } ] ));
284 logic
.gameinterface
.dropNotice(this.shortname
+ ": Have a great day, John!");
288 logic
.openDoor("cutedoor");
289 return super.actionTake();
293 return (this.talkcount
< 6);
297 class NPC_Carlos
extends GameNPC
{
299 if (logic
.clara
.alive
) {
300 switch (this.talkcount
) {
302 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Good morning, Carlos! What's up?" },
303 { actor
: this, text
: "Hey, John! Not too much, I'm just trying to sell some shit to this new client." },
304 { actor
: logic
.player
, text
: "And so? Is it hard to convince them?" },
305 { actor
: this, text
: "Of course, they don't want to buy. It's shit." },
306 { actor
: this, text
: "I mean, who would want to buy shit?" },
307 { actor
: logic
.player
, text
: "Yeah. Relatable... But why are you trying to sell shit? I mean, why not one of our cutting edge technologies?" },
308 { actor
: this, text
: "They couldn't afford it." },
309 { actor
: logic
.player
, text
: "Then why are you trying to sell them... anything at all? They'd better off with a cheaper company." },
310 { actor
: this, text
: "Company policies. Plus the management instructed me to sell to them, no matter what." },
311 { actor
: logic
.player
, text
: "That sucks... Well... good luck!" },
312 { actor
: this, text
: "Thanks..." } ] ));
313 logic
.closeDoor("cutedoor");
314 logic
.openDoor("carlosdoor");
317 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." },
318 { actor
: this, text
: "These layoffs are terrifying. They let go of anyone for even the slightest mistake." },
319 { actor
: logic
.player
, text
: "But it's not a mistake when our client doesn't buy something they don't need." },
320 { actor
: this, text
: "Tell this to my boss..." } ] ));
323 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." },
324 { actor
: this, text
: "..." },
325 { 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..." },
326 { 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." },
327 { actor
: this, text
: "So I thought I could grow my own pig in the garden from pig seeds!" },
328 { actor
: logic
.player
, text
: "Interesting. Where are you going with this?" },
329 { actor
: this, text
: "I don't know... sometimes I feel like I'd rather sell pig semen to our clients, heh!" },
330 { actor
: this, text
: "Uhm..." },
331 { actor
: this, text
: "Totally don't tell this to Saiki!" } ] ));
332 this.pigsemen
= true;
335 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Weren't you heading to the IT department to the right?" },
336 { actor
: this, text
: "You know... the green department which looks way better than blue!" },
337 { actor
: this, text
: "..." },
338 { actor
: this, text
: "Damn, why do I have to work in blue? I just feel... so blue about it." } ] ));
341 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." },
342 { actor
: this, text
: "You're so lucky that you can work with her every day!" } ] ));
345 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Guess you'll stay here then. It's cool, you're great company anyway." } ] ));
349 switch (this.talkcount
) {
351 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Good morning, Carlos!" },
352 { actor
: this, text
: "Whoa, Clara! You have changed so much! I barely recognize you. What's up?" },
353 { actor
: logic
.player
, text
: "I need to talk to Saiki at the IT department, but... my card doesn't allow me to enter there." },
354 { actor
: this, text
: "Well... I can certainly help you with that..." },
355 { actor
: this, text
: "..." } ] ));
358 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Carlos. You promised to help me." },
359 { actor
: this, text
: "Uhm... It's just... Please give me 5 mins to finish this e-mail." },
360 { actor
: logic
.player
, text
: "I don't have much time, Carlos." },
361 { 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." },
362 { actor
: logic
.player
, text
: "..." } ] ));
365 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Time is up, Carlos!" },
366 { actor
: this, text
: "Please give me just another min." },
367 { actor
: logic
.player
, text
: "Fine. Please just give me your card and I'll help myself!" },
368 { actor
: this, text
: "But... you know that company policies forbid that, Clara! Please just be a little more patient!" },
369 { actor
: logic
.player
, text
: "You will give me your card now or you will regret!" },
370 { actor
: this, text
: "...?" },
371 { actor
: this, text
: "You're not gonna treat me like this. Forget it!" },
372 { actor
: logic
.player
, text
: "You'll not work here tomorrow." } ] ));
375 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "..." } ] ));
382 if (logic
.clara
.alive
) {
383 logic
.gameinterface
.dropNotice(this.shortname
+ ": Bye, John! Pass on my greetings to Saiki!");
388 logic
.closeDoor("cutedoor");
389 logic
.openDoor("carlosdoor");
390 return super.actionTake();
394 return (logic
.clara
.alive
) || (this.talkcount
< 3);
398 class NPC_Saiki
extends GameNPC
{
400 if (logic
.carlos
.alive
) {
401 switch (this.talkcount
) {
403 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "Hi Saiki!" },
404 { actor
: this, text
: "Hi John! Glad you arrived, here's some work for you!" },
405 { actor
: logic
.player
, text
: "Awesome! What is it?" },
406 { actor
: this, text
: "Haha, joking! Actually, our queue is suspiciously empty for today." },
407 { actor
: logic
.player
, text
: "Yeah... That's really suspicious!" },
408 { actor
: logic
.player
, text
: "Maybe I can get home today in time?" },
409 { actor
: this, text
: "You mean, you wouldn't spend the mandatory free extra working hours?" },
410 { 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?" },
411 { actor
: this, text
: "*Whispers with wink.* I hope you get my sarcasm." },
412 { actor
: logic
.player
, text
: "Haha! I always get it, Saiki!" } ] ));
413 logic
.closeDoor("carlosdoor");
414 logic
.openDoor("saikidoor");
417 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." },
418 { actor
: this, text
: "Clara has to enter people manually." },
419 { actor
: logic
.player
, text
: "Yeah, I'll definitely check that." } ] ));
422 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "So... what's up with the trash can?" },
423 { actor
: this, text
: "I'm always up for such deep conversation" },
424 { actor
: this, text
: "about trash cans." },
425 { 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." },
426 { 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." },
427 { actor
: logic
.player
, text
: "Hmm... Maybe it's too much to ask. Can we take one from another department?" },
428 { actor
: this, text
: "No, everyone holds on to their trash cans." },
429 { actor
: logic
.player
, text
: "You certainly did your research." },
430 { actor
: this, text
: "Of course. It's an important subject." } ] ));
433 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "My parents named me after a Japanese rock singer." },
434 { actor
: logic
.player
, text
: "Cool! Which band?" },
435 { 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." } ] ));
438 if ((logic
.carlos
.pigsemen
) && (this.talkcount
== 4)) {
439 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?" },
440 { actor
: this, text
: "Hmm..." },
441 { actor
: this, text
: "I guess it didn't work." },
442 { actor
: this, text
: "So do you want to know what I think about this?" },
443 { actor
: this, text
: "..." },
444 { actor
: this, text
: "IT'S BRILLIANT!!!" },
445 { actor
: this, text
: "You know, it really sparkled my artistic vision! Now I must draw a pig with its legs rooted into the ground!" },
446 { actor
: logic
.player
, text
: "That's gross. Poor pig." },
447 { 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." },
448 { actor
: logic
.player
, text
: "You have a point." },
449 { 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." } ] ));
450 this.offscreenTeleportation(new Phaser
.Point(logic
.carlos
.x
, logic
.carlos
.y
+ 64), this.tpDone
, this);
453 if (Phaser
.Math
.random() < 0.5) {
454 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!" } ] ));
457 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." } ] ));
463 switch (this.talkcount
) {
465 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "I love you, Saiki!" },
466 { actor
: this, text
: "Hi Carlos..." },
467 { actor
: logic
.player
, text
: "I'm infatuated by the mere thought of you." },
468 { actor
: this, text
: "Well... it sounds pretty much creepy." },
469 { actor
: logic
.player
, text
: "Will you go out on a date with me?" },
470 { actor
: this, text
: "..." },
471 { actor
: this, text
: "Sorry to hurt your feelings, but... even though I like you... Your sudden, unprecedented confession makes me scared." },
472 { actor
: this, text
: "Especially with that facial expression." },
473 { actor
: this, text
: "I mean... you're not even joking." },
474 { actor
: this, text
: "So sorry... I won't date you." } ] ));
477 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "I thought I could impress you." },
478 { actor
: this, text
: "I'm sorry." } ] ));
481 logic
.gameinterface
.talk(new Dialogue( [ { actor
: logic
.player
, text
: "You will give me your card." },
482 { actor
: this, text
: "Geez, what for? Go back to your department and work!" },
483 { actor
: logic
.player
, text
: "I need it." },
484 { actor
: this, text
: "..." } ] ));
487 logic
.gameinterface
.talk(new Dialogue( [ { actor
: this, text
: "Don't you have anything better to do, Carlos?" } ] ));
494 if (logic
.carlos
.alive
) {
495 logic
.gameinterface
.dropNotice(this.shortname
+ ": It was nice talking to you!");
500 logic
.closeDoor("carlosdoor");
501 logic
.openDoor("saikidoor");
502 return super.actionTake();
506 return (logic
.carlos
.alive
);
510 console
.log("Woot-woot! Teleport complete:", value
);
515 class GameInterface
extends Phaser
.Group
{
516 constructor(game
, parent
) {
517 super(game
, parent
, 'GUI', false, false, 0);
518 this.back_notice
= new Phaser
.Graphics(game
, 0, game
.height
- 50);
519 this.back_notice
.beginFill(0x000000);
520 this.back_notice
.drawRect(0, 0, game
.width
, 30);
521 this.back_notice
.endFill();
522 this.add(this.back_notice
);
523 this.text_notice
= new Phaser
.Text(game
, 0, this.back_notice
.y
, null, { align
: 'left', fill
: 'white', font
: 'Ubuntu Mono', fontSize
: 18, fontWeight
: 'bold' });
524 this.text_notice
.anchor
.setTo(-0.5, -0.2);
525 this.add(this.text_notice
);
528 this.back_menu
= new Phaser
.Graphics(game
, 150, (game
.height
/ 2) + 40);
529 this.back_menu
.beginFill(0x000000);
530 this.back_menu
.drawRect(0, 0, 155, 105);
531 this.back_menu
.endFill();
532 this.back_menu
.lineStyle(3, Phaser
.Color
.YELLOW
, 1);
533 this.back_menu
.moveTo(10, 35);
534 this.back_menu
.lineTo(this.back_menu
.width
- 10, 35);
535 this.add(this.back_menu
);
536 var style
= { align
: 'left', fill
: 'yellow', font
: 'Ubuntu Mono', fontSize
: 22, fontWeight
: 'bold' };
537 this.text_menutitle
= new Phaser
.Text(game
, this.back_menu
.x
, this.back_menu
.y
, null, style
);
538 this.text_menutitle
.anchor
.setTo(-0.2, -0.2);
539 style
= { align
: 'left', fill
: 'white', font
: 'Ubuntu Mono', fontSize
: 18, fontWeight
: 'bold' };
540 this.text_menuitem_Talk
= new Phaser
.Text(game
, this.back_menu
.x
+ 35, this.back_menu
.y
+ 40, "Talk", style
);
541 this.text_menuitem_Leave
= new Phaser
.Text(game
, this.back_menu
.x
+ 35, this.text_menuitem_Talk
.y
+ GUI_MENUITEM_DISTANCE
, "Leave", style
);
542 this.text_menuitem_Take
= new Phaser
.Text(game
, this.back_menu
.x
+ 35, this.text_menuitem_Leave
.y
+ GUI_MENUITEM_DISTANCE
, "Take ID", style
);
543 style
.fill
= 'yellow';
544 this.text_menucursor
= new Phaser
.Text(game
, this.back_menu
.x
+ 15, this.text_menuitem_Talk
.y
, "→", style
);
545 this.add(this.text_menutitle
);
546 this.add(this.text_menuitem_Talk
);
547 this.add(this.text_menuitem_Leave
);
548 this.add(this.text_menuitem_Take
);
549 this.add(this.text_menucursor
);
551 this.last_menustep
= 0;
553 this.back_talk
= new Phaser
.Graphics(game
, 100, game
.height
- 120);
554 this.back_talk
.beginFill(0x000000);
555 this.back_talk
.drawRect(0, 0, game
.width
- 200, 105);
556 this.back_talk
.endFill();
557 this.back_talk
.lineStyle(3, Phaser
.Color
.YELLOW
, 1);
558 this.back_talk
.moveTo(10, 35);
559 this.back_talk
.lineTo(this.back_talk
.width
- 10, 35);
560 this.add(this.back_talk
);
561 style
= { align
: 'left', fill
: 'yellow', font
: 'Ubuntu Mono', fontSize
: 22, fontWeight
: 'bold' };
562 this.text_talktitle
= new Phaser
.Text(game
, this.back_talk
.x
+ 15, this.back_talk
.y
+ 6, null, style
);
563 //this.text_talktitle.anchor.setTo(-0.2, -0.2);
564 this.add(this.text_talktitle
);
565 this.strikethrough_talktitle
= new Phaser
.Graphics(game
, this.back_talk
.x
, this.back_talk
.y
);
566 this.strikethrough_talktitle
.lineStyle(3, Phaser
.Color
.RED
, 1);
567 this.strikethrough_talktitle
.moveTo(12, 20);
568 this.strikethrough_talktitle
.lineTo(67, 20);
569 this.add(this.strikethrough_talktitle
);
570 style
= { align
: 'left', fill
: 'white', font
: 'Ubuntu Mono', fontSize
: 18, fontWeight
: 'bold' };
571 this.text_talk
= new Phaser
.Text(game
, this.back_talk
.x
+ 35, this.back_talk
.y
+ 40, null, style
);
572 this.text_talk
.wordWrap
= true;
573 this.text_talk
.wordWrapWidth
= this.back_talk
.width
- 70;
574 this.text_talk
.lineSpacing
= -5;
575 this.add(this.text_talk
);
581 this.text_notice
.text
= text
;
582 this.back_notice
.visible
= true;
583 this.text_notice
.visible
= true;
587 this.back_notice
.visible
= false;
588 this.text_notice
.visible
= false;
595 this.text_menutitle
.text
= npc
.shortname
;
596 this.back_menu
.visible
= true;
597 this.text_menutitle
.visible
= true;
598 this.text_menuitem_Talk
.visible
= true;
599 this.text_menuitem_Leave
.visible
= true;
600 this.text_menuitem_Take
.visible
= true;
601 this.currentmenuitem
= MENUITEM_TALK
;
602 this.actualizeCursorPosition();
603 this.text_menucursor
.visible
= true;
604 this.last_menustep
= game
.time
.now
;
609 this.back_menu
.visible
= false;
610 this.text_menutitle
.visible
= false;
611 this.text_menuitem_Talk
.visible
= false;
612 this.text_menuitem_Leave
.visible
= false;
613 this.text_menuitem_Take
.visible
= false;
614 this.text_menucursor
.visible
= false;
620 this.dialogue
= dialogue
;
622 this.back_talk
.visible
= true;
623 this.text_talktitle
.visible
= true;
624 this.text_talk
.visible
= true;
629 this.dialogue
= null;
630 this.back_talk
.visible
= false;
631 this.text_talktitle
.visible
= false;
632 this.strikethrough_talktitle
.visible
= false;
633 this.text_talk
.visible
= false;
637 console
.log(this.dialogue
);
638 console
.log(this.dialogue
.actual());
639 var actualdialogue
= this.dialogue
.actual();
640 if (actualdialogue
) {
641 if (actualdialogue
.actor
.disguise
) {
642 this.text_talktitle
.text
= actualdialogue
.actor
.shortname
+ " " + actualdialogue
.actor
.disguise
.shortname
;
643 this.strikethrough_talktitle
.visible
= true;
646 this.text_talktitle
.text
= actualdialogue
.actor
.shortname
;
647 this.strikethrough_talktitle
.visible
= false;
649 this.text_talk
.text
= actualdialogue
.text
;
650 this.dialogue
.advance();
656 this.last_talk
= game
.time
.now
;
659 actualizeCursorPosition() {
660 this.text_menucursor
.y
= this.text_menuitem_Talk
.y
+ (this.currentmenuitem
* GUI_MENUITEM_DISTANCE
);
664 if ((this.inMenu
) && (hasTimePassed(this.last_menustep
, WAIT_MENUSTEP
))) {
665 if (cursors
.up
.isDown
)
667 this.currentmenuitem
--;
668 if (this.currentmenuitem
< MENUITEM_TALK
) this.currentmenuitem
= MENUITEM_TAKE
;
669 this.actualizeCursorPosition();
671 else if (cursors
.down
.isDown
)
673 this.currentmenuitem
++;
674 if (this.currentmenuitem
> MENUITEM_TAKE
) this.currentmenuitem
= MENUITEM_TALK
;
675 this.actualizeCursorPosition();
677 if (game
.input
.keyboard
.isDown(Phaser
.Keyboard
.ENTER
)) {
678 logic
.callMenu(this.currentmenuitem
);
680 this.last_menustep
= game
.time
.now
;
682 if ((this.inTalk
) && (game
.input
.keyboard
.isDown(Phaser
.Keyboard
.ENTER
)) && (hasTimePassed(this.last_talk
, WAIT_TALK
))) {
691 this.player
= this.clara
= this.carlos
= this.saiki
= this.peter
= this.bianca
= null;
692 this.gameinterface
= new GameInterface(game
, game
.stage
);
693 //this.doors = game.add.group(game.world, "doors");
694 this.last_menuselect
= 0;
697 createObject(object
) {
698 switch (object
.type
) {
699 case 'spawnpoint': this.createCharacter(object
); break;
700 case 'door': this.createDoor(object
); break;
701 case '': console
.error("Object type is empty:", object
); break;
702 default: console
.error("Unknown object type:", object
);
706 createCharacter(object
) {
708 switch (object
.name
) {
710 newChar
= new Player(object
.x
, object
.y
, 'player');
711 this.player
= newChar
;
712 this.player
.enablePhysics();
713 game
.camera
.follow(this.player
);
716 newChar
= new NPC_Clara(object
.x
, object
.y
, 'clara', "Clara", "Clara Tnavelerri", 200);
717 this.clara
= newChar
;
720 newChar
= new NPC_Carlos(object
.x
, object
.y
, 'carlos', "Carlos", "Carlos Elbacalper", 150);
721 this.carlos
= newChar
;
724 newChar
= new NPC_Saiki(object
.x
, object
.y
, 'saiki', "Saiki", "Saiki Ytpme", 150);
725 this.saiki
= newChar
;
728 console
.error("Unknown character:", object
);
730 newChar
.name
= object
.name
;
731 game
.add
.existing(newChar
);
732 console
.log(newChar
);
736 /* Calculate movement vector and correct position (32 = half tile width/height). */
738 switch (object.rotation) {
740 case 0: vector = new Phaser.Point( -1, 0); object.x += 32; object.y -= 32; break;
741 case 90: vector = new Phaser.Point( 0, -1); object.x += 32; object.y += 32; break;
742 case 180: vector = new Phaser.Point( 1, 0); object.x -= 32; object.y += 32; break;
743 case 270: vector = new Phaser.Point( 0, 1); object.x -= 32; object.y -= 32; break;
744 default: console.error("Invalid rotation:", object.rotation);
746 this.doors.add(new Door(object.x, object.y, object.name, object.rotation, vector, object.properties.longpanel));
750 console.log("Menu callback received:", menuitem);
751 this.last_menuselect = game.time.now;
752 this.gameinterface.leaveMenu();
755 this.player.interactablenpc.actionTalk();
758 this.player.interactablenpc.actionLeave();
759 this.player.unfreeze();
762 if (this.player.interactablenpc.actionTake())
763 this.player.unfreeze();
769 if (this.player.interactablenpc) {
770 if (this.player.interactablenpc.endTalk()) {
771 this.gameinterface.npcMenu(this.player.interactablenpc);
774 this.player.unfreeze();
775 this.last_menuselect = game.time.now;
781 this.doors.children.forEach(function(o) { if (o.name == doorname) o.open(); });
784 closeDoor(doorname) {
785 this.doors.children.forEach(function(o) { if (o.name == doorname) o.close(); });
789 if ((game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_menuselect, WAIT_MENUSTEP))) {
790 if ((this.player.interactablenpc) && (this.player.interactablenpc.interactable) && (!this.gameinterface.inMenu) && (!this.gameinterface.inTalk)) {
791 console.log("Starting interaction with", this.player.interactablenpc.fullname);
792 this.player.freeze();
793 this.gameinterface.npcMenu(this.player.interactablenpc);
800 class GamePlay extends Phaser.State {
805 logic = new GameLogic();
806 game.world.updateOnlyExistingChildren = true;
807 //game.state.add('GameOver', GameOver, false);
813 game.load.image('player', 'john.png');
814 game.load.image('clara', 'clara.png');
815 game.load.image('carlos', 'carlos.png');
816 game.load.image('saiki', 'saiki.png');
817 game.load.image('tileset', 'tileset.png');
818 game.load.image('objects', 'objects.png');
819 game.load.tilemap('gamemap', 'tilemap.json', null, Phaser.Tilemap.TILED_JSON);
825 game.world.setBounds(0, 0, 800, 600);
826 game.stage.backgroundColor = '#000000';
827 game.physics.startSystem(Phaser.Physics.ARCADE);
828 console.log("Debug enabled:", !game.debug.isDisabled);
830 var map = game.add.tilemap('gamemap');
831 map.addTilesetImage('tileset', 'tileset');
832 map.addTilesetImage('objects', 'objects');
833 var layer_floor = map.createLayer('floor');
834 layer_floor.resizeWorld();
835 this.layer_walls = map.createLayer('walls');
836 map.setCollisionBetween(1, 100, true, this.layer_walls);
837 this.layer_furniture = map.createLayer('furniture');
838 map.setCollisionBetween(1, 100, true, this.layer_furniture);
840 // FIXME: Don't create a group here like this, it's too ugly! Now I have it here due to the display order.
841 logic.doors = game.add.group(game.world, "doors");
843 map.objects['objects'].forEach(function(o) { logic.createObject(o); });
844 console.log(map.objects);
846 cursors = game.input.keyboard.createCursorKeys();
853 game.physics.arcade.collide(logic.player, this.layer_walls);
854 game.physics.arcade.collide(logic.player, this.layer_furniture);
855 game.physics.arcade.collide(logic.player, logic.doors);