Minor dialogue changes
[wgj58.git] / wgj58.js
index 8fe220f63a39ac710d93b8402fe35192e682dfe9..645ec529dc975380f69741b8c148b733ace1ac8b 100644 (file)
--- a/wgj58.js
+++ b/wgj58.js
@@ -43,6 +43,7 @@ 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);
@@ -54,12 +55,30 @@ class Door extends Phaser.TileSprite {
                        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() {
@@ -75,6 +94,10 @@ class Door extends Phaser.TileSprite {
                        this.isOpen = false;
                }
        }
+
+       update() {
+               game.debug.body(this);
+       }
 }
 
 class Player extends Phaser.Sprite {
@@ -199,7 +222,8 @@ class NPC_Clara extends GameNPC {
                                        { actor: logic.player, text: "Well, maybe if we dare to joke about it, it won't happen to us..." },
                                        { 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..." } ] ));
+                                       { actor: this, text: "If you say so..." },
+                                       { actor: this, text: "Anyway, I logged you in and opened the door for you." } ] ));
                                logic.openDoor("cutedoor");
                                break;
                        case 1:
@@ -212,7 +236,6 @@ class NPC_Clara extends GameNPC {
                                        { 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:
@@ -250,11 +273,223 @@ 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 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 NPC_Saiki extends GameNPC {
+       actionTalk() {
+               if (logic.carlos.alive) {
+                       switch (this.talkcount) {
+                               case 0:
+                                       logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Hi Saiki!" },
+                                               { actor: this, text: "Hi John! Glad you arrived, here's some work for you!" },
+                                               { actor: logic.player, text: "Awesome! What is it?" },
+                                               { actor: this, text: "Haha, joking! Actually, our queue is suspiciously empty for today." },
+                                               { actor: logic.player, text: "Yeah... That's really suspicious!" },
+                                               { actor: logic.player, text: "Maybe I can get home today in time?" },
+                                               { actor: this, text: "You mean, you wouldn't spend the mandatory free extra working hours?" },
+                                               { 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?" },
+                                               { actor: this, text: "*Whispers with wink.* I hope you get my sarcasm." },
+                                               { actor: logic.player, text: "Haha! I always get it, Saiki!" } ] ));
+                                       logic.closeDoor("carlosdoor");
+                                       logic.openDoor("saikidoor");
+                                       break;
+                               case 1:
+                                       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." },
+                                               { actor: this, text: "Clara has to enter people manually." },
+                                               { actor: logic.player, text: "Yeah, I'll definitely check that." } ] ));
+                                       break;
+                               case 2:
+                                       logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "So... what's up with the trash can?" },
+                                               { actor: this, text: "I'm always up for such deep conversation" },
+                                               { actor: this, text: "about trash cans." },
+                                               { 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." },
+                                               { 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." },
+                                               { actor: logic.player, text: "Hmm... Maybe it's too much to ask. Can we take one from another department?" },
+                                               { actor: this, text: "No, everyone holds on to their trash cans." },
+                                               { actor: logic.player, text: "You certainly did your research." },
+                                               { actor: this, text: "Of course. It's an important subject." } ] ));
+                                       break;
+                               case 3:
+                                       logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "My parents named me after a Japanese rock singer." },
+                                               { actor: logic.player, text: "Cool! Which band?" },
+                                               { 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." } ] ));
+                                       break;
+                               default:
+                                       if ((logic.carlos.pigsemen) && (this.talkcount == 4)) {
+                                               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?" },
+                                                       { actor: this, text: "Hmm..." },
+                                                       { actor: this, text: "I guess it didn't work." },
+                                                       { actor: this, text: "So do you want to know what I think about this?" },
+                                                       { actor: this, text: "IT'S BRILLIANT!!!" },
+                                                       { actor: this, text: "You know, it really sparkled my artistic vision! Now I must draw a pig with its legs rooted into the ground!" },
+                                                       { actor: logic.player, text: "That's gross. Poor pig." },
+                                                       { 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." },
+                                                       { actor: logic.player, text: "You have a point." },
+                                                       { 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." } ] ));
+                                               //this.offscreenTeleportation(new Phaser.Point(logic.carlos.x + 128, logic.carlos.y), this.tpdone);
+                                       }
+                                       else {
+                                               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!" } ] ));
+                                       }
+                       }
+               }
+               else {
+                       switch (this.talkcount) {
+                               case 0:
+                                       logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I love you, Saiki!" },
+                                               { actor: this, text: "Hi Carlos..." },
+                                               { actor: logic.player, text: "I'm infatuated by the mere thought of you." },
+                                               { actor: this, text: "Well... it sounds pretty much creepy." },
+                                               { actor: logic.player, text: "Will you go out on a date with me?" },
+                                               { actor: this, text: "..." },
+                                               { actor: this, text: "Sorry to hurt your feelings, but... even though I like you... Your sudden, unprecedented confession makes me scared." },
+                                               { actor: this, text: "Especially with that facial expression." },
+                                               { actor: this, text: "I mean... you're not even joking." },
+                                               { actor: this, text: "So sorry... I won't date you." } ] ));
+                                       break;
+                               case 1:
+                                       logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I thought I could impress you." },
+                                               { actor: this, text: "I'm sorry." } ] ));
+                                       break;
+                               case 2:
+                                       logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "You will give me your card." },
+                                               { actor: this, text: "Geez, what for? Go back to your department and work!" },
+                                               { actor: logic.player, text: "I need it." },
+                                               { actor: this, text: "..." } ] ));
+                                       break;
+                               default:
+                                       logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Don't you have anything better to do?" } ] ));
+                       }
+               }
+               super.actionTalk();
+       }
+
+       actionLeave() {
+               if (logic.carlos.alive) {
+                       logic.gameinterface.dropNotice(this.shortname + ": It was nice talking to you!");
+               }
+       }
+
+       actionTake() {
+               logic.closeDoor("carlosdoor");
+               logic.openDoor("saikidoor");
+               return super.actionTake();
+       }
+
+       endTalk() {
+               return (logic.carlos.alive);
+       }
+}
+
 
 class GameInterface extends Phaser.Group {
        constructor(game, parent) {
@@ -447,6 +682,14 @@ 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;
+                       case 'saiki':
+                               newChar = new NPC_Saiki(object.x, object.y, 'saiki', "Saiki", "Saiki Ytpme", 200);
+                               this.saiki = newChar;
+                               break;
                        default:
                                console.error("Unknown character:", object);
                }
@@ -501,7 +744,6 @@ class GameLogic {
        }
 
        openDoor(doorname) {
-               console.log("Opening doors.");
                this.doors.children.forEach(function(o) { if (o.name == doorname) o.open(); });
        }
 
@@ -536,6 +778,7 @@ 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');
@@ -548,6 +791,7 @@ 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');
@@ -574,6 +818,7 @@ 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();
 
        }