Loader.addSounds([ { id:"music_dontfight", src:"sounds/music/uplifting_pog_MIX.mp3" } ]); SceneSetup.act4 = function(){ // HI TABS publish("show_tabs"); Game.resetScene(); // RESET HP HP.reset(); // ATTACKS _.CHAPTER = 4; _.attack_harm_ch1 = (_.attack_harm_ch1==undefined) ? 0 : _.attack_harm_ch1; _.attack_alone_ch1 = (_.attack_alone_ch1==undefined) ? 0 : _.attack_alone_ch1; _.attack_bad_ch1 = (_.attack_bad_ch1==undefined) ? 0 : _.attack_bad_ch1; _.attack_harm_ch2 = (_.attack_harm_ch2==undefined) ? 0 : _.attack_harm_ch2; _.attack_alone_ch2 = (_.attack_alone_ch2==undefined) ? 0 : _.attack_alone_ch2; _.attack_bad_ch2 = (_.attack_bad_ch2==undefined) ? 0 : _.attack_bad_ch2; _.attack_harm_total = _.attack_harm_ch1 + _.attack_harm_ch2; _.attack_alone_total = _.attack_alone_ch1 + _.attack_alone_ch2; _.attack_bad_total = _.attack_bad_ch1 + _.attack_bad_ch2; // DECIDE TOP FEAR (if it's a tie, use first fear. if it's still neither, random) var fears = [ {name:"harm", count:_.attack_harm_total}, {name:"alone", count:_.attack_alone_total}, {name:"bad", count:_.attack_bad_total} ]; fears = fears.sort(function(a,b){ return b.count - a.count; }); _.TOP_FEAR = fears[0].name; // Music music('campus', {volume:0.5}); // Background var bg = new BG_Act4(); Game.scene.children.push(bg); // Hong /*var hong = new Act1_Hong(); Game.scene.children.push(hong); // Beebee var beebee = new Act1_Beebee(); Game.scene.children.push(beebee);*/ };