Add: stove dial, heat plate

This commit is contained in:
2019-12-06 10:19:36 +09:00
parent b40749b4a4
commit 2e14ebc10d
17 changed files with 318 additions and 9 deletions
+16 -4
View File
@@ -62,10 +62,16 @@ var Game = {
this.meatPlate.anchor.set(0.5);
this.meatPlate.smoothed = false;
this.heatPlate = game.add.image(game.world.centerX, Game.HEAT_PLATE_POSITION_Y, 'heat_plate');
this.heatPlate.anchor.set(0.5);
this.heatPlate.smoothed = false;
this.heatPlate.scale.set(1);
// this.heatPlate = game.add.image(game.world.centerX, Game.HEAT_PLATE_POSITION_Y, 'heat_plate');
// this.heatPlate.anchor.set(0.5);
// this.heatPlate.smoothed = false;
// this.heatPlate.scale.set(1);
this.heatPlate = new HeatPlate(game.world.centerX, Game.HEAT_PLATE_POSITION_Y);
this.stoveDial = new StoveDial(80, Game.HEAT_PLATE_POSITION_Y + 50);
this.stoveDial.setOnChangeDialLevelHandler(
(function(dialLevel) { this.onChangeDialLevel(dialLevel); }).bind(this)
);
this.god = new God(game.world.width - 120, Game.GOD_POSITION_Y + 100, this);
@@ -112,9 +118,15 @@ var Game = {
this.meatCount;
this.badMeatCount = 0;
this.burnLevel = HeatPlate.BURN_LEVEL_WEAK;
},
onChangeDialLevel: function(dialLevel) {
this.burnLevel = dialLevel;
this.heatPlate.onChangeDialLevel(dialLevel);
},
back: function() {
sessionStorageManager.resetPlayingAppData();
+73 -4
View File
@@ -1,4 +1,7 @@
God = function(x, y, mainGame) {
God.prototype = Object.create(Phaser.Sprite.prototype);
God.prototype.constructor = God;
function God(x, y, mainGame) {
this.mainGame = mainGame;
this.isActivated = true;
@@ -11,10 +14,44 @@ God = function(x, y, mainGame) {
// this.events.onInputDown.add(this.onDown, this);
game.add.existing(this);
game.physics.startSystem(Phaser.Physics.ARCADE);
this.fullHeartEmitter = game.add.emitter(x, y - 150, 20);
this.fullHeartEmitter.makeParticles("heart_full");
this.fullHeartEmitter.minParticleScale = 0.5;
this.fullHeartEmitter.maxParticleScale = 0.7;
this.fullHeartEmitter.minParticleSpeed.setTo(-150, -700);
this.fullHeartEmitter.maxParticleSpeed.setTo(150, -500);
this.fullHeartEmitter.gravity = 1500;
this.emptyHeartEmitter = game.add.emitter(x, y - 150, 20);
this.emptyHeartEmitter.makeParticles("heart_empty");
this.emptyHeartEmitter.minParticleScale = 0.5;
this.emptyHeartEmitter.maxParticleScale = 0.7;
this.emptyHeartEmitter.minParticleSpeed.setTo(-150, -700);
this.emptyHeartEmitter.maxParticleSpeed.setTo(150, -500);
this.emptyHeartEmitter.gravity = 1500;
this.angryEmitter = game.add.emitter(x, y - 200, 20);
this.angryEmitter.makeParticles("smoke");
this.angryEmitter.width = 30;
this.angryEmitter.height = 30;
this.angryEmitter.setRotation(-90, 90);
this.angryEmitter.setAlpha(0.1, 0.3);
// this.angryEmitter.setScale(0.2, 0.2);
this.angryEmitter.minParticleScale = 0.5;
this.angryEmitter.maxParticleScale = 1;
this.angryEmitter.gravity = -300;
this.angryEmitter.forEach(
function(particle) {
particle.tint = 0xf0f0f0;
}
);
}
God.prototype = Object.create(Phaser.Sprite.prototype);
God.prototype.constructor = God;
God.prototype.update = function() {
}
@@ -48,6 +85,8 @@ God.prototype.animateHappy = function(type) {
// tween.to({x:0.7, y:0.7}, 1000, Phaser.Easing.Linear.None, true, 0);
tween.onComplete.add(this.smileAgain, this);
tween.start();
this.particleBurst(God.REACTION_HAPPY);
}
God.prototype.animateAngry = function(type) {
@@ -60,9 +99,39 @@ God.prototype.animateAngry = function(type) {
// tween.to({x:0.7, y:0.7}, 1000, Phaser.Easing.Linear.None, true, 0);
tween.onComplete.add(this.smileAgain, this);
tween.start();
this.particleBurst(God.REACTION_ANGRY);
}
God.prototype.smileAgain = function() {
this.scale.set(0.5);
this.loadTexture('god_smile');
}
}
God.prototype.particleBurst = function(reaction) {
// if(this.fullHeartEmitter.on)
// this.fullHeartEmitter.on = false;
// if(this.emptyHeartEmitter.on)
// this.emptyHeartEmitter.on = false;
switch(reaction) {
case God.REACTION_HAPPY:
this.fullHeartEmitter.start(true, 900, 100, 15, true);
break;
case God.REACTION_SMILE:
this.emptyHeartEmitter.start(true, 900, 100, 15, true);
break;
case God.REACTION_ANGRY:
this.angryEmitter.start(true, 900, 100, 15, true);
break;
}
}
God.REACTION_HAPPY = 0;
God.REACTION_SMILE = 1;
God.REACTION_ANGRY = 2;
+56
View File
@@ -0,0 +1,56 @@
HeatPlate.prototype = Object.create(Phaser.Sprite.prototype);
HeatPlate.prototype.constructor = HeatPlate;
function HeatPlate(x, y) {
Phaser.Sprite.call(this, game, x, y, 'heat_plate');
this.anchor.set(0.5);
// this.scale.set(0.5);
this.smoothed = false;
this.inputEnabled = false;
game.add.existing(this);
// add 3 sprites for flame
// this.spriteFlame = game.make.sprite(0, 0, "flame_weak");
this.spriteFlame = game.make.sprite(0, 0, "heat_plate_flame");
this.spriteFlame.anchor.set(0.5, 0.65);
// this.spriteFlame.scale.set(0.5);
this.spriteFlame.smoothed = false;
this.spriteFlame.alpha = 0.3;
this.addChild(this.spriteFlame);
this.setBurnLevel(HeatPlate.BURN_LEVEL_WEAK);
game.add.tween(this.spriteFlame).to( { alpha: 0.8 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
}
HeatPlate.prototype.setBurnLevel = function(burlLevel) {
this.burnLevel = burlLevel;
switch(this.burnLevel) {
case HeatPlate.BURN_LEVEL_WEAK:
this.spriteFlame.tint = HeatPlate.BURN_COLOR_WEAK;
break;
case HeatPlate.BURN_LEVEL_NORMAL:
this.spriteFlame.tint = HeatPlate.BURN_COLOR_NORMAL;
break;
case HeatPlate.BURN_LEVEL_STRONG:
this.spriteFlame.tint = HeatPlate.BURN_COLOR_STRONG;
break;
}
}
HeatPlate.prototype.onChangeDialLevel = function(dialLevel) {
this.setBurnLevel(dialLevel);
}
HeatPlate.BURN_LEVEL_WEAK = 0;
HeatPlate.BURN_LEVEL_NORMAL = 1;
HeatPlate.BURN_LEVEL_STRONG = 2;
HeatPlate.BURN_COLOR_WEAK = 0xfd9466;
HeatPlate.BURN_COLOR_NORMAL = 0xbd5915;
HeatPlate.BURN_COLOR_STRONG = 0xcd0030;
+10 -1
View File
@@ -30,9 +30,15 @@ var Loading = {
game.load.image('icon_fullscreen', '../../../resources/image/icon/fullscreen_white.png');
game.load.image('wooden_table', '../../../resources/image/object/grilled_meat/wooden_table.png');
game.load.image('heat_plate', '../../../resources/image/object/grilled_meat/heat_plate.png');
game.load.image('stove_dial', '../../../resources/image/object/grilled_meat/stove_dial.png');
game.load.image('stove_dial_dot', '../../../resources/image/object/grilled_meat/stove_dial_dot.png');
game.load.image('plate', '../../../resources/image/object/grilled_meat/plate.png');
game.load.image('heat_plate_flame', '../../../resources/image/object/grilled_meat/heat_plate_flame.png');
game.load.image('heat_plate', '../../../resources/image/object/grilled_meat/heat_plate.png');
game.load.image('meat1', '../../../resources/image/object/grilled_meat/meat1.png');
game.load.image('meat2', '../../../resources/image/object/grilled_meat/meat2.png');
game.load.image('meat3', '../../../resources/image/object/grilled_meat/meat3.png');
@@ -51,6 +57,9 @@ var Loading = {
game.load.image('speech_bubble_angry', '../../../resources/image/ui/speech_bubble_angry.png');
game.load.image('speech_bubble_happy', '../../../resources/image/ui/speech_bubble_happy.png');
game.load.image('heart_full', '../../../resources/image/ui/heart_full.png');
game.load.image('heart_empty', '../../../resources/image/ui/heart_empty.png');
game.load.image('god_angry', '../../../resources/image/character/god/god_hungry.png');
game.load.image('god_smile', '../../../resources/image/character/god/god_smile.png');
game.load.image('god_happy', '../../../resources/image/character/god/god_happy.png');
+77
View File
@@ -0,0 +1,77 @@
StoveDial.prototype = Object.create(Phaser.Sprite.prototype);
StoveDial.prototype.constructor = StoveDial;
function StoveDial(x, y) {
Phaser.Sprite.call(this, game, x, y, 'stove_dial');
this.anchor.set(0.5);
// this.scale.set(0.5);
this.smoothed = false;
this.inputEnabled = true;
game.add.existing(this);
this.events.onInputDown.add(
(function() { this.onDown(); }).bind(this),
this
);
this.addDotSprite();
this.state = HeatPlate.BURN_LEVEL_WEAK;
this.setDialLevel();
}
StoveDial.prototype.addDotSprite = function() {
this.dot = game.make.sprite(0, -27, "stove_dial_dot");
this.dot.anchor.set(0.5);
this.dot.smoothed = false;
this.dot.tint = 0xff0000;
this.addChild(this.dot);
}
StoveDial.prototype.onDown = function() {
switch(this.state) {
case HeatPlate.BURN_LEVEL_WEAK:
this.state = HeatPlate.BURN_LEVEL_NORMAL;
break;
case HeatPlate.BURN_LEVEL_NORMAL:
this.state = HeatPlate.BURN_LEVEL_STRONG;
break;
case HeatPlate.BURN_LEVEL_STRONG:
this.state = HeatPlate.BURN_LEVEL_WEAK;
break;
}
this.setDialLevel();
this.onChangeDialLevel(this.state);
}
StoveDial.prototype.setOnChangeDialLevelHandler = function(eventHandler) {
this.onChangeDialLevel = eventHandler;
}
StoveDial.prototype.setDialLevel = function() {
switch(this.state) {
case HeatPlate.BURN_LEVEL_WEAK:
this.angle = 30;
this.dot.tint = StoveDial.BURN_COLOR_WEAK;
break;
case HeatPlate.BURN_LEVEL_NORMAL:
this.angle = 60;
this.dot.tint = StoveDial.BURN_COLOR_NORMAL;
break;
case HeatPlate.BURN_LEVEL_STRONG:
this.angle = 90;
this.dot.tint = StoveDial.BURN_COLOR_STRONG;
break;
}
}
StoveDial.BURN_COLOR_WEAK = 0xf7d708;
StoveDial.BURN_COLOR_NORMAL = 0xbd5915;
StoveDial.BURN_COLOR_STRONG = 0xcd0030;
+2
View File
@@ -69,6 +69,8 @@
<script src="../../game/mouse/grilled_meat/meat.js"></script>
<script src="../../game/mouse/grilled_meat/plus_score.js"></script>
<script src="../../game/mouse/grilled_meat/speech_bubble.js"></script>
<script src="../../game/mouse/grilled_meat/heat_plate.js"></script>
<script src="../../game/mouse/grilled_meat/stove_dial.js"></script>
<script src="../../game/mouse/grilled_meat/game.js?update=190916"></script>
<script src="../../game/mouse/grilled_meat/main.js"></script>