act 4 done more or less
This commit is contained in:
parent
53db94969d
commit
788373a15a
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@ -0,0 +1,6 @@
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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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263
scenes/act4.md
263
scenes/act4.md
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@ -2,7 +2,10 @@
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```
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SceneSetup.act4();
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_.INJURED = false;
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_.INJURED = true;
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_.TOP_FEAR = "alone";
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_.a2_end = "fight";
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_.FIRST_FEAR = "bad";
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//Game.FORCE_CANT_SKIP = true;
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```
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@ -22,8 +25,6 @@ _.INJURED = false;
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`Game.FORCE_CANT_SKIP = false;`
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(#act4b_2)
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h: *sigh*
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h: So what the hell was the moral of this story?
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@ -194,7 +195,7 @@ b: More thoughts, human?
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b: Well, I have claws, but I'm just a metaphor.
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h: We could pick up self-defense? Improve our general health? Learn to assert our boundaries?
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h: We could pick up self-defense? Improve our general health? Learn to better assert our boundaries?
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b: Maybe, but...
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@ -212,9 +213,11 @@ h: We're beginning right now.
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b: Eh?
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h: I mean, we're practicing good communication right now. And if that works, we can detect danger better with fewer false positives... and *does* help protect us from harm!
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h: I mean, we're practicing good communication right now. Which will help us detect danger better, with fewer false positives,
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h: This *is* self-defense training.
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h: And that *will* help protect us from harm!
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h: Therefore: tis *is* self-defense training.
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b: Huh. I was expecting more of this:
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@ -265,16 +268,14 @@ h: Over several days, the trainer raises the volume bit by bit, until the dog ha
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h: It's called exposure therapy!
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h: If it works for *literal* dogs, it should work for you, right?
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h: All mammals have the same fight-or-flight response.
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[I'm a wolf, not a dog.](#act4_harm_exposure_dog)
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h: Since you're a dog, it should work for you too, right? All mammals have the same fight-or-flight response.
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[What if we desensitize ourselves *too* much?](#act4_harm_exposure_overboard)
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[What if we expose ourselves to *real* danger?](#act4_harm_exposure_hurt)
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[I'm a wolf, not a dog.](#act4_harm_exposure_dog)
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# act4_harm_exposure_dog
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h: And I'll show you kindness and patience 'til you're domesticated into a cute lil' puppy.
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@ -295,11 +296,11 @@ b: Soon we'll give ourselves treats while watching snuff murder porn!
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h: I... think there's a line between that and the thunder.
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b: But *where*, human?! *Where?*
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b: But exactly *where*, human? *Where?!*
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h: I don't know. But *you* can help me!
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h: Working and negotiating with you, we'll find and draw that line.
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h: Working and negotiating with you, we'll draw that line.
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b: Okay. But I've got no opposable thumbs, so you have to do the drawing.
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@ -693,7 +694,7 @@ h: But not necessarily giving up a commitment to change.
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b: Then therapists should say *acknowledge*, not *accept*.
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h: Yeah come to think of it, "accept" is really unhelpful.
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h: Yeah come to think of it, "accept" is kinda confusing.
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b: Well, I *acknowledge* that.
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@ -768,11 +769,11 @@ h: Anyway, anything else on your heavy heart?
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{{if _.a4_talked_about_alone!=true}}
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[I'm scared we'll be alone.](#act4_alone)
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{{/if}
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{{/if}}
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{{if _.a4_talked_about_bad!=true}}
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[I'm scared we're bad people.](#act4_bad)
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{{/if}
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{{/if}}
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[Nah, I'm good for now.](#act4c_prelude)
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@ -808,112 +809,268 @@ b: Building a better relationship with your emotions isn't as simple as clicking
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b: Can we *really* get along, human?
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b: Can we *really* act as a team?
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b: Can we *really* work as a team?
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h: Well,
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a: E-excuse me...
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(...1000)
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```
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Game.clearText();
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publish("smash",[3]);
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publish("act4-in-2");
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publish("outside-hong", ["look-back"]);
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publish("al-shire", ["ask"]);
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```
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(...1600)
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(#act4d)
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# act4d
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a: Would you mind if I sat with you for lunch?
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a: W-wo-would you mind if I sat with you for lunch?
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// s: Only psychos sit alone for lunch! Get away from them or they'll hurt you!
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{{if _.TOP_FEAR=="harm"}}
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s: They were sitting alone for lunch? They must be a psycho loner serial killer!
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{{/if}}
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// s: Ack, do you know how pathetic we sound? How desperate, how *needy*?
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{{if _.TOP_FEAR=="alone"}}
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s: Ack, do you know how pathetic we sound? How desperate, how *needy*?
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{{/if}}
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// s: They were enjoying peace and quiet, then we interrupted them! We're such a burden!
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{{if _.TOP_FEAR=="bad"}}
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s: They were enjoying peace and quiet, then we interrupted them! We're such a burden!
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{{/if}}
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a: I- I mean- it's it's okay if not, I just...
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a: I- I mean- it's, it's okay if you not, I just...
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[Wait, didn't I see you at the party?]()
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[Wait, didn't I see you at the party?](#act4d_recognition)
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[Yeah, of course! Come here.]()
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[Yeah, of course! Come here.](#act4d_yes)
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[Ah, sorry, I need some alone time right now.]()
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[Sorry, I need alone time right now.](#act4d_no)
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# act4d_recognition
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h2: Yeah you saw me have a panic attack and // become an armadillo // commit phone-murder!
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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}}
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h3: Ah! Sorry, didn't mean to put you on the spot!
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h3: Ah, sorry, didn't mean to put you on the spot!
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h2: Just remembering a friendly face, is all.
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// s: WAIT THAT *IS* THE PHONE-MURDERER / THE CRYING ARMADILLO! I KNEW IT! THEY'RE A DANGEROUS PSYCHO!
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`publish("al-shire", ["panic"]);`
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// s: SEE HOW MUCH YOU SUCK AT MAKING FRIENDS?! THE FIRST IMPRESSION YOU MADE IS "WITNESSED MY TRAUMA". YOU SUCK!
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{{if _.TOP_FEAR=="harm"}}
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s: AHHHHH I KNEW IT! THEY'RE A DANGEROUS CRAZY PSYCHO!
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{{/if}}
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// s: AAAHHH YOU MADE SOMEONE REMEMBER A TRAUMATIC EVENT. YOUR MERE PRESENCE HURTS OTHERS.
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{{if _.TOP_FEAR=="alone"}}
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s: SEE HOW MUCH WE SUCK AT MAKING FRIENDS?! THE FIRST IMPRESSION WE MADE IS "WITNESSED MY TRAUMA". WE SUCK!
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{{/if}}
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{{if _.TOP_FEAR=="bad"}}
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s: AAAHHH WE MADE SOMEONE REMEMBER A TRAUMATIC EVENT. OUR MERE PRESENCE HURTS OTHERS.
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{{/if}}
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(#act4e)
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# act4d_yes
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h3: Ah! I don't mean to cause you discomfort!
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h3: Ah, I don't mean to make you feel awkward!
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h2: Just saying, you can sit here if you want to.
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// s: THEY'RE BEING TOO FRIENDLY. LIKE TED BUNDY, THE SERIAL KILLER!
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`publish("al-shire", ["panic"]);`
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// s: THEY'RE JUST ACTING NICE. NO ONE *REALLY* WANTS TO BE YOUR FRIEND.
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{{if _.TOP_FEAR=="harm"}}
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s: THEY'RE BEING *TOO* FRIENDLY! LIKE TED BUNDY, THE SERIAL KILLER!
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{{/if}}
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// s: GAH, YOU ALWAYS MAKE OTHERS FEEL UNCOMFORTABLE! GET OUT!
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{{if _.TOP_FEAR=="alone"}}
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s: THEY'RE JUST ACTING NICE. NO ONE *REALLY* WANTS TO BE OUR FRIEND.
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{{/if}}
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{{if _.TOP_FEAR=="bad"}}
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s: GAH, WE ALWAYS MAKE OTHERS FEEL UNCOMFORTABLE! WE'RE TERRIBLE!
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{{/if}}
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(#act4e)
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# act4d_no
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h3: Ah! I didn't mean to come off as rude!
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h3: Ah, I didn't mean to come off as rude!
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h2: It's just that, well, I (almost) jumped off a roof and (almost) killed myself.
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{{if _.INJURED}}
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h2: It's just that, well, I jumped off a roof and almost killed myself.
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{{/if}}
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{{if !_.INJURED}}
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h2: It's just that, well, I almost jumped off a roof and killed myself.
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{{/if}}
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h2: Please don't take it as a personal rejection, I just need quiet time to process some emotions.
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// s: HOLY CRAP I KNEW IT, THEY *ARE* A DANGEROUS PSYCHO!
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`publish("al-shire", ["panic"]);`
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// s: YOU'VE BEEN PERSONALLY REJECTED! YOU'LL NEVER BE LOVED!
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{{if _.TOP_FEAR=="harm"}}
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s: HOLY COW I KNEW IT, THEY *ARE* A DANGEROUS PSYCHO!
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{{/if}}
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// s: YOU INTERRUPTED SOMEONE'S EMOTIONAL PROCESSING! NOW THEY'LL BE TRAUMATIZED FOREVER AND IT'S ALL YOUR FAULT!
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{{if _.TOP_FEAR=="alone"}}
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s: WE'VE BEEN PERSONALLY REJECTED! WE'LL NEVER BE LOVED!
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{{/if}}
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{{if _.TOP_FEAR=="bad"}}
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s: WE INTERRUPTED SOMEONE'S EMOTIONAL PROCESSING! NOW THEY'LL BE TRAUMATIZED FOREVER AND IT'S ALL OUR FAULT!
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{{/if}}
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(#act4e)
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# act4e
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s: RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN
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a: (dashes)
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```
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Game.clearText();
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publish("al-shire", ["run"]);
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```
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(...2001)
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```
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publish("act4-out-3");
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```
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(...1001)
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h: Huh. Wonder what *that* was about.
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h: Anyway, you were saying?
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b: Uh, I forget? Something about a team?
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b: Uh, I forget? Something about work and teams?
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h: (shrug)
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// problem with "make peace with"
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b: They say you should "make peace" with your emotions, as if your emotions are some kind of *war criminals*.
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b: Point is, you're trying to teach this old dog new tricks.
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b: But I want us to make *more* than mere peace! I want us to be *allies!*
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b: It *will* take a while. Maybe *years.* And occasionally, I'll slip into my old habits.
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b: I want to be a good guard-dog. I want to protect you.
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b: But I suck at it, so I need you to train me.
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b: Teaching an old dog new tricks *will* take a while. Maybe *years.*
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b: And sometimes, I'll relapse a bit, I'll slip into my old habits.
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b: I'll bark at shadows. I'll scare you with words. I might even show you some intrusive images of... things.
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b: I'm sorry! I'm a battered shelter dog! Battered dogs crap on your bed once in a while!
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b: I'm sorry! I'm a battered shelter dog! Battered dogs poop on your bed once in a while!
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b: But if you're patient with me... and just stay and sit with me...
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b: Maybe... maybe you can domesticate this wolf.
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b: Maybe you can domesticate this wolf.
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(...3000)
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`Game.clearText();`
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[Good dog.]()
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(...1000)
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[Good human.]()
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[Good dog.](#act4f-pat-bb)
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[Good human.](#act4f-pat-hong)
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# act4f-pat-hong
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```
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Game.clearText();
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Game.FORCE_CANT_SKIP = true;
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```
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`publish("end-pat", ["pat-hong-1"])`
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(...501)
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`publish("end-pat", ["pat-hong-2"])`
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(...501)
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`publish("end-pat", ["pat-hong-1"])`
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(...501)
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`publish("end-pat", ["pat-hong-2"])`
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(...501)
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`publish("end-pat", ["pat-hong-1"])`
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(...501)
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`publish("end-pat", ["pat-hong-2"])`
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(...2001)
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`publish("end-pat", ["pat-hong-3"])`
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(...1001)
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(#act4f)
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# act4f-pat-bb
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```
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Game.clearText();
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Game.FORCE_CANT_SKIP = true;
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```
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`publish("end-pat", ["pat-bb-1"])`
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(...501)
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`publish("end-pat", ["pat-bb-2"])`
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(...501)
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`publish("end-pat", ["pat-bb-1"])`
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(...501)
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`publish("end-pat", ["pat-bb-2"])`
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(...501)
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`publish("end-pat", ["pat-bb-1"])`
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(...501)
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`publish("end-pat", ["pat-bb-2"])`
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(...2001)
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`publish("end-pat", ["pat-bb-3"])`
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(...1001)
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(#act4f)
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# act4f
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// b: AAAAA YOU'RE STILL BEING ALONE FIFTEEN CIGARETTES AAAAA
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```
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Game.FORCE_CANT_SKIP = false;
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publish("end-pat", ["freak-out"])
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```
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{{if _.FIRST_FEAR=="harm"}}
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b: AAAAA YOU'RE STILL BEING ALONE FIFTEEN CIGARETTES AAAAA
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{{/if}}
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{{if _.FIRST_FEAR=="alone"}}
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b: AAAAA YOU'RE STILL NOT BEING PRODUCTIVE AAAAA
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{{/if}}
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{{if _.FIRST_FEAR=="bad"}}
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b: AAAAA YOU'RE EATING MORE WHITE BREAD AAAAA
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```
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{{/if}}
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@ -37,9 +37,15 @@ function BG_Act4(){
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image: Library.images.al_shire,
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grid:{ width:4, height:1 },
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frame:{ width:360, height:360 },
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y: 192
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y: 192,
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frameNames:[
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"ask",
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"panic",
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"run",
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"blank"
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]
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});
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self.alShireSprite.gotoFrame(3); // blank
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self.alShireSprite.gotoFrameByName("blank"); // blank
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self.outsideHongSprite = new Sprite({
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image: Library.images.outside_hong,
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grid:{ width:4, height:3 },
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@ -76,12 +82,26 @@ function BG_Act4(){
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frame:{ width:720, height:400 },
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y: 256
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});
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self.talk1Sprite.gotoFrame( _.INJURED ? 0 : 1 );
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self.talk2Sprite = new Sprite({
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image: Library.images.a4_talk_2,
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grid:{ width:4, height:2 },
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frame:{ width:720, height:400 },
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y: 256
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y: 256,
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frameNames:[
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"talk",
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"pat-bb-1",
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"pat-bb-2",
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"pat-bb-3",
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"pat-hong-1",
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"pat-hong-2",
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"pat-hong-3",
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"freak-out"
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]
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});
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// LAYERS
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@ -215,6 +235,8 @@ function BG_Act4(){
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var _subscriptions = [];
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_subscriptions.push(
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subscribe("act4-out-1", function(){
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self.talk1Sprite.gotoFrame( _.INJURED ? 0 : 1 );
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// WHOOSH
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STAGE = 1;
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@ -261,6 +283,15 @@ function BG_Act4(){
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self.talk1Sprite.alpha = 1;
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self.smashSprite.gotoFrame(1);
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}
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if(stage==3){
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self.smashSprite.gotoFrame(2);
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}
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}),
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subscribe("al-shire", function(frame){
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self.alShireSprite.gotoFrameByName(frame);
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}),
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subscribe("end-pat", function(frame){
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self.talk2Sprite.gotoFrameByName(frame);
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})
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);
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@ -312,9 +312,15 @@ Game.executeText = function(line){
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case "h":
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div.className = "hong-bubble";
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break;
|
||||
case "h2":
|
||||
case "h2": case "h3":
|
||||
div.className = "hong2-bubble";
|
||||
break;
|
||||
case "a":
|
||||
div.className = "al-bubble";
|
||||
break;
|
||||
case "s":
|
||||
div.className = "shire-bubble";
|
||||
break;
|
||||
case "r":
|
||||
div.className = "hunter-bubble";
|
||||
break;
|
||||
|
@ -350,8 +356,8 @@ Game.executeText = function(line){
|
|||
SPEED = Math.round(Game.FORCE_TEXT_DURATION/dialogue.length);
|
||||
}
|
||||
|
||||
// IF IT'S BEEBEE, HONG, or NARRATOR 3, or HUNTER
|
||||
if(speaker=="b" || speaker=="h" || speaker=="h2" || speaker=="n3" || speaker=="r"){
|
||||
// IF IT'S BEEBEE, HONG, or NARRATOR 3, or HUNTER, or AL or SHIRE
|
||||
if(speaker=="b" || speaker=="h" || speaker=="h2" || speaker=="h3" || speaker=="n3" || speaker=="r" || speaker=="a" || speaker=="s"){
|
||||
|
||||
// Put in the text, each character a DIFFERENT SPAN...
|
||||
var span, chr;
|
||||
|
@ -396,7 +402,7 @@ Game.executeText = function(line){
|
|||
if(speaker=="h" || speaker=="h2"){
|
||||
voice("hong", {volume:0.3});
|
||||
}
|
||||
if(speaker=="b"){
|
||||
if(speaker=="b" || speaker=="h3"){
|
||||
voice("beebee", {volume:0.5});
|
||||
}
|
||||
if(speaker=="n3"){
|
||||
|
@ -405,6 +411,12 @@ Game.executeText = function(line){
|
|||
if(speaker=="r"){
|
||||
voice("hunter", {volume:0.17});
|
||||
}
|
||||
if(speaker=="a"){
|
||||
voice("al", {volume:0.3});
|
||||
}
|
||||
if(speaker=="s"){
|
||||
voice("shire", {volume:0.4});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -4,7 +4,9 @@ Loader.addSounds([
|
|||
{ id:"voice_narrator", src:"sounds/voices/narrator.mp3" },
|
||||
{ id:"voice_narrator_emphasis", src:"sounds/voices/narrator_emphasis.mp3" },
|
||||
{ id:"voice_typewriter", src:"sounds/voices/typewriter.mp3" },
|
||||
{ id:"voice_hunter", src:"sounds/voices/hunter.mp3" }
|
||||
{ id:"voice_hunter", src:"sounds/voices/hunter.mp3" },
|
||||
{ id:"voice_al", src:"sounds/voices/al.mp3" },
|
||||
{ id:"voice_shire", src:"sounds/voices/shire.mp3" }
|
||||
]);
|
||||
|
||||
window.sfx = function(sound, options){
|
||||
|
|
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After Width: | Height: | Size: 31 KiB |
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After Width: | Height: | Size: 295 KiB |
|
@ -803,6 +803,68 @@ DIALOGUEZ
|
|||
margin-left: -15px;
|
||||
}
|
||||
|
||||
.al-bubble {
|
||||
position: relative;
|
||||
background: #ccc;
|
||||
color: #666;
|
||||
font-weight: normal;
|
||||
border-radius: .4em;
|
||||
padding: 15px;
|
||||
margin: 5px 30px;
|
||||
|
||||
opacity: 0;
|
||||
left: -15px;
|
||||
transition: all 0.3s ease-in-out;
|
||||
|
||||
display: inline-block;
|
||||
float: left;
|
||||
|
||||
}
|
||||
.al-bubble:after {
|
||||
content: '';
|
||||
position: absolute;
|
||||
left: 1px;
|
||||
top: 50%;
|
||||
width: 0;
|
||||
height: 0;
|
||||
border: 15px solid transparent;
|
||||
border-right-color: #ccc;
|
||||
border-left: 0;
|
||||
margin-top: -15px;
|
||||
margin-left: -15px;
|
||||
}
|
||||
|
||||
.shire-bubble {
|
||||
position: relative;
|
||||
background: #666;
|
||||
color: #ccc;
|
||||
font-weight: normal;
|
||||
border-radius: .4em;
|
||||
padding: 15px;
|
||||
margin: 5px 30px;
|
||||
|
||||
opacity: 0;
|
||||
left: -15px;
|
||||
transition: all 0.3s ease-in-out;
|
||||
|
||||
display: inline-block;
|
||||
float: left;
|
||||
|
||||
}
|
||||
.shire-bubble:after {
|
||||
content: '';
|
||||
position: absolute;
|
||||
left: 1px;
|
||||
top: 50%;
|
||||
width: 0;
|
||||
height: 0;
|
||||
border: 15px solid transparent;
|
||||
border-right-color: #666;
|
||||
border-left: 0;
|
||||
margin-top: -15px;
|
||||
margin-left: -15px;
|
||||
}
|
||||
|
||||
#game_choices{
|
||||
|
||||
width: 100%;
|
||||
|
|
Loading…
Reference in New Issue