X-Git-Url: http://git.megabrutal.com/?p=wgj58.git;a=blobdiff_plain;f=wgj58.js;h=71b0484725d4b015551a0053e6a9b5cc1d8b3626;hp=b528662d13d32c7187e3314c16458dcaa76b7a56;hb=HEAD;hpb=678dd28d2f27fce07c8138e18201d9f220f717a8 diff --git a/wgj58.js b/wgj58.js index b528662..71b0484 100644 --- a/wgj58.js +++ b/wgj58.js @@ -172,7 +172,7 @@ class GameNPC extends Phaser.Sprite { this.fullname = fullname; this.interaction_distance = interaction_distance; this.interactable = false; - this.talkcount = 0; + this.resetTalk(); this.happy = false; } @@ -218,6 +218,10 @@ class GameNPC extends Phaser.Sprite { return true; } + resetTalk() { + this.talkcount = 0; + } + makeHappy() { this.happy = true; console.log(this.shortname, "is happy!"); @@ -281,8 +285,6 @@ 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: "..." } ] )); @@ -307,52 +309,78 @@ class NPC_Clara extends GameNPC { 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 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." } ] )); + if (logic.saiki.talkcount == 0) { + 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 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: this, text: "Phew... long shift, I gotta go!" }, + { actor: this, text: "Why are you still here? I mean, you engineers stay here 'til late at night. Why don't you just go home at 4 pm?" }, + { actor: this, text: "This is why I can never ask out Saiki... She always works for so long..." }, + { actor: logic.player, text: "We tend to have lots of work with impossible deadlines..." }, + { actor: this, text: "I bet you get lots of money for the overtimes!" }, + { actor: logic.player, text: "No, we don't get paid for overtimes." }, + { actor: this, text: "... Then why do you stay beyond the office hours?" }, + { actor: logic.player, text: "Otherwise we're fired. That's the deal. Either we work 2 extra hours or we get replaced." }, + { actor: this, text: "Wow... and I thought we have a shortage on engineers..." } ] )); + break; + case 1: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "And how's the business going? Did you manage to shell the shit?" }, + { actor: this, text: "In a heartbeat! Now they're buying so much shit that I'm afraid we don't have enough assholes to produce that quantity." }, + { actor: this, text: "Be prepared for another month of overtimes. This deal will be huge!" }, + { actor: logic.player, text: "Well done, man!" } ] )); + break; + default: + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "I really want to leave now." } ] )); + this.offscreenTeleportation(new Phaser.Point(0, 0), this.tpDone, this); + } } } else { @@ -389,7 +417,7 @@ class NPC_Carlos extends GameNPC { } actionLeave() { - if (logic.clara.alive) { + if ((logic.clara.alive) && (logic.saiki.talkcount == 0)) { logic.gameinterface.dropNotice(this.shortname + ": Bye, John! Pass on my greetings to Saiki!"); } } @@ -401,12 +429,25 @@ class NPC_Carlos extends GameNPC { } endTalk() { - return (logic.clara.alive) || (this.talkcount < 3); + return ((logic.clara.alive) && (logic.saiki.talkcount == 0)) || (this.talkcount < 3); + } + + tpDone(value) { + console.log("Woot-woot! Teleport complete:", value); + value.visible = false; } } class NPC_Saiki extends GameNPC { actionTalk() { + /* If Saiki is happy, she's already teleported to Carlos. */ + if (!this.happy) + this.actionTalk_morning(); + else + this.actionTalk_afternoon(); + } + + actionTalk_morning() { if (logic.carlos.alive) { switch (this.talkcount) { case 0: @@ -422,8 +463,8 @@ class NPC_Saiki extends GameNPC { { actor: logic.player, text: "Haha! I always get it, Saiki!" } ] )); logic.closeDoor("carlosdoor"); logic.openDoor("saikidoor"); - // FIXME: Abrupt game over. - if (!logic.carlos.pigsemen) game.time.events.add(Phaser.Timer.SECOND * 15, game.state.start, game.state, 'GameOver', false); + logic.openDoor("peterdoor"); + logic.carlos.resetTalk(); break; case 1: logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Now that I think about it, there's still one thing. You could look into why the access control system is acting so funny today." }, @@ -502,6 +543,39 @@ class NPC_Saiki extends GameNPC { super.actionTalk(); } + actionTalk_afternoon() { + if (logic.peter.alive) { + switch (this.talkcount) { + case 0: + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Oh, hi John!" }, + { actor: logic.carlos, text: "Hey John! Thanks for telling my secret to Saiki..." }, + { actor: logic.player, text: "Really sorry man, but it was so funny!" }, + { actor: logic.carlos, text: "Are you kidding me? It's the best thing you could have ever done!" }, + { actor: this, text: "Yeah, I couldn't resist to come over here to talk about it, haha!" }, + { actor: logic.carlos, text: "And we talked about lots of other stuff too..." }, + { actor: this, text: "WE ASKED EACH OTHER OUT ON A DATE!!!" }, + { actor: logic.carlos, text: "Yeah, Saiki finds gender equality so important that she had to take the role of the initiator, just in the right moment when I asked her out." }, + { actor: this, text: "Oh, shut up! xD" }, + { actor: logic.player, text: "Awesome, I'm so happy for you guys!" }, + { actor: logic.player, text: "... Don't mean to ruin the fun, but have you finished with your work?" }, + { actor: logic.carlos, text: "Who cares? It waits. I can totally sell the shit tomorrow." }, + { actor: this, text: "Yeah, I'll commit my patch tomorrow morning. We definitely deserve some fun!" }, + { actor: logic.player, text: "You say it right! Bye then." } ] )); + break; + default: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Have a great evening, guys!" } ] )); + } + } + else { + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Oh... hi Peter!..." }, + { actor: this, text: "I wanted to talk to Carlos..." }, + { actor: this, text: "Where is he? I mean, he often leaves early, but..." }, + { actor: this, text: "I can't explain why, but somehow I have a very bad feeling about this. " }, + { actor: logic.player, text: "..." } ] )); + } + super.actionTalk(); + } + actionLeave() { if (logic.carlos.alive) { logic.gameinterface.dropNotice(this.shortname + ": It was nice talking to you!"); @@ -511,31 +585,259 @@ class NPC_Saiki extends GameNPC { actionTake() { logic.closeDoor("carlosdoor"); logic.openDoor("saikidoor"); + logic.openDoor("peterdoor"); logic.carlos.kill(); - // FIXME: Abrupt game over. - game.time.events.add(Phaser.Timer.SECOND * 15, game.state.start, game.state, 'GameOver', false); return super.actionTake(); } endTalk() { - return (logic.carlos.alive); - } - - makeHappy() { - // FIXME: Abrupt game over. - game.time.events.add(Phaser.Timer.SECOND * 15, game.state.start, game.state, 'GameOver', false); - super.makeHappy(); + return (logic.carlos.alive) && (!this.happy); } tpDone(value) { console.log("Woot-woot! Teleport complete:", value); value.makeHappy(); + value.resetTalk(); logic.carlos.makeHappy(); // FIXME: Need to find a prettier way than this. logic.carlos.update = function() { }; // Disable Carlos' interaction. (Saiki will talk for him.) } } +class NPC_Peter extends GameNPC { + actionTalk() { + /* If Peter is happy, she's already teleported to Clara. */ + if (!this.happy) + this.actionTalk_morning(); + else + this.actionTalk_afternoon(); + } + + actionTalk_morning() { + if (logic.saiki.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(); + } + + actionTalk_afternoon () { + if (logic.bianca.alive) { + switch (this.talkcount) { + case 0: + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Hey John!" }, + { actor: logic.player, text: "Hey, what's up?" }, + { actor: this, text: "I just asked Clara out on a date!" }, + { actor: logic.clara, text: "Shhhsh, don't brag about it! I'm a person, not a prize." }, + { actor: this, text: "Sorry..." }, + { actor: logic.clara, text: "It's OK... Uhm... Sorry, John... I always liked Peter... but when you asked me out, I felt intimidated and a little uncomfortable." } ] )); + break; + case 1: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I'm sorry, Clara, I didn't mean to be inappropriate... situations like this are always so complicated..." }, + { actor: logic.clara, text: "Never mind, John. I didn't handle it properly either. Apology accepted." }, + { actor: this, text: "Everyone's happy, I guess." }, + { actor: logic.player, text: "Not really. Maybe I'm gonna be fired." }, + { actor: this, text: "Haha, you're a joker!" } ] )); + break; + case 2: + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "*Whispers.* Khm, no offense, but it would be nice if you excused yourself and leave. You know how it is..." } ] )); + break; + case 3: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Oh, time goes so fast... I have to go. Bye!" } ] )); + break; + default: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "..." } ] )); + } + } + else { + switch (this.talkcount) { + case 0: + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "..." }, + { actor: logic.clara, text: "..." }, + { actor: logic.player, text: "Hey there!... Uhm... Don't you have anything better to do?" }, + { actor: this, text: "Yeah, I would totally have if you weren't been blocking the meeting room!" } ] )); + break; + default: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Get back to work! Don't make me say it again!" } ] )); + } + } + super.actionTalk(); + } + + actionTake() { + logic.closeDoor("saikidoor"); + logic.openDoor("peterdoor"); + logic.openDoor("biancadoor"); + logic.carlos.kill(); + if (logic.saiki.talkcount > 0) logic.saiki.kill(); + return super.actionTake(); + } + + endTalk() { + return (logic.saiki.alive) && (this.talkcount < 3) && (!this.happy); + } + + tpDone(value) { + console.log("Woot-woot! Teleport complete:", value); + value.makeHappy(); + value.resetTalk(); + 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 { + 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"); + logic.openDoor("carlosdoor"); + logic.openDoor("saikidoor"); + return super.actionTake(); + } +} + class GameInterface extends Phaser.Group { constructor(game, parent) { @@ -545,8 +847,7 @@ 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(); @@ -754,6 +1055,14 @@ class GameLogic { newChar = new NPC_Saiki(object.x, object.y, 'saiki', "Saiki", "Saiki Ytpme", 150); this.saiki = newChar; break; + case 'peter': + newChar = new NPC_Peter(object.x, object.y, 'peter', "Peter", "Peter Tluaf", 225); + this.peter = newChar; + break; + case 'bianca': + newChar = new NPC_Bianca(object.x, object.y, 'bianca', "Bianca", "Bianca Gnihton", 150); + this.bianca = newChar; + break; default: console.error("Unknown character:", object); } @@ -848,6 +1157,8 @@ class GamePlay extends Phaser.State { game.load.image('clara', 'clara.png'); game.load.image('carlos', 'carlos.png'); game.load.image('saiki', 'saiki.png'); + game.load.image('peter', 'peter.png'); + game.load.image('bianca', 'bianca.png'); game.load.image('tileset', 'tileset.png'); game.load.image('objects', 'objects.png'); game.load.tilemap('gamemap', 'tilemap.json', null, Phaser.Tilemap.TILED_JSON);