click to advance option
This commit is contained in:
parent
06eb19103e
commit
d7daec1e03
16
index.html
16
index.html
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@ -15,6 +15,11 @@
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<div id="game_hp"></div>
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<div id="game_hp"></div>
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<div id="game_choices"></div>
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<div id="game_choices"></div>
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<!-- Click to Advance-->
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<div id="click_to_advance">
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👆click anywhere
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</div>
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<!-- Bottom Corner Tabs -->
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<!-- Bottom Corner Tabs -->
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<div id="gear" style="display:none" onclick="publish('show_options')">
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<div id="gear" style="display:none" onclick="publish('show_options')">
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<div class="icon">⚙</div>
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<div class="icon">⚙</div>
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@ -120,8 +125,15 @@
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<!-- OPTIONS -->
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<!-- OPTIONS -->
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<div id="options">
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<div id="options">
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<div id="text_speed_preview"></div>
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<div style="width: 150px; height: 63px; float: left;">
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<input id="text_speed_slider" type="range" min=0 value=2 max=4 step=1/>
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<div id="text_speed_preview"></div>
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<input id="text_speed_slider" type="range" min=0 value=0.5 max=1 step="0.01"/>
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</div>
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<div style="float: right; width: 135px; height: 63px;">
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And advance
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<div id="text_automatic_toggle">on click</div>
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</div>
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<div style="clear:both"></div>
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<span id="volume_options" style="display:none">
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<span id="volume_options" style="display:none">
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<div>Volume:</div>
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<div>Volume:</div>
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<input id="volume_slider" type="range" min=0 max=1 value=1 step="0.01"/>
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<input id="volume_slider" type="range" min=0 max=1 value=1 step="0.01"/>
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@ -26,7 +26,7 @@ n: QUICK, WARN THEM!
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`Game.OVERRIDE_TEXT_SPEED = 1.25;`
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`Game.OVERRIDE_TEXT_SPEED = 1.25;`
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n4: (LET _YOUR_ WOLF COME OUT TO PLAY! PICK WHAT _YOUR_ ANXIETY WOULD BE MOST LIKELY TO SAY TO YOU)
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n4: (LET _YOUR_ ANXIETY COME OUT TO PLAY! PICK WHAT _YOUR_ ANXIETY WOULD MOST LIKELY SAY TO YOU)
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[You're eating alone for lunch! Again!](#act1a_alone)
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[You're eating alone for lunch! Again!](#act1a_alone)
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@ -14,35 +14,15 @@
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n3: Welcome! This is less of a "game", more of an interactive story. Hope you like reading, sucka
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n3: Welcome! This is less of a "game", more of an interactive story. Hope you like reading, sucka
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n3: So before we start, please choose your reading speed:
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n3: So before we start, how would *you* like to read?
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`publish("show_options_bottom")`
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`publish("show_options_bottom")`
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# intro-start-2
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# intro-start-2
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{{if Game.TEXT_SPEED>=100}}
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n3: Great! Note: you can always change text/audio options with the ⚙️ icon below.
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n3: Great! Slowwwly does it.
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{{/if}}
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{{if Game.TEXT_SPEED==80}}
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n3: Now, let's begin our story...
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n3: About as relaxing as a game about anxiety's gonna get.
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{{/if}}
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{{if Game.TEXT_SPEED==60}}
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n3: Great! Default, the best non-choice choice.
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{{/if}}
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{{if Game.TEXT_SPEED==40}}
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n3: Fast it is! Don't blink!
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{{/if}}
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{{if Game.TEXT_SPEED==0}}
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n3: Great! Now you can read – or not – at your own pace. (Click anywhere to advance)
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{{/if}}
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n3: Also, you can always change text/audio options by clicking the ⚙️ icon below. {{if Game.TEXT_SPEED==0}}(again, click to advance){{/if}}
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n3: Now, let's begin our story... {{if Game.TEXT_SPEED==0}}(you know the drill){{/if}}
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`clearText()`
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`clearText()`
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@ -14,7 +14,8 @@ Loader.addImages([
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{ id:"fear_harm", src:"sprites/ui/fear_harm.png" },
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{ id:"fear_harm", src:"sprites/ui/fear_harm.png" },
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{ id:"fear_alone", src:"sprites/ui/fear_alone.png" },
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{ id:"fear_alone", src:"sprites/ui/fear_alone.png" },
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{ id:"fear_bad", src:"sprites/ui/fear_bad.png" }
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{ id:"fear_bad", src:"sprites/ui/fear_bad.png" },
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{ id:"fear_captions", src:"sprites/ui/fear_captions.png" }
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]);
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]);
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@ -42,6 +43,16 @@ function Character(spriteConfig, animLoops){
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});
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});
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} );
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} );
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// Fear caption sprites
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self.fearCaptionSprite = new Sprite({
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image: Library.images.fear_captions,
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grid: { width:1, height:3 },
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frame: { width:200, height:200 },
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anchor: { x:100/2, y:100/2 },
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scale: 0.75,
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frameNames:["harm","alone","bad"]
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});
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// Go To Frames
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// Go To Frames
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self.bounce = 1;
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self.bounce = 1;
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self.bounceVel = 0;
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self.bounceVel = 0;
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@ -151,6 +162,13 @@ function Character(spriteConfig, animLoops){
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var icon = self.fears[attackedIconShown];
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var icon = self.fears[attackedIconShown];
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icon.draw(ctx);
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icon.draw(ctx);
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var caption = self.fearCaptionSprite;
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caption.gotoFrameByName(attackedIconShown);
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caption.x = icon.x;
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caption.y = icon.y-37;
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caption.alpha = icon.alpha;
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caption.draw(ctx);
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attackedTimer += 1/60;
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attackedTimer += 1/60;
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if(attackedTimer>1.75){
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if(attackedTimer>1.75){
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@ -150,10 +150,23 @@ Game.setTimeout = function(callback, interval){
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};
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};
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// TODO: SKIP TEXT WHEN CLICK ANYWHERE (but NOT capture in choice)
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// TODO: SKIP TEXT WHEN CLICK ANYWHERE (but NOT capture in choice)
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Game.clearAllTimeouts = function(){
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Game.clearAllTimeouts = function(){
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Game.timeoutCallbacks.forEach(function(tc){
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tc.callback();
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// Is this DURING while someone is talking?
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});
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var isInterrupting = (Game.WHO_IS_SPEAKING!=null);
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Game.timeoutCallbacks = [];
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// If not, clear all
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// Otherwise, clear all BUT last one... UNLESS there's only one left
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if(Game.timeoutCallbacks.length==1) isInterrupting=false;
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for(var i=0; i<Game.timeoutCallbacks.length; i++){
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if(isInterrupting && i==Game.timeoutCallbacks.length-1) break;
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Game.timeoutCallbacks[i].callback();
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}
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if(isInterrupting){
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Game.timeoutCallbacks = [ Game.timeoutCallbacks[Game.timeoutCallbacks.length-1] ]; // last one
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}else{
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Game.timeoutCallbacks = [];
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}
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};
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};
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Game.canvas.addEventListener("click", Game.clearAllTimeouts);
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Game.canvas.addEventListener("click", Game.clearAllTimeouts);
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Game.canvas.addEventListener("touchstart", Game.clearAllTimeouts);
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Game.canvas.addEventListener("touchstart", Game.clearAllTimeouts);
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@ -266,7 +279,8 @@ Game.clearText = function(){
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window.clearText = Game.clearText;
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window.clearText = Game.clearText;
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// Execute text! Just add it to text DOM.
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// Execute text! Just add it to text DOM.
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Game.TEXT_SPEED = 60; // 70;
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Game.TEXT_SPEED = 50;
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Game.CLICK_TO_ADVANCE = true;
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Game.OVERRIDE_TEXT_SPEED = 1;
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Game.OVERRIDE_TEXT_SPEED = 1;
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Game.FORCE_TEXT_DURATION = -1;
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Game.FORCE_TEXT_DURATION = -1;
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Game.WHO_IS_SPEAKING = null; // "h", "b", "n" etc...
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Game.WHO_IS_SPEAKING = null; // "h", "b", "n" etc...
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@ -515,12 +529,26 @@ Game.executeText = function(line){
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// Return promise
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// Return promise
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var nextLineDelay = Game.TEXT_SPEED*7; // don't override this
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var nextLineDelay = Game.TEXT_SPEED*7; // don't override this
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if(dialogue.slice(-1)=="-") nextLineDelay=0; // sudden interrupt!
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if(dialogue.slice(-1)=="-") nextLineDelay=0; // sudden interrupt!
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if(Game.TEXT_SPEED<10){ // IF IT'S CLICK-TO-ADVANCE, INFINITE TIMEOUT.
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if(Game.CLICK_TO_ADVANCE){ // IF IT'S CLICK-TO-ADVANCE, "INFINITE" TIMEOUT.
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nextLineDelay = 1000*10000; // ten thousand seconds
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nextLineDelay = 1000*10000; // ten thousand seconds
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}
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}
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// No one's speaking anymore.
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Game.setTimeout(function(){
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Game.setTimeout(function(){
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Game.WHO_IS_SPEAKING = null; // DONE WITH IT.
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Game.WHO_IS_SPEAKING = null;
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resolve();
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}, interval);
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// Show the clicky UI
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if(Game.CLICK_TO_ADVANCE){
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Game.setTimeout(function(){
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publish("show_click_to_advance");
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}, interval+Game.TEXT_SPEED*2);
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}
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// DONE WITH IT
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Game.setTimeout(function(){
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publish("hide_click_to_advance");
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resolve(); // DONE WITH IT.
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}, interval+nextLineDelay);
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}, interval+nextLineDelay);
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});
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});
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@ -637,7 +665,7 @@ Game.executeWait = function(line){
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var waitTime = parseInt(line.match(/^\(\.\.\.(\d+)\)/)[1].trim());
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var waitTime = parseInt(line.match(/^\(\.\.\.(\d+)\)/)[1].trim());
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// Unless it's click to advance, then IGNORE ALL WAITS
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// Unless it's click to advance, then IGNORE ALL WAITS
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if(Game.TEXT_SPEED<10 && waitTime<=1000){ // hack: unless the wait is long.
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if(Game.CLICK_TO_ADVANCE && waitTime<=1000){ // hack: unless the wait is long.
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waitTime = 0; // TODO: Tag anim-waits, do not ignore.
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waitTime = 0; // TODO: Tag anim-waits, do not ignore.
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}
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}
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@ -88,9 +88,13 @@ function HitPoints(){
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// Draw
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// Draw
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self.leftShake = 0;
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self.leftShake = 0;
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self.leftWidth = 360;
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self.leftRed = self.leftWhite = 1;
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//self.leftWidth = 360;
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//self.leftWhiteWidth = 360;
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self.rightShake = 0;
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self.rightShake = 0;
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self.rightWidth = 360;
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self.rightRed = self.rightWhite = 1;
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//self.rightWidth = 360;
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//self.rightWhiteWidth = 360;
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self.drawHalf = function(ctx, isRight){
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self.drawHalf = function(ctx, isRight){
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ctx.save();
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ctx.save();
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@ -100,36 +104,59 @@ function HitPoints(){
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var hp = isRight ? self.beebee : self.hong;
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var hp = isRight ? self.beebee : self.hong;
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// Shaking
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// Shaking
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if(self[side+"Shake"]>0){
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var stoppedShaking = (self[side+"Shake"]==0);
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if(stoppedShaking){
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self[side+"Shake"]=0;
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}else{
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var amp = self[side+"Shake"]/7;
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var amp = self[side+"Shake"]/7;
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var shakeY = Math.sin(self[side+"Shake"]*1.3)*amp;
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var shakeY = Math.sin(self[side+"Shake"]*1.3)*amp;
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ctx.translate(0,shakeY);
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ctx.translate(0,shakeY);
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self[side+"Shake"]--;
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self[side+"Shake"]--;
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}else{
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self[side+"Shake"]=0;
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}
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}
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// BLACK
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// Damage
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var sx=isRight ? 360 : 0, sy=0, sw=360, sh=150;
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if(!isRight){ // Hong
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ctx.drawImage(self.image, sx,sy,sw,sh, sx/2,sy/2,sw/2,sh/2); // black
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var d = self.hong/100;
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self.leftRed = self.leftRed*0.8 + d*0.2;
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// RED
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if(stoppedShaking){
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var hpRatio = (hp+32)/(100+32); // 100,0 => 1,0.3
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if(self.leftWhite > self.leftRed){
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sw = 360 * hpRatio;
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self.leftWhite -= 0.001;
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sy = 150;
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}
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self[side+"Width"] = self[side+"Width"]*0.8 + sw*0.2;
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}
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sw = self[side+"Width"];
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}else{
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if(sw>88){
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var d = self.beebee/100;
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if(isRight){
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self.rightRed = self.rightRed*0.8 + d*0.2;
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ctx.drawImage(self.image, sx+(360-sw),sy,sw,sh, 360/2,0,sw/2,sh/2);
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if(stoppedShaking){
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}else{
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if(self.rightWhite > self.rightRed){
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ctx.drawImage(self.image, sx,sy,sw,sh, (360-sw)/2,0,sw/2,sh/2);
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self.rightWhite -= 0.001;
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}
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}
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}
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}
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}
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if(self[side+"WhiteWidth"]>sw && self[side+"Shake"]<=0){
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self[side+"WhiteWidth"] -= 0.6;
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}
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// BG: Black
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var sx=isRight ? 360 : 0, sy=200*0, sw=360, sh=200;
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ctx.drawImage(self.image, sx,sy,sw,sh, sx/2,0,sw/2,sh/2);
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// Draw White INSIDE (source-atop)
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if(self[side+"Shake"]==0){ // if not shaking, slowly reduce
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if( self[side+"WhiteWidth"] > self[side+"Width"] ){
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self[side+"WhiteWidth"] -= 0.1;
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}
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}
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var sx=isRight ? 360 : 0, sy=200*1, sw=360, sh=200;
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var offset = (1-self[side+"White"])*360;//self[side+"WhiteWidth"];
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offset *= isRight ? -1 : 1;
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ctx.globalCompositeOperation = "source-atop";
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ctx.drawImage(self.image, sx,sy,sw,sh, (sx+offset)/2,0,sw/2,sh/2);
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// Red
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var sx=isRight ? 360 : 0, sy=200*2, sw=360, sh=200;
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var offset = (1-self[side+"Red"])*360;//self[side+"WhiteWidth"];
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offset *= isRight ? -1 : 1;
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ctx.globalCompositeOperation = "source-atop";
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ctx.drawImage(self.image, sx,sy,sw,sh, (sx+offset)/2,0,sw/2,sh/2);
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// Restore
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ctx.restore();
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ctx.restore();
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};
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};
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ctx.save();
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ctx.save();
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ctx.scale(2,2);
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ctx.scale(2,2);
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// Draw BG
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var sx=0, sy=600, sw=720, sh=200;
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ctx.drawImage(self.image, sx,sy,sw,sh, 0,0,sw/2,sh/2);
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// Draw Left & Right Sides
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// Draw Left & Right Sides
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self.drawHalf(ctx, false);
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self.drawHalf(ctx, false);
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self.drawHalf(ctx, true);
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self.drawHalf(ctx, true);
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// Draw "Timer"
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// Draw BG BELOW
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var sx=0, sy=450, sw=720, sh=150;
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ctx.globalCompositeOperation = "destination-over";
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var sx=0, sy=200*4, sw=720, sh=200;
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ctx.drawImage(self.image, sx,sy,sw,sh, 0,0,sw/2,sh/2);
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// Draw "VS"
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ctx.globalCompositeOperation = "source-over";
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var sx=0, sy=200*3, sw=720, sh=200;
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ctx.drawImage(self.image, sx,sy,sw,sh, 0,0,sw/2,sh/2);
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ctx.drawImage(self.image, sx,sy,sw,sh, 0,0,sw/2,sh/2);
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ctx.restore();
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ctx.restore();
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};
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};
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}
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}
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@ -7,20 +7,6 @@ window.Options = {};
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var text_speed_preview = $("#text_speed_preview");
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var text_speed_preview = $("#text_speed_preview");
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var volume_slider = $("#volume_slider");
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var volume_slider = $("#volume_slider");
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var SPEED_TEXTS = [
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"Show text slowlyyyyy",
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"Show text at a relaxed speed",
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"Show text at the default speed",
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"Show text at a brisk speed",
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"All-at-once, click to advance"
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];
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||||||
var SPEEDS = [
|
|
||||||
100,
|
|
||||||
80,
|
|
||||||
60,
|
|
||||||
40,
|
|
||||||
0
|
|
||||||
];
|
|
||||||
text_speed_slider.oninput = function(){
|
text_speed_slider.oninput = function(){
|
||||||
updateText();
|
updateText();
|
||||||
};
|
};
|
||||||
|
@ -29,6 +15,44 @@ window.Options = {};
|
||||||
Howler.volume(parseFloat(volume_slider.value));
|
Howler.volume(parseFloat(volume_slider.value));
|
||||||
};
|
};
|
||||||
|
|
||||||
|
var text_automatic_toggle = $("#text_automatic_toggle");
|
||||||
|
text_automatic_toggle.onclick = function(){
|
||||||
|
if(!Game.CLICK_TO_ADVANCE){
|
||||||
|
HOW_MANY_PROMPTS = 1;
|
||||||
|
}
|
||||||
|
Game.CLICK_TO_ADVANCE = !Game.CLICK_TO_ADVANCE;
|
||||||
|
text_automatic_toggle.innerHTML = Game.CLICK_TO_ADVANCE ? "on click" : "automatically";
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
///////////////////////////////////
|
||||||
|
// CLICK TO ADVANCE //
|
||||||
|
///////////////////////////////////
|
||||||
|
|
||||||
|
var HOW_MANY_PROMPTS = 2;
|
||||||
|
|
||||||
|
var ctaAlpha = 1;
|
||||||
|
var click_to_advance = $("#click_to_advance");
|
||||||
|
click_to_advance.style.display = "none";
|
||||||
|
subscribe("show_click_to_advance", function(){
|
||||||
|
if(HOW_MANY_PROMPTS>0){
|
||||||
|
click_to_advance.style.display = "block";
|
||||||
|
blinkCTA();
|
||||||
|
HOW_MANY_PROMPTS--;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
subscribe("hide_click_to_advance", function(){
|
||||||
|
click_to_advance.style.display = "none";
|
||||||
|
});
|
||||||
|
var blinkCTA = function(){
|
||||||
|
if(click_to_advance.style.display=="block"){
|
||||||
|
ctaAlpha = (ctaAlpha==1) ? 0 : 1;
|
||||||
|
click_to_advance.style.opacity = ctaAlpha;
|
||||||
|
setTimeout(blinkCTA, 700);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
///////////////////////////////////
|
///////////////////////////////////
|
||||||
// For previewing the text speed //
|
// For previewing the text speed //
|
||||||
///////////////////////////////////
|
///////////////////////////////////
|
||||||
|
@ -61,17 +85,22 @@ window.Options = {};
|
||||||
|
|
||||||
var updateText = function(){
|
var updateText = function(){
|
||||||
|
|
||||||
var i = parseInt(text_speed_slider.value);
|
|
||||||
var div = text_speed_preview;
|
var div = text_speed_preview;
|
||||||
|
|
||||||
Game.TEXT_SPEED = SPEEDS[i];
|
// Calculate text speed...
|
||||||
|
var t = parseFloat(text_speed_slider.value);
|
||||||
|
t = (1-t); // whoops, flip around
|
||||||
|
// Log slider, from 30 to 120, with 50 "in the middle"
|
||||||
|
// f(0)=20, f(0.5)=50(+30), f(1)=120(+100)
|
||||||
|
var speed = Math.round( 20 + Math.exp(t*2.5)*9 ); // close enough
|
||||||
|
Game.TEXT_SPEED = speed;
|
||||||
|
|
||||||
// Clear previous crap
|
// Clear previous crap
|
||||||
_clearAllTimeouts();
|
_clearAllTimeouts();
|
||||||
div.innerHTML = "";
|
div.innerHTML = "";
|
||||||
|
|
||||||
// What's the dialogue?
|
// What's the dialogue?
|
||||||
var dialogue = SPEED_TEXTS[i];
|
var dialogue = Game.TEXT_SPEED<80 ? "Speak this fast" : "Speak this slow";
|
||||||
|
|
||||||
// Put in the text
|
// Put in the text
|
||||||
var span, chr;
|
var span, chr;
|
||||||
|
|
|
@ -104,7 +104,7 @@ function BG_Intro(){
|
||||||
20
|
20
|
||||||
]
|
]
|
||||||
|
|
||||||
var ticker = 0; //16;//0;
|
var ticker = 18;//0;
|
||||||
var frameTicker = ticker;
|
var frameTicker = ticker;
|
||||||
var parallaxTicker = 0;
|
var parallaxTicker = 0;
|
||||||
var SHOWN_PLAY_BUTTON = false;
|
var SHOWN_PLAY_BUTTON = false;
|
||||||
|
|
|
@ -21,7 +21,7 @@ subscribe("START_GAME", function(){
|
||||||
$("#loading").style.display = "none";
|
$("#loading").style.display = "none";
|
||||||
Game.start();
|
Game.start();
|
||||||
|
|
||||||
SceneSetup.act1();
|
/*SceneSetup.act1();
|
||||||
//music('battle', {volume:0.5});
|
//music('battle', {volume:0.5});
|
||||||
hong({body:"phone1"});
|
hong({body:"phone1"});
|
||||||
publish("hp_show");
|
publish("hp_show");
|
||||||
|
@ -30,8 +30,8 @@ subscribe("START_GAME", function(){
|
||||||
_.hookuphole = true;
|
_.hookuphole = true;
|
||||||
_.catmilk = true;
|
_.catmilk = true;
|
||||||
|
|
||||||
Game.goto("act1c");
|
Game.goto("act1c");*/
|
||||||
|
|
||||||
//Game.goto("intro");
|
Game.goto("intro");
|
||||||
|
|
||||||
});
|
});
|
Binary file not shown.
After Width: | Height: | Size: 7.2 KiB |
Binary file not shown.
Before Width: | Height: | Size: 9.3 KiB After Width: | Height: | Size: 11 KiB |
|
@ -394,6 +394,23 @@ OPTIONS
|
||||||
background: #666;
|
background: #666;
|
||||||
top:-2px;
|
top:-2px;
|
||||||
}
|
}
|
||||||
|
#text_automatic_toggle{
|
||||||
|
border: 1px solid #fff;
|
||||||
|
border-radius: 5px;
|
||||||
|
padding: 1px 5px;
|
||||||
|
cursor: pointer;
|
||||||
|
}
|
||||||
|
#text_automatic_toggle:hover{
|
||||||
|
background:rgba(255,255,255,0.3);
|
||||||
|
}
|
||||||
|
#click_to_advance{
|
||||||
|
display: block;
|
||||||
|
position: absolute;
|
||||||
|
text-align: center;
|
||||||
|
width: 100%;
|
||||||
|
top: 254px;
|
||||||
|
color:#fff;
|
||||||
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Slider CSS by Noah Blon
|
Slider CSS by Noah Blon
|
||||||
|
@ -412,6 +429,9 @@ input[type="range"]{
|
||||||
width: 300px;
|
width: 300px;
|
||||||
height: 30px;
|
height: 30px;
|
||||||
}
|
}
|
||||||
|
#text_speed_slider{
|
||||||
|
width: 150px;
|
||||||
|
}
|
||||||
::-webkit-slider-runnable-track{
|
::-webkit-slider-runnable-track{
|
||||||
background: #ddd;
|
background: #ddd;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue