feat: integrated story into GameLevel
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d3bcb0df79
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@ -12,7 +12,7 @@ import WeaponTypeRegistry from "./shattered_sword/Registry/WeaponTypeRegistry";
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// Set up options for our game
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let options = {
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canvasSize: {x : 1200, y:1000},
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canvasSize: {x : window.innerWidth, y:window.innerHeight},
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//canvasSize: {x: window.innerWidth, y: window.innerHeight}, // The size of the game
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clearColor: {r: 0, g: 0, b: 0}, // The color the game clears to
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inputs: [
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@ -7,7 +7,7 @@ import { GraphicType } from "../../Wolfie2D/Nodes/Graphics/GraphicTypes";
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import Point from "../../Wolfie2D/Nodes/Graphics/Point";
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import Rect from "../../Wolfie2D/Nodes/Graphics/Rect";
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import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
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import Label from "../../Wolfie2D/Nodes/UIElements/Label";
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import Label, { HAlign } from "../../Wolfie2D/Nodes/UIElements/Label";
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import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
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import Scene from "../../Wolfie2D/Scene/Scene";
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import Timer from "../../Wolfie2D/Timing/Timer";
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@ -31,6 +31,8 @@ import CanvasNode from "../../Wolfie2D/Nodes/CanvasNode";
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import { Enemy } from "../Tools/RandomMapGenerator";
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import Stack from "../../Wolfie2D/DataTypes/Stack";
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import InputWrapper from "../Tools/InputWrapper";
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import Story from "../Tools/DataTypes/Story";
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import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
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@ -78,6 +80,16 @@ export default class GameLevel extends Scene {
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protected gameStateStack: Stack<GameState>;
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// Story
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private storytextLabel: Label;
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private storyLayer: Layer;
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private story: Story;
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private storyProgress: number;
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private storySprites: Array<Sprite>;
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private storyBGMs: Array<string>;
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private currentSpeaker: string;
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private currentContent: string;
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//buffs layer
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buffLayer: Layer;
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buffButton1 : Button;
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@ -185,7 +197,7 @@ export default class GameLevel extends Scene {
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while(this.receiver.hasNextEvent()){
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let event = this.receiver.getNextEvent();
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if (this.gameStateStack.peek() == GameState.GAMING) {
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if (this.gameStateStack.peek() === GameState.GAMING) {
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switch(event.type){
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case Player_Events.ENEMY_KILLED:
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@ -211,7 +223,7 @@ export default class GameLevel extends Scene {
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}
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}
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else if (this.gameStateStack.peek() == GameState.BUFF) {
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else if (this.gameStateStack.peek() === GameState.BUFF) {
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switch(event.type){
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case "buff1":
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(<PlayerController>this.player._ai).addBuff(this.buffs[0]);
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@ -231,6 +243,11 @@ export default class GameLevel extends Scene {
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}
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}
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}
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if (this.gameStateStack.peek() === GameState.STORY) {
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if (InputWrapper.isNextJustPressed() && this.gameStateStack.peek() === GameState.STORY) {
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this.updateStory();
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}
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}
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//update health UI
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let playerAI = (<PlayerController>this.player.ai);
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@ -258,6 +275,11 @@ export default class GameLevel extends Scene {
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});
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}
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if (InputWrapper.isInventoryJustPressed()) {
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console.log("LoadingStory");
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this.storyLoader("shattered_sword_assets/jsons/story.json");
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}
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}
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@ -284,6 +306,13 @@ export default class GameLevel extends Scene {
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this.addLayer("primary", 1);
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this.buffLayer = this.addUILayer("buffLayer"); //TODO - test depth later, may be just a regular Layer
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this.storyLayer = this.addUILayer("story");
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this.storyLayer.disable();
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this.receiver.subscribe("loadStory");
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}
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/**
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@ -630,7 +659,7 @@ export default class GameLevel extends Scene {
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protected incPlayerLife(amt: number): void {
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GameLevel.livesCount += amt;
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this.livesCountLabel.text = "Lives: " + GameLevel.livesCount;
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if (GameLevel.livesCount == 0){
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if (GameLevel.livesCount === 0){
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InputWrapper.disableInput();
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this.player.disablePhysics();
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "player_death", loop: false, holdReference: false});
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@ -663,6 +692,123 @@ export default class GameLevel extends Scene {
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}
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}
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async storyLoader(storyPath: string) {
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if (this.gameStateStack.peek() === GameState.STORY) {
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return;
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}
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this.setGameState(GameState.STORY);
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const response = await (await fetch(storyPath)).json();
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this.story = <Story>response;
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console.log("story:", this.story);
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if (this.story.bgm) {
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this.storyBGMs = new Array;
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this.story.bgm.forEach((bgm) => {
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if (this.load.getAudio(bgm.key)) {
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, { key: bgm.key, loop: false, holdReference: true });
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}
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else {
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this.load.singleAudio(bgm.key, bgm.path, () => {
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, { key: bgm.key, loop: false, holdReference: true });
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})
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}
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this.storyBGMs.push(bgm.key);
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})
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}
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this.currentSpeaker = this.story.texts[0].speaker;
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this.currentContent = this.story.texts[0].content;
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this.storyLayer.enable();
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this.storytextLabel = <Label>this.add.uiElement(UIElementType.LABEL, "story", { position: new Vec2(this.viewport.getHalfSize().x, this.viewport.getHalfSize().y + 240), text: "" });
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this.storytextLabel.textColor = Color.WHITE;
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this.storytextLabel.font = "PixelSimple";
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this.storytextLabel.fontSize = 20;
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this.storytextLabel.setHAlign(HAlign.LEFT);
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this.storyProgress = -1;
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this.storySprites = new Array;
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this.updateStory();
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}
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hasNextStory(): boolean {
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return this.gameStateStack.peek() === GameState.STORY && this.storyProgress + 1 < this.story.texts.length;
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}
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updateStory() {
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if (this.hasNextStory()) {
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this.storyProgress++;
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let tmp = undefined;
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if (this.story.texts[this.storyProgress].actions) {
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this.story.texts[this.storyProgress].actions.forEach(action => {
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switch (action.type) {
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case "loadSprite":
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if (this.load.getImage(action.key)) {
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tmp = this.add.sprite(action.key, "story");
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tmp.position.set(action.positon[0], action.positon[1]);
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tmp.scale.set(action.scale[0], action.scale[1]);
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this.storySprites.push(tmp);
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}
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else {
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this.load.singleImage(action.key, action.path, () => {
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tmp = this.add.sprite(action.key, "story");
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tmp.position.set(action.positon[0], action.positon[1]);
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tmp.scale.set(action.scale[0], action.scale[1]);
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this.storySprites.push(tmp);
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})
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}
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break;
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case "moveSprite":
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tmp = this.storySprites.find(function (sprite) {
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return sprite.imageId === action.key;
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});
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tmp.position.set(action.positon[0], action.positon[1]);
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tmp.scale.set(action.scale[0], action.scale[1]);
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break;
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case "showSprite":
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tmp = this.storySprites.find(function (sprite) {
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return sprite.imageId === action.key;
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});
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tmp.visible = true;
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break;
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case "hideSprite":
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tmp = this.storySprites.find(function (sprite) {
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return sprite.imageId === action.key;
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});
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tmp.visible = false;
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break;
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default:
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break;
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}
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})
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}
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this.currentSpeaker = this.story.texts[this.storyProgress].speaker;
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this.currentContent = this.story.texts[this.storyProgress].content;
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this.storytextLabel.text = (this.currentSpeaker?(this.currentSpeaker+":"):("")) + '\n' + this.currentContent;
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}
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else {
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this.setGameState();
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this.storyProgress = Infinity;
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this.storytextLabel.destroy();
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if (this.storySprites) {
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this.storySprites.forEach((sprite) => {
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sprite.visible = false;
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sprite.destroy();
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});
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}
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if (this.storyBGMs) {
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this.storyBGMs.forEach((bgm) => {
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this.emitter.fireEvent(GameEventType.STOP_SOUND, { key: bgm });
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console.log("sound stopped:", bgm);
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});
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}
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this.storyLayer.disable();
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this.storyBGMs = undefined;
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this.storySprites = undefined;
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this.story = undefined;
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this.storytextLabel = undefined;
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// this.storyLayer = undefined;
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}
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}
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}
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@ -1,185 +0,0 @@
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import Scene from "../../Wolfie2D/Scene/Scene";
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import Label, { HAlign } from "../../Wolfie2D/Nodes/UIElements/Label";
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import Story from "../Tools/DataTypes/Story";
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import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
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import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
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import Color from "../../Wolfie2D/Utils/Color";
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import Layer from "../../Wolfie2D/Scene/Layer";
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import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
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import { GameEventType } from "../../Wolfie2D/Events/GameEventType";
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import InputWrapper from "../Tools/InputWrapper";
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enum Mode {
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GAME_MODE = "GameMode",
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STORY_MODE = "StoryMode",
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PAUSE_MODE = "PauseMode",
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}
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export default class SceneWithStory extends Scene {
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private currentMode: Mode = Mode.GAME_MODE;
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private storytextLabel: Label;
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private storyLayer: Layer;
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private story: Story;
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private storyProgress: number;
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private storySprites: Array<Sprite>;
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private storyBGMs: Array<string>;
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private currentSpeaker: string;
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private currentContent: string;
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startScene(): void {
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// The code below are for testing only. Please comment them when submit
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const center = this.viewport.getCenter();
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const loadStory = this.add.uiElement(UIElementType.BUTTON, "primary", { position: new Vec2(center.x, center.y), text: "LoadStory" });
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loadStory.size.set(200, 50);
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loadStory.borderWidth = 2;
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loadStory.borderColor = Color.WHITE;
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loadStory.backgroundColor = Color.TRANSPARENT;
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loadStory.onClickEventId = "loadStory";
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this.storyLayer = this.addUILayer("story");
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this.storyLayer.disable();
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this.receiver.subscribe("loadStory");
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}
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/**
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* This function load a story JSON from storyPath and auto display it to storyLayer
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* @param storyPath The path to the story JSON
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*/
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async storyLoader(storyPath: string) {
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const response = await (await fetch(storyPath)).json();
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this.story = <Story>response;
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console.log("story:", this.story);
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if (this.story.bgm) {
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this.storyBGMs = new Array;
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this.story.bgm.forEach((bgm) => {
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if (this.load.getAudio(bgm.key)) {
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, { key: bgm.key, loop: false, holdReference: true });
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}
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else {
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this.load.singleAudio(bgm.key, bgm.path, () => {
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this.emitter.fireEvent(GameEventType.PLAY_SOUND, { key: bgm.key, loop: false, holdReference: true });
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})
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}
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this.storyBGMs.push(bgm.key);
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})
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}
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this.currentSpeaker = this.story.texts[0].speaker;
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this.currentContent = this.story.texts[0].content;
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this.storyLayer.enable();
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this.storytextLabel = <Label>this.add.uiElement(UIElementType.LABEL, "story", { position: new Vec2(this.viewport.getHalfSize().x, this.viewport.getHalfSize().y + 240), text: "" });
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this.storytextLabel.textColor = Color.WHITE;
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this.storytextLabel.font = "PixelSimple";
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this.storytextLabel.fontSize = 20;
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this.storytextLabel.setHAlign(HAlign.LEFT);
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this.storyProgress = -1;
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this.storySprites = new Array;
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this.currentMode = Mode.STORY_MODE;
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this.updateStory();
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}
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/**
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* @returns True if the story has next sentence False otherwise
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*/
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hasNextStory(): boolean {
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return this.currentMode === Mode.STORY_MODE && this.storyProgress + 1 < this.story.texts.length;
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}
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/**
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* Go to the next sentence of current story if there is one or clear the storyLayer and exit storyMode
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*/
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updateStory() {
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if (this.currentMode === Mode.STORY_MODE && this.hasNextStory()) {
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this.storyProgress++;
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let tmp = undefined;
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if (this.story.texts[this.storyProgress].actions) {
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this.story.texts[this.storyProgress].actions.forEach(action => {
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switch (action.type) {
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case "loadSprite":
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if (this.load.getImage(action.key)) {
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tmp = this.add.sprite(action.key, "story");
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tmp.position.set(action.positon[0], action.positon[1]);
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tmp.scale.set(action.scale[0], action.scale[1]);
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this.storySprites.push(tmp);
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}
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else {
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this.load.singleImage(action.key, action.path, () => {
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tmp = this.add.sprite(action.key, "story");
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tmp.position.set(action.positon[0], action.positon[1]);
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tmp.scale.set(action.scale[0], action.scale[1]);
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this.storySprites.push(tmp);
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})
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}
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break;
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case "moveSprite":
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tmp = this.storySprites.find(function (sprite) {
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return sprite.imageId === action.key;
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});
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tmp.position.set(action.positon[0], action.positon[1]);
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tmp.scale.set(action.scale[0], action.scale[1]);
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break;
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case "showSprite":
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tmp = this.storySprites.find(function (sprite) {
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return sprite.imageId === action.key;
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});
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tmp.visible = true;
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break;
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case "hideSprite":
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tmp = this.storySprites.find(function (sprite) {
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return sprite.imageId === action.key;
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});
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tmp.visible = false;
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break;
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default:
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break;
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}
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})
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}
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this.currentSpeaker = this.story.texts[this.storyProgress].speaker;
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this.currentContent = this.story.texts[this.storyProgress].content;
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this.storytextLabel.text = (this.currentSpeaker?(this.currentSpeaker+":"):("")) + '\n' + this.currentContent;
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}
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else {
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this.currentMode = Mode.GAME_MODE;
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this.storyProgress = Infinity;
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this.storytextLabel.destroy();
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if (this.storySprites) {
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this.storySprites.forEach((sprite) => {
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sprite.visible = false;
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sprite.destroy();
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});
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}
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if (this.storyBGMs) {
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this.storyBGMs.forEach((bgm) => {
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this.emitter.fireEvent(GameEventType.STOP_SOUND, { key: bgm });
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console.log("sound stopped:", bgm);
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});
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}
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this.storyLayer.disable();
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this.storyBGMs = undefined;
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this.storySprites = undefined;
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this.story = undefined;
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this.storytextLabel = undefined;
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// this.storyLayer = undefined;
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}
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}
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updateScene(deltaT: number): void {
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while (this.receiver.hasNextEvent()) {
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let event = this.receiver.getNextEvent();
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// Testing code
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if (event.type === "loadStory" && this.currentMode === Mode.GAME_MODE) {
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this.storyLoader("shattered_sword_assets/jsons/story.json");
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}
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}
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// Testing code
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if (InputWrapper.isNextJustPressed() && this.currentMode === Mode.STORY_MODE) {
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this.updateStory();
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}
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}
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}
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@ -97,7 +97,7 @@ export default class InputWrapper {
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return false;
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}
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if (Input.isJustPressed("attack")) {
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if (Input.isJustPressed("inventory")) {
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return true;
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}
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return false;
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