X-Git-Url: http://git.megabrutal.com/?p=wgj58.git;a=blobdiff_plain;f=wgj58.js;h=5b5929a73cb46963c3b51d5a10075663392fcb9f;hp=8885d24f3092fd3fbd9562f532c968cddae8070c;hb=775ea6b84786cc901dcc918f6d0a8837087fb53a;hpb=dab18eb4e583ec4cf793cc37afa9354cf9f7a2d8 diff --git a/wgj58.js b/wgj58.js index 8885d24..5b5929a 100644 --- a/wgj58.js +++ b/wgj58.js @@ -235,7 +235,6 @@ class NPC_Clara extends GameNPC { { actor: this, text: "If I had no card, would I still exist?" }, { actor: logic.player, text: "..." }, { actor: logic.player, text: "You sound very philosophical today." } ] )); - logic.closeDoor("cutedoor"); break; case 2: case 3: @@ -273,11 +272,117 @@ class NPC_Clara extends GameNPC { logic.gameinterface.dropNotice(this.shortname + ": Have a great day, John!"); } + actionTake() { + logic.openDoor("cutedoor"); + return super.actionTake(); + } + endTalk() { return (this.talkcount < 6); } } +class NPC_Carlos extends GameNPC { + actionTalk() { + if (logic.clara.alive) { + switch (this.talkcount) { + case 0: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Good morning, Carlos! What's up?" }, + { actor: this, text: "Hey, John! Not too much, I'm just trying to sell some shit to this new client." }, + { actor: logic.player, text: "And so? Is it hard to convince them?" }, + { actor: this, text: "Of course, they don't want to buy. It's shit." }, + { actor: this, text: "I mean, who would want to buy shit?" }, + { actor: logic.player, text: "Yeah. Relatable... But why are you trying to sell shit? I mean, why not one of our cutting edge technologies?" }, + { actor: this, text: "They couldn't afford it." }, + { actor: logic.player, text: "Then why are you trying to sell them... anything at all? They'd better off with a cheaper company." }, + { actor: this, text: "Company policies. Plus the management instructed me to sell to them, no matter what." }, + { actor: logic.player, text: "That sucks... Well... good luck!" }, + { actor: this, text: "Thanks..." } ] )); + logic.closeDoor("cutedoor"); + logic.openDoor("carlosdoor"); + break; + case 1: + 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." }, + { actor: this, text: "These layoffs are terrifying. They let go of anyone for even the slightest mistake." }, + { actor: logic.player, text: "But it's not a mistake when our client doesn't buy something they don't need." }, + { actor: this, text: "Tell this to my boss..." } ] )); + break; + case 2: + 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: "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!" }, + { actor: this, text: "Uhm..." }, + { actor: this, text: "Totally don't tell this to Saiki!" } ] )); + this.pigsemen = true; + break; + case 3: + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Weren't you heading to the IT department to the right?" }, + { actor: this, text: "You know... the green department which looks way better than blue!" }, + { actor: this, text: "..." }, + { actor: this, text: "Damn, why do I have to work in blue? I just feel... so blue about it." } ] )); + break; + case 4: + 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." }, + { actor: this, text: "You're so lucky that you can work with her every day!" } ] )); + break; + default: + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Guess you'll stay here then. It's cool, you're great company anyway." } ] )); + } + } + else { + switch (this.talkcount) { + case 0: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Good morning, Carlos!" }, + { actor: this, text: "Whoa, Clara! You have changed so much! I barely recognize you. What's up?" }, + { actor: logic.player, text: "I need to talk to Saiki at the IT department, but... my card doesn't allow me to enter there." }, + { actor: this, text: "Well... I can certainly help you with that..." }, + { actor: this, text: "..." } ] )); + break; + case 1: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Carlos. You promised to help me." }, + { actor: this, text: "Uhm... It's just... Please give me 5 mins to finish this e-mail." }, + { actor: logic.player, text: "I don't have much time, Carlos." }, + { 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." }, + { actor: logic.player, text: "..." } ] )); + break; + case 2: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Time is up, Carlos!" }, + { actor: this, text: "Please give me just another min." }, + { actor: logic.player, text: "Fine. Please just give me your card and I'll help myself!" }, + { actor: this, text: "But... you know that company policies forbid that, Clara! Please just be a little more patient!" }, + { actor: logic.player, text: "You will give me your card now or you will regret!" }, + { actor: this, text: "...?" }, + { actor: this, text: "You're not gonna treat me like this. Forget it!" }, + { actor: logic.player, text: "You'll not work here tomorrow." } ] )); + break; + default: + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "..." } ] )); + } + } + super.actionTalk(); + } + + actionLeave() { + if (logic.clara.alive) { + logic.gameinterface.dropNotice(this.shortname + ": Bye, John! Pass on my greetings to Saiki!"); + } + } + + actionTake() { + logic.closeDoor("cutedoor"); + logic.openDoor("carlosdoor"); + return super.actionTake(); + } + + endTalk() { + return (logic.clara.alive) || (this.talkcount < 3); + } +} + class GameInterface extends Phaser.Group { constructor(game, parent) { @@ -470,6 +575,10 @@ class GameLogic { newChar = new NPC_Clara(object.x, object.y, 'clara', "Clara", "Clara Tnavelerri", 200); this.clara = newChar; break; + case 'carlos': + newChar = new NPC_Carlos(object.x, object.y, 'carlos', "Carlos", "Carlos Elbacalper", 150); + this.carlos = newChar; + break; default: console.error("Unknown character:", object); } @@ -558,6 +667,7 @@ class GamePlay extends Phaser.State { game.load.image('player', 'john.png'); game.load.image('clara', 'clara.png'); + game.load.image('carlos', 'carlos.png'); game.load.image('saiki', 'saiki.png'); game.load.image('tileset', 'tileset.png'); game.load.image('objects', 'objects.png');