}
class Door extends Phaser.TileSprite {
- constructor(x, y, name, vector, longpanel) {
+ constructor(x, y, name, rotation, vector, longpanel) {
super(game, x, y, 64, 64, 'objects');
- this.tilePosition = new Phaser.Point(-64, -64);
- console.log("New door:", this);
+ 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);
}
}
takeMe(npc) {
this.loadTexture(npc.key);
npc.kill();
+ this.disguise = npc;
}
}
{ 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:
logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "John, have you ever thought about losing your employee card?" },
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) {
this.back_talk.lineTo(this.back_talk.width - 10, 35);
this.add(this.back_talk);
style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
- this.text_talktitle = new Phaser.Text(game, this.back_talk.x, this.back_talk.y, null, style);
- this.text_talktitle.anchor.setTo(-0.2, -0.2);
+ this.text_talktitle = new Phaser.Text(game, this.back_talk.x + 15, this.back_talk.y + 6, null, style);
+ //this.text_talktitle.anchor.setTo(-0.2, -0.2);
this.add(this.text_talktitle);
+ this.strikethrough_talktitle = new Phaser.Graphics(game, this.back_talk.x, this.back_talk.y);
+ this.strikethrough_talktitle.lineStyle(3, Phaser.Color.RED, 1);
+ this.strikethrough_talktitle.moveTo(12, 20);
+ this.strikethrough_talktitle.lineTo(67, 20);
+ this.add(this.strikethrough_talktitle);
style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
this.text_talk = new Phaser.Text(game, this.back_talk.x + 35, this.back_talk.y + 40, null, style);
this.text_talk.wordWrap = true;
this.dialogue = null;
this.back_talk.visible = false;
this.text_talktitle.visible = false;
+ this.strikethrough_talktitle.visible = false;
this.text_talk.visible = false;
}
console.log(this.dialogue.actual());
var actualdialogue = this.dialogue.actual();
if (actualdialogue) {
- this.text_talktitle.text = actualdialogue.actor.shortname;
+ if (actualdialogue.actor.disguise) {
+ this.text_talktitle.text = actualdialogue.actor.shortname + " " + actualdialogue.actor.disguise.shortname;
+ this.strikethrough_talktitle.visible = true;
+ }
+ else {
+ this.text_talktitle.text = actualdialogue.actor.shortname;
+ this.strikethrough_talktitle.visible = false;
+ }
this.text_talk.text = actualdialogue.text;
this.dialogue.advance();
}
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);
}
}
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); break;
- case 90: vector = new Phaser.Point( 0, -1); break;
- case 180: vector = new Phaser.Point( 1, 0); break;
- case 270: vector = new Phaser.Point( 0, 1); break;
+ 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, vector, object.properties.longpanel));
+ this.doors.add(new Door(object.x, object.y, object.name, object.rotation, vector, object.properties.longpanel));
}
callMenu(menuitem) {
}
}
+ 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)) {
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');
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();
}