X-Git-Url: http://git.megabrutal.com/?p=wgj58.git;a=blobdiff_plain;f=wgj58.js;h=8fe220f63a39ac710d93b8402fe35192e682dfe9;hp=d29f4e8fe3f37bf1a4d6f929150055e23071e9b3;hb=d9b347a8804fedc728550ae5372306a670b5b6a8;hpb=9545ed9488e2af5b42f3d4816a1f0c6b491a5f73

diff --git a/wgj58.js b/wgj58.js
index d29f4e8..8fe220f 100644
--- a/wgj58.js
+++ b/wgj58.js
@@ -39,6 +39,44 @@ class Dialogue {
 	}
 }
 
+class Door extends Phaser.TileSprite {
+	constructor(x, y, name, rotation, vector, longpanel) {
+		super(game, x, y, 64, 64, 'objects');
+		this.name = name;
+		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);
+		this.isOpen = false;
+	}
+
+	open() {
+		if (!this.isOpen) {
+			this.opentween.start();
+			this.isOpen = true;
+		}
+	}
+
+	close() {
+		if (this.isOpen) {
+			this.closetween.start();
+			this.isOpen = false;
+		}
+	}
+}
+
 class Player extends Phaser.Sprite {
 	constructor(x, y) {
 		super(game, x, y, 'player');
@@ -162,6 +200,7 @@ 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?" },
@@ -173,6 +212,7 @@ 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:
@@ -381,12 +421,14 @@ 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);
 		}
@@ -413,6 +455,20 @@ 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 +500,15 @@ class GameLogic {
 		}
 	}
 
+	openDoor(doorname) {
+		console.log("Opening doors.");
+		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)) {
@@ -493,6 +558,10 @@ 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);