Files
pf2016/js/app/game-state.js
2015-12-30 17:18:54 +01:00

393 lines
13 KiB
JavaScript

var state = new Kiwi.State('state');
state.velocityX = 64;
state.velocityY = 64;
state.create = function() {
var level = levels[this.game.levelIndex - 1];
this.tilemap = new Kiwi.GameObjects.Tilemap.TileMap(this, 'level' + this.game.levelIndex.toString(), this.textures.base);
this.character = new Kiwi.GameObjects.Sprite(this, this.textures.character, 0, 0);
this.character.initialX = 2*64;
this.character.initialY = 64;
this.character.initialVelocityX = 0;
this.character.initialVelocityY = this.velocityY;
// Hitbox is detecting collision in future step.
// This is little bit counter intuitive.
// You have to make collision box smaller at least one step.
this.character.box.hitbox = new Kiwi.Geom.Rectangle( 12, 12, 58, 58 );
this.character.physics = this.character.components.add( new Kiwi.Components.ArcadePhysics( this.character, this.character.box ) );
this.character.animation.add('walking', [ 0, 1 ], 0.2, true);
this.character.animation.add('idle', [ 2, 3, 4, 5, 6, 5, 4, 3 ], 0.2, true);
this.character.animation.add('failed', [ 11, 10, 9, 8, 7, 8, 9, 10], 0.2, true);
this.redirectorGroup = new Kiwi.Group( this );
this.finishMarker = new Kiwi.GameObjects.Sprite(this, this.textures.finishMarker, 6*64, 4*64);
this.finishMarker.animation.add('idle', [ 0, 1, 2, 3, 2, 1 ], 0.3, true);
this.finishMarker.animation.play('idle', true);
// Ground layer
this.addChild(this.tilemap.layers[0]);
// Load level specific data
level.create(this);
// Fix character coordinates and speed
this.resetCharacter();
this.addChild(this.finishMarker);
// Walls layer
this.addChild(this.tilemap.layers[1]);
// Add action objects
this.addChild(this.redirectorGroup);
this.addChild(this.character);
// Sky layer
this.addChild(this.tilemap.layers[2]);
this.backButton = new Kiwi.GameObjects.Sprite(this, this.textures.base, 0, 0);
this.backButton.cellIndex = 24;
this.backButton.input.onUp.add(this.backButtonReleased, this);
this.addChild(this.backButton);
// Create collision layer
for(var i = 21; i < this.tilemap.tileTypes.length; i++) {
this.tilemap.tileTypes[i].allowCollisions = Kiwi.Components.ArcadePhysics.ANY;
}
this.keyboard = this.game.input.keyboard;
this.leftKey = this.keyboard.addKey(Kiwi.Input.Keycodes.LEFT, true);
this.rightKey = this.keyboard.addKey(Kiwi.Input.Keycodes.RIGHT, true);
//Prevent the down key from scrolling the page
this.keyboard.addKey(Kiwi.Input.Keycodes.DOWN, true);
this.stageState = 'init';
this.character.input.onUp.add( this.buttonReleased, this );
}
state.backButtonReleased = function(sprite, mouse) {
if ((mouse.x > 48) && (mouse.y > 48)) {
return;
}
this.stageState == 'none'
game.states.switchState('levelSelector');
}
state.buttonReleased = function(sprite) {
if (this.stageState == 'init') {
this.activateScene();
} else if (this.stageState == 'stop') {
this.resetStage();
this.stageState = 'init';
} else if (this.stageState == 'complete') {
game.levelStatus = 'complete';
game.states.switchState('levelSelector');
}
}
state.resetCharacter = function () {
this.character.physics.velocity.x = 0;
this.character.physics.velocity.y = 0;
this.character.x = this.character.initialX - 8;
this.character.y = this.character.initialY - 8;
}
/**
* Reset all objects that should be back in the original position.
* Dragable redirectors are left on original place.
*/
state.resetStage = function() {
this.resetCharacter();
var redirectors = this.redirectorGroup.members;
for ( var i = 0; i < redirectors.length; i++ ) {
var redirector = redirectors[i];
if (redirector.type == 'box') {
redirector.x = redirector.initialX;
redirector.y = redirector.initialY;
} else if (redirector.type == 'switch') {
redirector.cellIndex = redirector.initialCellIndex;
} else if (redirector.type == 'laserBeam') {
redirector.visible = redirector.initialVisible;
} else if (redirector.type == 'laser') {
redirector.animation.play(redirector.initialAnimation, true);
}
}
}
state.startedDrag = function(sprite) {
sprite.formerX = sprite.x;
sprite.formerY = sprite.y;
}
/**
* Reverse effect of drag operaion. Set original coordinates.
*/
state.resetDrag = function(sprite) {
sprite.x = sprite.formerX;
sprite.y = sprite.formerY;
}
/**
* Get tile index from specified coordinates.
*/
state.getTileIndex = function(x, y) {
var tile = this.tilemap.layers[0].getTileFromXY(x / 64 , y / 64);
if (tile == null) {
return 0;
}
return tile.index;
}
/**
* Perform adjustments of coordinates for drop operation.
* Make sure that object is dropped on valid place and check
* collision with other objects. In case of failure revert
* to former coordinates.
*/
state.stoppedDrag = function(sprite) {
if (sprite.x % 64 > 32) {
sprite.x += 64;
}
if (sprite.y % 64 > 32) {
sprite.y += 64;
}
sprite.x = sprite.x - sprite.x % 64;
sprite.y = sprite.y - sprite.y % 64;
// Make sure that we drop tile only on valid ground
if (this.getTileIndex(sprite.x, sprite.y) == 0) {
this.resetDrag(sprite);
} else {
// Make sure that we are not dropping on another redirector object
var redirectors = this.redirectorGroup.members;
for ( var i = 0; i < redirectors.length; i++ ) {
var redirector = redirectors[i];
// Skip comparision of self
if (sprite === redirector) {
continue;
}
if ((sprite.x == redirector.x) && (sprite.y == redirector.y)) {
this.resetDrag(sprite);
break;
}
}
}
}
state.activateScene = function () {
this.character.physics.velocity.x = this.character.initialVelocityX;
this.character.physics.velocity.y = this.character.initialVelocityY;
this.stageState = 'running';
}
state.update = function () {
//Update all the gameobjects
Kiwi.State.prototype.update.call(this);
//Update physics
this.checkCollision();
this.updateCharacterAnimation();
}
state.updateCharacterAnimation = function () {
if(( this.character.physics.velocity.y != 0 ) || (this.character.physics.velocity.x != 0)) {
this.character.animation.play('walking', false);
} else {
if (this.stageState == 'stop') {
this.character.animation.play('failed', false);
} else {
this.character.animation.play('idle', false);
}
}
}
state.turnOff = function(items) {
for (var i=0; i!=items.length; i++) {
var item = items[i];
if (item.type == 'laserBeam') {
item.visible = false;
} else if (item.type == 'switch') {
item.cellIndex = 2;
} else {
item.animation.play('idle');
}
}
}
state.turnOn = function(items) {
for (var i=0; i!=items.length; i++) {
var item = items[i];
if (item.type == 'laserBeam') {
item.visible = true;
} else if (item.type == 'switch') {
item.cellIndex = 0;
} else {
item.animation.play('burning');
}
}
}
/**
* Create effect based on type of redirector.
*/
state.applyRedirectorMechanics = function(tileX, tileY, redirector) {
var isRecalculationRequired = false;
var redirectorTileX = Math.round(redirector.x/64);
var redirectorTileY = Math.round(redirector.y/64);
// Box has hit regions around. Compute based on vector of player
if (redirector.type == 'box') {
tileX+=this.character.physics.velocity.x/64;
tileY+=this.character.physics.velocity.y/64;
}
// Check for hit
if ((tileX != redirectorTileX ) || (tileY != redirectorTileY)) {
return;
}
if (redirector.type == 'vector') {
this.character.physics.velocity.x = redirector.affectVelocityX;
this.character.physics.velocity.y = redirector.affectVelocityY;
} else if (redirector.type == 'teleport') {
this.character.x = redirector.affectedX - 8;
this.character.y = redirector.affectedY - 8;
} else if (redirector.type == 'box') {
// Move tile when it is possible
if (this.getTileIndex(redirector.x + this.character.physics.velocity.x, redirector.y + this.character.physics.velocity.y) != 0) {
redirector.x += this.character.physics.velocity.x;
redirector.y += this.character.physics.velocity.y;
}
// Bounce
this.character.physics.velocity.x = -this.character.physics.velocity.x;
this.character.physics.velocity.y = -this.character.physics.velocity.y;
// Bounce from box should relaunch direction calculation
// This is for the case when box lies close to redirector
isRecalculationRequired = true;
} else if (redirector.type == 'switch') {
// Flip the switch
if (redirector.cellIndex == 0) {
redirector.cellIndex = 2;
this.turnOff(redirector.linkedItems);
} else {
redirector.cellIndex = 0;
this.turnOn(redirector.linkedItems);
}
} else if (redirector.type == 'laserBeam') {
if (redirector.visible) {
this.character.physics.velocity.x = 0;
this.character.physics.velocity.y = 0;
}
}
// Correction of coordinates
this.character.y = Math.round(this.character.y);
this.character.x = Math.round(this.character.x);
return isRecalculationRequired;
}
/**
* Resolve collisions between the character and the first layer.
*/
state.checkCollision = function () {
this.tilemap.layers[1].physics.overlapsTiles( this.character, true );
if ((this.character.physics.velocity.x == 0) && (this.character.physics.velocity.y == 0)) {
if (this.stageState == 'running') {
this.stageState = 'stop';
}
return;
}
// Make collision detection only when ball is fully on the same tile
var positionX = Math.round(this.character.x) + 8;
var positionY = Math.round(this.character.y) + 8;
if ((Math.round(positionX) % 64 != 0) || (Math.round(positionY)% 64 != 0)) {
return;
}
var isRecalculationRequired = false;
var redirectors = this.redirectorGroup.members;
for ( var i = 0; i < redirectors.length; i++ ) {
if (this.applyRedirectorMechanics(Math.round(positionX/64), Math.round(positionY/64), redirectors[i])) {
isRecalculationRequired = true;
}
}
// Make the second round of calculation in case of hit of box
if (isRecalculationRequired) {
for ( var i = 0; i < redirectors.length; i++ ) {
this.applyRedirectorMechanics(Math.round(positionX/64), Math.round(positionY/64), redirectors[i]);
}
}
if (((Math.round(positionX/64) == Math.round(this.finishMarker.x/64) )) && (Math.round(positionY/64) == Math.round(this.finishMarker.y/64))) {
this.stageComplete();
}
}
state.displayCongratulation = function() {
var message = "Next";
var messageWidth = 100;
if (this.game.levelIndex == 12) {
message = "PF 2016";
messageWidth = 144;
}
var messageBox = new Kiwi.Plugins.Primitives.Rectangle( {
x: 3*64,
y: 72,
alpha: 0.5,
state: this,
width: 320,
height: 200,
color: '063500',
strokeColor: '050e20',
centerOnTransform: false
} );
var nextButton = new Kiwi.Plugins.Primitives.Rectangle( {
x: 5*64,
y: 200,
alpha: 0.5,
state: this,
width: messageWidth,
height: 50,
color: '2160e1',
strokeColor: '050e20',
centerOnTransform: false
} );
var congratulationText = new Kiwi.GameObjects.Textfield( this, "Congratulations", 4*64, 100, "#fbd712", 32, 'normal', 'Impact' );
var nextButtonText = new Kiwi.GameObjects.Textfield( this, message, 5*64+16, 204, "#fbd712", 32, 'normal', 'Impact' );
nextButton.input.onUp.add( this.buttonReleased, this );
this.addChild(messageBox);
this.addChild(congratulationText)
this.addChild(nextButton);
this.addChild(nextButtonText);
}
state.stageComplete = function() {
this.stageState = 'complete';
this.timer = this.game.time.clock.createTimer('time', 1, 1, true);
this.timer.createTimerEvent( Kiwi.Time.TimerEvent.TIMER_STOP, this.displayCongratulation, this );
this.character.physics.velocity.x = 0;
this.character.physics.velocity.y = 0;
}