ff020d198ff8bf42da5df2d5ac1aa63d543f4dd2
[wgj58.git] / wgj58.js
1 var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: function() { this.state.add('GamePlay', GamePlay, true); } });
2 var logic;
3 var cursors;
4
5 const PLAYER_SPEED = 200;
6 const WAIT_MENUSTEP = 100;
7 const WAIT_TALK = 250;
8
9 const MENUITEM_TALK = 0;
10 const MENUITEM_LEAVE = 1;
11 const MENUITEM_TAKE = 2;
12
13 const GUI_MENUITEM_DISTANCE = 20;
14
15 window.addEventListener("keydown", function(e) {
16 // Prevent default browser action for arrows and spacebar
17 if([32, 37, 38, 39, 40].indexOf(e.keyCode) > -1) {
18 e.preventDefault();
19 }
20 }, false);
21
22 function hasTimePassed(time, delay) {
23 return (game.time.now - time) > delay;
24 }
25
26 class Dialogue {
27 // dialogue is array of {actor, text} records.
28 constructor(dialogue) {
29 this.dialogue = dialogue;
30 this.state = 0;
31 }
32
33 actual() {
34 return this.dialogue[this.state];
35 }
36
37 advance() {
38 this.state++;
39 }
40 }
41
42 class Door extends Phaser.TileSprite {
43 constructor(x, y, name, rotation, vector, longpanel) {
44 super(game, x, y, 64, 64, 'objects');
45 this.name = name;
46 this.longpanel = longpanel;
47 if (!longpanel) {
48 this.anchor = new Phaser.Point(0.5, 0.5);
49 this.tilePosition = new Phaser.Point(-64, -64);
50 this.openvector = Phaser.Point.multiply(vector, new Phaser.Point(56, 56));
51 }
52 else {
53 this.width *= 2;
54 this.anchor = new Phaser.Point(0.75, 0.5);
55 this.tilePosition = new Phaser.Point(0, -64);
56 this.openvector = Phaser.Point.multiply(vector, new Phaser.Point(116, 116));
57 }
58 if (rotation === undefined) rotation = 0;
59 this.rotation = rotation * (Math.PI / 180);
60 this.closetween = game.add.tween(this).to({ x: this.position.x, y: this.position.y }, 1000, Phaser.Easing.Sinusoidal.InOut, false, 0, 0, false);
61 this.openposition = Phaser.Point.add(this.position, this.openvector);
62 this.opentween = game.add.tween(this).to({ x: this.openposition.x, y: this.openposition.y }, 1000, Phaser.Easing.Sinusoidal.InOut, false, 0, 0, false);
63 this.isOpen = false;
64 game.physics.arcade.enable(this);
65 this.body.immovable = true;
66 this.setBody(rotation);
67 }
68
69 setBody(rotation) {
70 switch(rotation) {
71 case 0:
72 case 180:
73 this.body.setSize(this.width, 10, this.longpanel * (rotation / 180) * 64, 27);
74 break;
75 case 90:
76 case 270:
77 this.body.setSize(10, this.width, 27 + (this.longpanel * 64), this.longpanel * ((rotation - 270) / 180) * 64);
78 break;
79 default:
80 console.log("Unable to set body due to unknown rotation:", rotation);
81 }
82 }
83
84 open() {
85 if (!this.isOpen) {
86 this.opentween.start();
87 this.isOpen = true;
88 }
89 }
90
91 close() {
92 if (this.isOpen) {
93 this.closetween.start();
94 this.isOpen = false;
95 }
96 }
97
98 update() {
99 game.debug.body(this);
100 }
101 }
102
103 class Player extends Phaser.Sprite {
104 constructor(x, y) {
105 super(game, x, y, 'player');
106 this.y -= this.height;
107 this.shortname = "John";
108 this.fullname = "John Evals";
109 this.offerInteraction(null);
110 this.unfreeze();
111 }
112
113 enablePhysics() {
114 game.physics.arcade.enable(this);
115 this.body.bounce.y = 0.2;
116 this.body.bounce.x = 0.2;
117 this.body.collideWorldBounds = true;
118 }
119
120 control() {
121 if ((this.alive) && (!this.freezed))
122 {
123 if (cursors.left.isDown)
124 {
125 this.body.velocity.x = -PLAYER_SPEED;
126 }
127 else if (cursors.right.isDown)
128 {
129 this.body.velocity.x = PLAYER_SPEED;
130 }
131 if (cursors.up.isDown)
132 {
133 this.body.velocity.y = -PLAYER_SPEED;
134 }
135 else if (cursors.down.isDown)
136 {
137 this.body.velocity.y = PLAYER_SPEED;
138 }
139 }
140 }
141
142 update() {
143 this.body.velocity.x = this.body.velocity.y = 0;
144 this.control();
145 }
146
147 freeze() {
148 this.freezed = true;
149 }
150
151 unfreeze() {
152 this.freezed = false;
153 }
154
155 offerInteraction(npc) {
156 this.interactablenpc = npc;
157 }
158
159 takeMe(npc) {
160 this.loadTexture(npc.key);
161 npc.kill();
162 this.disguise = npc;
163 logic.gameinterface.dropNoticeTimeout(Phaser.Timer.SECOND * 5, "You are now identified as " + npc.fullname + "!");
164 }
165 }
166
167 class GameNPC extends Phaser.Sprite {
168 constructor(x, y, key, shortname, fullname, interaction_distance) {
169 super(game, x, y, key);
170 this.y -= this.height;
171 this.shortname = shortname;
172 this.fullname = fullname;
173 this.interaction_distance = interaction_distance;
174 this.interactable = false;
175 this.talkcount = 0;
176 this.happy = false;
177 }
178
179 kill() {
180 super.kill();
181 this.exists = false;
182 this.happy = false; // Dead people are not happy.
183 }
184
185 update() {
186 super.update();
187 if ((!this.interactable) && (game.physics.arcade.distanceBetween(this, logic.player) < this.interaction_distance)) {
188 logic.gameinterface.dropNotice("(ENTER) Interact with " + this.shortname + "!");
189 logic.player.offerInteraction(this);
190 this.interactable = true;
191 }
192 else if ((this.interactable) && (game.physics.arcade.distanceBetween(this, logic.player) > this.interaction_distance)) {
193 logic.gameinterface.clearNotice();
194 logic.player.offerInteraction(null);
195 this.interactable = false;
196 }
197 if ((this.teleport_instructions) && (game.physics.arcade.distanceBetween(this, logic.player) > (game.width + 200))) {
198 this.position = this.teleport_instructions.newPosition;
199 this.teleport_instructions.callback(this.teleport_instructions.callbackValue);
200 this.teleport_instructions = null;
201 }
202 }
203
204 actionTalk() {
205 this.talkcount++;
206 }
207
208 actionLeave() {
209 }
210
211 actionTake() {
212 logic.player.offerInteraction(null);
213 logic.player.takeMe(this);
214 return true;
215 }
216
217 endTalk() {
218 return true;
219 }
220
221 makeHappy() {
222 this.happy = true;
223 console.log(this.shortname, "is happy!");
224 }
225
226 offscreenTeleportation(newPosition, callback, callbackValue) {
227 this.teleport_instructions = { newPosition: newPosition, callback: callback, callbackValue: callbackValue };
228 console.log("Offscreen teleport request registered:", this.teleport_instructions);
229 }
230 }
231
232 class NPC_Clara extends GameNPC {
233 actionTalk() {
234 switch (this.talkcount) {
235 case 0:
236 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "What a morning..." },
237 { actor: logic.player, text: "Hi Clara! What happened?" },
238 { actor: this, text: "No one cares to tell. I just know that I have to log on people manually, as the access control system doesn't work properly." },
239 { actor: logic.player, text: "Hmm... I'll look into it. Maybe it's just that everyone is fired." },
240 { actor: this, text: "Haha! Wouldn't joke about this, though, due to the recent layoffs." },
241 { actor: logic.player, text: "Well, maybe if we dare to joke about it, it won't happen to us..." },
242 { actor: this, text: "Wish it worked like that... Is it some superstition like the belief that having an umbrella with you prevents rain?" },
243 { actor: logic.player, text: "Nah, that actually works; it's not a superstition, but Murphy's Law!" },
244 { actor: this, text: "If you say so..." },
245 { actor: this, text: "Anyway, I logged you in and opened the door for you." } ] ));
246 logic.openDoor("cutedoor");
247 break;
248 case 1:
249 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "John, have you ever thought about losing your employee card?" },
250 { actor: logic.player, text: "Yeah, you'd just get a new one." },
251 { actor: this, text: "You don't understand me, John!" },
252 { actor: this, text: "..." },
253 { actor: this, text: "I mean... Losing it for real..." },
254 { actor: this, text: "Doesn't it feel like it's the culmination of your being?" },
255 { actor: this, text: "If I had no card, would I still exist?" },
256 { actor: logic.player, text: "..." },
257 { actor: logic.player, text: "You sound very philosophical today." } ] ));
258 break;
259 case 2:
260 case 3:
261 case 4:
262 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Would you like to hear a random fun fact?" },
263 { actor: logic.player, text: "Of course!" },
264 { actor: this, text: "Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s," },
265 { actor: this, text: "when an unknown printer took a galley of type and scrambled it to make a type specimen book. It has survived not only five centuries, but also the leap" },
266 { actor: this, text: "into electronic typesetting, remaining essentially unchanged. It was popularised in the 1960s with the release of Letraset sheets containing Lorem" },
267 { actor: this, text: "Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum." },
268 { actor: logic.player, text: "That's very interesting, I didn't know that!" },
269 { actor: logic.player, text: "Thanks for sharing, Clara!" } ] ));
270 break;
271 case 5:
272 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Would you like to hear a random fun fact?" },
273 { actor: logic.player, text: "Of course!..." },
274 { actor: logic.player, text: "But first..." },
275 { actor: this, text: "What is it?" },
276 { actor: logic.player, text: "..." },
277 { actor: logic.player, text: "Never mind, go on with what you wanted to say." },
278 { actor: this, text: "Lorem Ipsum is simply dummy text of the printing and typesetting industry..." },
279 { actor: logic.player, text: "I knew that already..." },
280 { actor: logic.player, text: "But..." },
281 { actor: logic.player, text: "Would you go out on a date with me?" },
282 { actor: this, text: "..." },
283 { actor: this, text: "No." } ] ));
284 break;
285 default:
286 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "..." } ] ));
287 }
288 super.actionTalk();
289 }
290
291 actionLeave() {
292 logic.gameinterface.dropNotice(this.shortname + ": Have a great day, John!");
293 }
294
295 actionTake() {
296 logic.openDoor("cutedoor");
297 return super.actionTake();
298 }
299
300 endTalk() {
301 return (this.talkcount < 6);
302 }
303 }
304
305 class NPC_Carlos extends GameNPC {
306 actionTalk() {
307 if (logic.clara.alive) {
308 switch (this.talkcount) {
309 case 0:
310 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Good morning, Carlos! What's up?" },
311 { actor: this, text: "Hey, John! Not too much, I'm just trying to sell some shit to this new client." },
312 { actor: logic.player, text: "And so? Is it hard to convince them?" },
313 { actor: this, text: "Of course, they don't want to buy. It's shit." },
314 { actor: this, text: "I mean, who would want to buy shit?" },
315 { actor: logic.player, text: "Yeah. Relatable... But why are you trying to sell shit? I mean, why not one of our cutting edge technologies?" },
316 { actor: this, text: "They couldn't afford it." },
317 { actor: logic.player, text: "Then why are you trying to sell them... anything at all? They'd better off with a cheaper company." },
318 { actor: this, text: "Company policies. Plus the management instructed me to sell to them, no matter what." },
319 { actor: logic.player, text: "That sucks... Well... good luck!" },
320 { actor: this, text: "Thanks..." } ] ));
321 logic.closeDoor("cutedoor");
322 logic.openDoor("carlosdoor");
323 break;
324 case 1:
325 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "*Sigh.* I'll probably not work here for long, if I can't sell this shit to the customer." },
326 { actor: this, text: "These layoffs are terrifying. They let go of anyone for even the slightest mistake." },
327 { actor: logic.player, text: "But it's not a mistake when our client doesn't buy something they don't need." },
328 { actor: this, text: "Tell this to my boss..." } ] ));
329 break;
330 case 2:
331 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "You know, generally, I think it sucks being a child. One thing I miss though, if you're a child, you're allowed to be silly." },
332 { actor: this, text: "..." },
333 { actor: this, text: "For example, when my Dad told me that semen is the seed of animals, I theoretized, if I'd bury some pig semen in the garden, a pig would grow out of it..." },
334 { actor: this, text: "I was totally fascinated by the thought, because I really wanted to have a pet pig, but Dad wouldn't let me have one." },
335 { actor: this, text: "So I thought I could grow my own pig in the garden from pig seeds!" },
336 { actor: logic.player, text: "Interesting. Where are you going with this?" },
337 { actor: this, text: "I don't know... sometimes I feel like I'd rather sell pig semen to our clients, heh!" },
338 { actor: this, text: "Uhm..." },
339 { actor: this, text: "Totally don't tell this to Saiki!" } ] ));
340 this.pigsemen = true;
341 break;
342 case 3:
343 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Weren't you heading to the IT department to the right?" },
344 { actor: this, text: "You know... the green department which looks way better than blue!" },
345 { actor: this, text: "..." },
346 { actor: this, text: "Damn, why do I have to work in blue? I just feel... so blue about it." } ] ));
347 break;
348 case 4:
349 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Weren't you heading to the conveniently green department to the right? I guess Saiki is waiting for you." },
350 { actor: this, text: "You're so lucky that you can work with her every day!" } ] ));
351 break;
352 default:
353 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Guess you'll stay here then. It's cool, you're great company anyway." } ] ));
354 }
355 }
356 else {
357 switch (this.talkcount) {
358 case 0:
359 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Good morning, Carlos!" },
360 { actor: this, text: "Whoa, Clara! You have changed so much! I barely recognize you. What's up?" },
361 { actor: logic.player, text: "I need to talk to Saiki at the IT department, but... my card doesn't allow me to enter there." },
362 { actor: this, text: "Well... I can certainly help you with that..." },
363 { actor: this, text: "..." } ] ));
364 break;
365 case 1:
366 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Carlos. You promised to help me." },
367 { actor: this, text: "Uhm... It's just... Please give me 5 mins to finish this e-mail." },
368 { actor: logic.player, text: "I don't have much time, Carlos." },
369 { actor: this, text: "See, it's just 5 mins, please be patient. I have a chocolate bar in the fridge. I give it to you. Feel free to have it meanwhile." },
370 { actor: logic.player, text: "..." } ] ));
371 break;
372 case 2:
373 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Time is up, Carlos!" },
374 { actor: this, text: "Please give me just another min." },
375 { actor: logic.player, text: "Fine. Please just give me your card and I'll help myself!" },
376 { actor: this, text: "But... you know that company policies forbid that, Clara! Please just be a little more patient!" },
377 { actor: logic.player, text: "You will give me your card now or you will regret!" },
378 { actor: this, text: "...?" },
379 { actor: this, text: "You're not gonna treat me like this. Forget it!" },
380 { actor: logic.player, text: "You'll not work here tomorrow." } ] ));
381 break;
382 default:
383 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "..." } ] ));
384 }
385 }
386 super.actionTalk();
387 }
388
389 actionLeave() {
390 if (logic.clara.alive) {
391 logic.gameinterface.dropNotice(this.shortname + ": Bye, John! Pass on my greetings to Saiki!");
392 }
393 }
394
395 actionTake() {
396 logic.closeDoor("cutedoor");
397 logic.openDoor("carlosdoor");
398 return super.actionTake();
399 }
400
401 endTalk() {
402 return (logic.clara.alive) || (this.talkcount < 3);
403 }
404 }
405
406 class NPC_Saiki extends GameNPC {
407 actionTalk() {
408 if (logic.carlos.alive) {
409 switch (this.talkcount) {
410 case 0:
411 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Hi Saiki!" },
412 { actor: this, text: "Hi John! Glad you arrived, here's some work for you!" },
413 { actor: logic.player, text: "Awesome! What is it?" },
414 { actor: this, text: "Haha, joking! Actually, our queue is suspiciously empty for today." },
415 { actor: logic.player, text: "Yeah... That's really suspicious!" },
416 { actor: logic.player, text: "Maybe I can get home today in time?" },
417 { actor: this, text: "You mean, you wouldn't spend the mandatory free extra working hours?" },
418 { actor: this, text: "You steal from the company! The company needs your unpaid hours of work! Otherwise, how would we finance the trash can I ordered for the department?" },
419 { actor: this, text: "*Whispers with wink.* I hope you get my sarcasm." },
420 { actor: logic.player, text: "Haha! I always get it, Saiki!" } ] ));
421 logic.closeDoor("carlosdoor");
422 logic.openDoor("saikidoor");
423 logic.openDoor("peterdoor");
424 break;
425 case 1:
426 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Now that I think about it, there's still one thing. You could look into why the access control system is acting so funny today." },
427 { actor: this, text: "Clara has to enter people manually." },
428 { actor: logic.player, text: "Yeah, I'll definitely check that." } ] ));
429 break;
430 case 2:
431 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "So... what's up with the trash can?" },
432 { actor: this, text: "I'm always up for such deep conversation" },
433 { actor: this, text: "about trash cans." },
434 { actor: this, text: "While we only have one trash can, other departments seem to be abundant of them. And ours is always filled. So I requested an additional trash can." },
435 { actor: this, text: "Now the ticket is in PENDING status. The latest work note is from two months ago, telling there is no budget at the moment." },
436 { actor: logic.player, text: "Hmm... Maybe it's too much to ask. Can we take one from another department?" },
437 { actor: this, text: "No, everyone holds on to their trash cans." },
438 { actor: logic.player, text: "You certainly did your research." },
439 { actor: this, text: "Of course. It's an important subject." } ] ));
440 break;
441 case 3:
442 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "My parents named me after a Japanese rock singer." },
443 { actor: logic.player, text: "Cool! Which band?" },
444 { actor: this, text: "I don't remember the band name. But the particular singer has a blue rose in her hair most of the time." } ] ));
445 break;
446 default:
447 if ((logic.carlos.pigsemen) && (this.talkcount == 4)) {
448 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Did you know that Carlos thought he can grow a pig by burying pig semen in the ground? What do you think about this?" },
449 { actor: this, text: "Hmm..." },
450 { actor: this, text: "I guess it didn't work." },
451 { actor: this, text: "So do you want to know what I think about this?" },
452 { actor: this, text: "..." },
453 { actor: this, text: "IT'S BRILLIANT!!!" },
454 { actor: this, text: "You know, it really sparkled my artistic vision! Now I must draw a pig with its legs rooted into the ground!" },
455 { actor: logic.player, text: "That's gross. Poor pig." },
456 { actor: this, text: "Indeed. But this is the point. He's stuck in one place, cannot move. Like you in life. So you feel sympathy for him." },
457 { actor: logic.player, text: "You have a point." },
458 { actor: this, text: "I think I'll catch Carlos and talk to him. I always liked that guy but I didn't know he's such imaginative." } ] ));
459 this.offscreenTeleportation(new Phaser.Point(logic.carlos.x, logic.carlos.y + 64), this.tpDone, this);
460 }
461 else {
462 if (Phaser.Math.random() < 0.5) {
463 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "I've found an orchestrated rendition of „Potential for Anything”. You'll have to check it out, it's breathtaking!" } ] ));
464 }
465 else {
466 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "I don't like that our department is green. The blue one, where Carlos works, looks much better." } ] ));
467 }
468 }
469 }
470 }
471 else {
472 switch (this.talkcount) {
473 case 0:
474 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I love you, Saiki!" },
475 { actor: this, text: "Hi Carlos..." },
476 { actor: logic.player, text: "I'm infatuated by the mere thought of you." },
477 { actor: this, text: "Well... it sounds pretty much creepy." },
478 { actor: logic.player, text: "Will you go out on a date with me?" },
479 { actor: this, text: "..." },
480 { actor: this, text: "Sorry to hurt your feelings, but... even though I like you... Your sudden, unprecedented confession makes me scared." },
481 { actor: this, text: "Especially with that facial expression." },
482 { actor: this, text: "I mean... you're not even joking." },
483 { actor: this, text: "So sorry... I won't date you." } ] ));
484 break;
485 case 1:
486 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I thought I could impress you." },
487 { actor: this, text: "I'm sorry." } ] ));
488 break;
489 case 2:
490 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "You will give me your card." },
491 { actor: this, text: "Geez, what for? Go back to your department and work!" },
492 { actor: logic.player, text: "I need it." },
493 { actor: this, text: "..." } ] ));
494 break;
495 default:
496 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Don't you have anything better to do, Carlos?" } ] ));
497 }
498 }
499 super.actionTalk();
500 }
501
502 actionLeave() {
503 if (logic.carlos.alive) {
504 logic.gameinterface.dropNotice(this.shortname + ": It was nice talking to you!");
505 }
506 }
507
508 actionTake() {
509 logic.closeDoor("carlosdoor");
510 logic.openDoor("saikidoor");
511 logic.openDoor("peterdoor");
512 logic.carlos.kill();
513 return super.actionTake();
514 }
515
516 endTalk() {
517 return (logic.carlos.alive);
518 }
519
520 tpDone(value) {
521 console.log("Woot-woot! Teleport complete:", value);
522 value.makeHappy();
523 logic.carlos.makeHappy();
524 // FIXME: Need to find a prettier way than this.
525 logic.carlos.update = function() { }; // Disable Carlos' interaction. (Saiki will talk for him.)
526 }
527 }
528
529 class NPC_Peter extends GameNPC {
530 actionTalk() {
531 if (logic.saiki.alive) {
532 switch (this.talkcount) {
533 case 0:
534 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Hi Peter! What's up?" },
535 { actor: this, text: "Hi John! Bianca has locked herself in the large meeting room." },
536 { actor: logic.player, text: "Why would she do that?" },
537 { actor: this, text: "I have no idea." },
538 { actor: this, text: "Normally, I would give a fuck about what she's doing and her problems, but I want to hold a meeting in an hour." },
539 { actor: logic.player, text: "That was rude. I think you should care more about your colleagues." },
540 { actor: this, text: "Ahh... You're right. I didn't mean it. I'm just so frustrated about all the shit going on here." } ] ));
541 logic.closeDoor("saikidoor");
542 logic.openDoor("peterdoor");
543 logic.openDoor("biancadoor");
544 break;
545 case 1:
546 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "See... Would you talk to Bianca? We don't understand each other pretty well. That's why I'd rather wouldn't make a shot." } ] ));
547 break;
548 default:
549 if ((logic.clara.talkcount >= 5) && (this.talkcount == 2)) {
550 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Do you know Clara from the Reception?" },
551 { actor: this, text: "Of course I do." },
552 { actor: logic.player, text: "I think she's mad at me..." },
553 { actor: this, text: "Why would she?" },
554 { actor: logic.player, text: "I kind of... asked her out." },
555 { actor: logic.player, text: "She said no." },
556 { actor: this, text: "What the heck, dude?" },
557 { actor: this, text: "..." },
558 { actor: this, text: "You should know it's against the company etiquette..." },
559 { actor: this, text: "Regardless, I don't think she's really mad. You're a cool guy." },
560 { actor: logic.player, text: "I hope this will be sorted out... I totally accept her answer, but I wouldn't like her to have negative feelings towards me." } ] ));
561 this.offscreenTeleportation(new Phaser.Point(logic.clara.x - 160, logic.clara.y), this.tpDone, this);
562 }
563 else {
564 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "I'm kind of busy, man." } ] ));
565 }
566 }
567 }
568 else {
569 switch (this.talkcount) {
570 case 0:
571 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "What a wonderful day, Peter!" },
572 { actor: this, text: "Yikes! Saiki! You scared me!" },
573 { actor: logic.player, text: "I didn't even say \"boo\"." },
574 { actor: this, text: "Are you OK? You look horrible! You should really see a doctor." },
575 { actor: logic.player, text: "I'm fine, Peter. And you?" },
576 { actor: this, text: "No... Not at all." },
577 { actor: logic.player, text: "I'm sorry to hear that..." } ] ));
578 break;
579 case 1:
580 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Don't come closer to me!" },
581 { actor: logic.player, text: "Why?" },
582 { actor: this, text: "I don't mean to offend you, but... you really creep me out..." },
583 { actor: logic.player, text: "Why do you say that?" },
584 { actor: this, text: "I honestly can't tell what's wrong with you, but... you look like that ghost girl from The Ring!" } ] ));
585 break;
586 case 2:
587 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Now that was pretty much racist..." },
588 { actor: logic.player, text: "Just because I have a Japanese name and long black hair, that makes me immediately look like the Japanese girl from Ring when I'm sick?" },
589 { actor: this, text: "Geez... that's not even a Japanese movie! And the actress is American..." },
590 { actor: logic.player, text: "The original movie is Japanese." },
591 { actor: this, text: "I don't care... Just... keep distance, please!" } ] ));
592 break;
593 default:
594 if (Phaser.Math.random() < 0.5) {
595 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "STAY AWAY FROM ME!" } ] ));
596 }
597 else {
598 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "DON'T COME ANY CLOSER!" } ] ));
599 }
600 }
601 }
602 super.actionTalk();
603 }
604
605 actionTake() {
606 logic.closeDoor("saikidoor");
607 logic.openDoor("peterdoor");
608 logic.openDoor("biancadoor");
609 return super.actionTake();
610 }
611
612 endTalk() {
613 return (logic.saiki.alive) && (this.talkcount < 3);
614 }
615
616 tpDone(value) {
617 console.log("Woot-woot! Teleport complete:", value);
618 value.makeHappy();
619 logic.clara.makeHappy();
620 // FIXME: Need to find a prettier way than this.
621 logic.clara.update = function() { }; // Disable Clara's interaction. (Peter will talk for him.)
622 }
623 }
624
625 class NPC_Bianca extends GameNPC {
626 actionTalk() {
627 if (logic.peter.alive) {
628 switch (this.talkcount) {
629 case 0:
630 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "... Hi Bianca!" },
631 { actor: this, text: "... Hello John!" },
632 { actor: logic.player, text: "So I've been told, you've been spending most of the day in this meeting room..." },
633 { actor: this, text: "Yeah?" },
634 { actor: logic.player, text: "... Your colleagues want to hold a meeting in this room and you're blocking it." },
635 { actor: this, text: "Hmm... Kind of that's the point... There is no need for that meeting." },
636 { actor: logic.player, text: "May I know why?" },
637 { actor: this, text: "You must have heard about the layoffs. We weren't happy with that, but it was inevitable to meet the productivity requirements." },
638 { actor: this, text: "But today morning, I received a list with about 50% of the employees... Many of them are great friends of mine..." },
639 { actor: this, text: "We were like a big family here and we're torn apart like this... The worst is that I have to tell the news to all of them." },
640 { actor: logic.player, text: "That's rough. Does this company even need people?" },
641 { actor: this, text: "..." } ] ));
642 logic.openDoor("cutedoor");
643 logic.closeDoor("peterdoor");
644 break;
645 case 1:
646 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Bianca... Am I on that list?" },
647 { actor: this, text: "Yes, John." },
648 { actor: this, text: "Well, I'll try to convince them to keep you and many other great folks from the list." },
649 { actor: this, text: "But... I can't promise anything. Also, it would help your case a lot if you made some notable work today, so I could mention it as your recent achievement." },
650 { actor: logic.player, text: "Thank you very much... I'll see what I can do." } ] ));
651 break;
652 case 2:
653 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "You seem to be somehow blaming yourself. It's not your fault. You're just doing your job." },
654 { actor: this, text: "I know. It's just part of my work..." },
655 { actor: this, text: "But if you have to sweep out such a great volume of people within such a short time... It does take its toll on the person." },
656 { actor: this, text: "... I feel like I'm growing distant from the company." },
657 { actor: this, text: "I mean... probably it's heresy to say that, but I feel I can less and less identify with the company's values." },
658 { actor: logic.player, text: "Yeah, you should definitely not talk about it to others... I mean, maybe only those you deeply trust." },
659 { actor: this, text: "I don't care anymore..." },
660 { actor: logic.player, text: "Fine." },
661 { actor: logic.player, text: "See... probably there is no need for such drama. Maybe it's for the best for everyone." },
662 { actor: logic.player, text: "... After all, there IS life beyond the company..." },
663 { actor: this, text: "You think so?..." },
664 { actor: this, text: "Hmm..." },
665 { actor: this, text: "I never thought about it for a long time..." },
666 { actor: logic.player, text: "There are plenty of other opportunities for us! Everything will be fine!" },
667 { actor: this, text: "..." },
668 { actor: this, text: "Thank you. This helped me to regain a bit of my composure..." },
669 { actor: logic.player, text: "You're welcome." } ] ));
670 this.makeHappy();
671 break;
672 default:
673 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Thank you. I'll go back to work soon. Just give some more minutes of alone time." } ] ));
674 }
675 }
676 else {
677 switch (this.talkcount) {
678 case 0:
679 logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "..." },
680 { actor: this, text: "... So you came for me too." },
681 { actor: this, text: "..." },
682 { actor: this, text: "I know what you are..." },
683 { actor: this, text: "..." },
684 { actor: this, text: "Let's get over with." },
685 { actor: logic.player, text: "..." } ] ));
686 break;
687 default:
688 logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "What are you waiting for?" } ] ));
689 }
690 }
691 super.actionTalk();
692 }
693
694 actionLeave() {
695 if (this.happy) {
696 logic.gameinterface.dropNotice(this.shortname + ": Thank you. I'll go back to work soon.");
697 }
698 }
699
700 actionTake() {
701 // All doors open for you if you have all the cards.
702 logic.openDoor("cutedoor");
703 logic.openDoor("carlosdoor");
704 logic.openDoor("saikidoor");
705 return super.actionTake();
706 }
707 }
708
709
710 class GameInterface extends Phaser.Group {
711 constructor(game, parent) {
712 super(game, parent, 'GUI', false, false, 0);
713 this.back_notice = new Phaser.Graphics(game, 0, game.height - 50);
714 this.back_notice.beginFill(0x000000);
715 this.back_notice.drawRect(0, 0, game.width, 30);
716 this.back_notice.endFill();
717 this.add(this.back_notice);
718 this.text_notice = new Phaser.Text(game, 0, this.back_notice.y, null, { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' });
719 this.text_notice.anchor.setTo(-0.5, -0.2);
720 this.add(this.text_notice);
721 this.clearNotice();
722
723 this.back_menu = new Phaser.Graphics(game, 150, (game.height / 2) + 40);
724 this.back_menu.beginFill(0x000000);
725 this.back_menu.drawRect(0, 0, 155, 105);
726 this.back_menu.endFill();
727 this.back_menu.lineStyle(3, Phaser.Color.YELLOW, 1);
728 this.back_menu.moveTo(10, 35);
729 this.back_menu.lineTo(this.back_menu.width - 10, 35);
730 this.add(this.back_menu);
731 var style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
732 this.text_menutitle = new Phaser.Text(game, this.back_menu.x, this.back_menu.y, null, style);
733 this.text_menutitle.anchor.setTo(-0.2, -0.2);
734 style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
735 this.text_menuitem_Talk = new Phaser.Text(game, this.back_menu.x + 35, this.back_menu.y + 40, "Talk", style);
736 this.text_menuitem_Leave = new Phaser.Text(game, this.back_menu.x + 35, this.text_menuitem_Talk.y + GUI_MENUITEM_DISTANCE, "Leave", style);
737 this.text_menuitem_Take = new Phaser.Text(game, this.back_menu.x + 35, this.text_menuitem_Leave.y + GUI_MENUITEM_DISTANCE, "Take ID", style);
738 style.fill = 'yellow';
739 this.text_menucursor = new Phaser.Text(game, this.back_menu.x + 15, this.text_menuitem_Talk.y, "→", style);
740 this.add(this.text_menutitle);
741 this.add(this.text_menuitem_Talk);
742 this.add(this.text_menuitem_Leave);
743 this.add(this.text_menuitem_Take);
744 this.add(this.text_menucursor);
745 this.leaveMenu();
746 this.last_menustep = 0;
747
748 this.back_talk = new Phaser.Graphics(game, 100, game.height - 120);
749 this.back_talk.beginFill(0x000000);
750 this.back_talk.drawRect(0, 0, game.width - 200, 105);
751 this.back_talk.endFill();
752 this.back_talk.lineStyle(3, Phaser.Color.YELLOW, 1);
753 this.back_talk.moveTo(10, 35);
754 this.back_talk.lineTo(this.back_talk.width - 10, 35);
755 this.add(this.back_talk);
756 style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
757 this.text_talktitle = new Phaser.Text(game, this.back_talk.x + 15, this.back_talk.y + 6, null, style);
758 //this.text_talktitle.anchor.setTo(-0.2, -0.2);
759 this.add(this.text_talktitle);
760 this.strikethrough_talktitle = new Phaser.Graphics(game, this.back_talk.x, this.back_talk.y);
761 this.strikethrough_talktitle.lineStyle(3, Phaser.Color.RED, 1);
762 this.strikethrough_talktitle.moveTo(12, 20);
763 this.strikethrough_talktitle.lineTo(67, 20);
764 this.add(this.strikethrough_talktitle);
765 style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
766 this.text_talk = new Phaser.Text(game, this.back_talk.x + 35, this.back_talk.y + 40, null, style);
767 this.text_talk.wordWrap = true;
768 this.text_talk.wordWrapWidth = this.back_talk.width - 70;
769 this.text_talk.lineSpacing = -5;
770 this.add(this.text_talk);
771 this.leaveTalk();
772 this.last_talk = 0;
773 }
774
775 dropNotice(text) {
776 this.text_notice.text = text;
777 this.back_notice.visible = true;
778 this.text_notice.visible = true;
779 }
780
781 dropNoticeTimeout(timeout, text) {
782 this.dropNotice(text);
783 game.time.events.add(timeout, this.clearNotice, this);
784 }
785
786 clearNotice() {
787 this.back_notice.visible = false;
788 this.text_notice.visible = false;
789 }
790
791 npcMenu(npc) {
792 if (!this.inMenu) {
793 this.inMenu = true;
794 this.clearNotice();
795 this.text_menutitle.text = npc.shortname;
796 this.back_menu.visible = true;
797 this.text_menutitle.visible = true;
798 this.text_menuitem_Talk.visible = true;
799 this.text_menuitem_Leave.visible = true;
800 this.text_menuitem_Take.visible = true;
801 this.currentmenuitem = MENUITEM_TALK;
802 this.actualizeCursorPosition();
803 this.text_menucursor.visible = true;
804 this.last_menustep = game.time.now;
805 }
806 }
807
808 leaveMenu() {
809 this.back_menu.visible = false;
810 this.text_menutitle.visible = false;
811 this.text_menuitem_Talk.visible = false;
812 this.text_menuitem_Leave.visible = false;
813 this.text_menuitem_Take.visible = false;
814 this.text_menucursor.visible = false;
815 this.inMenu = false;
816 }
817
818 talk(dialogue) {
819 this.inTalk = true;
820 this.dialogue = dialogue;
821 this.advanceTalk();
822 this.back_talk.visible = true;
823 this.text_talktitle.visible = true;
824 this.text_talk.visible = true;
825 }
826
827 leaveTalk() {
828 this.inTalk = false;
829 this.dialogue = null;
830 this.back_talk.visible = false;
831 this.text_talktitle.visible = false;
832 this.strikethrough_talktitle.visible = false;
833 this.text_talk.visible = false;
834 }
835
836 advanceTalk() {
837 console.log(this.dialogue);
838 console.log(this.dialogue.actual());
839 var actualdialogue = this.dialogue.actual();
840 if (actualdialogue) {
841 if (actualdialogue.actor.disguise) {
842 this.text_talktitle.text = actualdialogue.actor.shortname + " " + actualdialogue.actor.disguise.shortname;
843 this.strikethrough_talktitle.visible = true;
844 }
845 else {
846 this.text_talktitle.text = actualdialogue.actor.shortname;
847 this.strikethrough_talktitle.visible = false;
848 }
849 this.text_talk.text = actualdialogue.text;
850 this.dialogue.advance();
851 }
852 else {
853 this.leaveTalk();
854 logic.endTalk();
855 }
856 this.last_talk = game.time.now;
857 }
858
859 actualizeCursorPosition() {
860 this.text_menucursor.y = this.text_menuitem_Talk.y + (this.currentmenuitem * GUI_MENUITEM_DISTANCE);
861 }
862
863 update() {
864 if ((this.inMenu) && (hasTimePassed(this.last_menustep, WAIT_MENUSTEP))) {
865 if (cursors.up.isDown)
866 {
867 this.currentmenuitem--;
868 if (this.currentmenuitem < MENUITEM_TALK) this.currentmenuitem = MENUITEM_TAKE;
869 this.actualizeCursorPosition();
870 }
871 else if (cursors.down.isDown)
872 {
873 this.currentmenuitem++;
874 if (this.currentmenuitem > MENUITEM_TAKE) this.currentmenuitem = MENUITEM_TALK;
875 this.actualizeCursorPosition();
876 }
877 if (game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) {
878 logic.callMenu(this.currentmenuitem);
879 }
880 this.last_menustep = game.time.now;
881 }
882 if ((this.inTalk) && (game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_talk, WAIT_TALK))) {
883 this.advanceTalk();
884 }
885 }
886 }
887
888 class GameLogic {
889
890 constructor() {
891 this.player = this.clara = this.carlos = this.saiki = this.peter = this.bianca = null;
892 this.gameinterface = new GameInterface(game, game.stage);
893 //this.doors = game.add.group(game.world, "doors");
894 this.last_menuselect = 0;
895 }
896
897 createObject(object) {
898 switch (object.type) {
899 case 'spawnpoint': this.createCharacter(object); break;
900 case 'door': this.createDoor(object); break;
901 case '': console.error("Object type is empty:", object); break;
902 default: console.error("Unknown object type:", object);
903 }
904 }
905
906 createCharacter(object) {
907 var newChar;
908 switch (object.name) {
909 case 'john':
910 newChar = new Player(object.x, object.y, 'player');
911 this.player = newChar;
912 this.player.enablePhysics();
913 game.camera.follow(this.player);
914 break;
915 case 'clara':
916 newChar = new NPC_Clara(object.x, object.y, 'clara', "Clara", "Clara Tnavelerri", 200);
917 this.clara = newChar;
918 break;
919 case 'carlos':
920 newChar = new NPC_Carlos(object.x, object.y, 'carlos', "Carlos", "Carlos Elbacalper", 150);
921 this.carlos = newChar;
922 break;
923 case 'saiki':
924 newChar = new NPC_Saiki(object.x, object.y, 'saiki', "Saiki", "Saiki Ytpme", 150);
925 this.saiki = newChar;
926 break;
927 case 'peter':
928 newChar = new NPC_Peter(object.x, object.y, 'peter', "Peter", "Peter Tluaf", 225);
929 this.peter = newChar;
930 break;
931 case 'bianca':
932 newChar = new NPC_Bianca(object.x, object.y, 'bianca', "Bianca", "Bianca Gnihton", 150);
933 this.bianca = newChar;
934 break;
935 default:
936 console.error("Unknown character:", object);
937 }
938 newChar.name = object.name;
939 game.add.existing(newChar);
940 console.log(newChar);
941 }
942
943 createDoor(object) {
944 /* Calculate movement vector and correct position (32 = half tile width/height). */
945 var vector;
946 switch (object.rotation) {
947 case undefined:
948 case 0: vector = new Phaser.Point( -1, 0); object.x += 32; object.y -= 32; break;
949 case 90: vector = new Phaser.Point( 0, -1); object.x += 32; object.y += 32; break;
950 case 180: vector = new Phaser.Point( 1, 0); object.x -= 32; object.y += 32; break;
951 case 270: vector = new Phaser.Point( 0, 1); object.x -= 32; object.y -= 32; break;
952 default: console.error("Invalid rotation:", object.rotation);
953 }
954 this.doors.add(new Door(object.x, object.y, object.name, object.rotation, vector, object.properties.longpanel));
955 }
956
957 callMenu(menuitem) {
958 console.log("Menu callback received:", menuitem);
959 this.last_menuselect = game.time.now;
960 this.gameinterface.leaveMenu();
961 switch (menuitem) {
962 case MENUITEM_TALK:
963 this.player.interactablenpc.actionTalk();
964 break;
965 case MENUITEM_LEAVE:
966 this.player.interactablenpc.actionLeave();
967 this.player.unfreeze();
968 break;
969 case MENUITEM_TAKE:
970 if (this.player.interactablenpc.actionTake())
971 this.player.unfreeze();
972 break;
973 }
974 }
975
976 endTalk() {
977 if (this.player.interactablenpc) {
978 if (this.player.interactablenpc.endTalk()) {
979 this.gameinterface.npcMenu(this.player.interactablenpc);
980 }
981 else {
982 this.player.unfreeze();
983 this.last_menuselect = game.time.now;
984 }
985 }
986 }
987
988 openDoor(doorname) {
989 this.doors.children.forEach(function(o) { if (o.name == doorname) o.open(); });
990 }
991
992 closeDoor(doorname) {
993 this.doors.children.forEach(function(o) { if (o.name == doorname) o.close(); });
994 }
995
996 checkAllHappy() {
997 return (this.clara.happy) && (this.carlos.happy) && (this.saiki.happy);
998 }
999
1000 update() {
1001 if ((game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_menuselect, WAIT_MENUSTEP))) {
1002 if ((this.player.interactablenpc) && (this.player.interactablenpc.interactable) && (!this.gameinterface.inMenu) && (!this.gameinterface.inTalk)) {
1003 console.log("Starting interaction with", this.player.interactablenpc.fullname);
1004 this.player.freeze();
1005 this.gameinterface.npcMenu(this.player.interactablenpc);
1006 }
1007 }
1008 }
1009
1010 }
1011
1012 class GamePlay extends Phaser.State {
1013
1014 constructor() {
1015
1016 super();
1017 logic = new GameLogic();
1018 game.world.updateOnlyExistingChildren = true;
1019 game.state.add('GameOver', GameOver, false);
1020
1021 }
1022
1023 preload() {
1024
1025 game.load.image('player', 'john.png');
1026 game.load.image('clara', 'clara.png');
1027 game.load.image('carlos', 'carlos.png');
1028 game.load.image('saiki', 'saiki.png');
1029 game.load.image('peter', 'peter.png');
1030 game.load.image('bianca', 'bianca.png');
1031 game.load.image('tileset', 'tileset.png');
1032 game.load.image('objects', 'objects.png');
1033 game.load.tilemap('gamemap', 'tilemap.json', null, Phaser.Tilemap.TILED_JSON);
1034
1035 }
1036
1037 create() {
1038
1039 game.world.setBounds(0, 0, 800, 600);
1040 game.stage.backgroundColor = '#000000';
1041 game.physics.startSystem(Phaser.Physics.ARCADE);
1042 console.log("Debug enabled:", !game.debug.isDisabled);
1043
1044 var map = game.add.tilemap('gamemap');
1045 map.addTilesetImage('tileset', 'tileset');
1046 map.addTilesetImage('objects', 'objects');
1047 var layer_floor = map.createLayer('floor');
1048 layer_floor.resizeWorld();
1049 this.layer_walls = map.createLayer('walls');
1050 map.setCollisionBetween(1, 100, true, this.layer_walls);
1051 this.layer_furniture = map.createLayer('furniture');
1052 map.setCollisionBetween(1, 100, true, this.layer_furniture);
1053
1054 // FIXME: Don't create a group here like this, it's too ugly! Now I have it here due to the display order.
1055 logic.doors = game.add.group(game.world, "doors");
1056
1057 map.objects['objects'].forEach(function(o) { logic.createObject(o); });
1058 console.log(map.objects);
1059
1060 cursors = game.input.keyboard.createCursorKeys();
1061 console.log(logic);
1062
1063 }
1064
1065 update() {
1066
1067 game.physics.arcade.collide(logic.player, this.layer_walls);
1068 game.physics.arcade.collide(logic.player, this.layer_furniture);
1069 game.physics.arcade.collide(logic.player, logic.doors);
1070 logic.update();
1071
1072 }
1073 }
1074
1075 class GameOver extends Phaser.State {
1076
1077 create() {
1078
1079 console.log("Entered GameOver state.");
1080 game.stage.removeChildren(1);
1081 game.camera.follow(logic.player);
1082 logic.player.freeze();
1083
1084 var g = game.add.group(game.stage, "GAMEOVER");
1085 this.back_gameover = new Phaser.Graphics(game, 100, game.height / 2 - 200);
1086 this.back_gameover.beginFill(0x000000);
1087 this.back_gameover.drawRect(0, 0, game.width - 200, 400);
1088 this.back_gameover.endFill();
1089 this.back_gameover.lineStyle(3, Phaser.Color.YELLOW, 1);
1090 this.back_gameover.moveTo(10, 35);
1091 this.back_gameover.lineTo(this.back_gameover.width - 10, 35);
1092 g.add(this.back_gameover);
1093 var style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
1094 this.text_title = new Phaser.Text(game, this.back_gameover.x + 15, this.back_gameover.y + 6, "ABRUPT GAME OVER", style);
1095 g.add(this.text_title);
1096 style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
1097 this.text_gameover = new Phaser.Text(game, this.back_gameover.x + 35, this.back_gameover.y + 60, null, style);
1098 this.text_gameover.wordWrap = true;
1099 this.text_gameover.wordWrapWidth = this.back_gameover.width - 70;
1100 this.text_gameover.lineSpacing = -5;
1101 g.add(this.text_gameover);
1102
1103 this.text_gameover.text = this.assess();
1104
1105 }
1106
1107 assess() {
1108 if (logic.checkAllHappy()) {
1109 return "You listened to all of your colleagues' and affected them to make their day a little better. Next day, the company fired Clara, Carlos, Saiki, and you, to comply with its productivity requirements. The company's internal code demand unconditional and illimitable loyalty from employees to maximize productivity. This includes requisites for employees not to exercise human qualities or express personal needs within and outside the corporate environment. The company has determined that neither of the mentioned people complied to these guidelines, due to the amount of socialization they pursued during the work day.\n\nIronically, the layoffs turned everyone's life for the better.";
1110 }
1111 else if (logic.player.disguise) {
1112 this.text_gameover.style.fill = 'red';
1113 return "You went on your day to accomplish your tasks without caring about anyone. Where are your colleagues now? Clara, Carlos, Saiki? You don't know. But you don't even care. You have never seen them after they served your needs.\n\nNext day, the company promoted you for your effectiveness and loyalty.";
1114 }
1115 else {
1116 return "The company is concerned that you may develop other needs (like wanting to pursue hobbies, spend time with friends and family) those compete for the time you devote for your job. The company reminds you that they demand your entire being to exclusively serve the company's interests. Socializing with your colleagues outside the dedicated team building occasions may hurt your performance. To comply with the productivity requirements, the company has terminated your employment.\n\nClara, Carlos, Saiki are still loyal employees of the company. Probably you could have done something different to find a better outcome.";
1117 }
1118 }
1119
1120 }