feat: integrated story into GameLevel

This commit is contained in:
Renge 2022-04-17 19:46:10 -04:00
parent d3bcb0df79
commit 9e979b6fe7
4 changed files with 152 additions and 191 deletions

View File

@ -12,7 +12,7 @@ import WeaponTypeRegistry from "./shattered_sword/Registry/WeaponTypeRegistry";
// Set up options for our game
let options = {
canvasSize: {x : 1200, y:1000},
canvasSize: {x : window.innerWidth, y:window.innerHeight},
//canvasSize: {x: window.innerWidth, y: window.innerHeight}, // The size of the game
clearColor: {r: 0, g: 0, b: 0}, // The color the game clears to
inputs: [

View File

@ -7,7 +7,7 @@ import { GraphicType } from "../../Wolfie2D/Nodes/Graphics/GraphicTypes";
import Point from "../../Wolfie2D/Nodes/Graphics/Point";
import Rect from "../../Wolfie2D/Nodes/Graphics/Rect";
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import Label from "../../Wolfie2D/Nodes/UIElements/Label";
import Label, { HAlign } from "../../Wolfie2D/Nodes/UIElements/Label";
import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
import Scene from "../../Wolfie2D/Scene/Scene";
import Timer from "../../Wolfie2D/Timing/Timer";
@ -31,6 +31,8 @@ import CanvasNode from "../../Wolfie2D/Nodes/CanvasNode";
import { Enemy } from "../Tools/RandomMapGenerator";
import Stack from "../../Wolfie2D/DataTypes/Stack";
import InputWrapper from "../Tools/InputWrapper";
import Story from "../Tools/DataTypes/Story";
import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
@ -78,6 +80,16 @@ export default class GameLevel extends Scene {
protected gameStateStack: Stack<GameState>;
// Story
private storytextLabel: Label;
private storyLayer: Layer;
private story: Story;
private storyProgress: number;
private storySprites: Array<Sprite>;
private storyBGMs: Array<string>;
private currentSpeaker: string;
private currentContent: string;
//buffs layer
buffLayer: Layer;
buffButton1 : Button;
@ -185,7 +197,7 @@ export default class GameLevel extends Scene {
while(this.receiver.hasNextEvent()){
let event = this.receiver.getNextEvent();
if (this.gameStateStack.peek() == GameState.GAMING) {
if (this.gameStateStack.peek() === GameState.GAMING) {
switch(event.type){
case Player_Events.ENEMY_KILLED:
@ -211,7 +223,7 @@ export default class GameLevel extends Scene {
}
}
else if (this.gameStateStack.peek() == GameState.BUFF) {
else if (this.gameStateStack.peek() === GameState.BUFF) {
switch(event.type){
case "buff1":
(<PlayerController>this.player._ai).addBuff(this.buffs[0]);
@ -231,6 +243,11 @@ export default class GameLevel extends Scene {
}
}
}
if (this.gameStateStack.peek() === GameState.STORY) {
if (InputWrapper.isNextJustPressed() && this.gameStateStack.peek() === GameState.STORY) {
this.updateStory();
}
}
//update health UI
let playerAI = (<PlayerController>this.player.ai);
@ -258,6 +275,11 @@ export default class GameLevel extends Scene {
});
}
if (InputWrapper.isInventoryJustPressed()) {
console.log("LoadingStory");
this.storyLoader("shattered_sword_assets/jsons/story.json");
}
}
@ -284,6 +306,13 @@ export default class GameLevel extends Scene {
this.addLayer("primary", 1);
this.buffLayer = this.addUILayer("buffLayer"); //TODO - test depth later, may be just a regular Layer
this.storyLayer = this.addUILayer("story");
this.storyLayer.disable();
this.receiver.subscribe("loadStory");
}
/**
@ -630,7 +659,7 @@ export default class GameLevel extends Scene {
protected incPlayerLife(amt: number): void {
GameLevel.livesCount += amt;
this.livesCountLabel.text = "Lives: " + GameLevel.livesCount;
if (GameLevel.livesCount == 0){
if (GameLevel.livesCount === 0){
InputWrapper.disableInput();
this.player.disablePhysics();
this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "player_death", loop: false, holdReference: false});
@ -663,6 +692,123 @@ export default class GameLevel extends Scene {
}
}
async storyLoader(storyPath: string) {
if (this.gameStateStack.peek() === GameState.STORY) {
return;
}
this.setGameState(GameState.STORY);
const response = await (await fetch(storyPath)).json();
this.story = <Story>response;
console.log("story:", this.story);
if (this.story.bgm) {
this.storyBGMs = new Array;
this.story.bgm.forEach((bgm) => {
if (this.load.getAudio(bgm.key)) {
this.emitter.fireEvent(GameEventType.PLAY_SOUND, { key: bgm.key, loop: false, holdReference: true });
}
else {
this.load.singleAudio(bgm.key, bgm.path, () => {
this.emitter.fireEvent(GameEventType.PLAY_SOUND, { key: bgm.key, loop: false, holdReference: true });
})
}
this.storyBGMs.push(bgm.key);
})
}
this.currentSpeaker = this.story.texts[0].speaker;
this.currentContent = this.story.texts[0].content;
this.storyLayer.enable();
this.storytextLabel = <Label>this.add.uiElement(UIElementType.LABEL, "story", { position: new Vec2(this.viewport.getHalfSize().x, this.viewport.getHalfSize().y + 240), text: "" });
this.storytextLabel.textColor = Color.WHITE;
this.storytextLabel.font = "PixelSimple";
this.storytextLabel.fontSize = 20;
this.storytextLabel.setHAlign(HAlign.LEFT);
this.storyProgress = -1;
this.storySprites = new Array;
this.updateStory();
}
hasNextStory(): boolean {
return this.gameStateStack.peek() === GameState.STORY && this.storyProgress + 1 < this.story.texts.length;
}
updateStory() {
if (this.hasNextStory()) {
this.storyProgress++;
let tmp = undefined;
if (this.story.texts[this.storyProgress].actions) {
this.story.texts[this.storyProgress].actions.forEach(action => {
switch (action.type) {
case "loadSprite":
if (this.load.getImage(action.key)) {
tmp = this.add.sprite(action.key, "story");
tmp.position.set(action.positon[0], action.positon[1]);
tmp.scale.set(action.scale[0], action.scale[1]);
this.storySprites.push(tmp);
}
else {
this.load.singleImage(action.key, action.path, () => {
tmp = this.add.sprite(action.key, "story");
tmp.position.set(action.positon[0], action.positon[1]);
tmp.scale.set(action.scale[0], action.scale[1]);
this.storySprites.push(tmp);
})
}
break;
case "moveSprite":
tmp = this.storySprites.find(function (sprite) {
return sprite.imageId === action.key;
});
tmp.position.set(action.positon[0], action.positon[1]);
tmp.scale.set(action.scale[0], action.scale[1]);
break;
case "showSprite":
tmp = this.storySprites.find(function (sprite) {
return sprite.imageId === action.key;
});
tmp.visible = true;
break;
case "hideSprite":
tmp = this.storySprites.find(function (sprite) {
return sprite.imageId === action.key;
});
tmp.visible = false;
break;
default:
break;
}
})
}
this.currentSpeaker = this.story.texts[this.storyProgress].speaker;
this.currentContent = this.story.texts[this.storyProgress].content;
this.storytextLabel.text = (this.currentSpeaker?(this.currentSpeaker+":"):("")) + '\n' + this.currentContent;
}
else {
this.setGameState();
this.storyProgress = Infinity;
this.storytextLabel.destroy();
if (this.storySprites) {
this.storySprites.forEach((sprite) => {
sprite.visible = false;
sprite.destroy();
});
}
if (this.storyBGMs) {
this.storyBGMs.forEach((bgm) => {
this.emitter.fireEvent(GameEventType.STOP_SOUND, { key: bgm });
console.log("sound stopped:", bgm);
});
}
this.storyLayer.disable();
this.storyBGMs = undefined;
this.storySprites = undefined;
this.story = undefined;
this.storytextLabel = undefined;
// this.storyLayer = undefined;
}
}
}

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@ -1,185 +0,0 @@
import Scene from "../../Wolfie2D/Scene/Scene";
import Label, { HAlign } from "../../Wolfie2D/Nodes/UIElements/Label";
import Story from "../Tools/DataTypes/Story";
import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import Color from "../../Wolfie2D/Utils/Color";
import Layer from "../../Wolfie2D/Scene/Layer";
import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
import { GameEventType } from "../../Wolfie2D/Events/GameEventType";
import InputWrapper from "../Tools/InputWrapper";
enum Mode {
GAME_MODE = "GameMode",
STORY_MODE = "StoryMode",
PAUSE_MODE = "PauseMode",
}
export default class SceneWithStory extends Scene {
private currentMode: Mode = Mode.GAME_MODE;
private storytextLabel: Label;
private storyLayer: Layer;
private story: Story;
private storyProgress: number;
private storySprites: Array<Sprite>;
private storyBGMs: Array<string>;
private currentSpeaker: string;
private currentContent: string;
startScene(): void {
// The code below are for testing only. Please comment them when submit
const center = this.viewport.getCenter();
const loadStory = this.add.uiElement(UIElementType.BUTTON, "primary", { position: new Vec2(center.x, center.y), text: "LoadStory" });
loadStory.size.set(200, 50);
loadStory.borderWidth = 2;
loadStory.borderColor = Color.WHITE;
loadStory.backgroundColor = Color.TRANSPARENT;
loadStory.onClickEventId = "loadStory";
this.storyLayer = this.addUILayer("story");
this.storyLayer.disable();
this.receiver.subscribe("loadStory");
}
/**
* This function load a story JSON from storyPath and auto display it to storyLayer
* @param storyPath The path to the story JSON
*/
async storyLoader(storyPath: string) {
const response = await (await fetch(storyPath)).json();
this.story = <Story>response;
console.log("story:", this.story);
if (this.story.bgm) {
this.storyBGMs = new Array;
this.story.bgm.forEach((bgm) => {
if (this.load.getAudio(bgm.key)) {
this.emitter.fireEvent(GameEventType.PLAY_SOUND, { key: bgm.key, loop: false, holdReference: true });
}
else {
this.load.singleAudio(bgm.key, bgm.path, () => {
this.emitter.fireEvent(GameEventType.PLAY_SOUND, { key: bgm.key, loop: false, holdReference: true });
})
}
this.storyBGMs.push(bgm.key);
})
}
this.currentSpeaker = this.story.texts[0].speaker;
this.currentContent = this.story.texts[0].content;
this.storyLayer.enable();
this.storytextLabel = <Label>this.add.uiElement(UIElementType.LABEL, "story", { position: new Vec2(this.viewport.getHalfSize().x, this.viewport.getHalfSize().y + 240), text: "" });
this.storytextLabel.textColor = Color.WHITE;
this.storytextLabel.font = "PixelSimple";
this.storytextLabel.fontSize = 20;
this.storytextLabel.setHAlign(HAlign.LEFT);
this.storyProgress = -1;
this.storySprites = new Array;
this.currentMode = Mode.STORY_MODE;
this.updateStory();
}
/**
* @returns True if the story has next sentence False otherwise
*/
hasNextStory(): boolean {
return this.currentMode === Mode.STORY_MODE && this.storyProgress + 1 < this.story.texts.length;
}
/**
* Go to the next sentence of current story if there is one or clear the storyLayer and exit storyMode
*/
updateStory() {
if (this.currentMode === Mode.STORY_MODE && this.hasNextStory()) {
this.storyProgress++;
let tmp = undefined;
if (this.story.texts[this.storyProgress].actions) {
this.story.texts[this.storyProgress].actions.forEach(action => {
switch (action.type) {
case "loadSprite":
if (this.load.getImage(action.key)) {
tmp = this.add.sprite(action.key, "story");
tmp.position.set(action.positon[0], action.positon[1]);
tmp.scale.set(action.scale[0], action.scale[1]);
this.storySprites.push(tmp);
}
else {
this.load.singleImage(action.key, action.path, () => {
tmp = this.add.sprite(action.key, "story");
tmp.position.set(action.positon[0], action.positon[1]);
tmp.scale.set(action.scale[0], action.scale[1]);
this.storySprites.push(tmp);
})
}
break;
case "moveSprite":
tmp = this.storySprites.find(function (sprite) {
return sprite.imageId === action.key;
});
tmp.position.set(action.positon[0], action.positon[1]);
tmp.scale.set(action.scale[0], action.scale[1]);
break;
case "showSprite":
tmp = this.storySprites.find(function (sprite) {
return sprite.imageId === action.key;
});
tmp.visible = true;
break;
case "hideSprite":
tmp = this.storySprites.find(function (sprite) {
return sprite.imageId === action.key;
});
tmp.visible = false;
break;
default:
break;
}
})
}
this.currentSpeaker = this.story.texts[this.storyProgress].speaker;
this.currentContent = this.story.texts[this.storyProgress].content;
this.storytextLabel.text = (this.currentSpeaker?(this.currentSpeaker+":"):("")) + '\n' + this.currentContent;
}
else {
this.currentMode = Mode.GAME_MODE;
this.storyProgress = Infinity;
this.storytextLabel.destroy();
if (this.storySprites) {
this.storySprites.forEach((sprite) => {
sprite.visible = false;
sprite.destroy();
});
}
if (this.storyBGMs) {
this.storyBGMs.forEach((bgm) => {
this.emitter.fireEvent(GameEventType.STOP_SOUND, { key: bgm });
console.log("sound stopped:", bgm);
});
}
this.storyLayer.disable();
this.storyBGMs = undefined;
this.storySprites = undefined;
this.story = undefined;
this.storytextLabel = undefined;
// this.storyLayer = undefined;
}
}
updateScene(deltaT: number): void {
while (this.receiver.hasNextEvent()) {
let event = this.receiver.getNextEvent();
// Testing code
if (event.type === "loadStory" && this.currentMode === Mode.GAME_MODE) {
this.storyLoader("shattered_sword_assets/jsons/story.json");
}
}
// Testing code
if (InputWrapper.isNextJustPressed() && this.currentMode === Mode.STORY_MODE) {
this.updateStory();
}
}
}

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@ -97,7 +97,7 @@ export default class InputWrapper {
return false;
}
if (Input.isJustPressed("attack")) {
if (Input.isJustPressed("inventory")) {
return true;
}
return false;