GGJ22/Engine/src/states/Game.ts

719 lines
23 KiB
TypeScript

import { ContextI } from "../ContextI"
import { segments } from "../shared/segments"
import { audio, playSong, disableSound, enableSound, stopSong, playSound } from '../shared/audio'
import { StateI } from "./StateI"
import * as PIXI from 'pixi.js'
import * as planck from 'planck'
import { DecorationInstance } from "../shared/decors"
import { SpriteInstance, sprites } from "../shared/sprites"
import { ShapeCircle, ShapePoints } from "../data/sprite"
import { SegmentZone } from "../data/segment"
import { Zone } from "../live/Zone"
import { Entity, Sensor } from "../live/Entity"
import { AnimalEntity, isAnimalEntity } from "../live/AnimalEntity"
import { Action, adjustAction } from "../live/Action"
import { WorldContext } from "../live/World"
import { animals } from "../data/animals"
import { GibletEntity } from "../live/GibletEntity"
import { bodyTextStyle, buttonBlurStyle, buttonHoverStyle } from "../styles"
export interface PIXIMissingColorMatrix extends PIXI.Filter {
night(intensity: number, multiply: boolean): void
contrast(amount: number, multiply: boolean): void
brightness(amount: number, multiply: boolean): void
saturate(amount: number, multiply: boolean): void
hue(rotation: number, multiply: boolean): void
colorTone(desaturation: number, toned: number, lightColor: number, darkColor: number, multiple: boolean): void
reset(): void
}
export interface Layer {
title: string
container: PIXI.Container
decorations: DecorationInstance[]
colorMatrix: PIXIMissingColorMatrix
}
export function GameState(ctx: ContextI, selectedAnimal: string, selectedSegment: string): StateI {
//disableSound()
let isNight = false
let modeTimer = 0
let nightTime = 30 * 1000
let dayTime = 30 * 1000
let daysSurvived = -1
let lastTime: number = performance.now()
let player: AnimalEntity
let nightIndicated = false
// Game Over screenie
let gameOverShown = false
let gameOverPending = false
let gameOverScreen = new PIXI.Container()
let gameOverBackground = PIXI.Sprite.from(PIXI.Texture.WHITE)
gameOverBackground.tint = 0x111111
gameOverBackground.alpha = 0.75
let gameOverTitle = new PIXI.Text('You Have Been Hunted', bodyTextStyle())
let gameOverKills = new PIXI.Text('Hunted: ', bodyTextStyle())
let gameOverKiller = new PIXI.Text('Slain By: ', bodyTextStyle())
let gameOverDays = new PIXI.Text('You survived', bodyTextStyle())
let returnToMain = new PIXI.Text('Hunt Again', buttonBlurStyle())
returnToMain.interactive = true
returnToMain.on('pointerup', () => {
ctx.pop()
})
returnToMain.on('pointerover', () => {
returnToMain.style = buttonHoverStyle()
})
returnToMain.on('pointerout', () => {
returnToMain.style = buttonBlurStyle()
})
gameOverScreen.addChild(gameOverBackground)
gameOverScreen.addChild(gameOverTitle)
gameOverScreen.addChild(gameOverKills)
gameOverScreen.addChild(gameOverKiller)
gameOverScreen.addChild(gameOverDays)
gameOverScreen.addChild(returnToMain)
let updateGameOver = () => {
gameOverScreen.width = ctx.app.view.width - ctx.app.view.width / 4
gameOverScreen.height = ctx.app.view.height - ctx.app.view.height / 4
gameOverScreen.x = ctx.app.view.width / 2 - gameOverScreen.width / 2
gameOverScreen.y = ctx.app.view.height / 2 - gameOverScreen.height / 2
let xPos = 0
let yPos = 32
gameOverBackground.width = gameOverScreen.width
gameOverBackground.height = gameOverScreen.height
gameOverTitle.x = gameOverScreen.width / 2 - gameOverTitle.width / 2
gameOverTitle.y = yPos
yPos += gameOverTitle.height + 32
gameOverKiller.text = 'Slain By: ' + player.killer?.def.name
gameOverKiller.x = gameOverScreen.width / 2 - gameOverKiller.width / 2
gameOverKiller.y = yPos
yPos += gameOverKiller.height + 32
gameOverKills.text = 'Hunted: ' + player.kills
gameOverKills.x = gameOverScreen.width / 2 - gameOverKills.width / 2
gameOverKills.y = yPos
yPos += gameOverKills.height + 32
gameOverDays.text = 'You survived ' + daysSurvived + ' days.'
gameOverDays.x = gameOverScreen.width / 2 - gameOverDays.width /2
gameOverDays.y = yPos
yPos += gameOverDays.height + 32
returnToMain.x = gameOverScreen.width / 2 - returnToMain.width / 2
returnToMain.y = yPos
yPos += returnToMain.height + 32
}
//
let clockCoverSprite = new SpriteInstance('ui.clock.cover.default.0')
let clockMoonSprite = new SpriteInstance('ui.clock.moon.default.0')
let clockSunSprite = new SpriteInstance('ui.clock.sun.default.0')
let clockContainer = new PIXI.Container()
{
clockMoonSprite.container.position.set(
32,
0,
)
clockMoonSprite.container.pivot.set(
24,
24,
)
clockSunSprite.container.position.set(
32,
0,
)
clockSunSprite.container.pivot.set(
24,
24,
)
clockContainer.scale.set(2, 2)
clockContainer.addChild(clockMoonSprite.container)
clockContainer.addChild(clockSunSprite.container)
clockContainer.addChild(clockCoverSprite.container)
}
let world: planck.World = planck.World({
gravity: planck.Vec2(0, 0),
})
let worldBody: planck.Body = world.createBody({
type: 'static',
linearDamping: 1,
})
worldBody.setPosition(planck.Vec2(0, 0))
let worldFixture = worldBody.createFixture({
shape: planck.Box(1, 1),
friction: 10,
density: 100,
})
world.on('begin-contact', (contact: planck.Contact) => {
let a = contact.getFixtureA().getUserData()
let b = contact.getFixtureB().getUserData()
if (a instanceof Zone) {
if (b instanceof Entity) {
b.addZoneContact(a)
}
} else if (a instanceof Entity) {
if (b instanceof Entity) {
a.addEntityContact(b)
b.addEntityContact(a)
}
}
if (a instanceof Sensor && a.entity instanceof AnimalEntity) {
if (b instanceof AnimalEntity) {
a.entity.sense(a, b)
}
}
if (b instanceof Sensor && b.entity instanceof AnimalEntity) {
if (a instanceof AnimalEntity) {
b.entity.sense(b, a)
}
}
})
world.on('end-contact', (contact: planck.Contact) => {
let a = contact.getFixtureA().getUserData()
let b = contact.getFixtureB().getUserData()
if (a instanceof Zone) {
if (b instanceof Entity) {
b.removeZoneContact(a)
}
} else if (a instanceof Entity) {
if (b instanceof Entity) {
a.removeEntityContact(b)
b.removeEntityContact(a)
}
}
if (a instanceof Sensor && a.entity instanceof AnimalEntity) {
if (b instanceof AnimalEntity) {
a.entity.lost(a, b)
}
}
if (b instanceof Sensor && b.entity instanceof AnimalEntity) {
if (a instanceof AnimalEntity) {
b.entity.lost(b, a)
}
}
})
let realRootContainer = new PIXI.Container()
let rootContainer = new PIXI.Container()
let playLayer: Layer
let layers: Layer[] = []
let entities: Entity[] = []
let zones: Zone[] = []
let spawnZones: Record<string, Zone[]> = {}
let enter = () => {
realRootContainer.addChild(rootContainer)
lastTime = performance.now()
hookKeyboard()
// Load the world segment.
let w = segments[selectedSegment]
if (!w) return ctx.pop()
// Add our world border.
let borderShape = planck.Chain([planck.Vec2(0, 0), planck.Vec2(w.width, 0), planck.Vec2(w.width, w.height), planck.Vec2(0, w.height), planck.Vec2(0, 0)], true)
let borderFixture = worldBody.createFixture({
shape: borderShape,
})
rootContainer.width = w.width
rootContainer.height = w.height
rootContainer.scale.set(2, 2)
for (let l of w.layers) {
let layer: Layer = {
title: l.title,
container: new PIXI.Container(),
decorations: [],
colorMatrix: new PIXI.filters.ColorMatrixFilter()
}
layer.container.filters = [layer.colorMatrix]
layer.container.width = w.width
layer.container.height = w.height
if (l.title === 'objects') {
playLayer = layer
layer.container.sortableChildren = true
// Quick, make the gibs layer!
let gibLayer: Layer = {
title: 'gibs',
container: new PIXI.Container(),
decorations: [],
colorMatrix: new PIXI.filters.ColorMatrixFilter()
}
gibLayer.container.filters = [gibLayer.colorMatrix]
gibLayer.container.width = w.width
gibLayer.container.height = w.height
rootContainer.addChild(gibLayer.container)
layers.push(gibLayer)
}
layers.push(layer)
for (let d of l.decorations) {
let di = new DecorationInstance(d.decor, d.decoration)
di.elapsed = d.timeOffset
di.container.x = d.x
di.container.y = d.y
if (d.rotation !== 0) {
di.container.angle = d.rotation
}
if (d.flip) {
di.container.pivot.y = 1
di.container.scale.y *= -1
if (d.rotation === 0) {
di.container.position.y--
}
}
if (d.mirror) {
di.container.pivot.x = 1
di.container.scale.x *= -1
di.container.position.x--
if (d.rotation !== 0) {
di.container.angle = -d.rotation
di.container.position.x++
di.container.position.y--
}
}
if (l.title === 'objects') {
di.container.zIndex = di.container.position.y + di.container.height/4
}
layer.container.addChild(di.container)
layer.decorations.push(di)
}
rootContainer.addChild(layer.container)
}
for (let z of w.zones) {
addZone(new Zone(z))
}
let playerSpawn = getSpawnZone('spawn')
if (!playerSpawn) {
// return to menu with an error?
} else {
let bounds = playerSpawn.bounds
let x = bounds[0] + Math.floor(Math.random() * bounds[2])
let y = bounds[1] + Math.floor(Math.random() * bounds[3])
// Add player entity
player = new AnimalEntity(animals[selectedAnimal])
player.isPlayer = true
addEntity(player, 'objects', x, y)
player.turn()
}
progress()
// Add clock
ctx.app.stage.addChild(realRootContainer)
ctx.app.stage.addChild(clockContainer)
}
let leave = () => {
unhookKeyboard()
for (let entity of entities) {
removeEntity(entity)
}
for (let zone of zones) {
removeZone(zone)
}
stopSong()
ctx.app.stage.removeChild(realRootContainer)
ctx.app.stage.removeChild(clockContainer)
}
let elapsed: number = 0
let update = (delta: number) => {
let time = performance.now()
let realDelta = time - lastTime
lastTime = time
checkGamepads()
elapsed += delta
modeTimer += realDelta
if (player.dead) {
if (!gameOverPending && !gameOverShown) {
gameOverPending = true
setTimeout(() => {
gameOverPending = false
gameOverShown = true
realRootContainer.addChild(gameOverScreen)
updateGameOver()
}, 3000)
} else if (gameOverShown) {
updateGameOver()
}
} else {
// If it's just the player at night, accelerate time.
if (entities.filter(v=>v instanceof AnimalEntity).length === 1) {
if (isNight) {
modeTimer += realDelta * 4
} else {
modeTimer += realDelta
}
}
// Update clock
{
//clockContainer.width = ctx.app.renderer.width
let w = ctx.app.renderer.width
let h = ctx.app.renderer.height
clockContainer.x = w / 2 - clockCoverSprite.container.width
clockContainer.y = h - clockCoverSprite.container.height * 2 - 8
if (isNight) {
clockMoonSprite.container.angle = 180 + modeTimer / nightTime * 180
clockSunSprite.container.angle = modeTimer / nightTime * 180
} else {
clockMoonSprite.container.angle = modeTimer / dayTime * 180
clockSunSprite.container.angle = 180 + modeTimer / dayTime * 180
}
clockMoonSprite.container.angle -= 230
clockSunSprite.container.angle -= 230
}
// If we're getting within 3 seconds of night, play audio.
if (!isNight && !nightIndicated && modeTimer >= nightTime - 5000) {
playSound('action/warning', 1)
nightIndicated = true
}
if (isNight && modeTimer >= nightTime) {
modeTimer = 0
nightfall(false)
} else if (!isNight && modeTimer >= dayTime) {
modeTimer = 0
nightfall(true)
}
}
// Run world sim.
while (elapsed >= 1/6) {
world.step(1/6)
elapsed -= 1/6
}
// Update/render.
/*for (let layer of layers) {
for (let decoration of layer.decorations) {
decoration.update(realDelta)
}
}*/
for (let entity of entities) {
if (isAnimalEntity(entity)) {
if (entity.isPlayer) {
entity.act(desiredActions)
// FIXME: This isn't the right place for this.
rootContainer.position.set(Math.round(ctx.app.renderer.width/2), Math.round(ctx.app.renderer.height/2))
rootContainer.pivot.set(entity.x, entity.y)
//rootContainer.pivot.set(Math.max(w.width/6, Math.min(entity.x, w.width/3)), Math.max(w.height/6, Math.min(entity.y, w.height/3)))
} else {
entity.think(realDelta)
}
} else {
//console.log('hmm, we do be tickin', entity, entity.x, entity.y)
}
entity.update(realDelta, worldContext)
// I guess...
entity.sprite.container.x = entity.x - entity.sprite.container.pivot.x
entity.sprite.container.y = entity.y
entity.sprite.container.zIndex = entity.sprite.container.y - entity.sprite.container.pivot.y
//entity.y + entity.sprite.originY
}
// I guess this is okay.
for (let entity of entities) {
if (entity.shouldRemove) {
if (entity instanceof AnimalEntity) {
removeEntity(entity)
}
}
}
//entities = entities.filter(v=>v.shouldRemove)
}
let addEntity = (entity: Entity, layerTitle: string, x: number, y: number) => {
if (entities.find(v=>v===entity)) return
entities.push(entity)
let layer = layers.find(v=>v.title===layerTitle)
if (!layer) layer = playLayer
layer.container.addChild(entity.sprite.container)
// I guess this is a fair enough place to create physics and add it to the entity.
let spriteShape = entity.sprite.getBodyShape()
if (spriteShape) {
let shape: planck.Shape|undefined
if (spriteShape instanceof ShapeCircle) {
shape = planck.Circle(planck.Vec2(spriteShape.x, spriteShape.y), spriteShape.radius)
} else if (spriteShape instanceof ShapePoints) {
shape = planck.Polygon(spriteShape.points.map(v=>planck.Vec2(v[0], v[1])))
}
if (shape !== undefined) {
entity.shape = shape
let body = world.createDynamicBody({
position: planck.Vec2(entity.x, entity.y),
fixedRotation: true,
})
let fixture = body.createFixture({
shape,
density: 1,
friction: 0.9,
restitution: 0.05,
})
fixture.setUserData(entity)
entity.body = body
body.setUserData(entity)
// Sensors
let defaultShort = 50
let defaultLong = 100
if (entity instanceof AnimalEntity) {
defaultLong = entity.def.animal.scent
defaultShort = entity.def.animal.sight
}
if (entity instanceof AnimalEntity && !entity.isPlayer) {
// Create a short sensor (vision).
let senseFixture = body.createFixture({
shape: planck.Circle(planck.Vec2(entity.x, entity.y), defaultShort),
isSensor: true,
filterGroupIndex: -8
})
senseFixture.setUserData(new Sensor(entity, senseFixture, 'short'))
// Create a long sensor (scent).
let longSenseFixture = body.createFixture({
shape: planck.Circle(planck.Vec2(entity.x, entity.y), defaultLong),
isSensor: true,
filterGroupIndex: -8
})
longSenseFixture.setUserData(new Sensor(entity, longSenseFixture, 'long'))
}
}
}
entity.x = x
entity.y = y
}
let removeEntity = (entity: Entity) => {
entities = entities.filter(v=>v!==entity)
entity.sprite.container.parent.removeChild(entity.sprite.container)
if (entity.body) {
world.destroyBody(entity.body)
entity.body = undefined
}
}
// Zonage
let addZone = (zone: Zone) => {
if (zones.find(v=>v===zone)) return
// We're using triggers for spawning due to laziness.
if (zone.type === 'trigger') {
if (!spawnZones[zone.event]) {
spawnZones[zone.event] = []
}
spawnZones[zone.event].push(zone)
} else {
let shape = planck.Polygon(zone.points.map(v=>planck.Vec2(v[0],v[1])))
zone.fixture = worldBody.createFixture({
shape: shape,
})
if (zone.type === 'fluid') {
zone.fixture.setSensor(true)
}
zone.fixture.setUserData(zone)
}
zones.push(zone)
}
let removeZone = (zone: Zone) => {
zones = zones.filter(v=>v!==zone)
if (zone.fixture) {
worldBody.destroyFixture(zone.fixture)
}
}
let getSpawnZone = (name: string): Zone|undefined => {
if (!spawnZones[name] || !spawnZones[name].length) {
return undefined
}
return spawnZones[name][Math.floor(Math.random()*spawnZones[name].length)]
}
let worldContext: WorldContext = {
addEntity,
removeEntity,
queryAABB: (aabb: planck.AABB, callback: (fixture: planck.Fixture) => boolean) => {
world.queryAABB(aabb, callback)
},
rayCast: (point1: planck.Vec2, point2: planck.Vec2, callback: (fixture: planck.Fixture, point: planck.Vec2, normal: planck.Vec2, fraction: number) => boolean) => {
world.rayCast(point1, point2, callback)
},
queryEntities: (min: [number, number], max: [number, number]): Entity[] => {
let ret: Entity[] = []
for (let entity of entities) {
if (!entity.shape) {
continue
}
let p = entity.position
let r = entity.shape.getRadius()
/*let a = {
x: min[0],
w: max[0] - min[0],
y: min[1],
h: max[1] - min[1],
}
let b = {
x: p[0],
w: r,
y: p[1],
h: r,
}*/
if (
(Math.abs(min[0] - (p[0]-r)) * 2 < ((max[0]-min[0]) + r)) &&
(Math.abs(min[1] - (p[1]-r)) * 2 < ((max[1]-min[1]) + r))) {
ret.push(entity)
}
}
return ret
},
}
let desiredActions: Action[] = []
let keyup = (e: KeyboardEvent) => {
if (e.key === 'ArrowLeft' || e.key === 'h') {
desiredActions = adjustAction(desiredActions, 'west', 0)
} else if (e.key === 'ArrowRight' || e.key === 'l') {
desiredActions = adjustAction(desiredActions, 'east', 0)
} else if (e.key === 'ArrowUp' || e.key === 'k') {
desiredActions = adjustAction(desiredActions, 'north', 0)
} else if (e.key === 'ArrowDown' || e.key === 'j') {
desiredActions = adjustAction(desiredActions, 'south', 0)
} else if (e.key === 'z' || e.key === 'Control') {
desiredActions = adjustAction(desiredActions, 'attack', 0)
} else if (e.key === 'Escape') {
ctx.pop()
}
}
let keydown = (e: KeyboardEvent) => {
if (e.repeat) return
if (e.key === 'ArrowLeft' || e.key === 'h') {
desiredActions = adjustAction(desiredActions, 'west', 1)
} else if (e.key === 'ArrowRight' || e.key === 'l') {
desiredActions = adjustAction(desiredActions, 'east', 1)
} else if (e.key === 'ArrowUp' || e.key === 'k') {
desiredActions = adjustAction(desiredActions, 'north', 1)
} else if (e.key === 'ArrowDown' || e.key === 'j') {
desiredActions = adjustAction(desiredActions, 'south', 1)
} else if (e.key === 'z' || e.key === 'Control') {
desiredActions = adjustAction(desiredActions, 'attack', 2)
}
}
let hookKeyboard = () => {
window.addEventListener('keyup', keyup)
window.addEventListener('keydown', keydown)
}
let unhookKeyboard = () => {
window.removeEventListener('keyup', keyup)
window.removeEventListener('keydown', keydown)
}
let gamepads: Record<string, Gamepad> = {}
window.addEventListener('gamepadconnected', (ev: GamepadEvent) => {
gamepads[ev.gamepad.id] = ev.gamepad
})
window.removeEventListener('gamepaddisconnected', (ev: GamepadEvent) => {
delete gamepads[ev.gamepad.id]
})
function checkGamepads() {
//for (let gp of Object.values(gamepads)) {
for (let gp of navigator.getGamepads()) {
if (!gp || !gp.connected) break
if (gp.axes[0] < 0) {
desiredActions = adjustAction(desiredActions, 'west', Math.abs(gp.axes[0]))
} else if (gp.axes[0] > 0) {
desiredActions = adjustAction(desiredActions, 'east', gp.axes[0])
} else {
desiredActions = adjustAction(desiredActions, 'east', 0)
desiredActions = adjustAction(desiredActions, 'west', 0)
}
if (gp.axes[1] < 0) {
desiredActions = adjustAction(desiredActions, 'north', Math.abs(gp.axes[1]))
} else if (gp.axes[1] > 0) {
desiredActions = adjustAction(desiredActions, 'south', gp.axes[1])
} else {
desiredActions = adjustAction(desiredActions, 'north', 0)
desiredActions = adjustAction(desiredActions, 'south', 0)
}
let attackHeld = false
for (let i = 0; i < 4; i++) {
let btn = gp.buttons[i]
if (btn.pressed) {
attackHeld = true
}
}
if (attackHeld) {
desiredActions = adjustAction(desiredActions, 'attack', 2)
} else if (desiredActions.find(v=>v.type==='attack')) {
desiredActions = adjustAction(desiredActions, 'attack', 0)
}
}
}
let nightfall = (b: boolean) => {
if (b) {
playSong('GGJ-ScaryMusic')
for (let l of layers) {
//l.colorMatrix.brightness(0.25, false)
l.colorMatrix.night(0.2, true)
l.colorMatrix.saturate(-0.75, true)
//l.colorMatrix.hue(160, true)
}
for (let e of entities) {
if (e instanceof AnimalEntity) {
e.turn()
}
}
} else {
nightIndicated = false
playSong('GGJ-HappyMusic')
for (let l of layers) {
l.colorMatrix.reset()
}
for (let e of entities) {
if (e instanceof AnimalEntity) {
e.turn()
}
}
progress()
}
isNight = b
}
let progress = () => {
daysSurvived++
for (let animal of ['turkey','nutria','deer','salamander','rabbit']) {
let count = 2 + Math.floor(Math.random() * daysSurvived*2)
for (let i = 0; i < count; i++) {
let spawn = getSpawnZone(animal)
if (!spawn) break
let bounds = spawn.bounds
let x = bounds[0] + Math.floor(Math.random() * bounds[2])
let y = bounds[1] + Math.floor(Math.random() * bounds[3])
let entity = new AnimalEntity(animals[animal])
addEntity(entity, 'objects', x, y)
}
}
nightTime = (30+daysSurvived) * 1000
dayTime = (30-daysSurvived) * 1000
}
nightfall(false)
return {
enter,
leave,
update,
}
}