932 lines
24 KiB
JavaScript
932 lines
24 KiB
JavaScript
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 game = new Phaser.Game(800, 600, Phaser.AUTO, '');
|
||
|
||
// Create torch objects
|
||
// Light constructor
|
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var Light = function(game, x, y, key, frame, radius, fade, color_start, color_stop, flicker, always_render) {
|
||
color_start = ( typeof color_start == undefined ? color_start : 'rgba(255, 255, 255, 1.0)');
|
||
color_stop = ( typeof color_stop == undefined ? color_stop : 'rgba(255, 255, 255, 0.0)');
|
||
fade = ( typeof fade == undefined ? fade : 0.25);
|
||
radius = ( typeof radius == undefined ? radius : 64);
|
||
flicker = ( typeof flicker == undefined ? flicker : false);
|
||
always_render = ( typeof always_render == undefined ? always_render : false);
|
||
|
||
Phaser.Sprite.call(this, game, x, y, null);
|
||
|
||
// Set the pivot point for this sprite to the center
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||
this.anchor.setTo(0.5, 0.5);
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||
|
||
this.color_start = color_start;
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||
this.color_stop = color_stop;
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||
this.radius = radius;
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||
this.fade = radius * fade
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||
this.always_render = always_render
|
||
this.rect = new Phaser.Rectangle(this.x - radius, this.y - radius, 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;
|
||
|
||
Light.prototype.update_new_values = function() {
|
||
this.radius = parseInt(this.radius);
|
||
this.fade = this.radius * Number(this.fade);
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||
this.flicker = Boolean(this.flicker);
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||
this.always_render = Boolean(this.always_render)
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||
this.rect = new Phaser.Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2)
|
||
}
|
||
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||
function SoundSprite(game, x, y, key, frame,
|
||
sound_key,
|
||
sound_marker,
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||
sound_position,
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||
sound_volume,
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||
sound_loop,
|
||
sound_forcerestart,
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||
sound_nofade)
|
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{
|
||
Phaser.Sprite.call(this, game, x, y, null);
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||
this.sound_key = sound_key;
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||
this.sound_marker = ( typeof sound_marker == undefined ? sound_marker : '');
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this.sound_volume = ( typeof sound_volume == undefined ? sound_volume : 1.0 );
|
||
this.sound_position = ( typeof sound_position == undefined ? sound_position : 1.0 );
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||
this.sound_loop = ( typeof sound_loop == undefined ? sound_loop : true );
|
||
this.sound_forcerestart = ( typeof sound_forcerestart == undefined ? sound_forcerestart : true );
|
||
this.sound_nofade = (typeof sound_nofade == undefined ? sound_nofade : false);
|
||
|
||
this.sound = null;
|
||
}
|
||
|
||
SoundSprite.prototype = Object.create(Phaser.Sprite.prototype);
|
||
SoundSprite.prototype.constructor = Light;
|
||
|
||
SoundSprite.prototype.update_new_values = function() {
|
||
if ( this.sound_key == null ) {
|
||
if ( this.sound !== null ) {
|
||
this.sound.stop();
|
||
}
|
||
return;
|
||
}
|
||
this.sound_position = parseInt(this.sound_position);
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||
this.sound_volume = Number(this.sound_volume);
|
||
this.sound_loop = Boolean(this.sound_loop);
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||
this.sound_forcerestart = Boolean(this.sound_forcerestart);
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||
this.sound_nofade = Boolean(this.sound_nofade);
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||
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||
this.sound = game.add.audio(this.sound_key);
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||
this.sound.play(
|
||
this.sound_marker,
|
||
this.sound_position,
|
||
this.sound_volume,
|
||
this.sound_loop,
|
||
this.sound_forcerestart);
|
||
console.log(this);
|
||
}
|
||
|
||
SoundSprite.prototype.adjust_relative_to = function(spr) {
|
||
if ( this.sound_nofade == true ) {
|
||
this.sound.volume = this.sound_volume;
|
||
return;
|
||
}
|
||
|
||
// The volume of any given sound is equal to the length of the
|
||
// hypotenuse of a triangle drawn from the point (p) to the
|
||
// sprite in question
|
||
|
||
var xd = (spr.x - this.x);
|
||
if ( xd < 0 )
|
||
xd = -(xd);
|
||
var yd = (spr.y - this.y);
|
||
if ( yd < 0 )
|
||
yd = -(yd);
|
||
|
||
var hyp = Math.sqrt(Number(xd * xd) + Number(yd * yd));
|
||
var hyp_perfect = Math.sqrt(
|
||
Number((game.camera.width/2) * (game.camera.width/2)) +
|
||
Number((game.camera.height/2) * (game.camera.height/2))
|
||
);
|
||
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||
this.sound.volume = (1.0 - Number(hyp / hyp_perfect));
|
||
// Math.max doesn't work here??
|
||
if ( this.sound.volume < 0 )
|
||
this.sound.volume = 0;
|
||
|
||
}
|
||
|
||
var moonlightSettings = {
|
||
'map' : {
|
||
'tilesets': [
|
||
{
|
||
'name': '009-CastleTown01',
|
||
'path': 'gfx/tiles/009-CastleTown01.png'
|
||
},
|
||
{
|
||
'name': '010-CastleTown02',
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||
'path': 'gfx/tiles/010-CastleTown02.png'
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||
},
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||
{
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||
'name': '025-Castle01',
|
||
'path': 'gfx/tiles/025-Castle01.png'
|
||
},
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||
{
|
||
'name': '026-Castle02',
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||
'path': 'gfx/tiles/026-Castle02.png'
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||
},
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||
{
|
||
'name': '027-Castle03',
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||
'path': 'gfx/tiles/027-Castle03.png'
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||
},
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||
{
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||
'name': '027-Castle03',
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||
'path': 'gfx/tiles/027-Castle03.png'
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||
},
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||
{
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||
'name': '028-Church01',
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||
'path': 'gfx/tiles/028-Church01.png'
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||
},
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||
{
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||
'name': '029-Church02',
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||
'path': 'gfx/tiles/029-Church02.png'
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||
},
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||
{
|
||
'name': '034-Bridge01',
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||
'path': 'gfx/tiles/034-Bridge01.png'
|
||
},
|
||
{
|
||
'name': '035-Ruins01',
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||
'path': 'gfx/tiles/035-Ruins01.png'
|
||
},
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||
{
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||
'name': '037-Fort01',
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||
'path': 'gfx/tiles/037-Fort01.png'
|
||
},
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||
{
|
||
'name': '038-Fort02',
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||
'path': 'gfx/tiles/038-Fort02.png'
|
||
},
|
||
{
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||
'name': '039-Tower01',
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||
'path': 'gfx/tiles/039-Tower01.png'
|
||
},
|
||
{
|
||
'name': '040-Tower02',
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||
'path': 'gfx/tiles/040-Tower02.png'
|
||
},
|
||
{
|
||
'name': '041-EvilCastle01',
|
||
'path': 'gfx/tiles/041-EvilCastle01.png'
|
||
},
|
||
{
|
||
'name': '042-EvilCastle02',
|
||
'path': 'gfx/tiles/042-EvilCastle02.png'
|
||
},
|
||
{
|
||
'name': '048-Sewer01',
|
||
'path': 'gfx/tiles/048-Sewer01.png'
|
||
},
|
||
{
|
||
'name': '004-Mountain01',
|
||
'path': 'gfx/tiles/004-Mountain01.png'
|
||
},
|
||
{
|
||
'name': '!Door1',
|
||
'path': 'gfx/tiles/Doors.png'
|
||
}
|
||
],
|
||
'layers': {
|
||
'0 - NonCollide Base': {
|
||
'collides': false,
|
||
'collisionBetween': [0, 0],
|
||
'type': 'tiles',
|
||
'inject_sprites': false
|
||
},
|
||
'0 - Collide Base': {
|
||
'collides': true,
|
||
'collisionBetween': [0, 9999],
|
||
'type': 'tiles',
|
||
'inject_sprites': false
|
||
},
|
||
'0 - NonCollide Overlay - Pathways': {
|
||
'collides': false,
|
||
'collisionBetween': [0, 9999],
|
||
'type': 'tiles',
|
||
'inject_sprites': false
|
||
},
|
||
'0 - NonCollide Overlay - Below Player': {
|
||
'collides': false,
|
||
'collisionBetween': [0, 9999],
|
||
'type': 'tiles',
|
||
'inject_sprites': false
|
||
},
|
||
'0 - Collide Overlay - Ground Objects': {
|
||
'collides': true,
|
||
'collisionBetween': [0, 9999],
|
||
'type': 'tiles',
|
||
'inject_sprites': true
|
||
},
|
||
'0 - NonCollide Overlay - Above Player': {
|
||
'collides': false,
|
||
'collisionBetween': [0, 9999],
|
||
'type': 'tiles',
|
||
'inject_sprites': false
|
||
}
|
||
},
|
||
'path': 'gfx/bigmap.json'
|
||
},
|
||
'sounds': [
|
||
{
|
||
'name': 'fountain',
|
||
'path': 'sfx/fountain.wav'
|
||
},
|
||
{
|
||
'name': 'background_music',
|
||
'path': 'bgm/Hidden Agenda.mp3'
|
||
}
|
||
],
|
||
'images': [
|
||
{
|
||
'name': 'simplelight',
|
||
'path': 'gfx/lights/light-white-256px.png'
|
||
},
|
||
{
|
||
'name': 'wordbubble',
|
||
'path': 'gfx/effects/wordbubble.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": []
|
||
}
|
||
}
|
||
};
|
||
|
||
function stringSize(str, font)
|
||
{
|
||
var f = font || '12px arial',
|
||
o = $('<div>' + str + '</div>')
|
||
.css({'position': 'absolute', 'float': 'left', 'white-space': 'nowrap', 'visibility': 'hidden', 'font': f})
|
||
.appendTo($('body')),
|
||
w = o.width(),
|
||
h = o.height();
|
||
|
||
o.remove();
|
||
console.log("stringSize : " + [w, h] + " : " + str);
|
||
return [w, h];
|
||
}
|
||
|
||
var AISprite = function(game, x, y, key, frame) {
|
||
this.enableWordBubble = function() {
|
||
this.enable_word_bubble = true;
|
||
this.timer = game.time.create(false);
|
||
var timerdelta = 10000 + (game.rnd.integerInRange(0, 20) * 1000);
|
||
timerev = this.timer.add(timerdelta, this.setWordBubble, this);
|
||
this.timer.start()
|
||
}
|
||
|
||
this.clearWordBubble = function() {
|
||
if ( this.bubble_text !== null )
|
||
this.clear_bubble = true;
|
||
this.enable_word_bubble = false;
|
||
this.timer = game.time.create(false);
|
||
timerev = this.timer.add(1000, this.enableWordBubble, this);
|
||
this.timer.start()
|
||
}
|
||
|
||
this.setWordBubble = function()
|
||
{
|
||
if ( this.bubble_text !== null || this.sprite_group == undefined || this.enable_world_bubble == false) {
|
||
return;
|
||
}
|
||
|
||
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];
|
||
text = mylines[game.rnd.integerInRange(0, mylines.length-1)];
|
||
style = {font: '14px Arial Bold', fill: '#ffffff'}
|
||
this.text_size = stringSize(text, style['font']);
|
||
this.bubble_sprite = game.add.sprite(this.x, this.y, 'wordbubble');
|
||
this.bubble_sprite.anchor.setTo(0.5, 0.5);
|
||
this.bubble_text = game.add.text(this.x, this.y, text, style);
|
||
console.log(this.bubble_text_offsets);
|
||
this.snap_bubble_position();
|
||
|
||
this.timer = game.time.create(false);
|
||
timerev = this.timer.add(5000, this.clearWordBubble, this);
|
||
this.timer.start()
|
||
}
|
||
|
||
this.snap_bubble_position = function()
|
||
{
|
||
this.bubble_sprite.x = this.x + 16;
|
||
this.bubble_sprite.y = this.y - 33;
|
||
this.bubble_text.position.x = this.x + 16 - 150 + 8;
|
||
this.bubble_text.position.y = this.y - 67 + 8;
|
||
}
|
||
|
||
this.update = function()
|
||
{
|
||
var running = false;
|
||
|
||
if ( this.bubble_text !== null ) {
|
||
if ( this.clear_bubble == true ) {
|
||
this.bubble_text.destroy();
|
||
this.bubble_sprite.destroy();
|
||
this.bubble_text = null;
|
||
this.bubble_sprite = null;
|
||
this.clear_bubble = false;
|
||
} else {
|
||
this.snap_bubble_position();
|
||
}
|
||
}
|
||
|
||
if ( game.rnd.integerInRange(0, 100) < 95 )
|
||
return;
|
||
//if ( game.rnd.integerInRange(0, 100) > 90 ) {
|
||
// running = true;
|
||
//}
|
||
|
||
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');
|
||
}
|
||
}
|
||
}
|
||
|
||
this.update_new_values = function() {
|
||
if ( this.timer !== null )
|
||
this.timer.stop();
|
||
this.animations.destroy();
|
||
this.clearWordBubble();
|
||
this.state = STATE_UNAWARE;
|
||
|
||
this.loadTexture(this.sprite_name, 0);
|
||
addAnimation(this, 'bipedwalkleft');
|
||
addAnimation(this, 'bipedwalkright');
|
||
addAnimation(this, 'bipedwalkup');
|
||
addAnimation(this, 'bipedwalkdown');
|
||
addAnimation(this, 'bipedrunleft');
|
||
addAnimation(this, 'bipedrunright');
|
||
addAnimation(this, 'bipedrunup');
|
||
addAnimation(this, 'bipedrundown');
|
||
setSpriteMovement(this, false, 'down');
|
||
}
|
||
|
||
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'
|
||
];
|
||
|
||
Phaser.Sprite.call(this, game, x, y, null);
|
||
game.physics.arcade.enable(this);
|
||
this.timer = null;
|
||
this.bubble_text = null;
|
||
this.enable_word_bubble = false;
|
||
this.body.collideWorldBounds = true;
|
||
this.sprite_name = "townsfolk-male-1";
|
||
this.sprite_group = "townsfolk-male";
|
||
this.update_new_values();
|
||
}
|
||
|
||
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['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);
|
||
}
|
||
|
||
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 = [];
|
||
|
||
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();
|
||
player = this.add.sprite((20 * 32), (25 * 32), 'player');
|
||
|
||
this.map.createFromObjects('AI', 3544, 'player', 0, true, false, this.aiSprites, AISprite);
|
||
this.aiSprites.forEach(function(spr) {
|
||
spr.update_new_values();
|
||
}, this)
|
||
};
|
||
if ( lp['collides'] == true ) {
|
||
this.map_collision_layers.push(layer);
|
||
}
|
||
layer.resizeWorld();
|
||
}
|
||
}
|
||
|
||
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;
|
||
|
||
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;
|
||
|
||
|
||
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)';
|
||
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)
|
||
}
|
||
|
||
GameState.prototype.updateShadowTexture = function() {
|
||
this.shadowTexture.context.fillStyle = this.shadowTextureColor;
|
||
this.shadowTexture.context.fillRect(0, 0, game.world.width, game.world.height);
|
||
|
||
this.staticLights.forEach(function(light) {
|
||
if ( light.always_render !== true ) {
|
||
if ( ! light.inCamera ) {
|
||
return;
|
||
}
|
||
}
|
||
|
||
if ( light.flicker ) {
|
||
var radius = light.radius + game.rnd.integerInRange(1,10);
|
||
} else {
|
||
var radius = light.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;
|
||
};
|
||
|
||
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;
|
||
}
|
||
spr.body.setSize(16, 16, 8, 16);
|
||
}
|
||
|
||
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()
|
||
{
|
||
this.check_input();
|
||
|
||
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) {
|
||
for ( var ln in this.map_collision_layers ) {
|
||
layer = this.map_collision_layers[ln];
|
||
this.physics.arcade.collide(x, layer);
|
||
}
|
||
this.physics.arcade.collide(x, player);
|
||
}
|
||
|
||
this.aiSprites.forEach(_inner_collide, this);
|
||
this.updateShadowTexture();
|
||
if (game.time.fps !== 0) {
|
||
this.fpsText.setText(game.time.fps + ' FPS');
|
||
}
|
||
}
|
||
|
||
game.state.add('game', GameState, true);
|