X-Git-Url: http://git.megabrutal.com/?p=wgj58.git;a=blobdiff_plain;f=wgj58.js;h=66344a869c6aef49a03cbf89359ecd4ac78b4e37;hp=9914ff4f45b116750d50c40c486b4c5cbe80f9a1;hb=2b256bc806c668b5655906a57657f1d682eaba9e;hpb=10a20f44a2657f7cc44bd6ff4a25a91a0b318241 diff --git a/wgj58.js b/wgj58.js index 9914ff4..66344a8 100644 --- a/wgj58.js +++ b/wgj58.js @@ -281,8 +281,6 @@ 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: "..." } ] )); @@ -529,12 +527,99 @@ class NPC_Saiki extends GameNPC { } class NPC_Peter extends GameNPC { + actionTalk() { + if (logic.carlos.alive) { + switch (this.talkcount) { + case 0: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Hi Peter! What's up?" }, + { actor: this, text: "Hi John! Bianca has locked herself in the large meeting room." }, + { actor: logic.player, text: "Why would she do that?" }, + { actor: this, text: "I have no idea." }, + { actor: this, text: "Normally, I would give a fuck about what she's doing and her problems, but I want to hold a meeting in an hour." }, + { actor: logic.player, text: "That was rude. I think you should care more about your colleagues." }, + { actor: this, text: "Ahh... You're right. I didn't mean it. I'm just so frustrated about all the shit going on here." } ] )); + logic.closeDoor("saikidoor"); + logic.openDoor("peterdoor"); + logic.openDoor("biancadoor"); + break; + case 1: + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "See... Would you talk to Bianca? We don't understand each other pretty well. That's why I'd rather wouldn't make a shot." } ] )); + break; + default: + if ((logic.clara.talkcount >= 5) && (this.talkcount == 2)) { + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Do you know Clara from the Reception?" }, + { actor: this, text: "Of course I do." }, + { actor: logic.player, text: "I think she's mad at me..." }, + { actor: this, text: "Why would she?" }, + { actor: logic.player, text: "I kind of... asked her out." }, + { actor: logic.player, text: "She said no." }, + { actor: this, text: "What the heck, dude?" }, + { actor: this, text: "..." }, + { actor: this, text: "You should know it's against the company etiquette..." }, + { actor: this, text: "Regardless, I don't think she's really mad. You're a cool guy." }, + { actor: logic.player, text: "I hope this will be sorted out... I totally accept her answer, but I wouldn't like her to have negative feelings towards me." } ] )); + this.offscreenTeleportation(new Phaser.Point(logic.clara.x - 160, logic.clara.y), this.tpDone, this); + } + else { + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "I'm kind of busy, man." } ] )); + } + } + } + else { + switch (this.talkcount) { + case 0: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "What a wonderful day, Peter!" }, + { actor: this, text: "Yikes! Saiki! You scared me!" }, + { actor: logic.player, text: "I didn't even say \"boo\"." }, + { actor: this, text: "Are you OK? You look horrible! You should really see a doctor." }, + { actor: logic.player, text: "I'm fine, Peter. And you?" }, + { actor: this, text: "No... Not at all." }, + { actor: logic.player, text: "I'm sorry to hear that..." } ] )); + break; + case 1: + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Don't come closer to me!" }, + { actor: logic.player, text: "Why?" }, + { actor: this, text: "I don't mean to offend you, but... you really creep me out..." }, + { actor: logic.player, text: "Why do you say that?" }, + { actor: this, text: "I honestly can't tell what's wrong with you, but... you look like that ghost girl from The Ring!" } ] )); + break; + case 2: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Now that was pretty much racist..." }, + { actor: logic.player, text: "Just because I have a Japanese name and long black hair, that makes me immediately look like the Japanese girl from Ring when I'm sick?" }, + { actor: this, text: "Geez... that's not even a Japanese movie! And the actress is American..." }, + { actor: logic.player, text: "The original movie is Japanese." }, + { actor: this, text: "I don't care... Just... keep distance, please!" } ] )); + break; + default: + if (Phaser.Math.random() < 0.5) { + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "STAY AWAY FROM ME!" } ] )); + } + else { + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "DON'T COME ANY CLOSER!" } ] )); + } + } + } + super.actionTalk(); + } + actionTake() { logic.closeDoor("saikidoor"); logic.openDoor("peterdoor"); logic.openDoor("biancadoor"); return super.actionTake(); } + + endTalk() { + return (logic.saiki.alive) && (this.talkcount < 3); + } + + tpDone(value) { + console.log("Woot-woot! Teleport complete:", value); + value.makeHappy(); + logic.clara.makeHappy(); + // FIXME: Need to find a prettier way than this. + logic.clara.update = function() { }; // Disable Clara's interaction. (Peter will talk for him.) + } } class NPC_Bianca extends GameNPC {