X-Git-Url: http://git.megabrutal.com/?p=wgj58.git;a=blobdiff_plain;f=wgj58.js;h=6ec551c4b34c71cdb37dffb4dba47ad5754d2365;hp=66344a869c6aef49a03cbf89359ecd4ac78b4e37;hb=0563c04aacd9c3b9cc39e23fc8762623d985cd79;hpb=2b256bc806c668b5655906a57657f1d682eaba9e diff --git a/wgj58.js b/wgj58.js index 66344a8..6ec551c 100644 --- a/wgj58.js +++ b/wgj58.js @@ -528,7 +528,7 @@ class NPC_Saiki extends GameNPC { class NPC_Peter extends GameNPC { actionTalk() { - if (logic.carlos.alive) { + if (logic.saiki.alive) { switch (this.talkcount) { case 0: logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Hi Peter! What's up?" }, @@ -623,6 +623,80 @@ class NPC_Peter extends GameNPC { } class NPC_Bianca extends GameNPC { + actionTalk() { + if (logic.peter.alive) { + switch (this.talkcount) { + case 0: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "... Hi Bianca!" }, + { actor: this, text: "... Hello John!" }, + { actor: logic.player, text: "So I've been told, you've been spending most of the day in this meeting room..." }, + { actor: this, text: "Yeah?" }, + { actor: logic.player, text: "... Your colleagues want to hold a meeting in this room and you're blocking it." }, + { actor: this, text: "Hmm... Kind of that's the point... There is no need for that meeting." }, + { actor: logic.player, text: "May I know why?" }, + { actor: this, text: "You must have heard about the layoffs. We weren't happy with that, but it was inevitable to meet the productivity requirements." }, + { actor: this, text: "But today morning, I received a list with about 50% of the employees... Many of them are great friends of mine..." }, + { actor: this, text: "We were like a big family here and we're torn apart like this... The worst is that I have to tell the news to all of them." }, + { actor: logic.player, text: "That's rough. Does this company even need people?" }, + { actor: this, text: "..." } ] )); + logic.openDoor("cutedoor"); + logic.closeDoor("peterdoor"); + break; + case 1: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Bianca... Am I on that list?" }, + { actor: this, text: "Yes, John." }, + { actor: this, text: "Well, I'll try to convince them to keep you and many other great folks from the list." }, + { actor: this, text: "But... I can't promise anything. Also, it would help your case a lot if you made some notable work today, so I could mention it as your recent achievement." }, + { actor: logic.player, text: "Thank you very much... I'll see what I can do." } ] )); + break; + case 2: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "You seem to be somehow blaming yourself. It's not your fault. You're just doing your job." }, + { actor: this, text: "I know. It's just part of my work..." }, + { actor: this, text: "But if you have to sweep out such a great volume of people within such a short time... It does take its toll on the person." }, + { actor: this, text: "... I feel like I'm growing distant from the company." }, + { actor: this, text: "I mean... probably it's heresy to say that, but I feel I can less and less identify with the company's values." }, + { actor: logic.player, text: "Yeah, you should definitely not talk about it to others... I mean, maybe only those you deeply trust." }, + { actor: this, text: "I don't care anymore..." }, + { actor: logic.player, text: "Fine." }, + { actor: logic.player, text: "See... probably there is no need for such drama. Maybe it's for the best for everyone." }, + { actor: logic.player, text: "... After all, there IS life beyond the company..." }, + { actor: this, text: "You think so?..." }, + { actor: this, text: "Hmm..." }, + { actor: this, text: "I never thought about it for a long time..." }, + { actor: logic.player, text: "There are plenty of other opportunities for us! Everything will be fine!" }, + { actor: this, text: "..." }, + { actor: this, text: "Thank you. This helped me to regain a bit of my composure..." }, + { actor: logic.player, text: "You're welcome." } ] )); + this.makeHappy(); + break; + default: + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Thank you. I'll go back to work soon. Just give some more minutes of alone time." } ] )); + } + } + else { + switch (this.talkcount) { + case 0: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "..." }, + { actor: this, text: "... So you came for me too." }, + { actor: this, text: "..." }, + { actor: this, text: "I know what you are..." }, + { actor: this, text: "..." }, + { actor: this, text: "Let's get over with." }, + { actor: logic.player, text: "..." } ] )); + break; + default: + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "What are you waiting for?" } ] )); + } + } + super.actionTalk(); + } + + actionLeave() { + if (this.happy) { + logic.gameinterface.dropNotice(this.shortname + ": Thank you. I'll go back to work soon."); + } + } + actionTake() { // All doors open for you if you have all the cards. logic.openDoor("cutedoor"); @@ -641,8 +715,7 @@ class GameInterface extends Phaser.Group { this.back_notice.drawRect(0, 0, game.width, 30); this.back_notice.endFill(); this.add(this.back_notice); - this.text_notice = new Phaser.Text(game, 0, this.back_notice.y, null, { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' }); - this.text_notice.anchor.setTo(-0.5, -0.2); + this.text_notice = new Phaser.Text(game, 125, this.back_notice.y + 5, null, { align: 'left', fill: 'white', font: 'Ubuntu Mono', fontSize: 18, fontWeight: 'bold' }); this.add(this.text_notice); this.clearNotice();