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game.js
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WebFontConfig = {
// 'active' means all requested fonts have finished loading
// We set a 1 second delay before calling 'createText'.
// For some reason if we don't the browser cannot render the text the first time it's created.
// The Google Fonts we want to load (specify as many as you like in the array)
google: {
families: ['Press Start 2P']
}
};
//==============================================================================
//vital dimensions
//==============================================================================
var game_w = 800;
var game_h = 600;
var deadzone_w = 200;
var deadzone_h = 150;
var deadzone_trig_w = (game_w - deadzone_w) / 2;
var deadzone_trig_h = (game_h - deadzone_h) / 2;
//==============================================================================
//Key bindings
//==============================================================================
var k_interact = Phaser.Keyboard.E;
//==============================================================================
//utility functions
//==============================================================================
//checks if the camera position needs to be updated from the deadzone
function UpdateCamera(camera, player) {
//get camera distance from player
var cam_diff_x = player.x - camera.x;
var cam_diff_y = player.y - camera.y;
//determine whether player is outside deadzone
var outside_deadzone_left = cam_diff_x < deadzone_trig_w;
var outside_deadzone_right = cam_diff_x - deadzone_w > deadzone_trig_w;
var outside_deadzone_up = cam_diff_y < deadzone_trig_h;
var outside_deadzone_down = cam_diff_y - deadzone_h > deadzone_trig_h;
//adjusts camera accordingly
if (outside_deadzone_left || outside_deadzone_right){
camera.x = player.x - deadzone_trig_w;
if (outside_deadzone_right){
camera.x -= deadzone_w;
}
}
if (outside_deadzone_up || outside_deadzone_down){
camera.y = player.y - deadzone_trig_h;
if (outside_deadzone_up){
camera.y -= deadzone_h;
}
}
}
//gets the distance between two sprites or images.
//Uses the center of objects for a better in-game feel
function DistanceBetween(obj_a, obj_b){
var a = {
x: obj_a.x + obj_a.width / 2,
y: obj_a.y + obj_a.height / 2
};
var b = {
x: obj_b.x + obj_b.width / 2,
y: obj_b.y + obj_b.height / 2
};
var diff_x = a.x - b.x;
var diff_y = a.y - b.y;
var dist_squared = diff_x * diff_x + diff_y * diff_y;
return Math.sqrt(dist_squared);
}
function InitializeLayers(state)
{
state.background = state.game.add.group(),
state.envir_layer = state.game.add.group(),
state.money_layer = state.game.add.group(),
state.player_layer = state.game.add.group(),
state.m_enemy_layer = state.game.add.group(),
state.r_enemy_layer = state.game.add.group(),
state.assistant_layer = state.game.add.group(),
state.bottle_layer = state.game.add.group(),
state.UI_layer = state.game.add.group()
}
function InitializeEvents(state)
{
state.take_bottle_damage = function(player, bottle){
this.player.TakeDamage(.5);
this.bottle_layer.remove(bottle, true);
};
state.take_bullet_damage = function(player, bullet){
this.player.TakeDamage(1);
this.bottle_layer.remove(bullet, true);
};
state.take_melee_damage = function(player, enemy){
this.player.TakeDamage(1);
};
}
function LoadLevel(state, levelData)
{
//create ranged enemies
var r_enemy_data = state.level_data.r_enemies;
for (var i = 0; i < r_enemy_data.length; i++){
var r_enemy_dat = r_enemy_data[i];
var r_enemy_obj = state.r_enemy_layer.add(
new LotRangeEnemy(state.game, r_enemy_dat.x, r_enemy_dat.y, state));
if (r_enemy_dat.scale){
r_enemy_obj.scale = r_enemy_dat.scale;
}
}
//create melee enemies
var m_enemy_data = state.level_data.m_enemies;
for (var i = 0; i < m_enemy_data.length; i++){
var m_enemy_dat = m_enemy_data[i];
var m_enemy_obj = state.m_enemy_layer.add(
new LotMeleeEnemy(state.game, m_enemy_dat.x, m_enemy_dat.y, state));
if (m_enemy_dat.scale){
m_enemy_obj.scale = m_enemy_dat.scale;
}
}
//create environment
var envir_data = state.level_data.environment;
for (var i = 0; i < envir_data.length; i++){
var envir_dat = envir_data[i];
var envir_obj = state.envir_layer.create(
envir_dat.x,
envir_dat.y,
envir_dat.key);
state.game.physics.enable(envir_obj);
if(envir_dat.key === "car_1" || envir_dat.key === "car_3")
{
envir_obj.body.setSize(187, 87, 2, 5);
} else if(envir_dat.key === "car_2")
{
envir_obj.body.setSize(82, 180, 6, 6);
}
envir_obj.body.immovable = true;
if (envir_dat.scale){
envir_obj.scale = envir_dat.scale;
}
}
if(state.level_data.assistants != null)
{
for(var i = 0; i < state.level_data.assistants.length; i++)
{
var assistant_dat = state.level_data.assistants[i];
var assistant_obj = new ShoppingAssistant(
state,
game,
assistant_dat.x,
assistant_dat.y,
state.dialogueList);
assistant_obj.onDialogueComplete.add(state.onDialogueComplete, state);
if (assistant_dat.scale){
state.shoppingAssistant.scale = assistant_dat.scale;
}
}
}
var padding = 10;
var obj_text = new Phaser.Text(game, 64, game_h - 64, state.objective);
obj_text.text.font = 'Press Start 2P';
obj_text.text.align = "right";
obj_text.text.fontSize = 16;
var obj_bg = new Phaser.Graphics(game, 0, 0);
obj_bg.beginFill(0xffffff);
obj_bg.drawRect( obj_text.x - padding - 10,
obj_text.y - padding,
obj_text.width + padding*2 + 20,
obj_text.height + padding*2);
obj_bg.alpha = 0.5;
state.UI_layer.add(obj_text);
state.UI_layer.add(obj_bg);
}
//==============================================================================
//game start
//==============================================================================
//create the game object
var game = new Phaser.Game(800, 600, Phaser.AUTO);
game.state.add("boot", boot_state);
game.state.add("load", load_state);
game.state.add("lot", lot_state);
game.state.add("shop", shop_state);
game.state.add("cashier", cashier_state);
game.state.start("boot");