Add method to reset talk count
[wgj58.git] / wgj58.js
index 42f0485de13536a5f19d35ba46c496e6741f782a..2c503f0829a15065ad0859591ef4640b72353a0f 100644 (file)
--- a/wgj58.js
+++ b/wgj58.js
@@ -172,7 +172,7 @@ class GameNPC extends Phaser.Sprite {
                this.fullname = fullname;
                this.interaction_distance = interaction_distance;
                this.interactable = false;
-               this.talkcount = 0;
+               this.resetTalk();
                this.happy = false;
        }
 
@@ -218,6 +218,10 @@ class GameNPC extends Phaser.Sprite {
                return true;
        }
 
+       resetTalk() {
+               this.talkcount = 0;
+       }
+
        makeHappy() {
                this.happy = true;
                console.log(this.shortname, "is happy!");
@@ -528,7 +532,7 @@ class NPC_Saiki extends GameNPC {
 
 class NPC_Peter extends GameNPC {
        actionTalk() {
-               if (logic.carlos.alive) {
+               if (logic.saiki.alive) {
                        switch (this.talkcount) {
                                case 0:
                                        logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Hi Peter! What's up?" },
@@ -715,8 +719,7 @@ class GameInterface extends Phaser.Group {
                this.back_notice.drawRect(0, 0, game.width, 30);
                this.back_notice.endFill();
                this.add(this.back_notice);
-               this.text_notice = new Phaser.Text(game, 0, this.back_notice.y, null, { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' });
-               this.text_notice.anchor.setTo(-0.5, -0.2);
+               this.text_notice = new Phaser.Text(game, 125, this.back_notice.y + 5, null, { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' });
                this.add(this.text_notice);
                this.clearNotice();