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forked from sent/waves
waves/public/assets/g/wbwwb/js/peeps/AngryPeep.js
2025-04-09 17:11:14 -05:00

234 lines
6.3 KiB
JavaScript

Game.addToManifest({
face_angry: "sprites/peeps/face_angry.json",
body_red: "sprites/peeps/body_red.json",
shout: "sounds/shout.mp3"
});
/****
FRAMES:
00-05: frown at screen
06-10: anger awayyyyyy!
11-25: SHOUT! // loop back to 10. (>=20, no, not screaming)
****/
function AngryPeep(scene, type){
var self = this;
Peep.apply(self, [scene]);
self._CLASS_ = "AngryPeep";
// Add the body & face sprites
var g = self.graphics;
self.bodyMC = self.addMovieClip("body");
self.bodyRedMC = self.addMovieClip("body_red");
self.bodyRedMC.alpha = 0;
self.faceMC = self.addMovieClip("face_angry");
self.faceMC.anchor.x = 0.333333333;
self.faceMC.gotoAndStop(0);
// Set Type: Am I a circle or square?
self.type = "???";
self.setType = function(type){
self.type = type;
self.bodyMC.gotoAndStop((type=="circle") ? 0 : 1);
self.bodyRedMC.gotoAndStop(self.bodyMC.currentFrame);
};
self.setType(type);
// IS SHOUTING?
self.isShouting = false;
// Animate on triples
var doubles = 0;
var MODE = -1;
var MODE_STARE = 0;
var MODE_BLINK = 1;
var MODE_SHOUT = 2;
self.gracePeriod = -1;
// HACK
self.HACK_JUMPSTART = function(){
MODE = MODE_BLINK;
};
// WANDERING
self.wander = 0;
self.changeWander = function(){
self.wander = Math.random()*0.1-0.05;
};
self.callbacks.update = function(){
// Animate on doubles! ...or... TRIPLES?
doubles = (doubles+1)%3;
// Wander around
self.direction += self.wander;
if(Math.random()<0.05) self.changeWander();
self.stayWithinRect({
l:100, r:860, t:100, b:480
},0.15);
// FRAMES: MANUALLY
var face = self.faceMC;
var frame = face.currentFrame;
if(doubles==0){
switch(MODE){
case MODE_STARE:
if(frame<5) face.gotoAndStop(frame+1);
break;
case MODE_BLINK:
if(frame<10){
face.gotoAndStop(frame+1);
}
break;
case MODE_SHOUT:
if(frame<25){
face.gotoAndStop(frame+1);
}else{
face.gotoAndStop(10);
MODE = MODE_BLINK;
self.isShouting = false;
self.startWalking();
}
break;
}
}
if(frame>=10){
self.bodyRedMC.alpha = self.bodyRedMC.alpha*0.9 + 1*0.1;
}
///////////////////////////
///////////////////////////
///////////////////////////
// Less red bod...
// self.bodyRedMC.alpha *= 0.985;
// Scream at THE OPPOSITE TYPE
// Grace period... AND IF SCENE ALLOWS IT.
if(self.gracePeriod<=0 && !scene.noYellingYet){
var opposite = (self.type=="circle") ? "square" : "circle";
var closeTo = self.touchingPeeps(90, function(peep){
return(!peep.offended && peep.isWalking && peep.type==opposite);
});
if(self.isWalking && closeTo.length>0){
var other = closeTo[0];
// Bounce TOWARDS
self.flip = (other.x>self.x) ? 1 : -1;
self.bounce = 1.7;
self.vel.y = 0;
self.vel.x = 3*self.flip;
// BE SHOCKED
MODE = MODE_SHOUT;
self.isWalking = false;
self.isShouting = true;
// AHHHHH
var peeps = scene.world.peeps;
var angry = peeps.filter(function(peep){
return(peep._CLASS_=="AngryPeep");
});
var angryNum = angry.length;
var volume;
if(angryNum<5) volume=1;
else if(angryNum<10) volume=0.70;
else if(angryNum<15) volume=0.42;
else volume=0.27;
var shout = Game.sounds.shout;
shout.volume(volume);
shout.play();
// MAKE BOD REDDER
// self.bodyRedMC.alpha = 1;
// GRACE...
self.gracePeriod = _s(2.5);
// If the closeTo is ANOTHER ANGRY ONE.
// They get confused!
if(other._CLASS_=="NormalPeep"){
if(other.shocked) return;
other.vel.x = self.flip*5;
other.flip = -1*self.flip;
other.beShocked(self);
}else{
// nothing...?
}
}
}else{
self.gracePeriod--;
}
};
// WEIRD WALK
self.walkAnim = function(){
// Hop & flip
self.hop += self.speed/40;
if(self.hop>1) self.hop--;
self.flip = (self.vel.x<0) ? -1 : 1;
// Hop up & down
var t = self.hop*Math.TAU;
g.pivot.y = Math.abs(Math.sin(t))*15;
g.rotation = 0;
// Squash at the bottom of your cycle
if(self._lastHop<0.5 && self.hop>=0.5) self.bounce = 1.2;
if(self._lastHop>0.9 && self.hop<=0.1) self.bounce = 1.2;
};
self.callbacks.startWalking = function(){
self.speed = 1.7;
};
self.callbacks.startWalking();
// AT FIRST...
self.watchTV = function(){
self.clearAnims(); // just in case...
// 0) Stop & look
var tv = scene.tv;
self.stopWalking(true);
self.flip = (tv.x>self.x) ? 1 : -1;
var OFFSET = (Math.abs(self.x-tv.x)-60)/100;
var WAIT = Director.ZOOM_OUT_1_TIME + Director.SEE_VIEWERS_TIME;
// 1) Become frowny
self.setTimeout(function(){
self.bounce = 1.6;
MODE = MODE_STARE;
// SQUEAK
Game.sounds.squeak.play();
},_s(BEAT*2+OFFSET));
// 2) Blink...
self.setTimeout(function(){
self.bounce = 1.3;
MODE = MODE_BLINK;
},_s(WAIT+OFFSET));
// 3) And go on.
self.setTimeout(function(){
// self.bounce = 1.2;
self.startWalking();
},_s(WAIT+1+OFFSET));
};
}