diff --git a/TODO b/TODO
index 0b7aedd..d96c816 100644
--- a/TODO
+++ b/TODO
@@ -5,4 +5,6 @@ TODO
- can't click outside to advance
- favicon one-line eye
- hadouken not shoryken
-- Open Sans, for consistency???
\ No newline at end of file
+- Open Sans, for consistency???
+- intermission D.R.Y.
+- get rid of bubbles off screen, for optimization
\ No newline at end of file
diff --git a/index.html b/index.html
index 8fb7bda..13b22fb 100644
--- a/index.html
+++ b/index.html
@@ -292,6 +292,9 @@
+
+
+
diff --git a/scenes/act1.md b/scenes/act1.md
index 5bcc017..fb03fe8 100644
--- a/scenes/act1.md
+++ b/scenes/act1.md
@@ -10,7 +10,7 @@ n: _YOU_ ARE THE ANXIETY
`hong({mouth:"0_neutral", eyes:"0_annoyed"})`
-h: Oh good, I was hoping to *not* eat in peace today.
+h: Oh good, my wolf's back. Faaaaantastic.
`hong({eyes:"0_neutral"})`
@@ -26,13 +26,15 @@ n: QUICK, WARN THEM!
`Game.OVERRIDE_TEXT_SPEED = 1.25;`
+b: Human! Listen, we're in danger! The danger is...
+
n4: (LET _YOUR_ ANXIETY COME OUT TO PLAY! PICK WHAT _YOUR_ FEAR WOULD MOST LIKELY SAY TO YOU)
-[You're eating alone for lunch! Again!](#act1a_alone)
+[We're eating alone for lunch! Again!](#act1a_alone)
-[You're not productive while eating!](#act1a_productive)
+[We're not productive while eating!](#act1a_productive)
-[That white bread's bad for you!](#act1a_bread)
+[That white bread's bad for us!](#act1a_bread)
# act1a_alone
@@ -54,7 +56,7 @@ h: Um, thanks for citing your sources but--
`bb({body:"fear", mouth:"normal", eyes:"fear"})`
-b: Which means if you don't hang out with someone *right now* you're gonna-
+b: Which means if we don't hang out with someone *right now* we're gonna-
`bb({body:"panic"})`
@@ -88,21 +90,15 @@ bb({mouth:"normal", eyes:"fear"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
-b: If you're not productive you'll become a penniless parasite and your parents will say
+b: If we're not contributing to the body of society then we're a parasite!
-`bb({mouth:"small", eyes:"narrow"})`
-
-b: “you have brought dishonor to our family, now we have to all commit seppuku”
+b: The society-body will go to the society-doctor to get medication to kill their society-parasites and then we'll--
```
-bb({body:"fear", mouth:"normal", eyes:"fear"});
+bb({body:"panic", mouth:"normal", eyes:"fear"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
-b: and then you'll-
-
-`bb({body:"panic"})`
-
b: DIEEEEEEEEEEEEEEEEEEE
```
@@ -114,7 +110,7 @@ publish("hp_show");
(...2500)
-`_.seppuku = true`
+`_.parasite = true`
n: YOU USED *FEAR OF BEING A BAD PERSON*
@@ -131,7 +127,7 @@ bb({body:"fear", mouth:"normal", eyes:"fear"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
-b: Processed wheat will spike your blood sugar so they'll have to amputate all your limbs and then you'll-
+b: Processed wheat will spike our blood sugar so they'll have to amputate all our limbs and then we'll-
`bb({body:"panic"})`
@@ -158,13 +154,15 @@ n: IT'S SUPER EFFECTIVE
`bb({mouth:"smile", eyes:"smile"});`
-b: I am best protector!
+b: See, human? I am your loyal guard-wolf!
-n: BUT YOU'RE NOT DONE SAVING YOUR HUMAN YET
+`bb({body:"point_heart", eyes:"pretty"});`
-n: GET YOUR HUMAN'S ENERGY BAR EMPTY
+b: I protect. I attack. But most importantly, I shall always have your back.
-n: TO PROTECT YOUR HUMAN'S PHYSICAL + SOCIAL + MORAL NEEDS, YOU CAN USE:
+n: GET YOUR HUMAN'S ENERGY BAR TO ZERO
+
+n: TO PROTECT THEIR PHYSICAL + SOCIAL + MORAL NEEDS, YOU CAN USE:
n: FEAR OF *BEING HARMED* #harm#
@@ -174,13 +172,14 @@ n: AND FEAR OF *BEING A BAD PERSON* #bad#
`Game.OVERRIDE_TEXT_SPEED = 1.25;`
-n4: (PRO-TIP: PLAY THE CHOICES THAT PERSONALLY HIT YOUR DEEPEST, DARKEST FEARS~)
+n4: (PRO-TIP: PLAY THE CHOICES THAT PERSONALLY HIT YOUR DEEPEST, DARKEST FEARS!~)
h: ...
```
hong({body:"putaway"});
sfx("rustle");
+bb({body:"normal", mouth:"normal", eyes:"normal"});
```
(...1000)
@@ -224,7 +223,7 @@ b: Doesn't that weirdo throw a party *every* weekend?
`bb({eyes:"uncertain_right"});`
-b: Must be some underlying neurosis there.
+b: They must be deeply messed up on the inside!
`hong({eyes:"surprise"});`
@@ -234,11 +233,11 @@ h: Also, I got an invite?
b: Well then!
-[Say yes, or you'll die from loneliness](#act1c_loner)
+[Say yes, or we'll die from loneliness](#act1c_loner)
[Say no, it's probably full of lethal drugs](#act1c_drugs)
-[Ignore it, you just make parties sad](#act1c_sad)
+[Ignore it, we just make parties sad](#act1c_sad)
# act1c_loner
@@ -251,7 +250,11 @@ b: Fifteen cigarettes a day, human. Fifteen.
{{/if}}
{{if !_.fifteencigs}}
-b: Then no one will show up at your funeral, they'll dump your ashes into the ocean, and you become WHALE POOP.
+b: Then no one will show up at our funeral, they'll dump our ashes into the ocean, we get eaten by a whale,
+{{/if}}
+
+{{if !_.fifteencigs}}
+b: and we become WHALE POOP.
{{/if}}
{{if !_.fifteencigs}} `_.whalepoop = true` {{/if}}
@@ -268,11 +271,11 @@ attack("10p", "alone");
`bb({eyes:"normal"});`
{{if !_.fifteencigs}}
-b: So yeah you should go to that party.
+b: So yeah we should go to that party!
{{/if}}
-{{if _.seppuku}}
-b: Just bring your laptop so you can do some work.
+{{if _.parasite}}
+b: Just bring the laptop so we can do some work.
{{/if}}
{{if _.whitebread}}
@@ -286,7 +289,7 @@ h: GOD. If it'll make you shut up, fine.
h: I'll say yes.
{{if _.whalepoop}}
-b: Whale poop, human. Whale poop.
+b: Whale poop, human! Whale poop!
{{/if}}
`_.partyinvite="yes"`
@@ -306,11 +309,11 @@ b: or even worse... WHITE BREAD
{{/if}}
{{if _.whitebread}}
-b: You'll overdose on so much meth and white bread they won't be able to fit your fat corpse into the cremation furnace!
+b: We'll overdose on so much meth and white bread they won't be able to fit our fat corpse into the cremation furnace!
{{/if}}
{{if !_.whitebread}}
-b: You'll overdose on so many drugs the undertaker will wonder how your body was *already* pre-embalmed!
+b: We'll overdose on so many drugs the undertaker will wonder how our body was *already* pre-embalmed!
{{/if}}
```
@@ -320,8 +323,8 @@ attack("10p", "harm");
(...2500)
-{{if _.seppuku}}
-b: Besides, can't party, you need to do work so your parents don't commit seppuku.
+{{if _.parasite}}
+b: Besides, can't party, we need to do work or we're a terrible parasite!
{{/if}}
`hong({mouth:"anger", eyes:"anger"});`
@@ -341,15 +344,15 @@ h: I'll say no.
`Game.OVERRIDE_TEXT_SPEED = 1.5;`
{{if _.fifteencigs}}
-b: All you ever do is cry in a corner about how loneliness is as deadly as 15 cigarettes a day.
+b: All we ever do is cry in a corner about how loneliness is as deadly as 15 cigarettes a day.
{{/if}}
-{{if _.seppuku}}
-b: All you ever do at parties is worry about how you should be doing work instead.
+{{if _.parasite}}
+b: All we ever do at parties is worry about how we should be doing work instead.
{{/if}}
{{if _.whitebread}}
-b: All you ever do is worry about how the unhealthy food options are going to kill you.
+b: All we ever do is worry about how the unhealthy food options are going to kill us.
{{/if}}
```
@@ -363,13 +366,13 @@ h: gee i wonder why
`Game.OVERRIDE_TEXT_SPEED = 1.5;`
-b: So if you go you'll make them feel bad, but if you reject their invite you'll also make them feel bad!
+b: So if we go we'll make them feel bad, but if we reject their invite we'll also make them feel bad!
`bb({body:"fear", eyes:"fear"});`
`Game.OVERRIDE_TEXT_SPEED = 1.5;`
-b: ALL YOU DO IS MAKE PEOPLE FEEL BAD, SO YOU SHOULD FEEL BAD
+b: ALL WE DO IS MAKE PEOPLE FEEL BAD, SO WE SHOULD FEEL BAD
```
hong({mouth:"shock", eyes:"shock"});
@@ -405,7 +408,7 @@ h: What's new on Twitter?
[Oh no, look at that horrible news story!](#act1d_news)
-[Oh no, is that tweet secretly about *you?*](#act1d_subtweet)
+[Oh no, is that tweet secretly about *us?*](#act1d_subtweet)
[hey, a GIF of a cat drinking milk](#act1d_milk)
@@ -474,13 +477,13 @@ h: It's probably not?
`bb({eyes:"narrow", mouth:"small"});`
-b: but what if they're all talking behind your back
+b: but what if they're all talking behind our back
h: They're n--
`bb({body:"fear", eyes:"fear", mouth:"normal"});`
-b: IN FRONT OF YOUR BACK
+b: IN FRONT OF OUR BACK
`hong({eyes:"sad", mouth:"sad"});`
@@ -531,11 +534,11 @@ h: Heh ya that's cute, just retweeted it, I thi--
```
hong({mouth:"shock", eyes:"shock"});
-bb({body:"scream_anger"});
+bb({body:"scream"});
Game.OVERRIDE_TEXT_SPEED = 1.8;
```
-b: CATS CAN'T DIGEST MILK AND YOU'RE A TERRIBLE PERSON FOR ENJOYING ANIMAL ABUSE
+b: CATS CAN'T DIGEST MILK AND WE'RE TERRIBLE PEOPLE FOR ENJOYING ANIMAL ABUSE
```
bb({body:"normal", mouth:"normal", eyes:"narrow"});
@@ -581,16 +584,16 @@ hong({mouth:"neutral", eyes:"neutral"});
bb({mouth:"normal", eyes:"normal"});
```
-[Change your answer? You unreliable jerk!](#act1e_yes_dontchange)
+[Change our answer? Like a jerk?!](#act1e_yes_dontchange)
-[Change your answer! It's too crowded!](#act1e_yes_changetono)
+[Change our answer! It's too crowded!](#act1e_yes_changetono)
{{if _.subtweet}}
-[yeah they were totally subtweeting you](#act1e_ignore_subtweet)
+[yeah they were totally subtweeting us](#act1e_ignore_subtweet)
{{/if}}
{{if _.badnews}}
-[wait you retweeted that story without fact-checking](#act1e_ignore_factcheck)
+[wait we retweeted without fact-checking](#act1e_ignore_factcheck)
{{/if}}
{{if (!_.subtweet && !_.badnews)}}
@@ -604,7 +607,7 @@ bb({eyes:"anger"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
-b: They were counting on you to come and now you're betraying their trust? Do you wanna die alone?!
+b: They were counting on us to come and now we're betraying their trust? Do you wanna die alone?!
{{if _.fifteencigs}}
b: FIFTEEN. CIGARETTES.
@@ -653,7 +656,7 @@ hong({mouth:"shock"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
-b: DO YOU WANT THAT TO HAPPEN TO YOU-
+b: DO YOU WANT THAT TO HAPPEN TO US-
```
bb({body:"scream"});
@@ -690,16 +693,16 @@ h: Maybe I shouldn't have said no to the invite?
`bb({mouth:"normal", eyes:"normal"});`
-[Change your answer? You unreliable jerk!](#act1e_no_dontchange)
+[Change our answer? Like a jerk?!](#act1e_no_dontchange)
-[Change your answer! Don't die alone!](#act1e_no_changetoyes)
+[Change our answer! Don't die alone!](#act1e_no_changetoyes)
{{if _.subtweet}}
-[yeah they were totally subtweeting you](#act1e_ignore_subtweet)
+[yeah they were totally subtweeting us](#act1e_ignore_subtweet)
{{/if}}
{{if _.badnews}}
-[wait you retweeted that story without fact-checking](#act1e_ignore_factcheck)
+[wait we retweeted without fact-checking](#act1e_ignore_factcheck)
{{/if}}
{{if (!_.subtweet && !_.badnews)}}
@@ -710,7 +713,9 @@ h: Maybe I shouldn't have said no to the invite?
`bb({eyes:"anger"})`
-b: Everybody was counting on you! ...to leave them alone and let them have a nice party without you, you horrible disgusting {{if _.whitebread}}white-bread-munching{{/if}} cree--
+b: Everybody was counting on us!
+
+b: ...to leave them alone and let them have a nice party without a horrible disgusting {{if _.whitebread}}white-bread-munching{{/if}} creep like u--
```
@@ -737,7 +742,7 @@ bb({body:"fear", eyes:"fear", mouth:"normal"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
-b: Chronic loneliness increases your cortisol as well as risk for cardiovascular disease and stroke!
+b: Chronic loneliness increases our cortisol levels as well as risk for cardiovascular disease and stroke!
```
hong({mouth:"shock", eyes:"shock"});
@@ -767,14 +772,14 @@ bb({eyes:"fear", mouth:"small"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
-b: All your problematic tweets have come back to roost!
+b: All our problematic tweets have come back to roost!
```
bb({body:"fear", eyes:"fear", mouth:"normal"});
Game.OVERRIDE_TEXT_SPEED = 1.7;
```
-b: Say *one* thing wrong and all your so-called friends will drag you through the street for internet points!
+b: We're gonna get called out and cancelled and dragged with a rope on horseback down the information superhighway!
```
hong({mouth:"shock", eyes:"shock"});
@@ -800,14 +805,14 @@ bb({eyes:"anger"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
-b: You're spreading disinformation!
+b: We're spreading disinformation! We're destroying trust in a free press!
```
bb({body:"scream_anger"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
-b: People like you are the reason fascism will arise from the rubble of democracy!
+b: We're the reason fascism will arise from the rubble of democracy!
```
bb({body:"normal", eyes:"anger"});
@@ -820,6 +825,7 @@ attack("10p", "bad");
```
hong({mouth:"anger", eyes:"anger"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
+_.factcheck = true;
```
h: Why are you like this?!
@@ -869,7 +875,7 @@ h: Maybe I shouldn't have ignored the invite?
`bb({mouth:"normal", eyes:"normal"});`
-[Keep ignoring, you're still a party pooper](#act1e_ignore_continue)
+[Keep ignoring, we're still party poopers](#act1e_ignore_continue)
[Actually, say yes.](#act1e_ignore_changetoyes)
@@ -883,7 +889,7 @@ h: It's kinda rude to keep ignoring them though, no?
`bb({eyes:"normal_right"});`
-b: Well other people always ignore *you* so
+b: Well other people always ignore *us* so
```
hong({mouth:"shock", eyes:"shock"});
@@ -904,7 +910,7 @@ b: so let's just call it even.
h: You're... letting me have fun?
-b: Well, I mean, loneliness *can* kill you.
+b: Well, I mean, loneliness *can* kill us.
`hong({eyes:"neutral", mouth:"neutral"});`
@@ -960,9 +966,9 @@ b: DANGER DANGER DANGER DANGER DANGER DANGER
`bb({body:"fear", eyes:"fear", mouth:"normal"})`
-[You're being *used* by other people.](#act1f_used_by_others)
+[We're being *used* by other people.](#act1f_used_by_others)
-[You're just *using* other people.](#act1f_using_others)
+[We're just *using* other people.](#act1f_using_others)
[YOUR MATCH IS A SERIAL KILLER](#act1f_killer)
@@ -981,11 +987,11 @@ b: in *here*.
(...3000)
```
-bb({body:"normal", mouth:"normal", eyes:"normal"});
+bb({body:"normal", mouth:"normal", eyes:"fear"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
-b: Point is you're gonna die alone
+b: The point is WE'RE GOING TO DIE ALONE
```
hong({mouth:"shock", eyes:"shock"});
@@ -1071,7 +1077,7 @@ bb({body:"normal", mouth:"normal", eyes:"normal"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
-b: Point is you're a manipulative creep
+b: The point is we're a manipulative creep.
```
hong({mouth:"shock", eyes:"shock"});
@@ -1092,15 +1098,15 @@ attack("30p", "bad");
b: They'll trap you in a well and force-feed you white bread to fatten you up so they can wear your skin like a suit!
{{/if}}
-{{if _.seppuku}}
-b: They'll bludgeon you with a pomodoro timer and slice your belly open and say "this is what slackers get, SEPUKKU'D"
+{{if _.parasite}}
+b: They'll bludgeon you with a pomodoro timer and say "YOU SHOULDA BEEN MORE PRODUCTIVE YOU PARASITE"
{{/if}}
-{{if !_.whitebread && !_.seppuku}}
+{{if !_.whitebread && !_.parasite}}
b: They'll tear your flesh to gory confetti, turn your entrails into streamers, and mix your blood into a punch bowl!
{{/if}}
-{{if !_.whitebread && !_.seppuku}}
+{{if !_.whitebread && !_.parasite}}
b: How's THAT for a party invite?!
{{/if}}
@@ -1135,12 +1141,12 @@ h: i'm so sick of this game.
`Game.OVERRIDE_TEXT_SPEED = 1.5;`
h:
-{{if _.fifteencigs}}"loneliness will kill you"... {{/if}}
-{{if _.seppuku}}"be productive or you'll be dishonored"... {{/if}}
-{{if _.whitebread}}"don't eat that, it'll kill you"... {{/if}}
-{{if _.subtweet}}"they're talking behind your back"... {{/if}}
+{{if _.fifteencigs}}"loneliness will kill us"... {{/if}}
+{{if _.parasite}}"be productive or we're a parasite"... {{/if}}
+{{if _.whitebread}}"don't eat that, it'll kill us"... {{/if}}
+{{if _.subtweet}}"they're talking behind our back"... {{/if}}
{{if _.badnews}}"the world is burning"... {{/if}}
-{{if _.hookuphole}}"you'll die alone"... {{/if}}
+{{if _.hookuphole}}"we'll die alone"... {{/if}}
{{if _.serialkiller}}"they're a serial killer"... {{/if}}
{{if _.catmilk}}"cats can't digest milk"... {{/if}}
{{if _.pokemon}}a crappy parody song... {{/if}}
@@ -1161,7 +1167,7 @@ b: It'll be okay.
`bb({body:"point_heart", eyes:"look_sad_smile", mouth:"smile"});`
-b: As your loyal protector, I'll always keep an eye out for danger, and do my best to keep you safe.
+b: As your loyal guard-wolf, I'll always keep an eye out for danger, and do my best to keep you safe.
`bb({body:"normal", eyes:"look_sad", mouth:"smile"});`
@@ -1194,9 +1200,9 @@ b: Speaking of parties, about this weekend's invite. Here's my FINAL decision:
`bb({eyes:"normal"});`
-[You should go.](#act1g_go) `Game.OVERRIDE_CHOICE_LINE=true`
+[We should go.](#act1g_go) `Game.OVERRIDE_CHOICE_LINE=true`
-[You should not go.](#act1g_dont) `Game.OVERRIDE_CHOICE_LINE=true`
+[We should not go.](#act1g_dont) `Game.OVERRIDE_CHOICE_LINE=true`
# act1g_go
@@ -1212,7 +1218,7 @@ b: Speaking of parties, about this weekend's invite. Here's my FINAL decision:
# act1h
-b: You sh--
+b: We sh--
```
bb({eyes:"wat", mouth:"small"});
@@ -1297,11 +1303,11 @@ b: ..................
`bb({mouth:"normal"});`
-[AHHHHH WE'RE GONNA DIE](#act1h_death) `Game.OVERRIDE_CHOICE_LINE = true;`
+[AHHHH WE'RE GONNA DIE](#act1h_death) `Game.OVERRIDE_CHOICE_LINE = true;`
-[AHHHHH EVERYONE HATES US](#act1h_loneliness) `Game.OVERRIDE_CHOICE_LINE = true;`
+[AHHHH EVERYONE HATES US](#act1h_loneliness) `Game.OVERRIDE_CHOICE_LINE = true;`
-[AHHHHH WE'RE HORRIBLE PEOPLE](#act1h_worthless) `Game.OVERRIDE_CHOICE_LINE = true;`
+[AHHHH WE'RE HORRIBLE PEOPLE](#act1h_worthless) `Game.OVERRIDE_CHOICE_LINE = true;`
# act1h_death
@@ -1310,7 +1316,7 @@ bb({body:"fear"});
Game.OVERRIDE_TEXT_SPEED = 3;
```
-b: AHHHHH WE'RE GONNA DIE AAAAAAHHHHHHH
+b: AHHHH WE'RE GONNA DIE AAAAAAHHHHHHH
```
hong({body:"3_defeated1"});
@@ -1328,7 +1334,7 @@ bb({body:"fear"});
Game.OVERRIDE_TEXT_SPEED = 3;
```
-b: AHHHHH EVERYONE HATES US AAAAAAHHHHHHH
+b: AHHHH EVERYONE HATES US AAAAAAHHHHHHH
```
hong({body:"3_defeated1"});
@@ -1346,7 +1352,7 @@ bb({body:"fear"});
Game.OVERRIDE_TEXT_SPEED = 3;
```
-b: AHHHHH WE'RE HORRIBLE PEOPLE AAAAAAHHHHHHH
+b: AHHHH WE'RE HORRIBLE PEOPLE AAAAAAHHHHHHH
```
hong({body:"3_defeated1"});
@@ -1368,7 +1374,7 @@ n: CONGRATULATIONS
(...500)
-n: YOU'VE SUCCESSFULLY PROTECTED YOUR HUMAN'S NEEDS FOR SAFETY, LOVE, AND GOODNESS
+n: YOU'VE SUCCESSFULLY PROTECTED YOUR HUMAN'S PHYSICAL + SOCIAL + MORAL NEEDS
n: WHY, LOOK HOW GRATEFUL THEY ARE!
@@ -1394,13 +1400,15 @@ n: *FINISH THEM*
b: Your phone was giving you a panic attack!
+b: Zuckerberg and Co are hijacking your mental health for venture capitalist money!
+
```
bb({body:"fear", eyes:"fear"});
hong({body:"3_defeated2"});
Game.OVERRIDE_TEXT_SPEED = 1.5;
```
-b: Punish it! Destroy your phone! Kill it!
+b: Punish your phone! Destroy it! Kill it!
```
Game.OVERRIDE_TEXT_SPEED = 2.5;
diff --git a/scenes/act1_end.md b/scenes/act1_end.md
deleted file mode 100644
index b14397d..0000000
--- a/scenes/act1_end.md
+++ /dev/null
@@ -1,32 +0,0 @@
-# act1_end
-
-`SceneSetup.act1_end()`
-
-(...1000)
-
-`sfx("dramatic");`
-
-(...1000)
-
-n: FEARS YOU USED:
-
-n: #harm# *BEING HARMED:* {{_.attack_harm}}
-
-n: #alone# *BEING UNLOVED:* {{_.attack_alone}}
-
-n: #bad# *BEING A BAD PERSON:* {{_.attack_bad}}
-
-(...3000)
-
-`Game.clearText()`
-
-(...2000)
-
-```
-publish("TO_BE_CONTINUED");
-sfx("fart");
-```
-
-(...2500)
-
-`publish("END_OF_DEMO")`
\ No newline at end of file
diff --git a/scenes/act2.md b/scenes/act2.md
index 9998e45..6f9f092 100644
--- a/scenes/act2.md
+++ b/scenes/act2.md
@@ -2,9 +2,132 @@
`SceneSetup.act2();`
-n: party words party words party words
+{{if _.badnews && !_.factcheck}}
+(#act2-preamble-news1)
+{{/if}}
-n: // callback: retweet news story, or subtweet, or Tinder serial killer (or: fallback - anxiety in general)
+{{if _.badnews && _.factcheck}}
+(#act2-preamble-news2)
+{{/if}}
+
+{{if _.catmilk}}
+(#act2-preamble-cat)
+{{/if}}
+
+(#act2-preamble-tinder)
+
+
+# act2-preamble-news1
+
+a: But did you *see* that "news story" going viral?
+
+h2: h-hi...
+
+s: God I hate the news. It's all sensationalism and clickbait.
+
+h2: n... nice party...
+
+a: True, but they're just following incentives. The *real* problem is people who click the clickbait.
+
+a: Who would retweet a terrible news story, and make all their friends feel bad?
+
+s: Ugh, I know right?
+
+(#act2-preamble-end)
+
+
+# act2-preamble-news2
+
+a: But did you *see* that "news story" going viral?
+
+h2: h-hi...
+
+s: Yeah, totally fake. Who would fall for that and retweet it?
+
+h2: n... nice party...
+
+a: Seriously dude. Like, hello, open up Google and factcheck first?
+
+s: Ugh, I know right?
+
+(#act2-preamble-end)
+
+
+# act2-preamble-cat
+
+a: Like I was saying man, the Meme Industrial Complex exploits cats.
+
+h2: h-hi...
+
+s: Do elaborate on this thesis.
+
+h2: n... nice party...
+
+a: Well, I saw someone retweet a GIF of a cat drinking milk yesterday.
+
+a: They can't digest that shit! Who would retweet *animal abuse* like that?
+
+s: Ugh, I know right?
+
+(#act2-preamble-end)
+
+
+# act2-preamble-tinder
+
+a: So yeah they never replied back!
+
+h2: h-hi...
+
+s: Even though you both matched each other on Tinder?
+
+h2: n... nice party...
+
+{{if _.serialkiller}}
+(#act2-preamble-serialkiller)
+{{/if}}
+
+{{if _.hookuphole}}
+(#act2-preamble-hookuphole)
+{{/if}}
+
+{{if _.pokemon}}
+(#act2-preamble-pokemon)
+{{/if}}
+
+# act2-preamble-serialkiller
+
+a: Yeah I dunno! What, did they think I was a *serial killer* or something? So paranoid.
+
+s: Ugh, I know right?
+
+(#act2-preamble-end)
+
+
+# act2-preamble-hookuphole
+
+a: Yeah I dunno! Maybe they think hookups can't fill the hole in their heart?
+
+a: Stop being such a prude! Open your mind, then your legs!
+
+s: Ugh, I know right?
+
+(#act2-preamble-end)
+
+
+# act2-preamble-pokemon
+
+a: Yeah I dunno! They weren't that hot, but they would have been a nice catch!
+
+a: Gotta catch 'em all!
+
+a: But, nope, they just had to tease my genitals like that.
+
+s: Ugh, I know right?
+
+(#act2-preamble-end)
+
+
+# act2-preamble-end
```
Game.clearText();
@@ -23,7 +146,7 @@ n: ROUND TWO: *FIGHT!*
[Oh no they all hate us!](#act2a_social)
-[Ogling the host? Like a pervert?](#act2a_perv)
+[Oh no the redhead is hot!](#act2a_perv)
[Hey, let's talk about the meaning of life.](#act2a_meaning)
@@ -35,21 +158,27 @@ b: We're killing the good vibes! We're committing first-degree vibe-murder!
b: Human, we have to leave *now* before--
-`_.a2_first_danger = 'social'`
+```
+_.a2_first_danger = 'social';
+_.a2_attack_1 = "alone";
+```
(#act2b)
# act2a_perv
-`//b: // pokemon?`
+b: And we were totally ogling them!
-b: They're more attractive than you, which means if we even *look* at them, then--
+b: They're more attractive than us, which means if we even *look* at them, then--
b: WE'RE CREEPS
-b: We're creepy, crappy, bad bad bad terrible terrible perv--
+b: We're creepy, evil, bad bad bad terrible terrible perv--
-`_.a2_first_danger = 'perv'`
+```
+_.a2_first_danger = 'perv';
+_.a2_attack_1 = "bad";
+```
(#act2b)
@@ -63,7 +192,10 @@ b: Everything dies anyway.
b: Humanity dies, the sun dies, the whole universe dies, what the heck are we supposed to--
-`_.a2_first_danger = 'meaning'`
+```
+_.a2_first_danger = 'meaning';
+_.a2_attack_1 = "bad";
+```
(#act2b)
@@ -77,14 +209,16 @@ b: ...
b: *GASP*
-[I must warn you *LOUDER!*](#act2b_louder)
+b: I MUST WARN YOU...
+
+[*LOUDER!*](#act2b_louder)
{{if _.a2_first_danger=="social"}}
-[I must warn you about a *different* social danger!](#act2b_different_social)
+[About a *different* social danger!](#act2b_different_social)
{{/if}}
{{if _.a2_first_danger=="perv" || _.a2_first_danger=="meaning"}}
-[I must warn you about a *different* moral danger!](#act2b_different_moral)
+[About a *different* moral danger!](#act2b_different_moral)
{{/if}}
[You're ignoring danger! That's dangerous!](#act2b_ignore)
@@ -113,7 +247,10 @@ b: You'll create a deadly outbreak of SAD LUMP SYNDROME
b: We need to get out of here and quarantine ourselves forever in a small room with Netflix and food delivery!
-`_.a2_second_danger = 'netflix'`
+```
+_.a2_second_danger = 'netflix';
+_.a2_attack_2 = "alone";
+```
(#act2c)
@@ -125,7 +262,10 @@ b: Creep Law, Section 74.5: (1) Any Person who checks out (a) that sweet ass (b)
b: "A BIG DISGUSTING TRASH PERVERT"
-`_.a2_second_danger = 'law'`
+```
+_.a2_second_danger = 'law';
+_.a2_attack_2 = "bad";
+```
(#act2c)
@@ -143,7 +283,10 @@ b: which was used in World War I to KILL MILLIONS OF PEOPLE
b: IT'S THE BUTTERFLY EFFECT, HUMAN! HOW MANY PEOPLE ARE YOU ACCIDENTALLY KILLING RIGHT NOW
-`_.a2_second_danger = 'butterfly'`
+```
+_.a2_second_danger = 'butterfly';
+_.a2_attack_2 = "bad";
+```
(#act2c)
@@ -159,7 +302,10 @@ b: A shallow life with shallow friends who only know the shallow you!
b: Human, we need to run away from these dopamine-zombies before they turn us into one of them!
-`_.a2_second_danger = 'zombies'`
+```
+_.a2_second_danger = 'zombies';
+_.a2_attack_2 = "alone";
+```
(#act2c)
@@ -175,7 +321,10 @@ b: WE'RE DOING NOTHING.
b: BY PARTYING, WE'RE HELPING *HITLER*.
-`_.a2_second_danger = 'hitler'`
+```
+_.a2_second_danger = 'hitler';
+_.a2_attack_2 = "bad";
+```
(#act2c)
@@ -189,7 +338,10 @@ b: You won't even smell the poison! You'll just get sleepy and then you'll--
b: DIEEEEEEEEEEEEEEEEEE
-`_.a2_second_danger = 'ignore'`
+```
+_.a2_second_danger = 'ignore';
+_.a2_attack_2 = "harm";
+```
(#act2c)
@@ -201,20 +353,22 @@ b: ...
b: Oh thank goodness human, I think you can hear me again!
+b: I SHALL WARN YOU...
+
{{if _.a2_first_choice=="louder"}}
-[I'll warn you *EVEN LOUDER!*](#act2c_louder)
+[*EVEN LOUDER!*](#act2c_louder)
{{/if}}
{{if _.a2_first_choice!="louder"}}
-[I'll warn you *LOUDER!*](#act2c_louder)
+[*LOUDER!*](#act2c_louder)
{{/if}}
{{if _.a2_first_danger=="social"}}
-[I'll warn you about *another* social danger!](#act2c_different_social)
+[About *another* social danger!](#act2c_different_social)
{{/if}}
{{if _.a2_first_danger=="perv" || _.a2_first_danger=="meaning"}}
-[I'll warn you about *another* moral danger!](#act2c_different_moral)
+[About *another* moral danger!](#act2c_different_moral)
{{/if}}
[Did you check that punch before drinking?](#act2c_punch)
@@ -253,33 +407,42 @@ b: We need to move to the Canadian Yukon territories, and have our food delivere
b: And then they'd have to sterilize the drone to rid it of our SAD LUMP GERMS
-`_.a2_first_attack = "alone"`
+```
+_.a2_first_attack = "alone";
+_.a2_attack_3 = "alone";
+```
(#act2d)
# act2c_louder_law
-b: The BIG DISGUSTING TRASH PERVERT shall be sentenced to 48 hours in one of those medieval public-humiliation devices
+b: The BIG DISGUSTING TRASH PERVERT shall be sentenced to 72 hours in one of those medieval public-humiliation devices
b: unless they're actually *into* that sort of thing
-b: in which case that proves them being a BIG DISGUSTING TRASH PERVERT
+b: in which case that further proves them being a BIG DISGUSTING TRASH PERVERT
-`_.a2_first_attack = "bad"`
+```
+_.a2_first_attack = "bad";
+_.a2_attack_3 = "bad";
+```
(#act2d)
# act2c_louder_butterfly
-b: BUTTERFLY EFFECT! Did you drive to this party in your fossil-fuel car?
+b: BUTTERFLY EFFECT! You're using a non-biodegradable plastic cup?
-b: BAM, ONE KID DROWNED IN FLORIDA.
+b: BAM, A LANDFILL LEAKS POISON AND KILLS A KID
b: Remember when you said that mean thing to that stranger online?
b: BAM, THEY'RE PROBABLY SUICIDED BY NOW
-`_.a2_first_attack = "bad"`
+```
+_.a2_first_attack = "bad";
+_.a2_attack_3 = "bad";
+```
(#act2d)
@@ -291,7 +454,10 @@ b: LIIIIIKES. LIIIIIIIIIIKES.
b: And they'll bite you and turn you into a brainless bro and/or thoughtless thot!
-`_.a2_first_attack = "bad"`
+```
+_.a2_first_attack = "bad";
+_.a2_attack_3 = "bad";
+```
(#act2d)
@@ -301,11 +467,14 @@ b: THE NAZIS ARE GOOSE-STEPPING BACK ON THE STREETS RIGHT NOW
b: And they're saying:
-b: *Good thing those 'good folks' slacked off with crap like 'relaxing' and 'self-care'!*
+b: *Good thing those 'good folks' slacked off with stuff like 'relaxing' and 'self-care'!*
b: *Now our plans can go fourth, reich on schedule!*
-`_.a2_first_attack = "bad"`
+```
+_.a2_first_attack = "bad";
+_.a2_attack_3 = "bad";
+```
(#act2d)
@@ -317,7 +486,10 @@ b: What if we're all being poisoned *RIGHT NOW?*
b: WE WOULDN'T EVEN KNOW. ONE MOMENT WE'RE HERE, NEXT MOMENT WE STOP EXISTING FOREVER AND EVER AND EV--
-`_.a2_first_attack = "harm"`
+```
+_.a2_first_attack = "harm";
+_.a2_attack_3 = "harm";
+```
(#act2d)
@@ -329,7 +501,10 @@ b: What if something irreversibly broke inside of us a long time ago? Or never e
b: Ahhh we're broken! We're so broken so broken so brok--
-`_.a2_first_attack = "alone"`
+```
+_.a2_first_attack = "alone";
+_.a2_attack_3 = "alone";
+```
(#act2d)
@@ -343,7 +518,10 @@ b: What if it's in our nature to hurt others? What if we can't be anything *othe
b: Ahhh we're broken! We're so broken so broken so brok--
-`_.a2_first_attack = "bad"`
+```
+_.a2_first_attack = "bad";
+_.a2_attack_3 = "bad";
+```
(#act2d)
@@ -355,7 +533,10 @@ b: Human, is your head hurting? Do your limbs feel limp? I think we're dying. We
b: HUMAN, WE'RE DYING. WE'RE DYING WE'RE DYING WE'RE DYI--
-`_.a2_first_attack = "harm"`
+```
+_.a2_first_attack = "harm";
+_.a2_attack_3 = "harm";
+```
(#act2d)
@@ -363,10 +544,24 @@ b: HUMAN, WE'RE DYING. WE'RE DYING WE'RE DYING WE'RE DYI--
```
hong({body:"attacked"});
-attack("30p", _.a2_first_attack);
+attack("20p", _.a2_attack_1);
```
-(...2500)
+(...301)
+
+```
+hong({body:"attacked"});
+attack("20p", _.a2_attack_2);
+```
+
+(...301)
+
+```
+hong({body:"attacked"});
+attack("20p", _.a2_attack_3);
+```
+
+(...301)
h: FUCK!
@@ -382,7 +577,7 @@ b: Why did you try ignoring me?
`hong({body:"yell"})`
-h: Holy whoring hell, you stupid sack of shit.
+h: Holy hell, you stupid sack of shit.
h: You know that Native American story?
@@ -477,9 +672,9 @@ b: ...
[...jeez human. That's really hurtful.](#act2e_hurtful)
-[What happened to "your feelings are valid"?](#act2e_valid)
+[What about "your feelings are valid"?](#act2e_valid)
-[We share the same brain. We're equally rational.](#act2e_rational)
+[We share a brain. We're equally rational.](#act2e_rational)
# act2e_hurtful
@@ -559,11 +754,13 @@ b: How do you think *I* feel, human?!
b: I'm trying my best to be your guard-dog, but you keep seeing me as some Big Bad Wolf!
-b: So I try even *harder* to alert you to danger. More danger! Louder danger!
+b: So I try even *harder* to alert you to danger! More danger! Louder danger!
-b: But no matter how hard I try to protect you, you *still* think of me as your enemy!
+b: But no matter how hard I try to protect you, you *still* think I'm your enemy!
-b: I *know* I suck at my job! But I'm *trying*, human!
+b: What am I doing wrong?!
+
+b: I *know* I suck at my job. But I'm *trying*, human!
b: ...I'm trying.
@@ -571,7 +768,7 @@ b: You don't have to heed my warnings, or agree with me, or even *like* me.
b: I just... all I want is for you to be patient with me.
-b: I just want for you to sit with me for a while, instead of turning away from m--
+b: I just want for you to sit with me for a while, instead of turning away and--
`publish("act2-party-action", ["twist1"]);`
@@ -594,9 +791,13 @@ h2: (nods)
r: You're not alone, friend. Anxiety's super common.
-r: Hell, just yesterday, I heard someone curled up into an armadillo ball and cried in public!
+{{if _.act1_ending=="fight"}}
+r: Heck, just yesterday, I heard someone on campus had a nervous breakdown and smashed their phone!
+{{/if}}
-`// r: Heck, just yesterday, I heard someone on campus had a nervous breakdown and smashed their phone / curled up into a ball and cried!`
+{{if _.act1_ending=="flight"}}
+r: Hell, just yesterday, I heard someone curled up into an armadillo ball and cried in public!
+{{/if}}
h2: huh imagine that.
@@ -638,9 +839,9 @@ publish("hp_show");
(...3500)
-[Oh God.](#act2g_oh) `Game.OVERRIDE_CHOICE_LINE=true`
+[Oh my God.](#act2g_oh) `Game.OVERRIDE_CHOICE_LINE=true`
-[Please don't do this.](#act2g_please) `Game.OVERRIDE_CHOICE_LINE=true`
+[This is a bad coping mechanism.](#act2g_please) `Game.OVERRIDE_CHOICE_LINE=true`
[We don't know what's in that drink.](#act2g_we) `Game.OVERRIDE_CHOICE_LINE=true`
@@ -652,7 +853,7 @@ b: O--
# act2g_please
-b: P--
+b: T--
(#act2g)
@@ -685,10 +886,10 @@ b: This is bad, human. This is really, really bad.
[This is *actually* how addiction starts.](#act2h_opt1) `Game.OVERRIDE_CHOICE_LINE=true`
-[They could've put something bad in there.](#act2h_opt2) `Game.OVERRIDE_CHOICE_LINE=true`
-
[I *knew* the host was deeply messed up!](#act2h_opt3) `Game.OVERRIDE_CHOICE_LINE=true`
+[Also, they could have drugged that!](#act2h_opt2) `Game.OVERRIDE_CHOICE_LINE=true`
+
# act2h_opt1
@@ -698,7 +899,7 @@ b: This is *actu*--
# act2h_opt2
-b: They could've--
+b: Also, they co--
(#act2h)
@@ -753,10 +954,10 @@ h: You're gonna yap more stupid words at me again to try t--
```
bb({body:"special_2"});
-sfx("shoryuken");
+sfx("hadouken");
```
-(...1251)
+(...901)
(#act2i)
@@ -783,9 +984,19 @@ Game.FORCE_CANT_SKIP = false;
h: WHAT THE HELL WAS THAT
-b: I'm sorry. It was the only way.
+b: I'm sorry. I needed to show you the consequences.
-h: I COULD *SEE* IT. I COULD *FEEL* IT. // the blood, the guilt, the humiliation
+{{if _.SPECIAL_ATTACK=="harm"}}
+h: I COULD *SEE* MY OWN CORPSE. I COULD *FEEL* THE SENSATION OF BEING ACTUALLY DEAD.
+{{/if}}
+
+{{if _.SPECIAL_ATTACK=="alone"}}
+h: I COULD *SEE* EVERYONE'S LOOK OF DISGUST. I COULD *HEAR* ALL THE THINGS THEY SAID.
+{{/if}}
+
+{{if _.SPECIAL_ATTACK=="bad"}}
+h: I COULD *HEAR* THE CRUNCHING OF RIBS. I COULD *TASTE* THE BLOOD IN THE AIR.
+{{/if}}
b: I'm sorry, human.
@@ -797,7 +1008,9 @@ n: *FINISH THEM*
# act2j_fight
-b: They were taking advantage of you.
+b: That psychopath was taking advantage of you.
+
+b: They were trying to corrupt you, make you as messed up as they are!
b: Punch that jerk! Knock their friggin' lights out!
@@ -811,7 +1024,7 @@ b: PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM
# act2j_flight
-b: I *knew* all these partygoers were messed up. They all dull their pain with horrible things!
+b: I *knew* all these partygoers were deeply messed up. They all dull their pain with horrible things!
b: And they're tricking you into doing the same thing! They're corrupting you! We need to get out!
@@ -870,7 +1083,7 @@ music('party1', {volume:0.6, fade:6});
r: are *kinky*.
-r: I like that. Come to my party next weekend, babe.
+r: I like that. Come to my party next weekend, cutie.
`publish("act2-party-action", ["end_run"]);`
@@ -886,7 +1099,7 @@ h2: ok sorry i have to go
r: Ah, the voice won, huh?
-r: Come to my party next weekend, babe. I'll mix something even stronger for ya.
+r: Come to my party next weekend, cutie. I'll mix something even stronger for ya.
`publish("act2-party-action", ["end_run"]);`
@@ -961,4 +1174,8 @@ publish("act2-outro", ["end6"]);
`sfx("grass_step2", {volume:0.25});`
-(...3000)
\ No newline at end of file
+(...3000)
+
+`_.INTERMISSION_STAGE = 2;`
+
+(#intermission)
\ No newline at end of file
diff --git a/scenes/act3.md b/scenes/act3.md
index 5b652db..a16b98d 100644
--- a/scenes/act3.md
+++ b/scenes/act3.md
@@ -22,7 +22,7 @@ r: Hmmm, ya sure 'bout that?
h2: What, you've got *another* dare for me?
-r: Sure do, babe. See that swimming pool *all* the way down there?
+r: Sure do, cutie. See that swimming pool *all* the way down there?
```
publish('hong-next');
@@ -67,7 +67,7 @@ h2: But not for long.
```
Game.clearText();
publish("act3-out");
-music('battle_dark', {volume:0.7, fade:1});
+music('battle_dark', {volume:1.0, fade:1});
```
(...1500)
@@ -166,7 +166,7 @@ h: Look asshole, we *all* have a way of shutting you the fuck up.
h: Some people throw themselves into work.
-h: Some people throw themselves into sex and drugs and refreshing their Facebook feed.
+h: Some people throw themselves into sex, drugs, and refreshing their Facebook feed.
h: Some people throw themselves into other people.
@@ -353,10 +353,6 @@ h: All the wise folk of our time agree: negative emotions are *bad!*
h: Duh! That's why they're called *negative!*
-h: So the only good negative emotion...
-
-h: Is a *dead* negative emotion.
-
b: human... please...
h: A while back, I said: “I just want to be free from all this pain.”
@@ -393,7 +389,7 @@ h: ...you're *sorry.*
h: ...
-h: Sorry for *what*, you big fuzzy moron?
+h: Sorry for *what*?
(#act3_good_2q)
@@ -589,11 +585,13 @@ Game.FORCE_CANT_SKIP = true;
(...501)
-`publish('hong-next')`
+```
+publish('hong-next');
+Game.FORCE_CANT_SKIP = false;
+sfx("lock_door");
+```
-`Game.FORCE_CANT_SKIP = false;`
-
-(...1001)
+(...2001)
r: Did they just lock the door?
@@ -601,6 +599,14 @@ r: ...
r: shit.
+```
+Game.clearAll();
+_.INJURED = false;
+```
+
+(...2000)
+
+(#act4)
@@ -694,4 +700,39 @@ publish("hunter-roof", ["front_shock"]);
b: NO!
+(...400)
+```
+Game.clearText();
+publish("act4-injury-show");
+```
+
+(...2000)
+
+`publish("act4-injury", [1]);`
+
+(...2000)
+
+`publish("act4-injury", [0]);`
+
+(...2000)
+
+`publish("act4-injury", [2]);`
+
+(...2000)
+
+`publish("act4-injury", [0]);`
+
+(...2000)
+
+`publish("act4-injury", [3]);`
+
+(...2000)
+
+`publish("act4-injury", [0]);`
+
+(...5000)
+
+`_.INJURED = true;`
+
+(#act4)
diff --git a/scenes/act4.md b/scenes/act4.md
index 9335a32..fad9406 100644
--- a/scenes/act4.md
+++ b/scenes/act4.md
@@ -2,11 +2,6 @@
```
SceneSetup.act4();
-_.INJURED = true;
-_.TOP_FEAR = "alone";
-_.a2_end = "fight";
-_.FIRST_FEAR = "bad";
-//Game.FORCE_CANT_SKIP = true;
```
(...2001)
@@ -29,7 +24,7 @@ h: *sigh*
h: So what the hell was the moral of this story?
-h: What did I even *learn?* I *was* being stupid, my "friends" *were* using me, and we almost fucking *died*.
+h: What did we even *learn*? I *was* being stupid, my "friends" *were* using me, and we almost fucking *died*.
{{if _.INJURED}}
[Yeah, not to mention the hospital bill.](#act4a_bill)
@@ -128,6 +123,8 @@ sfx("grass_step1");
# act4b_2
+`music('dontfight',{fade:5, volume:0.6})`
+
b: I'm not a Big Bad Wolf. But I'm not a guard-wolf either.
b: I'm a battered shelter dog.
@@ -152,7 +149,7 @@ h: Dear inner wolf... how are *you* feeling?
n2: TOTAL FEARS USED:
-n2: *HARMED* 3, *UNLOVED* 4, *BAD PERSON* 2
+n2: *HARMED* {{_.attack_harm_total}}, *UNLOVED* {{_.attack_alone_total}}, *BAD PERSON* {{_.attack_bad_total}}
n2: WHAT FEAR DO YOU WANT TO TALK ABOUT FIRST? (YOU CAN DO THE OTHERS LATER)
@@ -174,9 +171,11 @@ _.a4_talked_about_harm = true;
_.a4_fears_discussed += 1;
```
-b: (insert callbacks to harm-fears you used)
+`//b: (insert callbacks to harm-fears you used)`
-b: Gosh, there's so many dangerous things in the world!
+b: I want to protect your need for physical safety,
+
+b: But, gosh, there's so many dangerous things in the world!
{{if _.a4_fears_discussed==1}}
b: I dunno, what do *you* think, human?
@@ -190,15 +189,17 @@ b: Again, back to you, human. What do you think?
b: More thoughts, human?
{{/if}}
-[You're right. So how can we protect ourselves?](#act4_harm_skills)
+`Game.OVERRIDE_CHOICE_SPEAKER = "h"`
-[I think let's expose ourselves to *more* danger.](#act4_harm_exposure)
+[You're right. So let's protect ourselves.](#act4_harm_skills)
-[Thank you.](#act4_thanks) `_.thanks_for = "physical safety"`
+[Let's expose ourselves to *more* danger.](#act4_harm_exposure)
+
+[Thank you.](#act4_thanks) `_.thanks_for = "physical safety";`
# act4_harm_skills
-b: Well, I have claws, but I'm just a metaphor.
+b: But... how? I have fangs and claws, but I'm just a metaphor.
h: We could pick up self-defense? Improve our general health? Learn to better assert our boundaries?
@@ -405,9 +406,11 @@ _.a4_talked_about_alone = true;
_.a4_fears_discussed += 1;
```
-b: (insert callbacks to alone-fears you used)
+`//b: (insert callbacks to alone-fears you used)`
-b: Will we be loved? *Can* we be loved?
+b: I want to make sure you get your social needs met, the human need to belong...
+
+b: But, I worry: will we ever be loved? *Can* we ever be loved?
{{if _.a4_fears_discussed==1}}
b: I dunno, what do *you* think, human?
@@ -421,11 +424,13 @@ b: Again, back to you, human. What do you think?
b: More thoughts, human?
{{/if}}
+`Game.OVERRIDE_CHOICE_SPEAKER = "h"`
+
[I agree I'd like to work on our social life.](#act4_alone_skills)
[I think people like us. Let's find out?](#act4_alone_experiment)
-[Thank you.](#act4_thanks) `_.thanks_for = "social belonging"`
+[Thank you.](#act4_thanks) `_.thanks_for = "social belonging";`
# act4_alone_skills
@@ -560,9 +565,11 @@ _.a4_talked_about_bad = true;
_.a4_fears_discussed += 1;
```
-b: (insert callbacks to bad-fears you used)
+`//b: (insert callbacks to bad-fears you used)`
-b: It just feels like we're so... broken.
+b: I want to defend your moral needs, that drive to become a better person,
+
+b: But it just feels like we're so... broken.
{{if _.INJURED}}
b: And don't tell me we're *not* messed up. We jumped off a *roof*.
@@ -584,11 +591,13 @@ b: Again, back to you, human. What do you think?
b: More thoughts, human?
{{/if}}
+`Game.OVERRIDE_CHOICE_SPEAKER = "h"`
+
[So we're broken. Let's fix us.](#act4_bad_fix)
[So we're broken. Let's accept it.](#act4_bad_accept)
-[Thank you.](#act4_thanks) `_.thanks_for = "moral well-being"`
+[Thank you.](#act4_thanks) `_.thanks_for = "moral well-being";`
# act4_bad_fix
@@ -638,7 +647,7 @@ b: If we're content with life, will we stop driving ourselves to do great things
h: ...
-h: If we even fear "running out of fears",
+h: If we even have a fear of "running out of fears",
h: I don't think we're gonna run out of fears.
@@ -713,7 +722,7 @@ b: Having a mental disorder *sucks!* It robs people of *lives!* Why should we "a
h: I think therapists mean "accept" our emotions as in: be patient with them.
-h: Like how struggling in quicksand makes you sink faster, and the solution is to patiently lie flat...
+h: Like how struggling in quicksand makes you sink faster, and the solution is to patiently lie flat,
{{if _.INJURED}}
h: Fighting against you, my fear, lead me to jump off a roof.
@@ -800,7 +809,10 @@ h: Good chat, team.
# act4c
-`Game.clearText()`
+```
+Game.clearText();
+music(null,{fade:3});
+```
b: ...
@@ -810,9 +822,9 @@ b: This isn't some *game*, you know.
b: Building a better relationship with your emotions isn't as simple as clicking buttons on a screen.
-b: Can we *really* get along, human?
+b: *Can* we work as a team?
-b: Can we *really* work as a team?
+b: *Can* we be on the same side?
h: Well,
@@ -824,6 +836,7 @@ publish("smash",[3]);
publish("act4-in-2");
publish("outside-hong", ["look-back"]);
publish("al-shire", ["ask"]);
+music('campus', {volume:0.5, fade:1});
```
(...1600)
@@ -848,6 +861,8 @@ s: They were enjoying peace and quiet, then we interrupted them! We're such a bu
a: I- I mean- it's, it's okay if not, I just...
+`Game.OVERRIDE_CHOICE_SPEAKER = "h2"`
+
[Wait, didn't I see you at the party?](#act4d_recognition)
[Yeah, of course! Come here.](#act4d_yes)
@@ -856,9 +871,17 @@ a: I- I mean- it's, it's okay if not, I just...
# act4d_recognition
-h2: Yeah it was the first party, where I had that panic attack and {{if _.a2_end=="fight"}}punched the host.{{/if}}{{if _.a2_end=="flight"}}ran out crying.{{/if}}
+{{if _.a2_ending=="fight"}}
+h2: Yeah it was the first party, where I had that panic attack and punched the host.
+{{/if}}
-h3: Ah, sorry, didn't mean to put you on the spot!
+{{if _.a2_ending=="flight"}}
+h2: Yeah it was the first party, where I had that panic attack and ran out crying.
+{{/if}}
+
+b: Hang on human, we might be making them uncomfortable.
+
+h2: Ah, I don't mean to put you on the spot!
h2: Just remembering a friendly face, is all.
@@ -880,7 +903,9 @@ s: AAAHHH WE MADE SOMEONE REMEMBER A TRAUMATIC EVENT. OUR MERE PRESENCE HURTS OT
# act4d_yes
-h3: Ah, I don't mean to make you feel awkward!
+b: Hang on human, we might be making them uncomfortable.
+
+h2: Ah, I don't mean to make you feel awkward!
h2: Just saying, you can sit here if you want to.
@@ -902,7 +927,9 @@ s: GAH, WE ALWAYS MAKE OTHERS FEEL UNCOMFORTABLE! WE'RE TERRIBLE!
# act4d_no
-h3: Ah, I didn't mean to come off as rude!
+b: Hang on human, we might be making them uncomfortable.
+
+h2: Ah, I didn't mean to come off as rude!
{{if _.INJURED}}
h2: It's just that, well, I jumped off a roof and almost killed myself.
@@ -951,7 +978,7 @@ h: Huh. Wonder what *that* was about.
h: Anyway, you were saying?
-b: Uh, I forget? Something about work and teams?
+b: Uh, I forget? Something about teams and sides?
h: (shrug)
@@ -959,7 +986,7 @@ b: They say you should "make peace" with your emotions, as if your emotions are
b: But I want us to make *more* than mere peace! I want us to be *allies!*
-b: I want to be a good guard-dog. I want to protect you.
+b: I want to be a good guard-dog. I want to protect you and your needs for safety, belonging, and goodness.
b: But I suck at it, so I need you to train me.
@@ -979,15 +1006,21 @@ b: Maybe you can tame this wolf.
(...1000)
-[Good dog.](#act4f-pat-bb)
+`Game.OVERRIDE_CHOICE_SPEAKER = "h"`
-[Good human.](#act4f-pat-hong)
+[Good dog.](#act4f-pat-bb) `Game.OVERRIDE_CHOICE_SPEAKER = "h"`
+
+`Game.OVERRIDE_CHOICE_SPEAKER = "b"`
+
+[Good human.](#act4f-pat-hong) `Game.OVERRIDE_CHOICE_SPEAKER = "b"`
# act4f-pat-hong
```
Game.clearText();
Game.FORCE_CANT_SKIP = true;
+music(null,{fade:0.5});
+sfx("youbothwin");
```
`publish("end-pat", ["pat-hong-1"])`
@@ -1012,7 +1045,7 @@ Game.FORCE_CANT_SKIP = true;
`publish("end-pat", ["pat-hong-2"])`
-(...2001)
+(...6501)
`publish("end-pat", ["pat-hong-3"])`
@@ -1025,6 +1058,8 @@ Game.FORCE_CANT_SKIP = true;
```
Game.clearText();
Game.FORCE_CANT_SKIP = true;
+music(null,{fade:0.5});
+sfx("youbothwin");
```
`publish("end-pat", ["pat-bb-1"])`
@@ -1049,7 +1084,7 @@ Game.FORCE_CANT_SKIP = true;
`publish("end-pat", ["pat-bb-2"])`
-(...2001)
+(...6501)
`publish("end-pat", ["pat-bb-3"])`
@@ -1064,18 +1099,23 @@ Game.FORCE_CANT_SKIP = false;
publish("end-pat", ["freak-out"])
```
-{{if _.FIRST_FEAR=="harm"}}
+{{if _.fifteencigs}}
b: AAAAA YOU'RE STILL BEING ALONE FIFTEEN CIGARETTES AAAAA
{{/if}}
-{{if _.FIRST_FEAR=="alone"}}
+{{if _.parasite}}
b: AAAAA YOU'RE STILL NOT BEING PRODUCTIVE AAAAA
{{/if}}
-{{if _.FIRST_FEAR=="bad"}}
+{{if _.whitebread}}
b: AAAAA YOU'RE EATING MORE WHITE BREAD AAAAA
{{/if}}
-`sfx("yaps");`
+```
+sfx("yaps");
+Game.FORCE_CANT_SKIP = true;
+```
b: YAP YAP YAP YAP YAP
+
+(#credits)
diff --git a/scenes/credits.md b/scenes/credits.md
new file mode 100644
index 0000000..6fa3666
--- /dev/null
+++ b/scenes/credits.md
@@ -0,0 +1,9 @@
+# credits
+
+`music('credits', {NO_LOOP:true, volume:0.7});`
+
+(...1884)
+
+`SceneSetup.credits()`
+
+n: *CREDITS ROLL* (and mental health resource links)
\ No newline at end of file
diff --git a/scenes/intermission.md b/scenes/intermission.md
index d0f1866..23fddff 100644
--- a/scenes/intermission.md
+++ b/scenes/intermission.md
@@ -1,7 +1,12 @@
-# intermission-1
+# intermission
+
+`Game.clearAll();`
+
+(...2000)
```
-SceneSetup.intermission(1);
+_.INTERMISSION_STAGE = _.INTERMISSION_STAGE ? _.INTERMISSION_STAGE : 1;
+SceneSetup.intermission(_.INTERMISSION_STAGE);
Game.FORCE_CANT_SKIP = true;
```
@@ -13,11 +18,12 @@ publish("show_stats");
n2: FEARS YOU USED:
-i: #harm# *BEING HARMED:* {{_.attack_harm}}
+i: #harm# *BEING HARMED:* {{_.INTERMISSION_STAGE==1 ? _.attack_harm_ch1 : _.attack_harm_ch2}}
-i: #alone# *BEING UNLOVED:* {{_.attack_alone}}
+i: #alone# *BEING UNLOVED:* {{_.INTERMISSION_STAGE==1 ? _.attack_alone_ch1 : _.attack_alone_ch2}}
+
+i: #bad# *BEING A BAD PERSON:* {{_.INTERMISSION_STAGE==1 ? _.attack_bad_ch1 : _.attack_bad_ch2}}
-i: #bad# *BEING A BAD PERSON:* {{_.attack_bad}}
```
publish("set_how_many_prompts", [1]);
@@ -34,34 +40,10 @@ sfx("yelp", {volume:0.5});
(...2000)
+{{if _.INTERMISSION_STAGE==1}}
(#act2)
+{{/if}}
-
-# intermission-2
-
-```
-SceneSetup.intermission(2);
-Game.FORCE_CANT_SKIP = true;
-```
-
-(...6000)
-
-```
-publish("show_stats");
-```
-
-n2: FEARS YOU USED:
-
-i: #harm# *BEING HARMED:* {{_.attack_harm}}
-
-i: #alone# *BEING UNLOVED:* {{_.attack_alone}}
-
-```
-publish("set_how_many_prompts", [1]);
-Game.FORCE_CANT_SKIP = false;
-Game.CLICK_TO_ADVANCE = true;
-```
-
-i: #bad# *BEING A BAD PERSON:* {{_.attack_bad}}
-
-(#act3)
\ No newline at end of file
+{{if _.INTERMISSION_STAGE==2}}
+(#act3)
+{{/if}}
diff --git a/scripts/act1/Act1_Outro_BG.js b/scripts/act1/Act1_Outro_BG.js
index 9cd3184..365acfa 100644
--- a/scripts/act1/Act1_Outro_BG.js
+++ b/scripts/act1/Act1_Outro_BG.js
@@ -190,7 +190,8 @@ function BG_Act1_Outro(){
// NEXT SCENE?
if(frameTicker>=320/30){
- Game.goto("act1_end");
+ _.INTERMISSION_STAGE = 1;
+ Game.goto("intermission");
}
};
diff --git a/scripts/act1/Act1_SceneSetup.js b/scripts/act1/Act1_SceneSetup.js
index 2e70000..860ed77 100644
--- a/scripts/act1/Act1_SceneSetup.js
+++ b/scripts/act1/Act1_SceneSetup.js
@@ -1,8 +1,6 @@
Loader.addSounds([
{ id:"music_battle", src:"sounds/music/battle.mp3" },
{ id:"music_pokemon", src:"sounds/music/pokemon.mp3" },
-
- { id:"dramatic", src:"sounds/sfx/dramatic.mp3" },
{ id:"fart", src:"sounds/sfx/fart.mp3" }
]);
@@ -14,9 +12,10 @@ SceneSetup.act1 = function(){
HP.reset();
// ATTACKS
- _.attack_harm = 0;
- _.attack_alone = 0;
- _.attack_bad = 0;
+ _.CHAPTER = 1;
+ _.attack_harm_ch1 = 0;
+ _.attack_alone_ch1 = 0;
+ _.attack_bad_ch1 = 0;
// Background
var bg = new BG_Anxiety();
@@ -45,26 +44,4 @@ SceneSetup.act1_outro = function(){
var bg = new BG_Act1_Outro();
Game.scene.children.push(bg);
-};
-SceneSetup.act1_end = function(){
-
- Game.resetScene();
- music(null);
- stopAllSounds();
-
- // HACK
- Game.TEXT_SPEED = 50;
- Game.FORCE_TEXT_Y = 52;
- Game.FORCE_CANT_SKIP = true;
- $("#game_container").style.background = "#000";
- $("#game_choices").style.display = "none";
-
- // KILL
- Game.scene.kill = function(){
- Game.FORCE_TEXT_Y = -1;
- Game.FORCE_CANT_SKIP = false;
- $("#game_container").style.background = "";
- $("#game_choices").style.display = "";
- };
-
};
\ No newline at end of file
diff --git a/scripts/act2/Act2_BG.js b/scripts/act2/Act2_BG.js
index 7cf36f7..cbe592c 100644
--- a/scripts/act2/Act2_BG.js
+++ b/scripts/act2/Act2_BG.js
@@ -8,7 +8,7 @@ Loader.addImages([
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" }
+ { id:"hadouken", src:"sounds/sfx/hadouken.mp3" }
]);
function BG_Party(){
diff --git a/scripts/act2/Act2_SceneSetup.js b/scripts/act2/Act2_SceneSetup.js
index 2ed368f..231bc20 100644
--- a/scripts/act2/Act2_SceneSetup.js
+++ b/scripts/act2/Act2_SceneSetup.js
@@ -10,9 +10,10 @@ SceneSetup.act2 = function(){
HP.reset();
// ATTACKS (TODO: ACT I, ACT II...???)
- _.attack_harm = 0;
- _.attack_alone = 0;
- _.attack_bad = 0;
+ _.CHAPTER = 2;
+ _.attack_harm_ch2 = 0;
+ _.attack_alone_ch2 = 0;
+ _.attack_bad_ch2 = 0;
// Music
music('party1', {volume:0.6});
diff --git a/scripts/act3/Act3_BG.js b/scripts/act3/Act3_BG.js
index f682846..1855542 100644
--- a/scripts/act3/Act3_BG.js
+++ b/scripts/act3/Act3_BG.js
@@ -1,7 +1,12 @@
Loader.addImages([
{ id:"rooftop_bg", src:"sprites/act3/rooftop_bg.png" },
{ id:"rooftop_hunter", src:"sprites/act3/hunter.png" },
- { id:"rooftop_hong", src:"sprites/act3/hong.png" }
+ { id:"rooftop_hong", src:"sprites/act3/hong.png" },
+ { id:"hospital", src:"sprites/act3/hospital.png" },
+]);
+
+Loader.addSounds([
+ { id:"lock_door", src:"sounds/sfx/lock_door.mp3" }
]);
function BG_Rooftop(){
@@ -40,6 +45,14 @@ function BG_Rooftop(){
self.hong = new Act3_Hong();
self.beebee = new Act3_Beebee();
+ // Hospital scene
+ self.hospitalSprite = new Sprite({
+ image: Library.images.hospital,
+ grid:{ width:4, height:1 },
+ frame:{ width:720, height:1200 },
+ });
+ self.hospitalSprite.visible = false;
+
// LAYERS
self.layers = [
self.bgSprite,
@@ -123,13 +136,21 @@ function BG_Rooftop(){
ctx.save();
- for(var i=0; i0){
- ctx.globalAlpha = ALPHAS[i];
- layer.draw(ctx);
+ if(!self.hospitalSprite.visible){
+
+ for(var i=0; i0){
+ ctx.globalAlpha = ALPHAS[i];
+ layer.draw(ctx);
+ }
}
+
+ }else{
+
+ self.hospitalSprite.draw(ctx);
+
}
ctx.restore();
@@ -177,6 +198,14 @@ function BG_Rooftop(){
subscribe("start-walkaway-anim", function(){
self.hongSprite.gotoFrame(23);
self.hunterSprite.gotoFrameByName("side_smile");
+ }),
+
+ // INJURY
+ subscribe("act4-injury-show", function(frame){
+ self.hospitalSprite.visible = true;
+ }),
+ subscribe("act4-injury", function(frame){
+ self.hospitalSprite.gotoFrame(frame);
})
);
diff --git a/scripts/act3/Act3_SceneSetup.js b/scripts/act3/Act3_SceneSetup.js
index cf9cf36..6ca9b86 100644
--- a/scripts/act3/Act3_SceneSetup.js
+++ b/scripts/act3/Act3_SceneSetup.js
@@ -11,9 +11,7 @@ SceneSetup.act3 = function(){
HP.reset();
// ATTACKS
- _.attack_harm = 0;
- _.attack_alone = 0;
- _.attack_bad = 0;
+ _.CHAPTER = 3;
// Music
music('party2', {volume:0.6});
diff --git a/scripts/act4/Act4_BG.js b/scripts/act4/Act4_BG.js
index 85e1cc5..8fe544e 100644
--- a/scripts/act4/Act4_BG.js
+++ b/scripts/act4/Act4_BG.js
@@ -13,8 +13,7 @@ Loader.addImages([
Loader.addSounds([
{ id:"yaps", src:"sounds/sfx/yaps.mp3" },
- /*{ id:"record_scratch", src:"sounds/sfx/record_scratch.mp3" },
- { id:"shoryuken", src:"sounds/sfx/shoryuken.mp3" }*/
+ { id:"youbothwin", src:"sounds/sfx/youbothwin.mp3" }
]);
function BG_Act4(){
@@ -243,6 +242,9 @@ function BG_Act4(){
PARALLAXING = "out";
sfx("whoosh");
+ // IT'S WHITE IN HERE
+ window.BLACK_CTA = true;
+
}),
subscribe("act4-in-2", function(){
@@ -254,6 +256,9 @@ function BG_Act4(){
PARALLAXING = "in";
sfx("whoosh");
+ // IT'S DARK OUT HERE
+ window.BLACK_CTA = false;
+
}),
subscribe("act4-out-3", function(){
@@ -262,6 +267,9 @@ function BG_Act4(){
PARALLAXING = "out";
sfx("whoosh");
+ // IT'S WHITE IN HERE
+ window.BLACK_CTA = true;
+
}),
subscribe("outside-hong", function(frame){
if(_.INJURED) frame += "-injured";
@@ -298,6 +306,7 @@ function BG_Act4(){
self.kill = function(){
_subscriptions.forEach(unsubscribe);
+ window.BLACK_CTA = false; // back to normal
};
}
\ No newline at end of file
diff --git a/scripts/act4/Act4_SceneSetup.js b/scripts/act4/Act4_SceneSetup.js
index 021eb5a..48f2960 100644
--- a/scripts/act4/Act4_SceneSetup.js
+++ b/scripts/act4/Act4_SceneSetup.js
@@ -1,5 +1,5 @@
Loader.addSounds([
- { id:"music_party1", src:"sounds/music/party1.mp3" }
+ { id:"music_dontfight", src:"sounds/music/dontfight.mp3" }
]);
SceneSetup.act4 = function(){
@@ -9,11 +9,32 @@ SceneSetup.act4 = function(){
// RESET HP
HP.reset();
- // ATTACKS (TODO: ACT I, ACT II...???)
- _.attack_harm = 0;
- _.attack_alone = 0;
- _.attack_bad = 0;
+ // ATTACKS
+ _.CHAPTER = 4;
+
+ _.attack_harm_ch1 = (_.attack_harm_ch1==undefined) ? 0 : _.attack_harm_ch1;
+ _.attack_alone_ch1 = (_.attack_alone_ch1==undefined) ? 0 : _.attack_alone_ch1;
+ _.attack_bad_ch1 = (_.attack_bad_ch1==undefined) ? 0 : _.attack_bad_ch1;
+
+ _.attack_harm_ch2 = (_.attack_harm_ch2==undefined) ? 0 : _.attack_harm_ch2;
+ _.attack_alone_ch2 = (_.attack_alone_ch2==undefined) ? 0 : _.attack_alone_ch2;
+ _.attack_bad_ch2 = (_.attack_bad_ch2==undefined) ? 0 : _.attack_bad_ch2;
+ _.attack_harm_total = _.attack_harm_ch1 + _.attack_harm_ch2;
+ _.attack_alone_total = _.attack_alone_ch1 + _.attack_alone_ch2;
+ _.attack_bad_total = _.attack_bad_ch1 + _.attack_bad_ch2;
+
+ // DECIDE TOP FEAR (if it's a tie, use first fear. if it's still neither, random)
+ var fears = [
+ {name:"harm", count:_.attack_harm_total},
+ {name:"alone", count:_.attack_alone_total},
+ {name:"bad", count:_.attack_bad_total}
+ ];
+ fears = fears.sort(function(a,b){
+ return b.count - a.count;
+ });
+ _.TOP_FEAR = fears[0].name;
+
// Music
music('campus', {volume:0.5});
diff --git a/scripts/credits/Credits_SceneSetup.js b/scripts/credits/Credits_SceneSetup.js
new file mode 100644
index 0000000..7d5c571
--- /dev/null
+++ b/scripts/credits/Credits_SceneSetup.js
@@ -0,0 +1,13 @@
+Loader.addSounds([
+ { id:"music_credits", src:"sounds/music/credits.mp3" }
+]);
+
+SceneSetup.credits = function(){
+
+ Game.resetScene();
+ Game.clearText();
+
+ // RESET HP
+ HP.reset();
+
+};
\ No newline at end of file
diff --git a/scripts/game/BG_Anxiety.js b/scripts/game/BG_Anxiety.js
index 4eb1101..a5d1dd3 100644
--- a/scripts/game/BG_Anxiety.js
+++ b/scripts/game/BG_Anxiety.js
@@ -13,7 +13,7 @@ function BG_Anxiety(whiteMode){
// Moving white boxes
var BG_WIDTH = 360;
- var BG_HEIGHT = 450;
+ var BG_HEIGHT = 600;
self.boxes = [];
self.resetBox = function(box, startInView){
diff --git a/scripts/game/Game.js b/scripts/game/Game.js
index ba4d572..991358f 100644
--- a/scripts/game/Game.js
+++ b/scripts/game/Game.js
@@ -20,7 +20,7 @@ window.hong = function(){
};
window.attack = function(damage, type){
publish("attack", ["hong", damage, type]);
- _["attack_"+type]++; // HACK
+ _["attack_"+type+"_ch"+_.CHAPTER]++; // HACK
};
window.attackBB = function(damage, type){
publish("attack", ["bb", damage]);
@@ -129,16 +129,28 @@ Game.onUnpause = function(){
Howler.mute(false);
}
};
-Game.pausedDOM.onclick = function(){
+Game.pausedDOM.onclick = function(e){
if(Options.showing){
publish("hide_options");
- }
- if(About.showing){
+ }else if(About.showing){
$("#close_about").onclick();
+ }else{
+ Game.onUnpause();
+ }
+ e.stopPropagation();
+};
+
+// UNPAUSE OR SKIP DIALOGUE?
+var _unpauseOrSkip = function(){
+ if(Game.paused){
+ Game.onUnpause();
+ }else{
+ Game.clearAllTimeouts();
}
};
-window.addEventListener("click", Game.onUnpause);
-window.addEventListener("touchstart", Game.onUnpause);
+window.addEventListener("click", _unpauseOrSkip);
+window.addEventListener("touchstart", _unpauseOrSkip);
+
// "SET TIMEOUT" for text and stuff
Game.timeoutCallbacks = [];
@@ -171,10 +183,14 @@ Game.clearAllTimeouts = function(){
}
};
-Game.canvas.addEventListener("click", Game.clearAllTimeouts);
+
+// CLICK TO SKIP DIALOGUE
+//window.addEventListener("click", Game.clearAllTimeouts);
+//window.addEventListener("touchstart", Game.clearAllTimeouts);
+/*Game.canvas.addEventListener("click", Game.clearAllTimeouts);
Game.canvas.addEventListener("touchstart", Game.clearAllTimeouts);
Game.choicesDOM.addEventListener("click", Game.clearAllTimeouts);
-Game.choicesDOM.addEventListener("touchstart", Game.clearAllTimeouts);
+Game.choicesDOM.addEventListener("touchstart", Game.clearAllTimeouts);*/
Game.goto = function(sectionID){
@@ -282,6 +298,8 @@ Game.clearText = function(){
Game.clearAll = function(){
Game.clearText();
Game.resetScene();
+ music(null);
+ stopAllSounds();
};
window.clearText = Game.clearText;
@@ -611,6 +629,7 @@ Loader.addSounds([
// Execute choice! Add it to choice DOM.
Game.OVERRIDE_CHOICE_LINE = false;
+Game.OVERRIDE_CHOICE_SPEAKER = null;
Game.HACK_MAKE_THE_LINE_BIG = false;
Game.executeChoice = function(line){
@@ -635,6 +654,7 @@ Game.executeChoice = function(line){
var div = document.createElement("div");
div.innerHTML = choiceText;
+ div.setAttribute("speaker", Game.OVERRIDE_CHOICE_SPEAKER ? Game.OVERRIDE_CHOICE_SPEAKER : "b");
div.onclick = function(event){
// Any pre-choice code?
@@ -642,8 +662,13 @@ Game.executeChoice = function(line){
// Override line... ONCE
if(!Game.OVERRIDE_CHOICE_LINE){
- Game.addToQueue("b: "+originalChoiceText);
+ if(Game.OVERRIDE_CHOICE_SPEAKER){
+ Game.addToQueue(Game.OVERRIDE_CHOICE_SPEAKER+": "+originalChoiceText);
+ }else{
+ Game.addToQueue("b: "+originalChoiceText);
+ }
}
+ Game.OVERRIDE_CHOICE_SPEAKER = null;
Game.OVERRIDE_CHOICE_LINE = false;
// Play sound
@@ -685,6 +710,11 @@ Game.executeChoice = function(line){
setTimeout(function(){
var choiceHeight = div.getBoundingClientRect().height;
if(choiceHeight>40) div.style.fontSize = "14px";
+ // And if still too much???
+ setTimeout(function(){
+ var choiceHeight = div.getBoundingClientRect().height;
+ if(choiceHeight>40) div.style.fontSize = "12px";
+ },1);
},1);
},1);
},1);
@@ -825,6 +855,7 @@ Game.parseLine = function(line){
lookForExpressions = false;
// Look for an IF!
+ //debugger;
var regex = /\{\{[^\}]*\}\}/ig; // the reason it's inside here is to reset .exec
var regexResult = regex.exec(line);
if(regexResult){
@@ -914,5 +945,10 @@ Game.updateCanvas = function(){
};
-
-
+// HACK: PREVENT ACCIDENTALLY TABBING & BREAKING UI
+window.addEventListener("keydown", function(e){
+ if(e.keyCode==9){
+ e.preventDefault();
+ e.stopPropagation();
+ }
+});
diff --git a/scripts/game/Options.js b/scripts/game/Options.js
index b154ec1..acefea4 100644
--- a/scripts/game/Options.js
+++ b/scripts/game/Options.js
@@ -83,7 +83,11 @@ Loader.addSounds([
updateText();
});
var currentBlinkingInterval;
+ window.BLACK_CTA = false;
var blinkCTA = function(){
+
+ $("#cta_text2 > div").setAttribute("pic", window.BLACK_CTA ? "next-black" : "next");
+
currentBlinkingInterval = setInterval(function(){
ctaAlpha = (ctaAlpha==1) ? 0 : 1;
click_to_advance.style.opacity = ctaAlpha;
diff --git a/scripts/game/Sounds.js b/scripts/game/Sounds.js
index e14317c..c433810 100644
--- a/scripts/game/Sounds.js
+++ b/scripts/game/Sounds.js
@@ -38,7 +38,7 @@ window.voice = function(name, options){
var delta = now - window._lastPlayedVoice[name];
// If too soon, DON'T PLAY.
- if(delta < 4/60*1000) return; // 4 frames
+ if(delta < 5/60*1000) return; // 5 frames
// Otherwise, play
options = options || {};
@@ -69,7 +69,11 @@ window.music = function(song, options){
var song = Library.sounds["music_"+song];
song.stop(); // just in case it was playing earlier
- song.loop(true);
+ if(options.NO_LOOP){
+ song.play();
+ }else{
+ song.loop(true);
+ }
if(options.fade==0){
song.volume(options.volume);
diff --git a/scripts/intermission/Intermission_BG.js b/scripts/intermission/Intermission_BG.js
index b6d45fb..7d5cd69 100644
--- a/scripts/intermission/Intermission_BG.js
+++ b/scripts/intermission/Intermission_BG.js
@@ -8,11 +8,6 @@ function BG_Intermission(STAGE){
var self = this;
- // ATTACKS
- _.attack_harm = 1;
- _.attack_alone = 2;
- _.attack_bad = 4;
-
// Sprites!
self.bgSprite = new Sprite({
image: Library.images.intermission_bg,
diff --git a/scripts/intro/Intro_BG.js b/scripts/intro/Intro_BG.js
index 18d1926..ceeb168 100644
--- a/scripts/intro/Intro_BG.js
+++ b/scripts/intro/Intro_BG.js
@@ -20,7 +20,7 @@ Loader.addSounds([
function BG_Intro(){
- var ticker = 0;//18;//0;
+ var ticker = 0; //18;//0;
var self = this;
diff --git a/scripts/main.js b/scripts/main.js
index c343ef8..7d75c90 100644
--- a/scripts/main.js
+++ b/scripts/main.js
@@ -1,13 +1,14 @@
// Load assets
Loader.addScenes([
- //"scenes/intro.md",
- //"scenes/act1.md",
- //"scenes/act1_end.md",
- //"scenes/PROMO.md"
- "scenes/act2.md",
- //"scenes/act3.md",
- //"scenes/act4.md",
+
+ "scenes/intro.md",
+ "scenes/act1.md",
"scenes/intermission.md",
+ "scenes/act2.md",
+ "scenes/act3.md",
+ "scenes/act4.md",
+ "scenes/credits.md"
+
]);
Loader.load(function(progress){
@@ -17,7 +18,7 @@ Loader.load(function(progress){
$("#loading").setAttribute("loaded","yes");
$("#loading").onclick = function(){
- //sfx("pop");
+ sfx("pop");
publish('START_GAME');
};
@@ -29,7 +30,17 @@ subscribe("START_GAME", function(){
$("#loading").style.display = "none";
Game.start();
-
- Game.goto("intermission-1");
-});
\ No newline at end of file
+ $("#gear").style.display = "block";
+ $("#about").style.display = "block";
+
+ // Act 2
+ /*_ = {"CHAPTER":1,"attack_harm_ch1":3,"attack_alone_ch1":2,"attack_bad_ch1":1,"whitebread":true,"partyinvite":"ignore","subtweet":true,"serialkiller":true,"act1g":"dont","act1_ending":"flight","INTERMISSION_STAGE":1};
+ Game.goto("act2");*/
+ Game.goto("intro");
+
+});
+
+window._SAVE = function(){
+ copy(JSON.stringify(_));
+};
diff --git a/sounds/music/battle_dark.mp3 b/sounds/music/battle_dark.mp3
index 55c3202..ca20573 100644
Binary files a/sounds/music/battle_dark.mp3 and b/sounds/music/battle_dark.mp3 differ
diff --git a/sounds/music/battle_dark_prev.mp3 b/sounds/music/battle_dark_prev.mp3
new file mode 100644
index 0000000..55c3202
Binary files /dev/null and b/sounds/music/battle_dark_prev.mp3 differ
diff --git a/sounds/music/credits.mp3 b/sounds/music/credits.mp3
new file mode 100644
index 0000000..a3b7a8f
Binary files /dev/null and b/sounds/music/credits.mp3 differ
diff --git a/sounds/music/dontfight.mp3 b/sounds/music/dontfight.mp3
new file mode 100644
index 0000000..b40e9ef
Binary files /dev/null and b/sounds/music/dontfight.mp3 differ
diff --git a/sounds/sfx/dramatic.mp3 b/sounds/sfx/dramatic.mp3
deleted file mode 100644
index ec1ad29..0000000
Binary files a/sounds/sfx/dramatic.mp3 and /dev/null differ
diff --git a/sounds/sfx/hadouken.mp3 b/sounds/sfx/hadouken.mp3
new file mode 100644
index 0000000..010693d
Binary files /dev/null and b/sounds/sfx/hadouken.mp3 differ
diff --git a/sounds/sfx/lock_door.mp3 b/sounds/sfx/lock_door.mp3
new file mode 100644
index 0000000..e711aff
Binary files /dev/null and b/sounds/sfx/lock_door.mp3 differ
diff --git a/sounds/sfx/shoryuken.mp3 b/sounds/sfx/shoryuken.mp3
deleted file mode 100644
index 7258f2a..0000000
Binary files a/sounds/sfx/shoryuken.mp3 and /dev/null differ
diff --git a/sounds/sfx/youbothwin.mp3 b/sounds/sfx/youbothwin.mp3
new file mode 100644
index 0000000..d9ac244
Binary files /dev/null and b/sounds/sfx/youbothwin.mp3 differ
diff --git a/sprites/act2/party_action.png b/sprites/act2/party_action.png
index 0e28e13..2d38268 100644
Binary files a/sprites/act2/party_action.png and b/sprites/act2/party_action.png differ
diff --git a/sprites/act2/party_bg.png b/sprites/act2/party_bg.png
index 47a2b75..7e3e60c 100644
Binary files a/sprites/act2/party_bg.png and b/sprites/act2/party_bg.png differ
diff --git a/sprites/act3/hospital.png b/sprites/act3/hospital.png
index 1758101..7ef04c8 100644
Binary files a/sprites/act3/hospital.png and b/sprites/act3/hospital.png differ
diff --git a/sprites/intro/intro_logo.png b/sprites/intro/intro_logo.png
index b0745f5..546f101 100644
Binary files a/sprites/intro/intro_logo.png and b/sprites/intro/intro_logo.png differ
diff --git a/sprites/ui/icons.png b/sprites/ui/icons.png
index 36ddb81..cf8b965 100644
Binary files a/sprites/ui/icons.png and b/sprites/ui/icons.png differ
diff --git a/styles/game.css b/styles/game.css
index 2903693..247220a 100644
--- a/styles/game.css
+++ b/styles/game.css
@@ -29,7 +29,7 @@ div{ /*, #game_words, #game_choices, #paused, #options, #loading, #gear, #about,
width: 360px;
height: 600px;
- background: #111;
+ background: #000;
font-size: 20px;
font-family: Helvetica, Arial, sans-serif;
@@ -585,7 +585,7 @@ DIALOGUEZ
.mini-icon{
display: inline-block;
background: url(../sprites/ui/icons.png);
- background-size: 700%;
+ background-size: 800%;
width: 20px; height:20px;
position: relative;
}
@@ -610,6 +610,9 @@ DIALOGUEZ
.mini-icon[pic="ok"]{
background-position: -600% 0px;
}
+.mini-icon[pic="next-black"]{
+ background-position: -700% 0px;
+}
.narrator-bubble, .narrator-bubble-2, .narrator-bubble-4, .narrator-bubble-i, .narrator-bubble-5{
position: relative;
@@ -692,7 +695,7 @@ DIALOGUEZ
}
.narrator-bubble-i img{
float:left;
- margin: 0 20px;
+ margin: 0 20px !important;
position: relative;
top: -13px;
}
@@ -892,23 +895,27 @@ DIALOGUEZ
#game_choices{
width: 100%;
- height: 110px;
- padding: 20px 0;
+ height: 130px;
+ padding: 10px 0;
position: absolute;
bottom:0;
/*background: #2E2E2E;*/
text-align: center;
- color: #fff;
- font-weight: lighter;
}
#game_choices > div{
- padding: 0.25em 0;
+
+ width: 310px;
+ margin: 0 auto 5px auto;
+ padding: 5px 10px;
+
cursor: pointer;
position: relative;
+ border-radius: 20px;
+
/* Spring OUT only */
-webkit-transition: top 500ms cubic-bezier(0.350, 0.005, 0.370, 1); /* older webkit */
-webkit-transition: top 500ms cubic-bezier(0.350, 0.005, 0.370, 1.390);
@@ -922,8 +929,29 @@ DIALOGUEZ
-o-transition-timing-function: cubic-bezier(0.350, 0.005, 0.370, 1.390);
transition-timing-function: cubic-bezier(0.350, 0.005, 0.370, 1.390); /* custom */
}
-#game_choices > div:hover{
- background: rgba(255,255,255,0.25);
+#game_choices > div[speaker=b]{
+ background: #000;
+ color: #fff;
+ font-weight: lighter;
+}
+#game_choices > div[speaker=b]:hover{
+ background: #333;
+}
+#game_choices > div[speaker=h]{
+ background: #fff;
+ color: #000;
+ font-weight: lighter;
+}
+#game_choices > div[speaker=h]:hover{
+ color: #888;
+}
+#game_choices > div[speaker=h2]{
+ background: #fff;
+ color: #000;
+ font-weight: lighter;
+}
+#game_choices > div[speaker=h2]:hover{
+ color: #888;
}
/***********************************/