STATE_UNAWARE = 1 << 1; STATE_CONCERNED = 1 << 2; STATE_ALERTED = 1 << 3; STATE_LOSTHIM = 1 << 4; STATE_RUN = 1 << 5; STATE_MOVE_LEFT = 1 << 6; STATE_MOVE_RIGHT = 1 << 7; STATE_MOVE_UP = 1 << 8; STATE_MOVE_DOWN = 1 << 9; SPRITE_TOWNSFOLK_MALE = 1; SPRITE_TOWNSFOLK_FEMALE = 2; SPRITE_TOWNSFOLK_GUARD = 3; SPRITE_TOWNSFOLK_MALE1 = 1; SPRITE_TOWNSFOLK_MALE2 = 2; SPRITE_TOWNSFOLK_MALE3 = 3; SPRITE_TOWNSFOLK_MALE4 = 4; SPRITE_TOWNSFOLK_FEMALE1 = 5; SPRITE_TOWNSFOLK_FEMALE2 = 6; SPRITE_TOWNSFOLK_FEMALE3 = 7; SPRITE_TOWNSFOLK_FEMALE4 = 8; SPRITE_TOWNSFOLK_GUARD1 = 9; SPRITE_TOWNSFOLK_GUARD2 = 10; var moonlightSettings = { 'map' : { 'tilesets': [ { 'name': 'Macks-tilea2', 'path': 'gfx/Macks-tilea2.png' }, { 'name': 'Macks-tilea3', 'path': 'gfx/Macks-tilea3.png' } ], 'collisionRange': [385, 512], 'path': 'gfx/junkmap.json' }, 'images': [ { 'name': 'simplelight', 'path': 'gfx/lights/light-white-256px.png' } ], 'spritesheets': [ { 'name': 'player', 'path': 'gfx/sprites/sprite-player.png', 'width': 32, 'height': 32, 'frames': 12 }, { 'name': 'townsfolk-male-1', 'path': 'gfx/sprites/sprite-townsfolk-male-1.png', 'width': 32, 'height': 32, 'frames': 12 }, { 'name': 'townsfolk-male-2', 'path': 'gfx/sprites/sprite-townsfolk-male-2.png', 'width': 32, 'height': 32, 'frames': 12 }, { 'name': 'townsfolk-male-3', 'path': 'gfx/sprites/sprite-townsfolk-male-3.png', 'width': 32, 'height': 32, 'frames': 12 }, { 'name': 'townsfolk-male-4', 'path': 'gfx/sprites/sprite-townsfolk-male-4.png', 'width': 32, 'height': 32, 'frames': 12 }, { 'name': 'townsfolk-female-1', 'path': 'gfx/sprites/sprite-townsfolk-female-1.png', 'width': 32, 'height': 32, 'frames': 12 }, { 'name': 'townsfolk-female-2', 'path': 'gfx/sprites/sprite-townsfolk-female-2.png', 'width': 32, 'height': 32, 'frames': 12 }, { 'name': 'townsfolk-female-3', 'path': 'gfx/sprites/sprite-townsfolk-female-3.png', 'width': 32, 'height': 32, 'frames': 12 }, { 'name': 'townsfolk-female-4', 'path': 'gfx/sprites/sprite-townsfolk-female-4.png', 'width': 32, 'height': 32, 'frames': 12 }, { 'name': 'townsfolk-guard-1', 'path': 'gfx/sprites/sprite-townsfolk-guard-1.png', 'width': 32, 'height': 32, 'frames': 12 }, { 'name': 'townsfolk-guard-2', 'path': 'gfx/sprites/sprite-townsfolk-guard-2.png', 'width': 32, 'height': 32, 'frames': 12 } ], 'animations': { 'bipedwalkdown': { 'frames': [1, 2, 0], 'speed': 4, 'loop': true }, 'bipedwalkleft': { 'frames': [4, 5, 3], 'speed': 4, 'loop': true }, 'bipedwalkright': { 'frames': [7, 8, 6], 'speed': 4, 'loop': true }, 'bipedwalkup': { 'frames': [10, 11, 9], 'speed': 4, 'loop': true }, 'bipedrundown': { 'frames': [1, 2, 0], 'speed': 12, 'loop': true }, 'bipedrunleft': { 'frames': [4, 5, 3], 'speed': 12, 'loop': true }, 'bipedrunright': { 'frames': [7, 8, 6], 'speed': 12, 'loop': true }, 'bipedrunup': { 'frames': [10, 11, 9], 'speed': 12, 'loop': true } } }; var moonlightDialog = { "status": { "townsfolk-male" : { "unaware" : [ "I'd rather be fishing.", "Different day, same old stuff.", "Oi! Where'd that trouble run\noff to now then?", "The missus is off shoppin', and\nhere I am sittin' on\nme Jack Jones.", "Oy I'm gonna have a butcher’s at\nthat new tailor's knickers\nhe has for sale.", "I'm off to the pub to see the\nlads and chew the fat.", "♪ ♫ Whistling ♪ ♫" ], "concerned" : [ "Wha… what’s that? Who’s there?", "Did you hear that?", "Either I’m hearin’ things, or I\nneed to stop drinkin’ midday.", "Oi? I don’t want no tomfoolery;\ncome out if you’re there!", "Must be them darned kids again.", "What’s that?", "Did you see that?" ], "alerted" : [ "Don't you come no closer, you hear?", "Egads!", "I'm getting’ outta here!", "What's going on?!", "Holy bejeezus!", "Did you see that?", "What're you doing?!", "Get away!", "Get away from me!", "Stay away! I know Kung-fu! ... but\nthat would require bravery \nI don't have", "Guards! GUARDS!" ], "losthim" : [ "Whew. Glad that’s over.", "I wasn’t scared!", "Must’ve been intimidated by\nmy manly physique.", "That’s right! Run away!", "Aye, and don’t-cha come back!", "Spoony Bard...", "Bloody wanker!" ] }, "townsfolk-female" : { "unaware" : [ "My retro shake brings all the\nboys to the yard.", "I'm off to get my Barnet sorted\nout. I’ll be the best looking\nlady at the gala.", "It's always all itsy bitsy with\nthem boys at the Rub-a-Dub.", "I need to get this shopping\nsorted out.", "What a lovely evening. Perfect\nfor skulking, I would imagine." ], "concerned" : [ "Wha… what’s that? Who’s there?", "Did you hear that?", "Martha? Is that you?", "I don't want no tomfoolery.\nGo away!", "What was that? This is how horror\ntheatre bits start…", "What's that?", "Did you see that?" ], "alerted" : [ "Eeeek!", "Stay away from me!", "Guards! Guards!", "What in the nine hells?", "Get back or I'll swoon!", "Help! He's after me virtue!" ], "losthim" : [ "Good riddance! There’s too many\nmale protagonists in\ngames anyhow!", "I sure am glad that’s over.", "This town is going straight to hell.", "I hope he doesn’t come back.", "I hope he’s caught and hanged!" ] }, "townsfolk-guard" : { "unaware" : [ "Just doing my civic duty.", "Good day, citizens.", "Honor. Liberty. Justice.\nOh, and pancakes…\nI love pancakes.", "No loitering.", "I am the law.", "May Evil beware and may\nGood dress warmly and\neat plenty of fresh vegetables.", "We're sworn to protect The City." ], "concerned" : [ "I sense law-breaking abound.", "Did you hear something?", "Did you see that?", "I know you're around here\nsomewhere, rat…", "Don't make me look for\nyou in hard-to-reach places!", "The eyes play tricks\nlike tiny, round devils." ], "alerted" : [ "Surrender lawbreaker!", "Halt!", "Halt! In the name of the… umm, er… me!", "Prepare for justice, criminal!", "I am justice!", "There’s no escaping the law!", "Surrender thief!", "Prepare to taste steel!", "Clear the area! Nobody\npanic! I'll catch him!" ], "losthim" : [ "I’ll get you next time,\ncriminal scum.", "Defeat is a harsh mistress.", "Evil men may get away, but\njustice fights another day.", "Wickedness flees, evading the\ncold steel of righteousness." ] } }, "conversations": { "townsfolk-male": { "townsfolk-female": [], "townsfolk-male": [], "townsfolk-guard": [] }, "townsfolk-female": { "townsfolk-male": [], "townsfolk-female": [], "townsfolk-guard": [], }, "townsfolk-guard": { "townsfolk-male": [], "townsfolk-female": [], "townsfolk-guard": [] } } }; // Create torch objects // Light constructor var Light = function(game, x, y, radius, fade, color, flicker) { color = ( typeof color == undefined ? [255, 255, 255] : color ); fade = ( typeof fade == undefined ? 0.25 : fade ); radius = ( typeof radius == undefined ? 64 : radius ); flicker = ( typeof flicker == undefined ? false : flicker ); Phaser.Sprite.call(this, game, x, y, null); // Set the pivot point for this sprite to the center this.anchor.setTo(0.5, 0.5); this.color = color; this.radius = radius; this.fade = radius * fade this.rect = new Phaser.Rectangle(this.x, this.y, radius * 2, radius * 2) this.flicker = flicker; }; // Lightes are a type of Phaser.Sprite Light.prototype = Object.create(Phaser.Sprite.prototype); Light.prototype.constructor = Light; var AISprite = function(game, x, y, spritetype) { this.enableWordBubble = function() { this.enable_word_bubble = true; } this.clearWordBubble = function() { this.clear_bubble = true; this.enable_word_bubble = false; timer = game.time.create(false); timerev = timer.add(10000, this.enableWordBubble, this); timer.start() } this.setWordBubble = function() { if ( this.bubble !== null || this.sprite_group == undefined || this.word_bubble_enabled == false) { return; } //this.bubble = game.add.group() aistate = this.state & ( STATE_UNAWARE | STATE_CONCERNED | STATE_ALERTED | STATE_LOSTHIM ); switch ( aistate ) { case STATE_UNAWARE: { aistate = "unaware"; break; } case STATE_CONCERNED: { aistate = "concerned"; break; } case STATE_ALERTED: { aistate = "alerted"; break; } case STATE_LOSTHIM: { aistate = "losthim"; break; } } var mylines = moonlightDialog['status'][this.sprite_group][aistate]; this.bubble_text = mylines[game.rnd.integerInRange(0, mylines.length)]; this.bubble_style = {font: '12px Arial Bold', fill: '#ffffff', align: 'center'} this.bubble = game.add.text(this.x, this.y - 20, this.bubble_text, this.bubble_style); timer = game.time.create(false); timerev = timer.add(5000, this.clearWordBubble, this); timer.start() } this.update = function() { if ( game.rnd.integerInRange(0, 100) < 95 ) return; var running = false; if ( game.rnd.integerInRange(0, 100) > 90 ) { running = true; } if ( game.rnd.integerInRange(0, 500) > 450 ) { this.setWordBubble(); } if ( this.bubble !== null ) { this.bubble.destroy(); if ( this.clear_bubble == true ) { this.bubble = null; this.clear_bubble = false; console.log("Cleared bubble"); } else { this.bubble = game.add.text(this.x, this.y - 20, this.bubble_text, this.bubble_style); } } switch ( game.rnd.integerInRange(0, 4) ) { case 0: { setSpriteMovement(this, running, 'up'); break; } case 1: { setSpriteMovement(this, running, 'down'); break; } case 2: { setSpriteMovement(this, running, 'left'); break; } case 3: { setSpriteMovement(this, running, 'right'); } } } var spritenames_by_type = [ 'townsfolk-male-1', 'townsfolk-male-2', 'townsfolk-male-3', 'townsfolk-male-4', 'townsfolk-female-1', 'townsfolk-female-2', 'townsfolk-female-3', 'townsfolk-female-4', 'townsfolk-guard-1', 'townsfolk-guard-2' ]; this.bubble = null; this.clear_bubble = false; this.state = STATE_UNAWARE; Phaser.Sprite.call(this, game, x, y, spritenames_by_type[spritetype]); game.physics.arcade.enable(this); this.body.collideWorldBounds = true; var ARGH = spritenames_by_type[spritetype]; console.log(ARGH); ARGH = ARGH.split("-"); this.sprite_group = ARGH[0] + "-" + ARGH[1]; addAnimation(this, 'bipedwalkleft'); addAnimation(this, 'bipedwalkright'); addAnimation(this, 'bipedwalkup'); addAnimation(this, 'bipedwalkdown'); addAnimation(this, 'bipedrunleft'); addAnimation(this, 'bipedrunright'); addAnimation(this, 'bipedrunup'); addAnimation(this, 'bipedrundown'); } AISprite.prototype = Object.create(Phaser.Sprite.prototype); AISprite.prototype.constructor = AISprite; var GameState = function(game) { } function addAnimation(obj, anim) { a = moonlightSettings['animations'][anim] obj.animations.add(anim, a['frames'], a['speed'], a['loop']) } GameState.prototype.preload = function() { 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['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); } GameState.prototype.create = function() { map = this.add.tilemap('map'); for (var k in moonlightSettings['map']['tilesets']) { var ts = moonlightSettings['map']['tilesets'][k]; map.addTilesetImage(ts['name']); } layer = map.createLayer('Tile Layer 1'); layer.resizeWorld(); map.setCollisionBetween( moonlightSettings['map']['collisionRange'][0], moonlightSettings['map']['collisionRange'][1] ); player = this.add.sprite(10, 10, 'player'); this.physics.arcade.enable(player); player.body.collideWorldBounds = 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.game.time.advancedTiming = true; this.fpsText = this.game.add.text( 20, 20, '', { font: '16px Arial', fill: '#ffffff' } ); this.fpsText.fixedToCamera = true; // Create the wandering sprites this.aiSprites = game.add.group(); for ( i = 0; i < 20 ; i++ ) { this.aiSprites.add( new AISprite(game, game.rnd.integerInRange(0, game.width), game.rnd.integerInRange(0, game.height), game.rnd.integerInRange(0, 9) ) ); } this.shadowTexture = game.add.bitmapData(game.world.width, game.world.height); // drop this lower to make the map darker this.shadowTextureColor = 'rgb(30, 30, 30)'; // Create an object that will use the bitmap as a texture this.shadowSprite = game.add.image(0, 0, this.shadowTexture); // Set the blend mode to MULTIPLY. This will darken the colors of // everything below this sprite. this.shadowSprite.blendMode = Phaser.blendModes.MULTIPLY; // Create the lights this.staticLights = game.add.group(); for (i = 0; i < 20 ; i++ ) { this.staticLights.add( new Light(game, game.rnd.integerInRange(0, game.width), game.rnd.integerInRange(0, game.height), game.rnd.integerInRange(0, 128), game.rnd.realInRange(0.0, 1.0), [ game.rnd.integerInRange(0, 255), game.rnd.integerInRange(0, 255), game.rnd.integerInRange(0, 255) ], flicker = [true, false][game.rnd.integerInRange(0, 1)] ) ); } //this.movingLight = new Light(game, game.width/2, game.height/2); //this.lights.add(this.movingLight); } GameState.prototype.updateShadowTexture = function() { // This function updates the shadow texture (this.shadowTexture). // First, it fills the entire texture with a dark shadow color. // Then it draws a white circle centered on the pointer position. // Because the texture is drawn to the screen using the MULTIPLY // blend mode, the dark areas of the texture make all of the colors // underneath it darker, while the white area is unaffected. // Draw shadow this.shadowSprite.bringToFront(); this.shadowTexture.context.fillStyle = this.shadowTextureColor; this.shadowTexture.context.fillRect(0, 0, game.world.width, game.world.height); // Iterate through each of the lights and draw the glow this.staticLights.forEach(function(light) { // Don't draw lights that aren't on screen var r1 = new Phaser.Rectangle(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 ) { // Randomly change the radius each frame var radius = light.radius + game.rnd.integerInRange(1,10); } else { var radius = light.radius; } // Draw circle of light with a soft edge var gradient = this.shadowTexture.context.createRadialGradient( light.x + 16, light.y + 16, light.fade, light.x + 16, light.y + 16, radius); gradient.addColorStop(0, 'rgba(' + light.color[0] + ',' + light.color[1] + ',' + light.color[2] +', 1.0)'); gradient.addColorStop(1, 'rgba(' + light.color[0] + ',' + light.color[1] + ',' + light.color[2] +', 0.0)'); 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 just tells the engine it should update the texture cache this.shadowTexture.dirty = true; }; function setSpriteMovement(spr, running, dir) { var x = 0; var y = 0; if ( running ) { x = 200; y = 200; spr.animations.play("bipedrun" + dir); } else { x = 75; y = 75; spr.animations.play("bipedwalk" + dir); } if ( dir == "left" ) { spr.body.velocity.x = -x; spr.body.velocity.y = 0; } else if ( dir == "right" ) { spr.body.velocity.x = x; spr.body.velocity.y = 0; } else if ( dir == "up" ) { spr.body.velocity.x = 0; spr.body.velocity.y = -y; } else if ( dir == "down" ) { spr.body.velocity.x = 0; spr.body.velocity.y = y; } } GameState.prototype.check_input = function() { player.body.velocity.x = 0; player.body.velocity.y = 0; velocityMod = 0; if ( controls.up.isDown) { setSpriteMovement(player, controls.up.shiftKey, 'up'); } else if ( controls.down.isDown ) { setSpriteMovement(player, controls.up.shiftKey, 'down'); } else if ( controls.left.isDown ) { setSpriteMovement(player, controls.up.shiftKey, 'left'); } else if ( controls.right.isDown ) { setSpriteMovement(player, controls.up.shiftKey, 'right'); } else { player.animations.stop(null, true); } } GameState.prototype.update = function() { if (game.time.fps !== 0) { this.fpsText.setText(game.time.fps + ' FPS'); } this.check_input(); this.physics.arcade.collide(player, layer); function _inner_collide(x) { this.physics.arcade.collide(x, layer); this.physics.arcade.collide(x, player); } this.aiSprites.forEach(_inner_collide, this); this.updateShadowTexture(); } var game = new Phaser.Game(640, 480, Phaser.AUTO, ''); game.state.add('game', GameState, true);