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environment.ts
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namespace Environment {
let fieldDoor: Sprite
let foodDoorOne: Sprite
let foodDoorTwo: Sprite
let foodDoorThree: Sprite
let phone: Sprite
let laptop: Sprite
let phoneRingTimer: number
const MAX_FOOD_QUANTITY = 20
export let map: Map
export let signs: Array<Sprite> = []
export let isPhoneRinging: boolean = false
// Zones where when A pressed, will trigger an event [x,y,x,y]
export const phoneZone: Zone = { topLeft: { x:7, y:11 }, bottomRight: { x: 8, y: 12 } }
export const computerZone: Zone = { topLeft: { x: 9, y: 11 }, bottomRight: { x: 10, y: 12 } }
export const feedZone: Zone = { topLeft: { x: 12, y: 11 }, bottomRight: { x: 15, y: 14 }, spawnCoords: { x: 208, y: 208 } }
export const playpen: Zone & PlayPen = { factor: -1, topLeft: { x: 3, y: 2 }, bottomRight: { x: 13, y: 6 } }
export let foodCourts: Array<Zone & FoodCourt> = [
{ factor: 2, topLeft: { x: 2, y: 11 }, bottomRight: { x: 4, y: 15 }, foodQuantity: MAX_FOOD_QUANTITY, spriteLocation: { x: 3, y: 14 } },
{ factor: 2, topLeft: { x: 2, y: 7 }, bottomRight: { x: 8, y: 19 }, foodQuantity: MAX_FOOD_QUANTITY, spriteLocation: { x: 4, y: 18 } },
{ factor: 2, topLeft: { x: 10, y: 17 }, bottomRight: { x: 13, y: 19 }, foodQuantity: MAX_FOOD_QUANTITY, spriteLocation: { x: 10, y: 19 } }
]
const hayLevels: Array<Image> = [
assets.tile`Haybale3`,
assets.tile`Haybale2`,
assets.tile`Haybale1`
]
export function init({ mainCharacter }: { mainCharacter: Sprite, savedGame?: SaveGame }) {
map = {
wildernessX: 240,
mapWidth: 500,
mapHeight: 375
}
scene.setBackgroundColor(6)
tiles.setTilemap(tilemap`farm`)
scene.cameraFollowSprite(mainCharacter)
laptop = sprites.create(assets.image`laptop`)
laptop.setPosition(152, 180)
phone = sprites.create(assets.image`phone`)
phone.setPosition(138, 180)
setupDoors()
setupFoodCourts(savedGame)
setupSigns()
}
export const getSaveJson = () => {
return {
foodCourts: foodCourts.map((foodCourt) => {
return { foodQuantity: foodCourt.foodQuantity }
})
}
}
export function fastTick() {
// Close any doors, cuz... we lazy
fieldDoor.setImage(assets.image`fieldDoorClosed`)
fieldDoor.data.isOpen = false
foodDoorOne.setImage(foodDoorOne.data.closedImage)
foodDoorOne.data.isOpen = false
foodDoorTwo.setImage(assets.image`innerFenceDoorHorizontal`)
foodDoorTwo.data.isOpen = false
foodDoorThree.setImage(assets.image`innerFenceDoorHorizontal`)
foodDoorThree.data.isOpen = false
// Play the ring sound for the phone
if (isPhoneRinging) {
music.playMelody('B4 G4 D5 G4 D5 E5 D5 G4 E5 D5 G4', 352)
music.playMelody('D5', 176)
music.playMelody('-', 352)
}
}
export function setPhoneRinging(shouldRing: boolean) {
isPhoneRinging = shouldRing
if (shouldRing) {
clearTimeout(phoneRingTimer)
phoneRingTimer = setTimeout(() => {
isPhoneRinging = false
animation.stopAnimation(animation.AnimationTypes.ImageAnimation, phone)
phone.setImage(assets.image`phone`)
}, 15000)
animation.runImageAnimation(phone, assets.animation`phoneRing`, 200, true)
} else {
animation.stopAnimation(animation.AnimationTypes.ImageAnimation, phone)
}
}
function setupSigns() {
// signs[0] = sprites.create(assets.image`signEmpty`, SpriteKind.Sign)
// signs[1] = sprites.create(assets.image`signEmpty`, SpriteKind.Sign)
// Utils.setPosition(signs[0], 0, 20)
// Utils.setPosition(signs[1], 11, 13)
}
function setupFoodCourts(saveGame?: SaveGame) {
foodCourts.forEach((foodCourt: FoodCourt, index) => {
if (saveGame && saveGame.foodCourts) {
foodCourt.foodQuantity = saveGame.foodCourts[index].foodQuantity
}
setFoodCourtSprite(foodCourt)
})
}
export const reduceFood = (foodCourt: FoodCourt, amount = 1) => {
foodCourt.foodQuantity -= amount
if (foodCourt.foodQuantity < 0) foodCourt.foodQuantity = 0
if (foodCourt.foodQuantity < 5) foodCourt.factor = 1
setFoodCourtSprite(foodCourt)
}
export const addFood = (foodCourt: FoodCourt, amount = 20) => {
foodCourt.foodQuantity += amount
if (foodCourt.foodQuantity > MAX_FOOD_QUANTITY) foodCourt.foodQuantity = MAX_FOOD_QUANTITY
foodCourt.factor = 2
setFoodCourtSprite(foodCourt)
}
const setFoodCourtSprite = (foodCourt: FoodCourt) => {
if (foodCourt.sprite) {
foodCourt.sprite.destroy()
}
let level = Math.floor(foodCourt.foodQuantity / (MAX_FOOD_QUANTITY / 3))
if (level > 2) level = 2
if (level < 0) level = 0
foodCourt.sprite = sprites.create(hayLevels[level])
Utils.setPosition(foodCourt.sprite, foodCourt.spriteLocation.x, foodCourt.spriteLocation.y)
}
function setupDoors() {
// Create the doors
fieldDoor = sprites.create(assets.image`fieldDoorClosed`, SpriteKind.Door)
Utils.setPosition(fieldDoor, 4.5, 7)
fieldDoor.data.isOpen = false
fieldDoor.data.closedImage = assets.image`fieldDoorClosed`
fieldDoor.data.openImage = assets.image`fieldDoorOpen`
foodDoorOne = sprites.create(assets.image`innerFenceDoor`, SpriteKind.Door)
Utils.setPosition(foodDoorOne, 5, 12.5)
foodDoorOne.data.isOpen = false
foodDoorOne.data.closedImage = assets.image`innerFenceDoor`
foodDoorOne.data.openImage = assets.image`innerFenceDoorOpen`
foodDoorTwo = sprites.create(assets.image`innerFenceDoorHorizontal`, SpriteKind.Door)
Utils.setPosition(foodDoorTwo, 7.5, 16)
foodDoorTwo.data.isOpen = false
foodDoorTwo.data.closedImage = assets.image`innerFenceDoorHorizontal`
foodDoorTwo.data.openImage = assets.image`innerFenceDoorHorizontalOpen`
foodDoorThree = sprites.create(assets.image`innerFenceDoorHorizontal`, SpriteKind.Door)
Utils.setPosition(foodDoorThree, 11.5, 16)
foodDoorThree.data.isOpen = false
foodDoorThree.data.closedImage = assets.image`innerFenceDoorHorizontal`
foodDoorThree.data.openImage = assets.image`innerFenceDoorHorizontalOpen`
sprites.onOverlap(SpriteKind.Player, SpriteKind.Door, (player, door) => {
door.data.isOpen = true
if (door.data.openImage) {
door.setImage(door.data.openImage)
}
})
sprites.onOverlap(SpriteKind.Critter, SpriteKind.Door, (critter, door) => {
// TODO Figure out real 'sprite to sprite' collisions
if (!door.data.isOpen) {
critter.setVelocity(0, 0)
}
})
}
}