}
}
+class Door extends Phaser.TileSprite {
+ constructor(x, y, name, rotation, vector, longpanel) {
+ super(game, x, y, 64, 64, 'objects');
+ 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));
+ }
+ 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);
+ }
+
+ update() {
+ if ((this.opentween) && (game.time.now > 5000)) {
+ console.log(game.time.now, "Opening door.");
+ this.opentween.start();
+ this.opentween = null;
+ }
+ else if ((this.closetween) && (game.time.now > 10000)) {
+ console.log(game.time.now, "Closing door.");
+ this.closetween.start();
+ this.closetween = null;
+ }
+ }
+}
+
class Player extends Phaser.Sprite {
constructor(x, y) {
super(game, x, y, 'player');
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);
}
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;
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);