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 = 5; SPRITE_TOWNSFOLK_GUARD = 9; 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": { SPRITE_TOWNSFOLK_MALE: { STATE_UNAWARE : [ "I'd rather be fishing.", "Different day, same old stuff.", "Oi! Where'd that trouble run off to now then?", "The missus is off shoppin', and here I am sittin' on me Jack Jones.", "Oy I'm gonna have a butcher’s at that new tailor's knickers he has for sale.", "I'm off to the pub to see the lads and chew the fat.", "♪ ♫ Whistling ♪ ♫" ], STATE_CONCERNED : [ "Wha… what’s that? Who’s there?", "Did you hear that?", "Either I’m hearin’ things, or I need to stop drinkin’ midday.", "Oi? I don’t want no tomfoolery; come out if you’re there!", "Must be them darned kids again.", "What’s that?", "Did you see that?" ], STATE_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 that would require bravery I don't have", "Guards! GUARDS!" ], STATE_LOSTHIM: [ "Whew. Glad that’s over.", "I wasn’t scared!", "Must’ve been intimidated by manly physique.", "That’s right! Run away!", "Aye, and don’t-cha come back!", "Spoony Bard...", "Bloody wanker!" ] }, SPRITE_TOWNSFOLK_FEMALE: { STATE_UNAWARE : [], STATE_CONCERNED : [], STATE_ALERTED : [], STATE_LOSTHIM: [] }, SPRITE_TOWNSFOLK_GUARD: { STATE_UNAWARE : [], STATE_CONCERNED : [], STATE_ALERTED : [], STATE_LOSTHIM: [] } }, "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.setWordBubble = function() { if ( this.bubble != null ) { return; } //this.bubble = game.add.group() aistate = this.state & ( STATE_UNAWARE | STATE_CONCERNED | STATE_ALERTED | STATE_LOSTHIM ); console.log(this.sprite_group); console.log(aistate); var mylines = moonlightDialog['status'][this.sprite_group][aistate]; var text = mylines[game.rnd.integerInRange(0, mylines.length)]; var style = {font: '12px Arial Bold', fill: '#ffffff', align: 'center'} this.bubble = game.add.text(this.x, this.y, style); } this.clearWordBubble = function() { this.bubble.destroy(); this.bubble = null; } 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(); } 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.state = STATE_UNAWARE; Phaser.Sprite.call(this, game, x, y, spritenames_by_type[spritetype]); game.physics.arcade.enable(this); this.body.collideWorldBounds = true; this.sprite_group = Math.round(1 + (spritetype / 4)); 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, 10) ) ); } this.shadowTexture = game.add.bitmapData(game.world.width, game.world.height); // drop this lower to make the map darker this.shadowTextureColor = 'rgb(255, 255, 255)'; // 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.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);