Add RoomOpen command / event
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c1b102860e
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res/.tmp/cache.dat
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res/.tmp/cache.dat
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by25:minecraftia_regular_6.fntaoy3:veri1y4:timei1707771858y4:hashy40:985b62563507866445c3c81a04f7e6645d90dad5y3:outy33:.tmp%2Fminecraftia_regular_6.bfntghy40:font%2Fpixel_unicode%2FPixel-UniCode.fntaoR1i1R2i1707784556R3y40:bc4073da70385f93ae70e391a786e346daac2b1fR5y48:.tmp%2Ffont%2Fpixel_unicode%2FPixel-UniCode.bfntghy32:font%2Fminecraftia_regular_6.fntaoR1i1R2i1707771858R3R4R5y40:.tmp%2Ffont%2Fminecraftia_regular_6.bfntghh
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res/.tmp/font/minecraftia_regular_6.bfnt
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res/.tmp/font/minecraftia_regular_6.bfnt
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res/.tmp/font/pixel_unicode/Pixel-UniCode.bfnt
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res/.tmp/font/pixel_unicode/Pixel-UniCode.bfnt
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res/.tmp/minecraftia_regular_6.bfnt
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res/.tmp/minecraftia_regular_6.bfnt
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res/rewild.tiled-project
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res/rewild.tiled-project
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{
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"automappingRulesFile": "",
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"commands": [
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],
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"compatibilityVersion": 1100,
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"extensionsPath": "extensions",
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"folders": [
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"."
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],
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"properties": [
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],
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"propertyTypes": [
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]
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}
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res/rewild.tiled-session
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res/rewild.tiled-session
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{
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"activeFile": "map.tmx",
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"expandedProjectPaths": [
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],
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"fileStates": {
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"/home/f/Projects/Rewild/references/ld28/res/map.tmx": {
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"scale": 1.5684895833333334,
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"selectedLayer": 6,
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"viewCenter": {
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"x": 191.90436659472022,
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"y": 144.08766395483977
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}
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},
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"/home/f/Projects/Rewild/references/ld28/res/map.tmx#tiles": {
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"scaleInDock": 1
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},
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"/home/f/Projects/Rewild/references/ld28/res/spaaace.tsx": {
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"scaleInEditor": 1
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},
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"map.tmx": {
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"expandedObjectLayers": [
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3
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],
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"scale": 0.75,
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"selectedLayer": 1,
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"viewCenter": {
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"x": 479.3333333333333,
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"y": 320
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}
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},
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"map.tmx#tiles": {
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"scaleInDock": 1
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}
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},
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"openFiles": [
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"map.tmx",
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"/home/f/Projects/Rewild/references/ld28/res/map.tmx"
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],
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"project": "rewild.tiled-project",
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"recentFiles": [
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"/home/f/Projects/Rewild/references/ld28/res/map.tmx",
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"map.tmx",
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"/home/f/Projects/Rewild/references/ld28/res/spaaace.tsx"
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]
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}
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@ -11,5 +11,13 @@ You: Let's have another look around...
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===
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===
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title: Room:quarters
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title: Room:quarters
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---
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---
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It's the crew quarters
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You: It's the crew quarters
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===
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title: Room:hangar
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---
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You: The **hangar** seems eerily deserted
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===
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title: Room not open
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---
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You: Hmm, that part of the ship is still inaccessible. I wonder how to get in?
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===
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===
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@ -17,6 +17,8 @@ import dialogue.event.OptionSelected;
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import dialogue.event.DialogueComplete;
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import dialogue.event.DialogueComplete;
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import dialogue.event.NextLine;
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import dialogue.event.NextLine;
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import dialogue.command.OpenRoomCommand;
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@:uiComp("game-container")
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@:uiComp("game-container")
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class GameContainer extends h2d.Flow implements h2d.domkit.Object {
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class GameContainer extends h2d.Flow implements h2d.domkit.Object {
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static var SRC = <game-container>
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static var SRC = <game-container>
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@ -95,6 +97,7 @@ class Game extends hxd.App {
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globalEventBus.subscribe(OptionsShown, renderOptions);
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globalEventBus.subscribe(OptionsShown, renderOptions);
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globalEventBus.subscribe(OptionSelected, onOptionSelected);
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globalEventBus.subscribe(OptionSelected, onOptionSelected);
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globalEventBus.subscribe(DialogueComplete, onDialogueComplete);
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globalEventBus.subscribe(DialogueComplete, onDialogueComplete);
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dialogueManager.addCommandHandler(new OpenRoomCommand(globalEventBus));
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#if debug
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#if debug
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setGameScene(new WorldMapScene(root));
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setGameScene(new WorldMapScene(root));
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@ -12,6 +12,7 @@ import hxyarn.compiler.Compiler;
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import hxyarn.compiler.CompilationJob;
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import hxyarn.compiler.CompilationJob;
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import event.EventBus;
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import event.EventBus;
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import dialogue.command.ICommandHandler;
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import dialogue.event.LineShown;
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import dialogue.event.LineShown;
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import dialogue.event.OptionsShown;
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import dialogue.event.OptionsShown;
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import dialogue.event.OptionsShown.OptionChoice;
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import dialogue.event.OptionsShown.OptionChoice;
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@ -26,6 +27,7 @@ class DialogueManager {
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var storage = new MemoryVariableStore();
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var storage = new MemoryVariableStore();
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var dialogue:Dialogue;
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var dialogue:Dialogue;
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var stringTable:Map<String, StringInfo>;
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var stringTable:Map<String, StringInfo>;
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var commandHandlers = new Map<String, ICommandHandler>();
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public var waitingForOption:Bool = false;
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public var waitingForOption:Bool = false;
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@ -118,6 +120,25 @@ class DialogueManager {
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}
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}
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public function commandHandler(command:Command) {
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public function commandHandler(command:Command) {
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var parts = command.text.split(' ');
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var key = parts.shift();
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if (commandHandlers.exists(key)) {
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if (commandHandlers.get(key).handleCommand(parts)) {
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resume();
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return;
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}
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}
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resume();
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}
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public function addCommandHandler(handler:ICommandHandler) {
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if (handler.commandName == null || handler.commandName == "") {
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trace("Command handler has no command name");
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return;
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}
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commandHandlers.set(handler.commandName, handler);
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}
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}
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public function nodeCompleteHandler(nodeName:String) {}
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public function nodeCompleteHandler(nodeName:String) {}
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6
src/dialogue/command/ICommandHandler.hx
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src/dialogue/command/ICommandHandler.hx
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package dialogue.command;
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interface ICommandHandler {
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var commandName:String;
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function handleCommand(args:Array<String>):Bool;
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}
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19
src/dialogue/command/OpenRoomCommand.hx
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src/dialogue/command/OpenRoomCommand.hx
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package dialogue.command;
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import event.EventBus;
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import event.OpenRoomEvent;
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class OpenRoomCommand implements ICommandHandler {
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public var commandName:String = "room";
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var eventBus:EventBus;
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public function new(eventBus:EventBus) {
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this.eventBus = eventBus;
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}
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public function handleCommand(args:Array<String>):Bool {
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eventBus.publishEvent(new OpenRoomEvent(args[0]));
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return true;
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}
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}
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src/event/OpenRoomEvent.hx
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src/event/OpenRoomEvent.hx
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package event;
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class OpenRoomEvent implements IEvent {
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public var roomName:String;
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public function new(rn:String) {
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this.roomName = rn;
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}
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}
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@ -1,13 +1,22 @@
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package scene;
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package scene;
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import dialogue.event.StartDialogueNode;
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import dialogue.event.StartDialogueNode;
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import event.OpenRoomEvent;
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import TilemapLayer;
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import TilemapLayer;
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typedef Room = {
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rect:h2d.Graphics,
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area:h2d.Interactive,
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isOpen:Bool
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}
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@:uiComp("world-map-scene")
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@:uiComp("world-map-scene")
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class WorldMapScene extends h2d.Flow implements GameScene implements h2d.domkit.Object {
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class WorldMapScene extends h2d.Flow implements GameScene implements h2d.domkit.Object {
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public var width:Int;
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public var width:Int;
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public var height:Int;
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public var height:Int;
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var rooms:Map<String,Room> = new Map<String,Room>();
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public function new(?parent) {
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public function new(?parent) {
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super(parent);
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super(parent);
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initComponent();
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initComponent();
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@ -16,6 +25,8 @@ class WorldMapScene extends h2d.Flow implements GameScene implements h2d.domkit.
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var map = Game.loader.loadTMX("map.tmx");
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var map = Game.loader.loadTMX("map.tmx");
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Game.current.globalEventBus.subscribe(OpenRoomEvent, openRoom);
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for (layer in (map.layers)) {
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for (layer in (map.layers)) {
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switch(layer.kind) {
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switch(layer.kind) {
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case TTileLayer:
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case TTileLayer:
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@ -32,8 +43,14 @@ class WorldMapScene extends h2d.Flow implements GameScene implements h2d.domkit.
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area.y = obj.y;
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area.y = obj.y;
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area.onClick = function(_) {
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area.onClick = function(_) {
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trace("Room:" + obj.name);
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trace("Room:" + obj.name);
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Game.current.globalEventBus.publishEvent(new StartDialogueNode("Room:" + obj.name));
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var room = rooms.get(obj.name);
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if (room.isOpen) {
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Game.current.globalEventBus.publishEvent(new StartDialogueNode("Room:" + obj.name));
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} else {
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Game.current.globalEventBus.publishEvent(new StartDialogueNode("Room not open"));
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}
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};
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};
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rooms.set(obj.name, {rect: rect, area: area, isOpen: false});
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}
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}
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case TImageLayer:
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case TImageLayer:
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case TGroup:
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case TGroup:
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@ -42,10 +59,17 @@ class WorldMapScene extends h2d.Flow implements GameScene implements h2d.domkit.
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#if debug
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#if debug
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trace('skipping intro dialogue');
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trace('skipping intro dialogue');
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Game.current.globalEventBus.publishEvent(new OpenRoomEvent("hangar"));
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#else
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#else
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Game.current.globalEventBus.publishEvent(new StartDialogueNode("Intro"));
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Game.current.globalEventBus.publishEvent(new StartDialogueNode("Intro"));
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#end
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#end
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}
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}
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public function openRoom(event:OpenRoomEvent) {
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var room = rooms.get(event.roomName);
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room.isOpen = true;
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room.area.alpha = 0;
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}
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public function getH2dObject() {
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public function getH2dObject() {
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return this;
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return this;
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