Add Carlos dialogues
[wgj58.git] / wgj58.js
index d29f4e8fe3f37bf1a4d6f929150055e23071e9b3..5b5929a73cb46963c3b51d5a10075663392fcb9f 100644 (file)
--- a/wgj58.js
+++ b/wgj58.js
@@ -39,6 +39,67 @@ class Dialogue {
        }
 }
 
+class Door extends Phaser.TileSprite {
+       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.openvector = Phaser.Point.multiply(vector, new Phaser.Point(56, 56));
+               }
+               else {
+                       this.width *= 2;
+                       this.anchor = new Phaser.Point(0.75, 0.5);
+                       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);
+               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() {
+               if (!this.isOpen) {
+                       this.opentween.start();
+                       this.isOpen = true;
+               }
+       }
+
+       close() {
+               if (this.isOpen) {
+                       this.closetween.start();
+                       this.isOpen = false;
+               }
+       }
+
+       update() {
+               game.debug.body(this);
+       }
+}
+
 class Player extends Phaser.Sprite {
        constructor(x, y) {
                super(game, x, y, 'player');
@@ -162,6 +223,7 @@ class NPC_Clara extends GameNPC {
                                        { actor: this, text: "Wish it worked like that... Is it some superstition like the belief that having an umbrella with you prevents rain?" },
                                        { actor: logic.player, text: "Nah, that actually works; it's not a superstition, but Murphy's Law!" },
                                        { actor: this, text: "If you say so..." } ] ));
+                               logic.openDoor("cutedoor");
                                break;
                        case 1:
                                logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "John, have you ever thought about losing your employee card?" },
@@ -210,11 +272,117 @@ class NPC_Clara extends GameNPC {
                logic.gameinterface.dropNotice(this.shortname + ": Have a great day, John!");
        }
 
+       actionTake() {
+               logic.openDoor("cutedoor");
+               return super.actionTake();
+       }
+
        endTalk() {
                return (this.talkcount < 6);
        }
 }
 
+class NPC_Carlos extends GameNPC {
+       actionTalk() {
+               if (logic.clara.alive) {
+                       switch (this.talkcount) {
+                               case 0:
+                                       logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Good morning, Carlos! What's up?" },
+                                               { actor: this, text: "Hey, John! Not too much, I'm just trying to sell some shit to this new client." },
+                                               { actor: logic.player, text: "And so? Is it hard to convince them?" },
+                                               { actor: this, text: "Of course, they don't want to buy. It's shit." },
+                                               { actor: this, text: "I mean, who would want to buy shit?" },
+                                               { actor: logic.player, text: "Yeah. Relatable... But why are you trying to sell shit? I mean, why not one of our cutting edge technologies?" },
+                                               { actor: this, text: "They couldn't afford it." },
+                                               { actor: logic.player, text: "Then why are you trying to sell them... anything at all? They'd better off with a cheaper company." },
+                                               { actor: this, text: "Company policies. Plus the management instructed me to sell to them, no matter what." },
+                                               { actor: logic.player, text: "That sucks... Well... good luck!" },
+                                               { actor: this, text: "Thanks..." } ] ));
+                                       logic.closeDoor("cutedoor");
+                                       logic.openDoor("carlosdoor");
+                                       break;
+                               case 1:
+                                       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." },
+                                               { actor: this, text: "These layoffs are terrifying. They let go of anyone for even the slightest mistake." },
+                                               { actor: logic.player, text: "But it's not a mistake when our client doesn't buy something they don't need." },
+                                               { actor: this, text: "Tell this to my boss..." } ] ));
+                                       break;
+                               case 2:
+                                       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." },
+                                               { actor: this, text: "..." },
+                                               { 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..." },
+                                               { 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 to have one." },
+                                               { actor: this, text: "So I thought I could grow my own pig in the garden from pig seeds!" },
+                                               { actor: logic.player, text: "Interesting. Where are you going with this?" },
+                                               { actor: this, text: "I don't know... sometimes I feel like I'd rather sell pig semen to our clients, heh!" },
+                                               { actor: this, text: "Uhm..." },
+                                               { actor: this, text: "Totally don't tell this to Saiki!" } ] ));
+                                       this.pigsemen = true;
+                                       break;
+                               case 3:
+                                       logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Weren't you heading to the IT department to the right?" },
+                                               { actor: this, text: "You know... the green department which looks way better than blue!" },
+                                               { actor: this, text: "..." },
+                                               { actor: this, text: "Damn, why do I have to work in blue? I just feel... so blue about it." } ] ));
+                                       break;
+                               case 4:
+                                       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." },
+                                               { actor: this, text: "You're so lucky that you can work with her every day!" } ] ));
+                                       break;
+                               default:
+                                       logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Guess you'll stay here then. It's cool, you're great company anyway." } ] ));
+                       }
+               }
+               else {
+                       switch (this.talkcount) {
+                               case 0:
+                                       logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Good morning, Carlos!" },
+                                               { actor: this, text: "Whoa, Clara! You have changed so much! I barely recognize you. What's up?" },
+                                               { actor: logic.player, text: "I need to talk to Saiki at the IT department, but... my card doesn't allow me to enter there." },
+                                               { actor: this, text: "Well... I can certainly help you with that..." },
+                                               { actor: this, text: "..." } ] ));
+                                       break;
+                               case 1:
+                                       logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Carlos. You promised to help me." },
+                                               { actor: this, text: "Uhm... It's just... Please give me 5 mins to finish this e-mail." },
+                                               { actor: logic.player, text: "I don't have much time, Carlos." },
+                                               { 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." },
+                                               { actor: logic.player, text: "..." } ] ));
+                                       break;
+                               case 2:
+                                       logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Time is up, Carlos!" },
+                                               { actor: this, text: "Please give me just another min." },
+                                               { actor: logic.player, text: "Fine. Please just give me your card and I'll help myself!" },
+                                               { actor: this, text: "But... you know that company policies forbid that, Clara! Please just be a little more patient!" },
+                                               { actor: logic.player, text: "You will give me your card now or you will regret!" },
+                                               { actor: this, text: "...?" },
+                                               { actor: this, text: "You're not gonna treat me like this. Forget it!" },
+                                               { actor: logic.player, text: "You'll not work here tomorrow." } ] ));
+                                       break;
+                               default:
+                                       logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "..." } ] ));
+                       }
+               }
+               super.actionTalk();
+       }
+
+       actionLeave() {
+               if (logic.clara.alive) {
+                       logic.gameinterface.dropNotice(this.shortname + ": Bye, John! Pass on my greetings to Saiki!");
+               }
+       }
+
+       actionTake() {
+               logic.closeDoor("cutedoor");
+               logic.openDoor("carlosdoor");
+               return super.actionTake();
+       }
+
+       endTalk() {
+               return (logic.clara.alive) || (this.talkcount < 3);
+       }
+}
+
 
 class GameInterface extends Phaser.Group {
        constructor(game, parent) {
@@ -381,12 +549,14 @@ class GameLogic {
        constructor() {
                this.player = this.clara = this.carlos = this.saiki = this.peter = this.bianca = null;
                this.gameinterface = new GameInterface(game, game.stage);
+               //this.doors = game.add.group(game.world, "doors");
                this.last_menuselect = 0;
        }
 
        createObject(object) {
                switch (object.type) {
                        case 'spawnpoint':              this.createCharacter(object); break;
+                       case 'door':                    this.createDoor(object); break;
                        case '':                                console.error("Object type is empty:", object); break;
                        default:                                console.error("Unknown object type:", object);
                }
@@ -405,6 +575,10 @@ class GameLogic {
                                newChar = new NPC_Clara(object.x, object.y, 'clara', "Clara", "Clara Tnavelerri", 200);
                                this.clara = newChar;
                                break;
+                       case 'carlos':
+                               newChar = new NPC_Carlos(object.x, object.y, 'carlos', "Carlos", "Carlos Elbacalper", 150);
+                               this.carlos = newChar;
+                               break;
                        default:
                                console.error("Unknown character:", object);
                }
@@ -413,6 +587,20 @@ class GameLogic {
                console.log(newChar);
        }
 
+       createDoor(object) {
+               /* Calculate movement vector and correct position (32 = half tile width/height). */
+               var vector;
+               switch (object.rotation) {
+                       case undefined:
+                       case 0:         vector = new Phaser.Point( -1,  0); object.x += 32; object.y -= 32; break;
+                       case 90:        vector = new Phaser.Point(  0, -1); object.x += 32; object.y += 32; break;
+                       case 180:       vector = new Phaser.Point(  1,  0); object.x -= 32; object.y += 32; break;
+                       case 270:       vector = new Phaser.Point(  0,  1); object.x -= 32; object.y -= 32; break;
+                       default:        console.error("Invalid rotation:", object.rotation);
+               }
+               this.doors.add(new Door(object.x, object.y, object.name, object.rotation, vector, object.properties.longpanel));
+       }
+
        callMenu(menuitem) {
                console.log("Menu callback received:", menuitem);
                this.last_menuselect = game.time.now;
@@ -444,6 +632,14 @@ class GameLogic {
                }
        }
 
+       openDoor(doorname) {
+               this.doors.children.forEach(function(o) { if (o.name == doorname) o.open(); });
+       }
+
+       closeDoor(doorname) {
+               this.doors.children.forEach(function(o) { if (o.name == doorname) o.close(); });
+       }
+
        update() {
                if ((game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_menuselect, WAIT_MENUSTEP))) {
                        if ((this.player.interactablenpc) && (this.player.interactablenpc.interactable) && (!this.gameinterface.inMenu) && (!this.gameinterface.inTalk)) {
@@ -471,6 +667,7 @@ class GamePlay extends Phaser.State {
 
                game.load.image('player', 'john.png');
                game.load.image('clara', 'clara.png');
+               game.load.image('carlos', 'carlos.png');
                game.load.image('saiki', 'saiki.png');
                game.load.image('tileset', 'tileset.png');
                game.load.image('objects', 'objects.png');
@@ -483,6 +680,7 @@ class GamePlay extends Phaser.State {
                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');
@@ -493,6 +691,10 @@ class GamePlay extends Phaser.State {
                map.setCollisionBetween(1, 100, true, this.layer_walls);
                this.layer_furniture = map.createLayer('furniture');
                map.setCollisionBetween(1, 100, true, this.layer_furniture);
+
+               // FIXME: Don't create a group here like this, it's too ugly! Now I have it here due to the display order.
+               logic.doors = game.add.group(game.world, "doors");
+
                map.objects['objects'].forEach(function(o) { logic.createObject(o); });
                console.log(map.objects);
 
@@ -505,6 +707,7 @@ class GamePlay extends Phaser.State {
 
                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();
 
        }