This repository has been archived on 2026-05-18. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
moonlight-skulk/moonlight/src/GameStates.js

379 lines
11 KiB
JavaScript
Raw Normal View History

var GameState = function(game) {
}
GameState.prototype.create = function()
{
this.map = this.add.tilemap('map');
for (var k in moonlightSettings['map']['tilesets']) {
var ts = moonlightSettings['map']['tilesets'][k];
this.map.addTilesetImage(ts['name']);
}
this.map_collision_layers = [];
pfgrid = [];
for (var ln in moonlightSettings['map']['layers']) {
lp = moonlightSettings['map']['layers'][ln];
if ( lp['type'] == "tiles" ) {
layer = this.map.createLayer(ln);
this.map.setCollisionBetween(
lp['collisionBetween'][0],
lp['collisionBetween'][1],
lp['collides'],
ln
);
if ( lp['inject_sprites'] == true ) {
this.aiSprites = game.add.group();
this.aiSprites.debug = false;
this.map.createFromObjects('AI', 3544, 'player', 0, true, false, this.aiSprites, AISprite);
this.aiSprites.forEach(function(spr) {
spr.update_new_values();
}, this)
player = this.add.sprite((19 * 32), (21 * 32), 'player');
player.lightmeter = 0;
};
if ( lp['collides'] == true ) {
this.map_collision_layers.push(layer);
for (var i = 0; i < layer.layer.data.length; i++)
{
if ( i >= pfgrid.length )
pfgrid[i] = [];
for (var j = 0; j < layer.layer.data[i].length; j++)
{
if (layer.layer.data[i][j].index > 0) {
pfgrid[i][j] = 1;
} else if ( pfgrid[i][j] != 1 ) {
pfgrid[i][j] = 0;
}
}
}
}
layer.resizeWorld();
}
}
pathfinder_grid = new PF.Grid(this.map.width,
this.map.height,
pfgrid);
pathfinder = new PF.AStarFinder({allowDiagonal: false});
this.physics.arcade.enable(player);
player.body.center = new Phaser.Point(player.body.width / 2, player.body.height + player.body.halfHeight);
player.body.collideWorldBounds = true;
//player.body.immovable = true;
addAnimation(player, 'bipedwalkleft');
addAnimation(player, 'bipedwalkright');
addAnimation(player, 'bipedwalkup');
addAnimation(player, 'bipedwalkdown');
addAnimation(player, 'bipedrunleft');
addAnimation(player, 'bipedrunright');
addAnimation(player, 'bipedrunup');
addAnimation(player, 'bipedrundown');
this.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN);
controls = game.input.keyboard.createCursorKeys();
this.effectSprites = game.add.group();
this.map.createFromObjects('EffectSprites', 5, 'player', 0, true, false, this.effectSprites, EffectSprite);
this.effectSprites.forEach(function(spr) {
spr.update_new_values();
}, this)
this.shadowTexture = game.add.bitmapData(game.world.width, game.world.height);
// drop this lower to make the map darker
this.shadowTextureColor = [60, 60, 60];
this.shadowSprite = game.add.image(0, 0, this.shadowTexture);
this.shadowSprite.blendMode = Phaser.blendModes.MULTIPLY;
this.staticLights = game.add.group();
this.map.createFromObjects('Lights', 97, 'player', 0, true, false, this.staticLights, Light);
this.staticLights.forEach(function(light) {
light.update_new_values();
}, this)
this.staticSounds = game.add.group();
this.map.createFromObjects('Sounds', 11, 'player', 0, true, false, this.staticSounds, SoundSprite);
this.staticSounds.forEach(function(snd) {
snd.update_new_values();
}, this)
this.bubble_group = game.add.group();
this.uigroup = game.add.group();
this.game.time.advancedTiming = true;
this.fpsText = this.game.add.text(
20, 20, '', { font: '16px Arial', fill: '#ffffff' }, this.uigroup
);
this.lightbox = this.game.add.image(game.camera.width / 2 - 50,
game.camera.height - 40,
'lightbox',
0,
this.uigroup);
this.lightbar = this.game.add.image(this.lightbox.x + 3,
this.lightbox.y + 3,
'lightbar',
0,
this.uigroup);
this.lightbar_image = game.cache.getImage('lightbar');
this.lightbar_crop = positiveRectangle(0,
0,
this.lightbar_image.width,
this.lightbar_image.height);
this.uigroup.setAll('fixedToCamera', true);
}
GameState.prototype.updateShadowTexture = function() {
var cv = this.shadowTextureColor;
this.shadowTexture.context.fillStyle = "rgb(" + cv[0] + "," + cv[1] + "," + cv[2] + ")";
this.shadowTexture.context.fillRect(0, 0, game.world.width, game.world.height);
this.staticLights.forEach(function(light) {
if ( light.always_render !== true ) {
var r1 = positiveRectangle(this.game.camera.x,
this.game.camera.y,
this.game.camera.width,
this.game.camera.height);
if ( ! light.rect.intersects(r1) ) {
return;
}
}
if ( light.flicker ) {
var radius = light.radius + game.rnd.integerInRange(1,10);
} else {
var radius = light.radius;
}
light.rendered_radius = radius;
var gradient =
this.shadowTexture.context.createRadialGradient(
light.x + 16, light.y + 16, light.fade,
light.x + 16, light.y + 16, radius);
gradient.addColorStop(0, light.color_start);
gradient.addColorStop(1, light.color_stop);
this.shadowTexture.context.beginPath();
this.shadowTexture.context.fillStyle = gradient;
this.shadowTexture.context.arc(light.x + 16, light.y + 16, radius, 0, Math.PI*2);
this.shadowTexture.context.fill();
}, this);
this.shadowTexture.dirty = true;
};
GameState.prototype.check_input = function()
{
player.body.velocity.x = 0;
player.body.velocity.y = 0;
velocityMod = 0;
var newstate = 0;
if ( controls.up.isDown) {
if ( controls.up.shiftKey ) {
newstate = (STATE_FACE_UP | STATE_MOVING | STATE_RUNNING);
} else {
newstate = (STATE_FACE_UP | STATE_MOVING );
}
} else if ( controls.down.isDown ) {
if ( controls.down.shiftKey ) {
newstate = (STATE_FACE_DOWN | STATE_MOVING | STATE_RUNNING);
} else {
newstate = (STATE_FACE_DOWN | STATE_MOVING );
}
} else if ( controls.left.isDown ) {
if ( controls.left.shiftKey ) {
newstate = (STATE_FACE_LEFT | STATE_MOVING | STATE_RUNNING);
} else {
newstate = (STATE_FACE_LEFT | STATE_MOVING );
}
} else if ( controls.right.isDown ) {
if ( controls.right.shiftKey ) {
newstate = (STATE_FACE_RIGHT | STATE_MOVING | STATE_RUNNING);
} else {
newstate = (STATE_FACE_RIGHT | STATE_MOVING );
}
} else {
newstate = STATE_NONE;
}
setMovingState(player, newstate);
setSpriteMovement(player);
}
GameState.prototype.update_player_lightmeter = function() {
player.lightmeter = (Number(array_average(this.shadowTextureColor)) / 255.0);
lightValue = 0;
this.staticLights.forEach(function(light) {
var left = player.x;
var top = player.y + 32;
if ( player.y < this.y )
top = player.y;
if ( player.x + this.x )
left = player.x + 32;
line = new Phaser.Line(left, top, light.x + 16, light.y + 16);
if ( line.length > light.rendered_radius)
return;
var length = line.length;
var lv = light.light_meter - (Number(length) / Number(light.rendered_radius));
if ( lv > lightValue ) {
lightValue = lv;
}
}, this)
player.lightmeter += lightValue;
player.lightmeter = Math.min(player.lightmeter, 1.0);
this.lightbar_crop.width = ((this.lightbar_image.width) * player.lightmeter);
this.lightbar.crop(this.lightbar_crop);
}
GameState.prototype.update = function()
{
this.check_input();
this.update_player_lightmeter();
for (var ln in this.map_collision_layers ) {
layer = this.map_collision_layers[ln];
this.physics.arcade.collide(player, layer);
}
function _fix_audio_relative(x) {
x.adjust_relative_to(player);
}
this.staticSounds.forEach(_fix_audio_relative, this);
function _inner_collide(x) {
if ( x.collide_with_map == true ) {
for ( var ln in this.map_collision_layers ) {
layer = this.map_collision_layers[ln];
this.physics.arcade.collide(x, layer);
}
}
if ( x.collide_with_player == false )
return;
if ( x.canSeeSprite(player, false) == true ) {
x.lastSawPlayerAt = new Phaser.Point(player.x, player.y);
if ( this.physics.arcade.collide(x, player) ) {
x.setAwarenessEffect(STATE_ALERTED);
} else if ( player.lightmeter >= x.sprite_can_see_lightmeter ) {
x.setAwarenessEffect(STATE_ALERTED);
} else {
x.setAwarenessEffect(STATE_CONCERNED);
}
return;
} else {
if ( hasState(x, STATE_LOSTHIM) == false ) {
x.setAwarenessEffect(STATE_LOSTHIM);
} else {
x.setAwarenessEffect(STATE_UNAWARE);
}
}
this.physics.arcade.collide(x, player);
}
this.effectSprites.forEach(_inner_collide, this);
this.aiSprites.forEach(_inner_collide, this);
this.updateShadowTexture();
if ( this.aiSprites.debug == true ) {
function _draw_viewrect(x) {
var r = x.viewRectangle();
if ( isSet(r) )
return;
this.shadowTexture.context.fillStyle = 'rgb(128, 128, 128)';
this.shadowTexture.context.fillRect(r.left,
r.top,
r.width,
r.height);
}
this.aiSprites.forEach(_draw_viewrect, this);
function _draw_aipath(x) {
var p = x.path;
if ( isSet(p) )
return;
this.shadowTexture.context.fillStyle = 'rgb(255, 128, 128)';
p.forEach(function(r) {
this.shadowTexture.context.fillRect(r.start.x,
r.start.y,
r.end.x - r.start.x,
r.end.y - r.start.y);
}, this);
}
this.aiSprites.forEach(_draw_aipath, this);
}
if (game.time.fps !== 0) {
this.fpsText.setText(game.time.fps + ' FPS');
}
}
function Boot()
{
Phaser.State.call(game, this);
}
var Boot = function(game) {
}
Boot.prototype.preload = function()
{
game.load.image('preloader', 'gfx/ui/preloader.png');
};
Boot.prototype.create = function()
{
this.input.maxPointers = 1;
this.stage.disableVisibilityChange = false;
this.stage.scale.pageAlignHoritzontally = true;
game.state.start('preloader', true, false);
}
var Preloader = function(game) {
}
Preloader.prototype.preload = function()
{
this.preloadBar = game.add.sprite(0, 0, 'preloader');
this.preloadBar.anchor.setTo(0.5, 0.5);
this.preloadBar.x = game.camera.x + (game.camera.width / 2);
this.preloadBar.y = game.camera.y + (game.camera.width / 2);
game.load.setPreloadSprite(this.preloadBar, 0);
for (var k in moonlightSettings['map']['tilesets']) {
var ts = moonlightSettings['map']['tilesets'][k];
this.load.image(ts['name'], ts['path']);
}
for (var k in moonlightSettings['images']) {
var i = moonlightSettings['images'][k];
this.load.image(i['name'], i['path']);
}
for (var k in moonlightSettings['sounds']) {
var s = moonlightSettings['sounds'][k];
this.load.audio(s['name'], s['path']);
}
for (var k in moonlightSettings['spritesheets']) {
var s = moonlightSettings['spritesheets'][k]
game.load.spritesheet(s['name'], s['path'], s['width'], s['height'], s['frames'])
}
this.load.tilemap('map',
moonlightSettings['map']['path'],
null,
Phaser.Tilemap.TILED_JSON);
}
Preloader.prototype.create = function()
{
function goalready() {
this.preloadBar.destroy();
game.state.start('game', true, false);
}
var tween = this.add.tween(this.preloadBar).to({ alpha: 0 }, 1000, Phaser.Easing.Linear.None, true);
tween.onComplete.add(goalready, this);
}