whoosh in and out with alpha

This commit is contained in:
Nicky Case 2019-06-11 10:45:09 -04:00
parent e6e12f09e3
commit e431517d12
7 changed files with 101 additions and 20 deletions

View File

@ -268,7 +268,8 @@
<script src="scripts/intro/Intro_BG.js"></script>
<!--
<script src="scripts/act1/Act1_SceneSetup.js?v=2"></script>
ACT I
<script src="scripts/act1/Act1_SceneSetup.js"></script>
<script src="scripts/act1/Act1_Hong.js"></script>
<script src="scripts/act1/Act1_Beebee.js"></script>
<script src="scripts/act1/Act1_Outro_BG.js"></script>

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@ -8,6 +8,8 @@ n: party words party words party words
n: // callback: retweet news story, or subtweet, or Tinder serial killer (or: fallback - anxiety in general)
`publish("act2-out-1");`
[Oh god they all hate you!](#act2a_social)
[Ogling the host, you pervert?](#act2a_perv)
@ -18,6 +20,8 @@ n: // callback: retweet news story, or subtweet, or Tinder serial killer (or: fa
b: They're secretly gossiping about you!
`publish("act2-in-2");`
b: They're talking behind your back IN FRONT OF YOUR BACK
b: We're just bringing this party down by being around here. Human, we have to leave *now* before--

View File

@ -20,39 +20,109 @@ function BG_Party(){
y: 189
});
//
// Anxiety BG
self.anxiety = new BG_Anxiety();
// LAYERS
self.layers = [
self.bgSprite,
self.anxiety,
self.actionSprite
];
var PARALLAXES = [
0.5, // party bg
0.0, // anxiety bg
1.0, // hong & hunter
];
var ALPHAS = [
1.0, // party bg
0.0, // anxiety bg
1.0, // hong & hunter
];
var parallax = 0;
var parallaxTicker = 0;
var PARALLAXING = null;
self.update = function(){
// START PARALLAXING IN / OUT
if(PARALLAXING!=null){
if(PARALLAXING=="out"){
parallaxTicker += 1/60; // 0 to 1 in one second
}
if(PARALLAXING=="in"){
parallaxTicker -= 1/60; // 1 to 0 in one second
}
if(parallaxTicker>1) parallaxTicker = 1;
if(parallaxTicker<0) parallaxTicker = 0;
// 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;
// Anxiety Alpha
ALPHAS[1] = t;
// DONE
if(t==1 || t==0){
PARALLAXING = null;
}
}
// Anxiety BG
if(ALPHAS[1]>0){
self.anxiety.update(ALPHAS[1]);
if(ALPHAS[1]==1){ // if fully visible...
ALPHAS[0] = 0; // hide everything under
}else{
ALPHAS[0] = 1; // show everything under
}
}
};
self.draw = function(ctx){
self.bgSprite.draw(ctx);
self.actionSprite.draw(ctx);
ctx.save();
for(var i=0; i<self.layers.length; i++){
var layer = self.layers[i];
layer.x = PARALLAXES[i] * parallax;// - OFFSETS[i];
if(ALPHAS[i]>0){
ctx.globalAlpha = ALPHAS[i];
layer.draw(ctx);
}
}
ctx.restore();
};
var _subscriptions = [];
_subscriptions.push(
subscribe("act2-out-1", function(){
// WHOOSH
sfx("whoosh");
});
PARALLAXING = "out";
sfx("whoosh"); // WHOOSH
}),
subscribe("act2-in-2", function(){
// WHOOSH
sfx("whoosh");
});
PARALLAXING = "in";
sfx("whoosh"); // WHOOSH
}),
subscribe("act2-out-3", function(){
// WHOOSH
sfx("whoosh");
});
}),
subscribe("act2-in-4", function(){
// WHOOSH
sfx("whoosh");
});
}),
subscribe("act2-out-5", function(){
// WHOOSH
sfx("whoosh");
});
})
);
}

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@ -15,11 +15,11 @@ SceneSetup.act2 = function(){
Game.scene.children.push(bg);
// Hong
var hong = new Act1_Hong();
/*var hong = new Act1_Hong();
Game.scene.children.push(hong);
// Beebee
var beebee = new Act1_Beebee();
Game.scene.children.push(beebee);
Game.scene.children.push(beebee);*/
};

View File

@ -90,6 +90,12 @@ function BG_Anxiety(){
}
var allBoxAlpha = 0;
self.update = function(alpha){
allBoxAlpha = alpha;
self.boxes.forEach(function(box){
self.updateBox(box);
});
};
self.draw = function(ctx){
// A big ol' black box
@ -97,14 +103,11 @@ function BG_Anxiety(){
ctx.fillRect(0,0, BG_WIDTH, BG_HEIGHT);
// All-box alpha
allBoxAlpha += 1/30;
if(allBoxAlpha>1) allBoxAlpha=1;
// allBoxAlpha += 1/30;
// if(allBoxAlpha>1) allBoxAlpha=1;
// Moving white boxes
ctx.globalAlpha = allBoxAlpha;
self.boxes.forEach(function(box){
self.updateBox(box);
});
self.boxes.forEach(function(box){
self.drawBox(box, ctx);
});

View File

@ -863,6 +863,9 @@ Game.updateCanvas = function(){
ctx.scale(2,2);
// Update/Draw all kids
Game.scene.children.forEach(function(child){
if(child.update) child.update();
});
Game.scene.children.forEach(function(child){
child.draw(ctx);
});

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