intermission heck yeah
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4
TODO
4
TODO
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@ -3,4 +3,6 @@ TODO
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- bug: mouseover dialogue option, multiple sounds over div's and i's
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- extra sound when line ends with *italics*
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- can't click outside to advance
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- favicon one-line eye
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- favicon one-line eye
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- hadouken not shoryken
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- Open Sans, for consistency???
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@ -292,4 +292,8 @@
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<script src="scripts/act4/Act4_SceneSetup.js"></script>
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<script src="scripts/act4/Act4_BG.js"></script>
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<!-- INTERMISSION -->
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<script src="scripts/intermission/Intermission_SceneSetup.js"></script>
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<script src="scripts/intermission/Intermission_BG.js"></script>
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<script src="scripts/main.js"></script>
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@ -1,558 +0,0 @@
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// TODO: CUT TO 2000 words (SANS CODE)
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# act2
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`SceneSetup.act2();`
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n: party words party words party words
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n: // callback: retweet news story, or subtweet, or Tinder serial killer (or: fallback - anxiety in general)
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`publish("act2-out-1");`
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b: Yelling
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`publish("act2-in-2");`
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r: Badness
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`publish("act2-out-3");`
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b: Oh no
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`publish("act2-flash");`
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h: What the heck
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`publish("act2-in-4");`
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r: Oh ya
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`publish("act2-out-5");`
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b: Oh no
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# oh_no
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[Oh god they all hate you!](#act2a_social)
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[Ogling the host, you pervert?](#act2a_perv)
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[So let's talk about *the meaning of life*.](#act2a_meaning)
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# act2a_social
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b: They're secretly gossiping about you!
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`publish("act2-in-2");`
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b: They're talking behind your back IN FRONT OF YOUR BACK
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b: We're just bringing this party down by being around here. Human, we have to leave *now* before--
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(#act2b)
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# act2a_perv
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b: // pokemon?
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b: They're more attractive than you, which means if you so much as *look* at them,
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b: then YOU'RE A CREEP
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b: A creepy, crappy, pervert terrible terrible creepazoid bad bad bad cree--
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(#act2b)
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# act2a_meaning
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b: What can we possibly do that matters in the grand scheme of things?
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b: Even if we somehow change the course of humanity, all of humanity will die one day.
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b: Humanity dies, the sun dies, the entire universe dies, what the hell are we supposed to--
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(#act2b)
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# act2b
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b: ...
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b: Hey, can... can you hear me?
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b: ...
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b: GASP
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[I must warn you *louder!*](#act2b_louder)
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[I must warn you about a *different* moral/social danger!](#act2b_different)
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[Human, you're ignoring danger! That's dangerous!](#act2b_ignore)
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# act2b_louder
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b: // decide...
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# act2b_louder_social
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b: EMOTIONS ARE CONTAGIOUS! SO IF YOU DON'T LEAVE YOU'LL INFECT EVERYONE WITH YOUR MENTAL ILLNESS!
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b: You'll create a deadly outbreak of SAD LUMP SYNDROME
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b: We need to get out of here and quarantine ourselves forever in a small room with Netflix and food delivery!
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(#act2c)
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# act2b_louder_perv
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b: DON'T BE A CREEP. IT'S AGAINST THE LAW!
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b: Creep Law, Section 74.5: (1) Any Person who checks out (a) that sweet ass (b) those ripped arms (2) shall be hereby referred to as
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b: "A BIG DISGUSTING TRASH PERVERT"
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(#act2c)
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# act2b_louder_meaning
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b: BUT YOU KNOW WHAT'S WORSE THAN HAVING NO IMPACT? HAVING *ALL* THE IMPACT.
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b: Alfred Nobel wanted world peace, and for cultures to understand each other. So he decided to make travel easier. So he needed a way to cheaply create train tunnels. So he invented a new material called "dynamite"...
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b: ...which was used in World War I to KILL MILLIONS OF PEOPLE
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b: IT'S THE BUTTERFLY EFFECT, HUMAN! HOW MANY PEOPLE ARE YOU ACCIDENTALLY KILLING RIGHT NOW
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(#act2c)
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# act2b_different_social
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b: Actually, you know what's worse than no-one liking you? _Everyone_ liking you.
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b: That is, if you become like one of _these_ shallow party animals. A shallow life with shallow friends who only know the shallow you!
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b: Human, we need to get away from these dopamine zombies before they turn us into one of them!
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(#act2c)
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# act2b_different_moral
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b: People are dying in famines and genocides *right now* and you're just partying!
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b: A wise person once said, "the only thing necessary for the triumph of evil is for good folks to do nothing."
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b: YOU'RE DOING NOTHING.
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b: BY PARTYING, YOU'RE HELPING *HITLER*.
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(#act2c)
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# act2b_ignore
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b: You think you're safe just because you took the batteries out of the carbon monoxide detector?
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b: You won't smell the monoxide coming! You'll just get sleepy and then you'll--
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b: DIEEEEEEEEEEEEEEEEEEEEEE
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(#actbc)
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# act2c
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b: ...
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b: Oh thank goodness human, I think you can hear me again!
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[I'll go (even) *LOUDER!*](#act2c_louder)
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[I'll warn you about *(yet) another* moral/social danger!](#act2c_another)
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[Wait, did you check that punch before drinking it?](#act2c_punch)
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#act2c_louder
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// 6 possibilities
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# act2c_louder_netflix
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b: Actually, is Netflix and food delivery quarantined enough?! We'd still infect the delivery person!
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b: We need to move out to the middle of the Canadian Yukon territories, and have our food delivered to us by drone!
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b: And then they'd have to sterilize the drone after each use to rid it of your SAD LUMP GERMS
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# act2c_louder_law
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b: The BIG DISGUSTING TRASH PERVERT shall be sentenced to no less than five (5) years in one of those medieval public-humiliation things where people throw rotten fruit at them
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b: unless they're actually _into_ that sort of thing
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b: in which case that further proves them being a BIG DISGUSTING TRASH PERVERT
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# act2c_louder_butterfly
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b: BUTTERFLY EFFECT! Did you drive to this party in your fossil-fuel car?
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b: BAM, ONE KID DROWNED IN FLORIDA.
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b: Remember that time you said that mean thing to that stranger?
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b: BAM, THEY'RE PROBABLY SUICIDED BY NOW
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(#act2d)
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# act2c_louder_zombies
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b: These popularity-zombies will stumble towards you mumbling,
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b: LIIIIIKES. LIIIIIIIIIIKES.
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b: And they'll bite you and turn you into a brainless bro and/or thoughtless thot!
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(#act2d)
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# act2c_louder_hitler
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b: THE NAZIS ARE GOOSE-STEPPING BACK ON THE STREETS RIGHT NOW
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b: And they're saying:
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b: *Good thing those 'good folks' slacked off with crap like 'relaxing' and 'self-care'!*
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b: *Now our plans can go fourth, reich on schedule!*
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(#act2d)
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# act2c_louder_ignore
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b: Come to think about it, do we know if this building _has_ a monoxide detector?!
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b: What if we're all being poisoned *RIGHT NOW?*
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b: WE WOULDN'T EVEN KNOW. ONE MOMENT WE'RE HERE, NEXT MOMENT WE STOP EXISTING FOREVER AND EVER AND EV--
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(#act2d)
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# act2c_different_social
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b: What if we're just _fundamentally incapable_ of ever being loved, or loving another?
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b: What if something irreversibly broke inside of us a long time ago? Or what if that something never existed in us in the first place?
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b: Oh god we're broken! We're so broken so broken so brok--
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(#act2d)
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# act2c_different_moral
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b: What if we're just _fundamentally rotten?_ Other people have a strong inner drive to do goodness, but we only do "good" out of guilt or shame, if at all.
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b: What if it's in our nature to hurt others? What if we can't be anything _other_ than a burden to those close to us?
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b: Oh god we're broken! We're so broken so broken so brok--
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(#act2d)
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# act2c_punch
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b: Like, I'm not being irrational here. People _do_ actually drug in punch bowls. That is an actual danger.
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b: Human, is your head hurting? Do your limbs feel limp? I think we're dying. We need to call an ambulance RIGHT NOW.
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b: HUMAN, WE'RE DYING. WE'RE DYING WE'RE DYING WE'RE DYI--
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(#act2d)
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# act2d
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h: FUCK!
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h: FUCKING FUCK-FUKKITY _FUUUUUCK_
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b: Oh thank goodness, human! I'm so glad you can finally hear me again!
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b: Why did you try ignoring me?
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h: Holy whoring hell, you stupid sack of shit.
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h: You know that Native American story? "There are two wolves inside you, one is hope, one is despair. Which wolf wins? The one you feed."
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h: I was trying to fucking _starve_ you, you sadistic asshole.
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h: Fuck it, I'll do positive affirmations instead.
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h: *I am loved. I am good. I am smart. I am beautiful. I am special.*
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[You know "affirmations" were disproven, right?](#act2d_disproven)
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[Golly, human, you're becoming a narcissist!](#act2d_narcissist)
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[ohmygod you can't just credit every "wise" story to Native Americans](#act2d_racist)
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# act2d_disproven
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b: In fact, they actually _backfire_ for people with low self-esteem!
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b: It was a well-designed study – randomized controlled trial, experimenter was blinded as to who was in which group. Here's what they found. If you already had low self-esteem, being asked to repeat affirmations makes you feel *worse* than if you'd said nothing at all!
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b: Wood et al, 2009. Look it up on Google Scholar, human,
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b: THEN STOP SPREADING UNSCIENTIFIC FAKE NEWS
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(#act2e)
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# act2d_narcissist
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b: You _need_ to humbly see your own flaws in order to grow as a person!
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b: You can't spray air freshener over a moldy room! Covering up your flaws with these narcissistic statements will make you worse in the long-run.
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b: Thankfully, I, as your loyal guard-wolf, can alert you to your flaws. And right now, it's-
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b: EVERYTHING. EVERYTHING IS WRONG
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(#act2e)
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# act2d_racist
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b: Native Americans are, like, _actual people_, not a bunch of "noble savages" you can namedrop to make your fortune-cookie advice sound more _exotic_.
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b: You're reducing individual persons & complex cultures to a Hallmark card! That's "benevolent racism", human!
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b: STOP BEING RACIST YOU SQUINTY-EYED JERK
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(#act2e)
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# act2e
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h: FUCKDAMMIT.
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h: You know what? You're _irrational._
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h: Everyone already knows emotions are irrational! Especially fear!
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h: Why should I listen to a moron shitstain like you?!
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b: ...
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[...Jeez human. That's really hurtful to say.]()
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[Human, I'm in your brain. We're equally rational.]()
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[Wait, what happened to "your feelings are valid"?]()
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# act2e_hurtful
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b: I'm _part_ of you, you know. When you say that, you're hurting _yourself._
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b: Why are you hitting yourself, human? STOP HITTING YOURSELF.
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(#act2f)
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# act2e_rational
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b: Which means if _I'm_ irrational, then _you're_ irrational!
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b: And if we're both so dumb and stupid, we'll never figure out how to be happy! Oh god we're so lost! So lost so lost so los--
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(#act2f)
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# act2e_valid
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b: So "they" say that emotions are irrational, that emotions are not to be trusted.
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b: But "they" _also_ say that feelings are valid, that you should always accept your emotions.
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b: Maybe "they" are just full of crap! "They" have fed hurtful lies to you your whole life!
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(#act2f)
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# act2f
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h: ...
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h: I hate this. God, it hurts so much, I hate this.
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h: I can't appease you. I can't ignore you. I can't fight you.
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h: No matter what I do, I can't seem to get rid of yo--
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b: Well maybe you're NOT _SUPPOSED_ TO GET RID ME.
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b: Jeez, how do you think _I_ feel, human?!
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b: I'm trying my best to be your guard-dog, but you keep seeing me as some Big Bad Wolf!
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b: So I try even _harder_ to alert you to danger. More danger! Louder danger! But no matter how hard I try, you _still_ think of me as your enemy!
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b: Sure, I raise false alarms sometimes. Maybe even most of the time!
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b: But I'm _trying_, human.
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b: ...I'm trying.
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// TODO: MORE EXPLICIT LESSON. "BE PATIENT WITH ME".
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b: ...Would it hurt for you to just sit with me for a while, instead of running away by distracting yourself wi--
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r: Hey.
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r: It seems like you're caught up in an argument with yourself.
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h2: (nods)
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r: You're not alone, kid. Anxiety is super common.
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r: Heck, just yesterday, I heard someone on campus had a nervous breakdown and smashed their phone / curled up into a ball and cried!
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h2: ...huh imagine that.
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r: That's why I host all these parties. I want to help people be happy.
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h2: ...but my anxiety...
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r: Don't worry, buddy. There's actually a very simple trick to get the negative voices in your head to be quiet forever.
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(...2000)
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r: (gives bottle)
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r: Heads up, it's a lot stronger than... anything, really.
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r: Enjoy!
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(...2000)
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[Oh god.](#act2g)
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[Please don't do this.](#act2g)
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[We don't know what's in that drink.](#act2g)
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# act2g
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// interrupt
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h: Mmm, what an exquisite palette!
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h: A rich flavor of "shut your mind up", with an aftertaste of "don't feel anything ever again".
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b: This is bad. Human, this is really, really bad.
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[This is literally how addiction starts.]()
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[They could've put something bad in that drink.]()
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[I *knew* the host had some terrible neurosis.]()
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# act2h
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h: Not just delicious, but also cheaper than therapy!
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b: GOD HUMAN STOP
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h: Hehehe!
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h: And what are _you_ gonna do about it, asshole?
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b: I'm so sorry, human.
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b: I'm going to have to use my SPECIAL ATTACK
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[]()
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[]()
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[]()
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# act2h_attack
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h: What's this crap?
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h: You're gonna yap more stupid words at me again to try t--
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# act2i
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h: WHAT THE HELL WAS THAT
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b: I'm sorry. It was the only way.
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h: I COULD *SEE* IT. I COULD *FEEL* IT. // the blood, the guilt, the humiliation
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b: I'm sorry, human.
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n: [FINISH THEM]
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[{FIGHT: Punch that jerk host.}]()
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[{FLIGHT: Let's get out of here.}]()
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# act2j_fight
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// all the minor callbacks
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b: They were taking advantage of you, a scared vulnerable human.
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b: Punch that asshole. Knock their fucking lights out.
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b: PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THEM PUNCH THE--
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# act2j_flight
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// all the minor callbacks
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b: God, I knew it. The host and all these partygoers are full of neuroses. They dull their pain with distraction.
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|
||||
b: And they're trying to trick you into doing the same thing! They're corrupting you! We need to get out!
|
||||
|
||||
b: GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OUT GET OU--
|
||||
|
||||
# act2k_fight
|
||||
|
||||
h: (punch)
|
||||
|
||||
r: Y-you...
|
||||
|
||||
r: ...are *kinky*.
|
||||
|
||||
r: I like that. You're invited to my party next weekend.
|
||||
|
||||
h: ok thank you bye
|
||||
|
||||
r: I wanna see you let out that *vicious* side of you more, kid!
|
||||
|
||||
(...1000)
|
||||
|
||||
# act2k_flight
|
||||
|
||||
h: ok sorry i have to go
|
||||
|
||||
r: Ah, the voice was too strong, huh?
|
||||
|
||||
r: Come to my party next weekend. I promise I'll mix something even stronger for you.
|
||||
|
||||
h: ok thank you bye
|
||||
|
||||
r: I wanna see you finally let loose, kid!
|
||||
|
||||
(...1000)
|
||||
|
||||
# act2k_end
|
||||
|
||||
b: Human! Are you okay?!
|
||||
|
||||
b: God, that was *close.* We really could've--
|
||||
|
||||
h: (slam)
|
||||
|
||||
h: I'm going to the party next weekend.
|
||||
|
||||
h: The next time we fight, I'm not just going to *defeat* you...
|
||||
|
||||
h: ...I'm going to fucking *kill* you.
|
||||
|
||||
(...5000)
|
|
@ -1,218 +0,0 @@
|
|||
# act3
|
||||
|
||||
`SceneSetup.act3();`
|
||||
|
||||
h: meow
|
||||
|
||||
r: blah blah blah blah blah blah blah blah blah blah blah blah
|
||||
|
||||
```
|
||||
Game.clearText();
|
||||
publish("act3-out");
|
||||
music('battle_dark', {volume:0.7, fade:1});
|
||||
```
|
||||
|
||||
(...1500)
|
||||
|
||||
```
|
||||
publish("hp_show");
|
||||
```
|
||||
|
||||
n: FINAL ROUND: *FIGHT!*
|
||||
|
||||
h: Yelling
|
||||
|
||||
b: Yelling
|
||||
|
||||
```
|
||||
Game.clearText();
|
||||
publish("act3-in");
|
||||
publish("hp_hide");
|
||||
Game.FORCE_CANT_SKIP = true;
|
||||
music(null,{fade:1});
|
||||
```
|
||||
|
||||
(#act3_walkaway)
|
||||
|
||||
# act3_walkaway
|
||||
|
||||
`publish("start-walkaway-anim");`
|
||||
|
||||
(...2001)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...667)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...667)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...667)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
`Game.FORCE_CANT_SKIP = false;`
|
||||
|
||||
r: What's the matter, kid?
|
||||
|
||||
r: Ya *scared?*
|
||||
|
||||
```
|
||||
publish('hong-next');
|
||||
publish('hunter-bored');
|
||||
```
|
||||
|
||||
h2: Yes.
|
||||
|
||||
h2: I'm scared.
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
h2: And that's okay!
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
h2: It's okay to be scared.
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...500)
|
||||
|
||||
```
|
||||
Game.clearText();
|
||||
Game.FORCE_CANT_SKIP = true;
|
||||
```
|
||||
|
||||
(...1167)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...833)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...1333)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...667)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...667)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...1333)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...501)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
`Game.FORCE_CANT_SKIP = false;`
|
||||
|
||||
(...1001)
|
||||
|
||||
r: Did they just lock the door?
|
||||
|
||||
r: ...
|
||||
|
||||
r: shit.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
# act3_jump
|
||||
|
||||
`publish("start-jump-anim");`
|
||||
|
||||
(...2001)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...833)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...501)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...501)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...1167)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...1001)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
b: no...
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...501)
|
||||
|
||||
`Game.clearText();`
|
||||
|
||||
(...1333)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...1333)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
b: no no no
|
||||
|
||||
(...501)
|
||||
|
||||
`Game.clearText();`
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...2001)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...501)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...167)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...167)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...167)
|
||||
|
||||
```
|
||||
publish('hong-next');
|
||||
publish("hunter-shock");
|
||||
```
|
||||
|
||||
(...833)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...167)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
(...167)
|
||||
|
||||
`publish('hong-next')`
|
||||
|
||||
b: NO!
|
|
@ -111,7 +111,10 @@ h: Maybe we don't have to fight.
|
|||
|
||||
(...2001)
|
||||
|
||||
`publish("smash",[1]);`
|
||||
```
|
||||
publish("smash",[1]);
|
||||
sfx("grass_step1");
|
||||
```
|
||||
|
||||
(...2001)
|
||||
|
||||
|
@ -131,6 +134,8 @@ b: I'm a battered shelter dog.
|
|||
|
||||
b: We've been through rough stuff, possibly trauma, so that's why sometimes I over-react and go--
|
||||
|
||||
`sfx("yaps");`
|
||||
|
||||
b: YAP YAP YAP YAP YAP
|
||||
|
||||
b: But I don't *want* to be a cowardly dog! I want to protect you! I want to be a good dog!
|
||||
|
@ -538,13 +543,11 @@ b: Maybe the barista just wants to make some dang coffee, not be an *experiment*
|
|||
|
||||
h: Well, if it turns out we *are* being a burden...
|
||||
|
||||
h: ...that's good to know, too!
|
||||
h: That's good to know, too!
|
||||
|
||||
h: We can then learn how to pro-actively ask people what they're comfortable with, knowing and respecting others' boundaries...
|
||||
h: We can then learn how to pro-actively ask people what they're comfortable with, to know and respect others' boundaries.
|
||||
|
||||
b: ...all that "inter-personal skills" crap we keep seeing in counselor brochures.
|
||||
|
||||
h: Yup.
|
||||
h: Y'know, all that "inter-personal skills" crap we see in counselor brochures.
|
||||
|
||||
(#act4_something_else)
|
||||
|
||||
|
@ -756,7 +759,7 @@ h: Anyway, anything else you wanna chat about?
|
|||
{{/if}}
|
||||
|
||||
{{if _.a4_fears_discussed==2}}
|
||||
h: Anyway, anything else on your heavy heart?
|
||||
h: So, anything else on your heavy heart?
|
||||
{{/if}}
|
||||
|
||||
{{if _.a4_fears_discussed==3}}
|
||||
|
@ -843,7 +846,7 @@ s: Ack, do you know how pathetic we sound? How desperate, how *needy*?
|
|||
s: They were enjoying peace and quiet, then we interrupted them! We're such a burden!
|
||||
{{/if}}
|
||||
|
||||
a: I- I mean- it's, it's okay if you not, I just...
|
||||
a: I- I mean- it's, it's okay if not, I just...
|
||||
|
||||
[Wait, didn't I see you at the party?](#act4d_recognition)
|
||||
|
||||
|
@ -970,7 +973,7 @@ b: I'm sorry! I'm a battered shelter dog! Battered dogs poop on your bed once in
|
|||
|
||||
b: But if you're patient with me... and just stay and sit with me...
|
||||
|
||||
b: Maybe you can domesticate this wolf.
|
||||
b: Maybe you can tame this wolf.
|
||||
|
||||
`Game.clearText();`
|
||||
|
||||
|
@ -1073,4 +1076,6 @@ b: AAAAA YOU'RE STILL NOT BEING PRODUCTIVE AAAAA
|
|||
b: AAAAA YOU'RE EATING MORE WHITE BREAD AAAAA
|
||||
{{/if}}
|
||||
|
||||
`sfx("yaps");`
|
||||
|
||||
b: YAP YAP YAP YAP YAP
|
||||
|
|
|
@ -1,30 +0,0 @@
|
|||
# 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
|
|
@ -0,0 +1,67 @@
|
|||
# intermission-1
|
||||
|
||||
```
|
||||
SceneSetup.intermission(1);
|
||||
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}}
|
||||
|
||||
i: #bad# *BEING A BAD PERSON:* {{_.attack_bad}}
|
||||
|
||||
```
|
||||
publish("set_how_many_prompts", [1]);
|
||||
Game.FORCE_CANT_SKIP = false;
|
||||
Game.CLICK_TO_ADVANCE = true;
|
||||
```
|
||||
|
||||
n5: (game auto-saved! it's ok to quit & continue later)
|
||||
|
||||
```
|
||||
Game.clearAll();
|
||||
sfx("yelp", {volume:0.5});
|
||||
```
|
||||
|
||||
(...2000)
|
||||
|
||||
(#act2)
|
||||
|
||||
|
||||
# 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)
|
|
@ -12,8 +12,8 @@ Loader.addImages([
|
|||
]);
|
||||
|
||||
Loader.addSounds([
|
||||
/*{ id:"squeak", src:"sounds/sfx/squeak.mp3" },
|
||||
{ id:"record_scratch", src:"sounds/sfx/record_scratch.mp3" },
|
||||
{ id:"yaps", src:"sounds/sfx/yaps.mp3" },
|
||||
/*{ id:"record_scratch", src:"sounds/sfx/record_scratch.mp3" },
|
||||
{ id:"shoryuken", src:"sounds/sfx/shoryuken.mp3" }*/
|
||||
]);
|
||||
|
||||
|
@ -273,6 +273,7 @@ function BG_Act4(){
|
|||
if(stage==0){
|
||||
Game.clearText();
|
||||
HP.show();
|
||||
sfx("ui_show_choice", {volume:0.4});
|
||||
}
|
||||
if(stage==1){
|
||||
HP.hide(true);
|
||||
|
|
|
@ -279,6 +279,10 @@ Game.clearText = function(){
|
|||
Game.wordsDOM.innerHTML = "";
|
||||
Game.updateText(true);
|
||||
};
|
||||
Game.clearAll = function(){
|
||||
Game.clearText();
|
||||
Game.resetScene();
|
||||
};
|
||||
window.clearText = Game.clearText;
|
||||
|
||||
// Execute text! Just add it to text DOM.
|
||||
|
@ -290,6 +294,7 @@ Game.FORCE_TEXT_DURATION = -1;
|
|||
Game.WHO_IS_SPEAKING = null; // "h", "b", "n" etc...
|
||||
Game.CURRENT_SPEAKING_SPEED = 1;
|
||||
Game.FORCE_NO_VOICE = false;
|
||||
Game.NO_NARRATOR_SOUNDS = false;
|
||||
Game.executeText = function(line){
|
||||
|
||||
return new RSVP.Promise(function(resolve){
|
||||
|
@ -333,9 +338,15 @@ Game.executeText = function(line){
|
|||
case "n3": // narrator 3
|
||||
div.className = "narrator-bubble-3";
|
||||
break;
|
||||
case "n4": // narrator 3
|
||||
case "n4": // narrator 4
|
||||
div.className = "narrator-bubble-4";
|
||||
break;
|
||||
case "n5": // narrator 5
|
||||
div.className = "narrator-bubble-5";
|
||||
break;
|
||||
case "i": // Intermission
|
||||
div.className = "narrator-bubble-i";
|
||||
break;
|
||||
}
|
||||
requestAnimationFrame(function(){
|
||||
requestAnimationFrame(function(){
|
||||
|
@ -448,7 +459,7 @@ Game.executeText = function(line){
|
|||
|
||||
}else{
|
||||
|
||||
// IF NARRATOR 1 or 2 or 4
|
||||
// IF NARRATOR
|
||||
|
||||
// *Emphasize multiple words* => *Emphasize* *multiple* *words*
|
||||
var regex = /\*([^\*]*)\*/g;
|
||||
|
@ -512,7 +523,9 @@ Game.executeText = function(line){
|
|||
// SOUND
|
||||
var chr = word.slice(-1);
|
||||
var isEmphasis = (chr=="*");
|
||||
voice(isEmphasis ? "narrator_emphasis" : "narrator");
|
||||
if(!Game.NO_NARRATOR_SOUNDS){
|
||||
voice(isEmphasis ? "narrator_emphasis" : "narrator");
|
||||
}
|
||||
|
||||
}, interval);
|
||||
})(i, interval, word);
|
||||
|
@ -539,7 +552,9 @@ Game.executeText = function(line){
|
|||
var icon = Library.images["fear_"+iconName];
|
||||
div.children[i].appendChild(icon);
|
||||
icon.style.display = "block";
|
||||
icon.style.margin = "0 auto";
|
||||
if(speaker!="i"){
|
||||
icon.style.margin = "0 auto";
|
||||
}
|
||||
icon.style.width = "80px";
|
||||
icon.style.height = "80px";
|
||||
|
||||
|
@ -850,7 +865,7 @@ Game.parseLine = function(line){
|
|||
////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Game.canvas.width = 360 * 2;
|
||||
Game.canvas.height = 450 * 2;
|
||||
Game.canvas.height = 600 * 2; //450 * 2;
|
||||
Game.canvas.style.width = Game.canvas.width/2 + "px";
|
||||
Game.canvas.style.height = Game.canvas.height/2 + "px";
|
||||
Game.context = Game.canvas.getContext("2d");
|
||||
|
|
|
@ -58,6 +58,9 @@ Loader.addSounds([
|
|||
var cta_text1 = $("#cta_text1");
|
||||
var cta_text2 = $("#cta_text2");
|
||||
click_to_advance.style.display = "none";
|
||||
subscribe("set_how_many_prompts", function(n){
|
||||
HOW_MANY_PROMPTS = n;
|
||||
});
|
||||
subscribe("show_click_to_advance", function(){
|
||||
|
||||
cta_text1.style.display = (HOW_MANY_PROMPTS>0) ? "inline" : "none";
|
||||
|
@ -76,6 +79,9 @@ Loader.addSounds([
|
|||
currentBlinkingInterval = null;
|
||||
|
||||
});
|
||||
subscribe("update_text_speed", function(){
|
||||
updateText();
|
||||
});
|
||||
var currentBlinkingInterval;
|
||||
var blinkCTA = function(){
|
||||
currentBlinkingInterval = setInterval(function(){
|
||||
|
|
|
@ -99,6 +99,9 @@ function Sprite(config){
|
|||
var scaleY = self.scale / self.squash;
|
||||
ctx.scale(scaleX, scaleY);
|
||||
|
||||
// Rotation
|
||||
ctx.rotate(self.rotation);
|
||||
|
||||
// Alpha
|
||||
ctx.globalAlpha = self.alpha;
|
||||
|
||||
|
|
|
@ -0,0 +1,60 @@
|
|||
Loader.addImages([
|
||||
{ id:"intermission_bg", src:"sprites/intermission/bg.png" },
|
||||
{ id:"intermission_bb", src:"sprites/intermission/bb.png" },
|
||||
{ id:"youwin", src:"sprites/intermission/youwin.png" }
|
||||
]);
|
||||
|
||||
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,
|
||||
grid:{ width:1, height:1 },
|
||||
frame:{ width:3000, height:3000 },
|
||||
anchor:{ x:1500/2, y:1500/2 },
|
||||
x:180, y:600
|
||||
});
|
||||
self.youwinSprite = new Sprite({
|
||||
image: Library.images.youwin,
|
||||
grid:{ width:1, height:2 },
|
||||
frame:{ width:720, height:600 }
|
||||
});
|
||||
self.youwinSprite.gotoFrame( STAGE==1 ? 0 : 1 );
|
||||
self.bbSprite = new Sprite({
|
||||
image: Library.images.intermission_bb,
|
||||
grid:{ width:1, height:2 },
|
||||
frame:{ width:720, height:500 },
|
||||
y: 410
|
||||
});
|
||||
self.bbSprite.gotoFrame( STAGE==1 ? 0 : 1 );
|
||||
|
||||
self.update = function(){
|
||||
self.bgSprite.rotation += Math.TAU/2500;
|
||||
};
|
||||
|
||||
self.draw = function(ctx){
|
||||
ctx.save();
|
||||
self.bgSprite.draw(ctx);
|
||||
self.youwinSprite.draw(ctx);
|
||||
self.bbSprite.draw(ctx);
|
||||
ctx.restore();
|
||||
};
|
||||
|
||||
var _subscriptions = [];
|
||||
_subscriptions.push(
|
||||
subscribe("show_stats", function(){
|
||||
self.youwinSprite.visible = false;
|
||||
})
|
||||
);
|
||||
self.kill = function(){
|
||||
_subscriptions.forEach(unsubscribe);
|
||||
};
|
||||
|
||||
}
|
|
@ -0,0 +1,38 @@
|
|||
Loader.addSounds([
|
||||
{ id:"intermission", src:"sounds/sfx/intermission.mp3" }
|
||||
]);
|
||||
|
||||
SceneSetup.intermission = function(STAGE){
|
||||
|
||||
Game.resetScene();
|
||||
|
||||
// RESET HP
|
||||
HP.reset();
|
||||
|
||||
// Music
|
||||
sfx('intermission', {volume:0.9});
|
||||
|
||||
// Background
|
||||
var bg = new BG_Intermission(STAGE);
|
||||
Game.scene.children.push(bg);
|
||||
|
||||
// HACK
|
||||
Game.TEXT_SPEED = 0;
|
||||
Game.FORCE_TEXT_Y = 10;
|
||||
Game.FORCE_CANT_SKIP = true;
|
||||
Game.NO_NARRATOR_SOUNDS = true;
|
||||
$("#click_to_advance").style.color = "#000";
|
||||
|
||||
// KILL
|
||||
Game.scene.kill = function(){
|
||||
|
||||
Game.clearText();
|
||||
|
||||
publish("update_text_speed");
|
||||
Game.FORCE_TEXT_Y = -1;
|
||||
Game.FORCE_CANT_SKIP = false;
|
||||
Game.NO_NARRATOR_SOUNDS = false;
|
||||
$("#click_to_advance").style.color = "";
|
||||
};
|
||||
|
||||
};
|
|
@ -4,8 +4,10 @@ Loader.addScenes([
|
|||
//"scenes/act1.md",
|
||||
//"scenes/act1_end.md",
|
||||
//"scenes/PROMO.md"
|
||||
//"scenes/act2.md",
|
||||
"scenes/act4.md",
|
||||
"scenes/act2.md",
|
||||
//"scenes/act3.md",
|
||||
//"scenes/act4.md",
|
||||
"scenes/intermission.md",
|
||||
]);
|
||||
Loader.load(function(progress){
|
||||
|
||||
|
@ -28,6 +30,6 @@ subscribe("START_GAME", function(){
|
|||
$("#loading").style.display = "none";
|
||||
Game.start();
|
||||
|
||||
Game.goto("act4");
|
||||
Game.goto("intermission-1");
|
||||
|
||||
});
|
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Before Width: | Height: | Size: 295 KiB After Width: | Height: | Size: 508 KiB |
Binary file not shown.
After Width: | Height: | Size: 41 KiB |
|
@ -29,7 +29,7 @@ div{ /*, #game_words, #game_choices, #paused, #options, #loading, #gear, #about,
|
|||
|
||||
width: 360px;
|
||||
height: 600px;
|
||||
background: #2E2E2E;
|
||||
background: #111;
|
||||
|
||||
font-size: 20px;
|
||||
font-family: Helvetica, Arial, sans-serif;
|
||||
|
@ -611,7 +611,7 @@ DIALOGUEZ
|
|||
background-position: -600% 0px;
|
||||
}
|
||||
|
||||
.narrator-bubble, .narrator-bubble-2, .narrator-bubble-4{
|
||||
.narrator-bubble, .narrator-bubble-2, .narrator-bubble-4, .narrator-bubble-i, .narrator-bubble-5{
|
||||
position: relative;
|
||||
color: #FFFFFF;
|
||||
text-align: center;
|
||||
|
@ -650,7 +650,7 @@ DIALOGUEZ
|
|||
height: calc(100% + 4px);
|
||||
|
||||
}
|
||||
.narrator-bubble i, .narrator-bubble-2 i, .narrator-bubble-4 i{
|
||||
.narrator-bubble i, .narrator-bubble-2 i, .narrator-bubble-4 i, .narrator-bubble-i i{
|
||||
font-style: normal;
|
||||
color: #ff4040;
|
||||
}
|
||||
|
@ -681,6 +681,30 @@ DIALOGUEZ
|
|||
transition: all 0.3s ease-in-out;*/
|
||||
|
||||
}
|
||||
.narrator-bubble-i {
|
||||
overflow: hidden;
|
||||
text-align: left;
|
||||
color: #000;
|
||||
margin-bottom: 0;
|
||||
margin-top: 0;
|
||||
padding-top: 15px;
|
||||
height: 65px;
|
||||
}
|
||||
.narrator-bubble-i img{
|
||||
float:left;
|
||||
margin: 0 20px;
|
||||
position: relative;
|
||||
top: -13px;
|
||||
}
|
||||
.narrator-bubble-5{
|
||||
color: #000;
|
||||
font-weight: bold;
|
||||
font-size: 18px;
|
||||
line-height: 20px;
|
||||
width: 270px;
|
||||
margin: 0 auto;
|
||||
padding: 10px 0 7px 0;
|
||||
}
|
||||
|
||||
.hong-bubble {
|
||||
position: relative;
|
||||
|
@ -874,7 +898,7 @@ DIALOGUEZ
|
|||
position: absolute;
|
||||
bottom:0;
|
||||
|
||||
background: #2E2E2E;
|
||||
/*background: #2E2E2E;*/
|
||||
text-align: center;
|
||||
color: #fff;
|
||||
font-weight: lighter;
|
||||
|
|
Loading…
Reference in New Issue