endscreen
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@ -22,6 +22,10 @@
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<div id="loading_progress"></div>
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<div id="loading_done">play!</div>
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</div>
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<div id="end_of_demo">
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<div id="loading_progress"></div>
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<div id="loading_done">play!</div>
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</div>
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</div>
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</body>
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@ -2,11 +2,20 @@
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`SceneSetup.act1_end()`
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(...2000)
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n: TOTAL FEARS USED
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n: *BEING HARMED:* 3
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n: #harm# *BEING HARMED:* 3
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n: *BEING UNLOVED:* 1
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n: #alone# *BEING UNLOVED:* 1
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n: *BEING A BAD PERSON:* 4
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n: #bad# *BEING A BAD PERSON:* 4
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(...4000)
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`Game.clearText()`
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(...2000)
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`publish("END_OF_DEMO")`
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@ -189,7 +189,7 @@ function BG_Act1_Outro(){
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}
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// NEXT SCENE?
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if(frameTicker>=270/30){
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if(frameTicker>=320/30){
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Game.goto("act1_end");
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}
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@ -39,5 +39,11 @@ SceneSetup.act1_end = function(){
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Game.resetScene();
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music(null);
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stopAllSounds();
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// HACK
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Game.FORCE_TEXT_Y = 52;
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$("#game_container").style.background = "#000";
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$("#game_choices").style.display = "none";
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};
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@ -226,13 +226,18 @@ Game.immediatePromise = function(){
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};
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// Move the text DOM to latest
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Game.FORCE_TEXT_Y = -1;
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Game.updateText = function(instant){
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var wordsHeight = 80 + Game.wordsDOM.getBoundingClientRect().height;
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var currentY = parseFloat(Game.wordsDOM.style.top) || 80;
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var gotoY = (wordsHeight<250) ? 0 : wordsHeight-250;
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gotoY = 80 - gotoY;
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var nextY = instant ? gotoY : currentY*0.9 + gotoY*0.1;
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Game.wordsDOM.style.top = nextY+"px";
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if(Game.FORCE_TEXT_Y<0){
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var wordsHeight = 80 + Game.wordsDOM.getBoundingClientRect().height;
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var currentY = parseFloat(Game.wordsDOM.style.top) || 80;
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var gotoY = (wordsHeight<250) ? 0 : wordsHeight-250;
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gotoY = 80 - gotoY;
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var nextY = instant ? gotoY : currentY*0.9 + gotoY*0.1;
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Game.wordsDOM.style.top = nextY+"px";
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}else{
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Game.wordsDOM.style.top = Game.FORCE_TEXT_Y+"px";
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}
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};
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// CLEAR TEXT
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@ -18,6 +18,12 @@ window.sfx = function(sound, options){
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};
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window.stopAllSounds = function(){
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Object.keys(Library.sounds).forEach(function(name){
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Library.sounds[name].stop();
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});
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};
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window.voice = function(name, options){
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options = options || {};
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sfx("voice_"+name, options);
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