{ actor: this, text: "Hmm..." },
{ actor: this, text: "I guess it didn't work." },
{ actor: this, text: "So do you want to know what I think about this?" },
+ { actor: this, text: "..." },
{ actor: this, text: "IT'S BRILLIANT!!!" },
{ actor: this, text: "You know, it really sparkled my artistic vision! Now I must draw a pig with its legs rooted into the ground!" },
{ actor: logic.player, text: "That's gross. Poor pig." },
//this.offscreenTeleportation(new Phaser.Point(logic.carlos.x + 128, logic.carlos.y), this.tpdone);
}
else {
- 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!" } ] ));
+ if (Phaser.Math.random() < 0.5) {
+ 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!" } ] ));
+ }
+ else {
+ 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." } ] ));
+ }
}
}
}
{ actor: this, text: "..." } ] ));
break;
default:
- logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Don't you have anything better to do?" } ] ));
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Don't you have anything better to do, Carlos?" } ] ));
}
}
super.actionTalk();
this.back_talk.lineTo(this.back_talk.width - 10, 35);
this.add(this.back_talk);
style = { align: 'left', fill: 'yellow', font: 'Ubuntu Mono', fontSize: 22, fontWeight: 'bold' };
- this.text_talktitle = new Phaser.Text(game, this.back_talk.x, this.back_talk.y, null, style);
- this.text_talktitle.anchor.setTo(-0.2, -0.2);
+ this.text_talktitle = new Phaser.Text(game, this.back_talk.x + 15, this.back_talk.y + 6, null, style);
+ //this.text_talktitle.anchor.setTo(-0.2, -0.2);
this.add(this.text_talktitle);
this.strikethrough_talktitle = new Phaser.Graphics(game, this.back_talk.x, this.back_talk.y);
this.strikethrough_talktitle.lineStyle(3, Phaser.Color.RED, 1);
- this.strikethrough_talktitle.moveTo(20, 20);
- this.strikethrough_talktitle.lineTo(75, 20);
+ this.strikethrough_talktitle.moveTo(12, 20);
+ this.strikethrough_talktitle.lineTo(67, 20);
this.add(this.strikethrough_talktitle);
style = { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' };
this.text_talk = new Phaser.Text(game, this.back_talk.x + 35, this.back_talk.y + 40, null, style);
this.carlos = newChar;
break;
case 'saiki':
- newChar = new NPC_Saiki(object.x, object.y, 'saiki', "Saiki", "Saiki Ytpme", 200);
+ newChar = new NPC_Saiki(object.x, object.y, 'saiki', "Saiki", "Saiki Ytpme", 150);
this.saiki = newChar;
break;
default: