Minor changes to Saiki
[wgj58.git] / wgj58.js
index dec883db915cf0f88c86d978626deac56f1b7fc1..ad6bbf82b9f1a34333cfada27581fb0d3c6ad444 100644 (file)
--- a/wgj58.js
+++ b/wgj58.js
@@ -159,6 +159,7 @@ class Player extends Phaser.Sprite {
        takeMe(npc) {
                this.loadTexture(npc.key);
                npc.kill();
+               this.disguise = npc;
        }
 }
 
@@ -222,7 +223,8 @@ class NPC_Clara extends GameNPC {
                                        { actor: logic.player, text: "Well, maybe if we dare to joke about it, it won't happen to us..." },
                                        { actor: this, text: "Wish it worked like that... Is it some superstition like the belief that having an umbrella with you prevents rain?" },
                                        { actor: logic.player, text: "Nah, that actually works; it's not a superstition, but Murphy's Law!" },
-                                       { actor: this, text: "If you say so..." } ] ));
+                                       { actor: this, text: "If you say so..." },
+                                       { actor: this, text: "Anyway, I logged you in and opened the door for you." } ] ));
                                logic.openDoor("cutedoor");
                                break;
                        case 1:
@@ -311,7 +313,7 @@ class NPC_Carlos extends GameNPC {
                                        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." },
                                                { actor: this, text: "..." },
                                                { 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..." },
-                                               { 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 to have one." },
+                                               { 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." },
                                                { actor: this, text: "So I thought I could grow my own pig in the garden from pig seeds!" },
                                                { actor: logic.player, text: "Interesting. Where are you going with this?" },
                                                { actor: this, text: "I don't know... sometimes I feel like I'd rather sell pig semen to our clients, heh!" },
@@ -428,6 +430,7 @@ class NPC_Saiki extends GameNPC {
                                                        { 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." },
@@ -437,7 +440,12 @@ class NPC_Saiki extends GameNPC {
                                                //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." } ] ));
+                                               }
                                        }
                        }
                }
@@ -466,7 +474,7 @@ class NPC_Saiki extends GameNPC {
                                                { 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();
@@ -537,9 +545,14 @@ class GameInterface extends Phaser.Group {
                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(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.text_talk.wordWrap = true;
@@ -602,6 +615,7 @@ class GameInterface extends Phaser.Group {
                this.dialogue = null;
                this.back_talk.visible = false;
                this.text_talktitle.visible = false;
+               this.strikethrough_talktitle.visible = false;
                this.text_talk.visible = false;
        }
 
@@ -610,7 +624,14 @@ class GameInterface extends Phaser.Group {
                console.log(this.dialogue.actual());
                var actualdialogue = this.dialogue.actual();
                if (actualdialogue) {
-                       this.text_talktitle.text = actualdialogue.actor.shortname;
+                       if (actualdialogue.actor.disguise) {
+                               this.text_talktitle.text = actualdialogue.actor.shortname + " " + actualdialogue.actor.disguise.shortname;
+                               this.strikethrough_talktitle.visible = true;
+                       }
+                       else {
+                               this.text_talktitle.text = actualdialogue.actor.shortname;
+                               this.strikethrough_talktitle.visible = false;
+                       }
                        this.text_talk.text = actualdialogue.text;
                        this.dialogue.advance();
                }
@@ -686,7 +707,7 @@ class GameLogic {
                                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: