all sprites in

This commit is contained in:
Nicky Case 2019-06-17 15:33:15 -04:00
parent 0dbca6be69
commit 3b6f25c6d0
17 changed files with 333 additions and 20 deletions

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@ -288,4 +288,8 @@
<script src="scripts/act3/Act3_Hong.js"></script>
<script src="scripts/act3/Act3_Beebee.js"></script>
<!-- ACT IV -->
<script src="scripts/act4/Act4_SceneSetup.js"></script>
<script src="scripts/act4/Act4_BG.js"></script>
<script src="scripts/main.js"></script>

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@ -870,7 +870,7 @@ music('party1', {volume:0.6, fade:6});
r: are *kinky*.
r: I like that. Come to my party next weekend.
r: I like that. Come to my party next weekend, babe.
`publish("act2-party-action", ["end_run"]);`
@ -886,7 +886,7 @@ h2: ok sorry i have to go
r: Ah, the voice won, huh?
r: Come to my party next weekend, bud. I'll mix something even stronger for ya.
r: Come to my party next weekend, babe. I'll mix something even stronger for ya.
`publish("act2-party-action", ["end_run"]);`

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@ -14,17 +14,15 @@ h: Told you I could run a marathon!
*/
```
r: Y'know, it's good to see you finally let loose. Let go of all those bad vibes.
(#act3a)
r: Y'know, it's good to see you finally let loose, kid. To hell with all those bad vibes.
h2: Yeah! I can't feel my own fear anymore!
r: Hmmm, you sure about that?
r: Hmmm, ya sure 'bout that?
h2: What, you got *another* dare for me?
h2: What, you've got *another* dare for me?
r: I sure do. You see that swimming pool all the way down there?
r: Sure do, babe. See that swimming pool *all* the way down there?
```
publish('hong-next');
@ -35,7 +33,7 @@ h2: Yeah? Ten floors down?
r: Jump in.
(...1000)
(...999)
`publish('hong-next')`
@ -47,7 +45,7 @@ r: Prove your fear is gone. Jump.
h2: um, wait, I...
r: Come on, aren't we *friends?* Don't you trust your *friends?*
r: C'mon, aren't we *friends?* Don't ya trust your *friends?*
r: Prove to us - and yourself - that you've conquered your fear once and for all. Jump.
@ -90,6 +88,10 @@ b: AAAAAAAAAAAAAAAAAA
n: GOOD LUCK
(...999)
`Game.clearText();`
[Human, you could actually DIE here!](#act3a_harm) `Game.OVERRIDE_CHOICE_LINE=true`
[These sickos aren't really your friends!](#act3a_alone) `Game.OVERRIDE_CHOICE_LINE=true`
@ -201,7 +203,7 @@ h: I think I saw a Russian guy do this on YouTube once.
# act3_bad_1_insult
h: I- I'm sorry, the *thanks?*
h: I- Excuse me, the *thanks?*
b: This is exactly why I *exist!* Because humans can't be trusted to protect themselves!
@ -371,7 +373,7 @@ h: I don't feel anything at all.
# act3_good_2a
b: I was so obsessed with making sure nothing else hurt you, that I didn't realize *I* was the one creating the hurt.
b: I was so obsessed with making sure nothing else hurt you, that I didn't realize *I* was creating the hurt.
h: NO. SHIT.
@ -379,6 +381,8 @@ h: GODDAMN. It really took you this long to finally figure it out?!
h: You could've saved us so much trouble, you big fluffy dumbass. Why didn't you realize this sooner?...
`_.apologized_for_hurt = true;`
(#act3_good_2q)
@ -400,9 +404,13 @@ h: Sorry for *what*, you big fuzzy moron?
[I'm sorry I didn't respect you.](#act3_good_3_respect)
`// [I'm sorry.]()`
{{if _.apologized_for_hurt}}
[I'm sorry.](#act3_good_4)
{{/if}}
{{if !_.apologized_for_hurt}}
[I'm sorry I hurt you.](#act3_good_3_hurt)
{{/if}}
@ -436,7 +444,7 @@ b: I'm sorry.
# act3_good_3_hurt
b: I was so obsessed with trying to protect you from being hurt, I never stopped to realize *I* was the one hurting you.
b: I was so obsessed with trying to protect you from being hurt, I never stopped to realize *I* was hurting you.
b: I was a bad dog.
@ -469,6 +477,8 @@ b: Okay.
h: Okay.
n: *TIE*
`_.a3_ending = "walkaway";`
(#act3_end)

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@ -1,5 +1,7 @@
# act4
h: What the hell was the moral of this story?
h: Welp.
h: You were right.

30
scenes/act4_test.md Normal file
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@ -0,0 +1,30 @@
# act4
`SceneSetup.act4();`
b: dadasasas
`publish("act4-out-1");`
b: asdassadsa
`publish("act4-in-2");`
h: asdassadsa
`publish("act4-out-3");`
r: asdassadsa
[Good dog.](#act4f)
[Good human.](#act4f)
# act4f
b: AAAAA YOU'RE STILL BEING ALONE FIFTEEN CIGARETTES AAAAA
b: AAAAA YOU'RE STILL NOT BEING PRODUCTIVE AAAAA
b: AAAAA YOU'RE EATING MORE WHITE BREAD AAAAA

233
scripts/act4/Act4_BG.js Normal file
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@ -0,0 +1,233 @@
Loader.addImages([
{ id:"placeholder_act4_bg", src:"sprites/act4/placeholder_act4_bg.png" },
{ id:"act4_callback", src:"sprites/act4/callback.png" },
{ id:"al_shire", src:"sprites/act4/al_shire.png" },
{ id:"outside_hong", src:"sprites/act4/hong_outside.png" },
{ id:"a4_talk_1", src:"sprites/act4/talk_1.png" },
{ id:"a4_talk_2", src:"sprites/act4/talk_2.png" },
{ id:"a4_talk_smash", src:"sprites/act4/talk_smash.png" },
]);
Loader.addSounds([
/*{ id:"squeak", src:"sounds/sfx/squeak.mp3" },
{ id:"record_scratch", src:"sounds/sfx/record_scratch.mp3" },
{ id:"shoryuken", src:"sounds/sfx/shoryuken.mp3" }*/
]);
function BG_Act4(){
var self = this;
// Sprites!
self.bgSprite = new Sprite({
image: Library.images.placeholder_act4_bg,
grid:{ width:1, height:1 },
frame:{ width:720, height:1200 },
});
self.callbackSprite = new Sprite({
image: Library.images.act4_callback,
grid:{ width:2, height:1 },
frame:{ width:400, height:200 },
y: 347
});
self.alShireSprite = new Sprite({
image: Library.images.al_shire,
grid:{ width:4, height:1 },
frame:{ width:360, height:360 },
y: 192
});
self.outsideHongSprite = new Sprite({
image: Library.images.outside_hong,
grid:{ width:4, height:3 },
frame:{ width:720, height:720 },
y: 90
});
self.outsideHongSprite.gotoFrame(4);
// Anxiety BG... WHITE MODE
self.anxiety = new BG_Anxiety(true);
// Talking Sprites
self.smashSprite = new Sprite({
image: Library.images.a4_talk_smash,
grid:{ width:3, height:1 },
frame:{ width:720, height:600 },
y: 200
});
self.smashSprite.gotoFrame(2); // blank
self.talk1Sprite = new Sprite({
image: Library.images.a4_talk_1,
grid:{ width:3, height:1 },
frame:{ width:720, height:400 },
y: 256
});
self.talk2Sprite = new Sprite({
image: Library.images.a4_talk_2,
grid:{ width:4, height:2 },
frame:{ width:720, height:400 },
y: 256
});
// LAYERS
self.layers = [
self.bgSprite,
self.callbackSprite,
self.alShireSprite,
self.outsideHongSprite,
self.anxiety,
self.smashSprite,
self.talk1Sprite,
self.talk2Sprite
];
var PARALLAXES = [
0.5, // placeholder bg
0.8, // callback
0.6, // Al Shire
1.0, // outside Hong
0.0, // anxiety bg
1.0, // smash sprite
1.0, // talk 1 sprite
1.0, // talk 2 sprite
];
var ALPHAS = [
1.0, // placeholder bg
1.0, // callback
1.0, // callback
1.0, // outside Hong
0.0, // anxiety bg
1.0, // smash sprite
0.0, // talk 1 sprite
0.0, // talk 2 sprite
];
var OFFSETS = [
0,
0,
0,
0,
0,
-210,
-210,
-210
]
var parallax = 0;
var parallaxTicker = 0;
var PARALLAXING = null;
var ALPHA_INDEX = 4;
self.update = function(){
// START PARALLAXING IN / OUT
if(PARALLAXING!=null){
if(PARALLAXING=="out"){
parallaxTicker += 1/60; // 0 to 1 in one second
}
if(PARALLAXING=="in"){
parallaxTicker -= 1/60; // 1 to 0 in one second
}
if(parallaxTicker>1) parallaxTicker = 1;
if(parallaxTicker<0) parallaxTicker = 0;
// 0 to -180 in one second, smoothed
var t = Math.cos(parallaxTicker*Math.TAU/2); // 1 to -1
t = (1-t)/2; // 0 to 1
parallax = -t*210;
// Anxiety Alpha
ALPHAS[ALPHA_INDEX] = t;
// DONE
if(t==1 || t==0){
PARALLAXING = null;
if(STAGE==1){
ALPHAS[6] = 1; // Talk 1
}
if(STAGE==3){
ALPHAS[7] = 1; // Talk 2
}
}
}
// Anxiety BG
if(ALPHAS[ALPHA_INDEX]>0){
self.anxiety.update(ALPHAS[ALPHA_INDEX]);
if(ALPHAS[ALPHA_INDEX]==1){ // if fully visible...
ALPHAS[0] = ALPHAS[1] = ALPHAS[2] = ALPHAS[3] = 0; // hide everything under
}else{
ALPHAS[0] = ALPHAS[1] = ALPHAS[2] = ALPHAS[3] = 1; // hide everything under
}
}
};
self.draw = function(ctx){
ctx.save();
for(var i=0; i<self.layers.length; i++){
var layer = self.layers[i];
layer.x = PARALLAXES[i] * parallax - OFFSETS[i];
if(ALPHAS[i]>0){
ctx.globalAlpha = ALPHAS[i];
layer.draw(ctx);
}
}
ctx.restore();
};
var STAGE = 0;
var _subscriptions = [];
_subscriptions.push(
subscribe("act4-out-1", function(){
// WHOOSH
STAGE = 1;
PARALLAXING = "out";
sfx("whoosh");
}),
subscribe("act4-in-2", function(){
// SHOW ACTION, HIDE CHARS
ALPHAS[6] = 0; // Bye Talk 1
// WHOOSH
STAGE = 2;
PARALLAXING = "in";
sfx("whoosh");
}),
subscribe("act4-out-3", function(){
// WHOOSH
STAGE = 3;
PARALLAXING = "out";
sfx("whoosh");
}),
);
}

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@ -0,0 +1,32 @@
Loader.addSounds([
{ id:"music_party1", src:"sounds/music/party1.mp3" }
]);
SceneSetup.act4 = function(){
Game.resetScene();
// RESET HP
HP.reset();
// ATTACKS (TODO: ACT I, ACT II...???)
_.attack_harm = 0;
_.attack_alone = 0;
_.attack_bad = 0;
// Music
music('campus', {volume:0.5});
// Background
var bg = new BG_Act4();
Game.scene.children.push(bg);
// Hong
/*var hong = new Act1_Hong();
Game.scene.children.push(hong);
// Beebee
var beebee = new Act1_Beebee();
Game.scene.children.push(beebee);*/
};

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@ -5,10 +5,12 @@ or maybe CA?
******************************/
function BG_Anxiety(){
function BG_Anxiety(whiteMode){
var self = this;
self.whiteMode = whiteMode;
// Moving white boxes
var BG_WIDTH = 360;
var BG_HEIGHT = 450;
@ -80,7 +82,7 @@ function BG_Anxiety(){
};
self.drawBox = function(box, ctx){
ctx.fillStyle = "rgba(255,255,255,0.03)";
ctx.fillStyle = self.whiteMode ? "rgba(255,255,255,0.1)" : "rgba(255,255,255,0.03)";
ctx.fillRect(box.x, box.y, box.w, box.h);
};
for(var i=0; i<40; i++){
@ -99,7 +101,7 @@ function BG_Anxiety(){
self.draw = function(ctx){
// A big ol' black box
ctx.fillStyle = "#111111";
ctx.fillStyle = self.whiteMode ? "#dddddd" : "#111111";
ctx.fillRect(0,0, BG_WIDTH, BG_HEIGHT);
// All-box alpha

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@ -701,7 +701,7 @@ Game.executeWait = function(line){
var lastDigit = waitTimeString[waitTimeString.length-1];
var cantSkip = (lastDigit!="0"); // CAN'T SKIP.
if(!cantSkip && Game.CLICK_TO_ADVANCE && waitTime<999){ // hack: unless the wait is long.
if(!cantSkip && Game.CLICK_TO_ADVANCE && waitTime<=999){ // hack: unless the wait is long.
waitTime = 0;
}

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@ -5,7 +5,7 @@ Loader.addScenes([
//"scenes/act1_end.md",
//"scenes/PROMO.md"
//"scenes/act2.md",
"scenes/act3.md",
"scenes/act4_test.md",
]);
Loader.load(function(progress){
@ -28,6 +28,6 @@ subscribe("START_GAME", function(){
$("#loading").style.display = "none";
Game.start();
Game.goto("act3");
Game.goto("act4");
});

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