Remove abrupt game over
[wgj58.git] / wgj58.js
index b9477230a62b3e3fc4c5e7286e8fc5ab8a6fcc97..9405c5af7a3d14e3ed6860ebf91134ce03ba2aea 100644 (file)
--- a/wgj58.js
+++ b/wgj58.js
@@ -281,6 +281,8 @@ class NPC_Clara extends GameNPC {
                                        { actor: logic.player, text: "Would you go out on a date with me?" },
                                        { actor: this, text: "..." },
                                        { actor: this, text: "No." } ] ));
+                               // FIXME: Clara should have another happy condition.
+                               this.makeHappy();
                                break;
                        default:
                                logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "..." } ] ));
@@ -507,6 +509,7 @@ class NPC_Saiki extends GameNPC {
        actionTake() {
                logic.closeDoor("carlosdoor");
                logic.openDoor("saikidoor");
+               logic.carlos.kill();
                return super.actionTake();
        }
 
@@ -802,6 +805,10 @@ class GameLogic {
                this.doors.children.forEach(function(o) { if (o.name == doorname) o.close(); });
        }
 
+       checkAllHappy() {
+               return (this.clara.happy) && (this.carlos.happy) && (this.saiki.happy);
+       }
+
        update() {
                if ((game.input.keyboard.isDown(Phaser.Keyboard.ENTER)) && (hasTimePassed(this.last_menuselect, WAIT_MENUSTEP))) {
                        if ((this.player.interactablenpc) && (this.player.interactablenpc.interactable) && (!this.gameinterface.inMenu) && (!this.gameinterface.inTalk)) {
@@ -821,7 +828,7 @@ class GamePlay extends Phaser.State {
                super();
                logic = new GameLogic();
                game.world.updateOnlyExistingChildren = true;
-               //game.state.add('GameOver', GameOver, false);
+               game.state.add('GameOver', GameOver, false);
 
        }
 
@@ -874,3 +881,50 @@ class GamePlay extends Phaser.State {
 
        }
 }
+
+class GameOver extends Phaser.State {
+
+       create() {
+
+               console.log("Entered GameOver state.");
+               game.stage.removeChildren(1);
+               game.camera.follow(logic.player);
+               logic.player.freeze();
+
+               var g = game.add.group(game.stage, "GAMEOVER");
+               this.back_gameover = new Phaser.Graphics(game, 100, game.height / 2 - 200);
+               this.back_gameover.beginFill(0x000000);
+               this.back_gameover.drawRect(0, 0, game.width - 200, 400);
+               this.back_gameover.endFill();
+               this.back_gameover.lineStyle(3, Phaser.Color.YELLOW, 1);
+               this.back_gameover.moveTo(10, 35);
+               this.back_gameover.lineTo(this.back_gameover.width - 10, 35);
+               g.add(this.back_gameover);
+               var style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
+               this.text_title = new Phaser.Text(game, this.back_gameover.x + 15, this.back_gameover.y + 6, "ABRUPT GAME OVER", style);
+               g.add(this.text_title);
+               style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
+               this.text_gameover = new Phaser.Text(game, this.back_gameover.x + 35, this.back_gameover.y + 60, null, style);
+               this.text_gameover.wordWrap = true;
+               this.text_gameover.wordWrapWidth = this.back_gameover.width - 70;
+               this.text_gameover.lineSpacing = -5;
+               g.add(this.text_gameover);
+
+               this.text_gameover.text = this.assess();
+
+       }
+
+       assess() {
+               if (logic.checkAllHappy()) {
+                       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.";
+               }
+               else if (logic.player.disguise) {
+                       this.text_gameover.style.fill = 'red';
+                       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.";
+               }
+               else {
+                       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.";
+               }
+       }
+
+}