X-Git-Url: http://git.megabrutal.com/?p=wgj58.git;a=blobdiff_plain;f=wgj58.js;h=645ec529dc975380f69741b8c148b733ace1ac8b;hp=e034b01a3eeb3155b41d0c874e1150c64147cc79;hb=06d4672b7c48de81f881e4452ce08c185bfb0f38;hpb=a72760aadcd1a753f785ae0e7459b7a8c523e075 diff --git a/wgj58.js b/wgj58.js index e034b01..645ec52 100644 --- a/wgj58.js +++ b/wgj58.js @@ -40,10 +40,63 @@ class Dialogue { } 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); } } @@ -169,7 +222,9 @@ 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: logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "John, have you ever thought about losing your employee card?" }, @@ -218,11 +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) { @@ -415,6 +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); } @@ -424,16 +699,17 @@ class GameLogic { } 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) { @@ -467,6 +743,14 @@ 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)) { @@ -494,6 +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'); @@ -506,6 +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'); @@ -532,6 +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(); }