constructor(x, y, name, rotation, vector, longpanel) {
super(game, x, y, 64, 64, 'objects');
this.name = name;
+ this.longpanel = longpanel;
if (!longpanel) {
this.anchor = new Phaser.Point(0.5, 0.5);
this.tilePosition = new Phaser.Point(-64, -64);
this.tilePosition = new Phaser.Point(0, -64);
this.openvector = Phaser.Point.multiply(vector, new Phaser.Point(116, 116));
}
+ if (rotation === undefined) rotation = 0;
this.rotation = rotation * (Math.PI / 180);
- console.log("Calculated vector:", this.openvector);
this.closetween = game.add.tween(this).to({ x: this.position.x, y: this.position.y }, 1000, Phaser.Easing.Sinusoidal.InOut, false, 0, 0, false);
this.openposition = Phaser.Point.add(this.position, this.openvector);
this.opentween = game.add.tween(this).to({ x: this.openposition.x, y: this.openposition.y }, 1000, Phaser.Easing.Sinusoidal.InOut, false, 0, 0, false);
this.isOpen = false;
+ game.physics.arcade.enable(this);
+ this.body.immovable = true;
+ this.setBody(rotation);
+ }
+
+ setBody(rotation) {
+ switch(rotation) {
+ case 0:
+ case 180:
+ this.body.setSize(this.width, 10, this.longpanel * (rotation / 180) * 64, 27);
+ break;
+ case 90:
+ case 270:
+ this.body.setSize(10, this.width, 27 + (this.longpanel * 64), this.longpanel * ((rotation - 270) / 180) * 64);
+ break;
+ default:
+ console.log("Unable to set body due to unknown rotation:", rotation);
+ }
}
open() {
this.isOpen = false;
}
}
+
+ update() {
+ game.debug.body(this);
+ }
}
class Player extends Phaser.Sprite {
{ actor: this, text: "If I had no card, would I still exist?" },
{ actor: logic.player, text: "..." },
{ actor: logic.player, text: "You sound very philosophical today." } ] ));
- logic.closeDoor("cutedoor");
break;
case 2:
case 3:
}
openDoor(doorname) {
- console.log("Opening doors.");
this.doors.children.forEach(function(o) { if (o.name == doorname) o.open(); });
}
game.world.setBounds(0, 0, 800, 600);
game.stage.backgroundColor = '#000000';
game.physics.startSystem(Phaser.Physics.ARCADE);
+ console.log("Debug enabled:", !game.debug.isDisabled);
var map = game.add.tilemap('gamemap');
map.addTilesetImage('tileset', 'tileset');
game.physics.arcade.collide(logic.player, this.layer_walls);
game.physics.arcade.collide(logic.player, this.layer_furniture);
+ game.physics.arcade.collide(logic.player, logic.doors);
logic.update();
}