placeholder pics in act ii
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scenes/act2.md
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scenes/act2.md
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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!
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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--
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# act2k_fight
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h: (punch)
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r: Y-you...
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r: ...are *kinky*.
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r: I like that. You're invited to my party next weekend.
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h: ok thank you bye
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r: I wanna see you let out that *vicious* side of you more, kid!
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(...1000)
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# act2k_flight
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|
||||
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)
|
|
@ -38,13 +38,33 @@ function BG_Party(){
|
|||
image: Library.images.party_action,
|
||||
grid:{ width:4, height:3 },
|
||||
frame:{ width:720, height:600 },
|
||||
y: 189
|
||||
y: 189,
|
||||
frameNames:[
|
||||
"pre",
|
||||
"twist1",
|
||||
"twist2",
|
||||
"twist3",
|
||||
"twist4",
|
||||
"end",
|
||||
"end_run",
|
||||
"end_slap1",
|
||||
"end_slap2",
|
||||
"end_slap3"
|
||||
]
|
||||
});
|
||||
self.outroSprite = new Sprite({
|
||||
image: Library.images.hong_bb_outro,
|
||||
grid:{ width:4, height:2 },
|
||||
frame:{ width:720, height:400 },
|
||||
y: 260
|
||||
y: 260,
|
||||
frameNames:[
|
||||
"end1",
|
||||
"end2",
|
||||
"end3",
|
||||
"end4",
|
||||
"end5",
|
||||
"end6"
|
||||
]
|
||||
});
|
||||
|
||||
// Anxiety BG
|
||||
|
@ -100,7 +120,7 @@ function BG_Party(){
|
|||
// 0 to -180 in one second, smoothed
|
||||
var t = Math.cos(parallaxTicker*Math.TAU/2); // 1 to -1
|
||||
t = (1-t)/2; // 0 to 1
|
||||
parallax = -t*200;
|
||||
parallax = -t*210;
|
||||
|
||||
// Anxiety Alpha
|
||||
ALPHAS[1] = t;
|
||||
|
@ -109,8 +129,8 @@ function BG_Party(){
|
|||
if(t==1 || t==0){
|
||||
PARALLAXING = null;
|
||||
|
||||
// Stage 1 transition end
|
||||
if(STAGE==1){
|
||||
// Stage 1 or 3 transition end
|
||||
if(STAGE==1 || STAGE==3){
|
||||
ALPHAS[2] = 0; // Party Action
|
||||
ALPHAS[4] = 1; // Hong
|
||||
ALPHAS[5] = 1; // Beebee
|
||||
|
@ -164,22 +184,45 @@ function BG_Party(){
|
|||
sfx("whoosh"); // WHOOSH
|
||||
}),
|
||||
subscribe("act2-in-2", function(){
|
||||
|
||||
// SHOW ACTION, HIDE CHARS
|
||||
ALPHAS[2] = 1; // Party Action
|
||||
ALPHAS[4] = 0; // Hong
|
||||
ALPHAS[5] = 0; // Beebee
|
||||
|
||||
// WHOOSH
|
||||
STAGE = 2;
|
||||
PARALLAXING = "in";
|
||||
sfx("whoosh"); // WHOOSH
|
||||
sfx("whoosh");
|
||||
|
||||
}),
|
||||
subscribe("act2-out-3", function(){
|
||||
STAGE = 3;
|
||||
PARALLAXING = "out";
|
||||
sfx("whoosh"); // WHOOSH
|
||||
}),
|
||||
subscribe("act2-in-4", function(){
|
||||
|
||||
// SHOW ACTION, HIDE CHARS
|
||||
ALPHAS[2] = 1; // Party Action
|
||||
ALPHAS[4] = 0; // Hong
|
||||
ALPHAS[5] = 0; // Beebee
|
||||
|
||||
// WHOOSH
|
||||
STAGE = 4;
|
||||
sfx("whoosh"); // WHOOSH
|
||||
PARALLAXING = "in";
|
||||
sfx("whoosh");
|
||||
|
||||
}),
|
||||
subscribe("act2-out-5", function(){
|
||||
STAGE = 5;
|
||||
PARALLAXING = "out";
|
||||
sfx("whoosh"); // WHOOSH
|
||||
}),
|
||||
subscribe("act2-party-action", function(frameName){
|
||||
self.partyActionSprite.gotoFrameByName(frameName);
|
||||
}),
|
||||
subscribe("act2-outro", function(frameName){
|
||||
self.outroSprite.gotoFrameByName(frameName);
|
||||
})
|
||||
);
|
||||
|
||||
|
|
|
@ -53,6 +53,7 @@ function Act2_Beebee(){
|
|||
});
|
||||
var _subscriptions = [];
|
||||
_subscriptions.push( subscribe("bb", self.gotoFrames) );
|
||||
_subscriptions.push( subscribe("attack_bb", self.showAttackedIcon) );
|
||||
|
||||
// Draw! Same as earlier except a lot of vibration
|
||||
var ticker = 0;
|
||||
|
|
|
@ -160,21 +160,26 @@ function Character(spriteConfig, animLoops){
|
|||
// Draw attacked icon
|
||||
if(IVE_BEEN_ATTACKED){
|
||||
|
||||
var icon = self.fears[attackedIconShown];
|
||||
icon.draw(ctx);
|
||||
if(attackedIconShown){
|
||||
var icon = self.fears[attackedIconShown];
|
||||
icon.draw(ctx);
|
||||
|
||||
var caption = self.fearCaptionSprite;
|
||||
caption.gotoFrameByName(attackedIconShown);
|
||||
caption.x = icon.x;
|
||||
caption.y = icon.y-37;
|
||||
caption.alpha = icon.alpha;
|
||||
caption.draw(ctx);
|
||||
var caption = self.fearCaptionSprite;
|
||||
caption.gotoFrameByName(attackedIconShown);
|
||||
caption.x = icon.x;
|
||||
caption.y = icon.y-37;
|
||||
caption.alpha = icon.alpha;
|
||||
caption.draw(ctx);
|
||||
}
|
||||
|
||||
attackedTimer += 1/60;
|
||||
if(attackedTimer>1.75){
|
||||
icon.y -= 1;
|
||||
icon.alpha -= 1/15;
|
||||
if(icon.alpha<0){
|
||||
if(attackedIconShown){
|
||||
icon.y -= 1;
|
||||
icon.alpha -= 1/15;
|
||||
}
|
||||
iconAlpha_HACK -= 1/15;
|
||||
if(iconAlpha_HACK<0){
|
||||
attackedIconShown = null;
|
||||
IVE_BEEN_ATTACKED = false;
|
||||
}
|
||||
|
@ -184,6 +189,7 @@ function Character(spriteConfig, animLoops){
|
|||
ctx.restore();
|
||||
|
||||
};
|
||||
var iconAlpha_HACK = 0;
|
||||
|
||||
// Anim Loop logic!
|
||||
self.animLoops.forEach(function(rule){
|
||||
|
@ -226,11 +232,14 @@ function Character(spriteConfig, animLoops){
|
|||
var attackedTimer = 0;
|
||||
self.showAttackedIcon = function(type){
|
||||
IVE_BEEN_ATTACKED = true;
|
||||
attackedIconShown = type;
|
||||
var icon = self.fears[attackedIconShown];
|
||||
icon.x = 82;
|
||||
icon.y = 250;
|
||||
icon.alpha = 1;
|
||||
if(type){
|
||||
attackedIconShown = type;
|
||||
var icon = self.fears[attackedIconShown];
|
||||
icon.x = 82;
|
||||
icon.y = 250;
|
||||
icon.alpha = 1;
|
||||
}
|
||||
iconAlpha_HACK = 1;
|
||||
attackedTimer = 0;
|
||||
};
|
||||
|
||||
|
|
|
@ -23,7 +23,7 @@ window.attack = function(damage, type){
|
|||
_["attack_"+type]++; // HACK
|
||||
};
|
||||
window.attackBB = function(damage, type){
|
||||
publish("attack", ["bb", damage, type]);
|
||||
publish("attack", ["bb", damage]);
|
||||
};
|
||||
|
||||
// Init
|
||||
|
@ -312,6 +312,12 @@ Game.executeText = function(line){
|
|||
case "h":
|
||||
div.className = "hong-bubble";
|
||||
break;
|
||||
case "h2":
|
||||
div.className = "hong2-bubble";
|
||||
break;
|
||||
case "r":
|
||||
div.className = "hunter-bubble";
|
||||
break;
|
||||
case "n":
|
||||
div.className = "narrator-bubble";
|
||||
break;
|
||||
|
@ -344,8 +350,8 @@ Game.executeText = function(line){
|
|||
SPEED = Math.round(Game.FORCE_TEXT_DURATION/dialogue.length);
|
||||
}
|
||||
|
||||
// IF IT'S BEEBEE, HONG, or NARRATOR 3
|
||||
if(speaker=="b" || speaker=="h" || speaker=="n3"){
|
||||
// IF IT'S BEEBEE, HONG, or NARRATOR 3, or HUNTER
|
||||
if(speaker=="b" || speaker=="h" || speaker=="h2" || speaker=="n3" || speaker=="r"){
|
||||
|
||||
// Put in the text, each character a DIFFERENT SPAN...
|
||||
var span, chr;
|
||||
|
@ -387,7 +393,7 @@ Game.executeText = function(line){
|
|||
if(!forceNoSound){
|
||||
var chr = div.children[index].innerHTML;
|
||||
if(chr!=" "){
|
||||
if(speaker=="h"){
|
||||
if(speaker=="h" || speaker=="h2"){
|
||||
voice("hong", {volume:0.3});
|
||||
}
|
||||
if(speaker=="b"){
|
||||
|
|
|
@ -77,6 +77,7 @@ function HitPoints(){
|
|||
}else{
|
||||
self.doDamage(damage, "beebee");
|
||||
self.rightShake = 30;
|
||||
publish("attack_bb");
|
||||
}
|
||||
|
||||
// Sound
|
||||
|
|
|
@ -717,6 +717,67 @@ DIALOGUEZ
|
|||
margin-right: -15px;
|
||||
}
|
||||
|
||||
.hong2-bubble {
|
||||
position: relative;
|
||||
background: #ffffff;
|
||||
color: #000000;
|
||||
border-radius: .4em;
|
||||
padding: 15px;
|
||||
margin: 5px 30px;
|
||||
|
||||
opacity: 0;
|
||||
left: 15px;
|
||||
transition: all 0.3s ease-in-out;
|
||||
|
||||
display: inline-block;
|
||||
float: right;
|
||||
|
||||
}
|
||||
.hong2-bubble:after {
|
||||
content: '';
|
||||
position: absolute;
|
||||
right: 1px;
|
||||
top: 50%;
|
||||
width: 0;
|
||||
height: 0;
|
||||
border: 15px solid transparent;
|
||||
border-left-color: #ffffff;
|
||||
border-right: 0;
|
||||
margin-top: -15px;
|
||||
margin-right: -15px;
|
||||
}
|
||||
|
||||
.hunter-bubble {
|
||||
position: relative;
|
||||
background: #ff4040;
|
||||
color: #fff;
|
||||
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;
|
||||
|
||||
}
|
||||
.hunter-bubble:after {
|
||||
content: '';
|
||||
position: absolute;
|
||||
left: 1px;
|
||||
top: 50%;
|
||||
width: 0;
|
||||
height: 0;
|
||||
border: 15px solid transparent;
|
||||
border-right-color: #ff4040;
|
||||
border-left: 0;
|
||||
margin-top: -15px;
|
||||
margin-left: -15px;
|
||||
}
|
||||
|
||||
#game_choices{
|
||||
|
||||
width: 100%;
|
||||
|
|
Loading…
Reference in New Issue