anxiety/scripts/act4/Act4_SceneSetup.js

53 lines
1.4 KiB
JavaScript

Loader.addSounds([
{ id:"music_dontfight", src:"sounds/music/dontfight.mp3" }
]);
SceneSetup.act4 = function(){
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);*/
};