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);