X-Git-Url: http://git.megabrutal.com/?p=wgj58.git;a=blobdiff_plain;f=wgj58.js;h=a50e494c279fa916ccdf27dfa76f50cd8857c2ef;hp=f14b63701cb75c1c2a2d4ca52771e23f77edb6ac;hb=411f2853d9a619185ca5d7cdac63e82f0c56415c;hpb=81bb6540ae4d78f6a77f803d4a287c87bd1ac7e1

diff --git a/wgj58.js b/wgj58.js
index f14b637..a50e494 100644
--- a/wgj58.js
+++ b/wgj58.js
@@ -172,11 +172,13 @@ class GameNPC extends Phaser.Sprite {
 		this.interaction_distance = interaction_distance;
 		this.interactable = false;
 		this.talkcount = 0;
+		this.happy = false;
 	}
 
 	kill() {
 		super.kill();
 		this.exists = false;
+		this.happy = false;			// Dead people are not happy.
 	}
 
 	update() {
@@ -191,6 +193,11 @@ class GameNPC extends Phaser.Sprite {
 			logic.player.offerInteraction(null);
 			this.interactable = false;
 		}
+		if ((this.teleport_instructions) && (game.physics.arcade.distanceBetween(this, logic.player) > (game.width + 200))) {
+			this.position = this.teleport_instructions.newPosition;
+			this.teleport_instructions.callback(this.teleport_instructions.callbackValue);
+			this.teleport_instructions = null;
+		}
 	}
 
 	actionTalk() {
@@ -209,6 +216,16 @@ class GameNPC extends Phaser.Sprite {
 	endTalk() {
 		return true;
 	}
+
+	makeHappy() {
+		this.happy = true;
+		console.log(this.shortname, "is happy!");
+	}
+
+	offscreenTeleportation(newPosition, callback, callbackValue) {
+		this.teleport_instructions = { newPosition: newPosition, callback: callback, callbackValue: callbackValue };
+		console.log("Offscreen teleport request registered:", this.teleport_instructions);
+	}
 }
 
 class NPC_Clara extends GameNPC {
@@ -430,16 +447,22 @@ 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." },
 							{ actor: this, text: "Indeed. But this is the point. He's stuck in one place, cannot move. Like you in life. So you feel sympathy for him." },
 							{ actor: logic.player, text: "You have a point." },
 							{ actor: this, text: "I think I'll catch Carlos and talk to him. I always liked that guy but I didn't know he's such imaginative." } ] ));
-						//this.offscreenTeleportation(new Phaser.Point(logic.carlos.x + 128, logic.carlos.y), this.tpdone);
+						this.offscreenTeleportation(new Phaser.Point(logic.carlos.x, logic.carlos.y + 64), this.tpDone, this);
 					}
 					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." } ] ));
+						}
 					}
 			}
 		}
@@ -468,7 +491,7 @@ 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();
@@ -489,6 +512,12 @@ class NPC_Saiki extends GameNPC {
 	endTalk() {
 		return (logic.carlos.alive);
 	}
+
+	tpDone(value) {
+		console.log("Woot-woot! Teleport complete:", value);
+		value.makeHappy();
+		logic.carlos.makeHappy();
+	}
 }
 
 
@@ -701,7 +730,7 @@ 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: