Game.addToManifest({ bg_panic: "sounds/bg_panic.mp3", bg_creepy: "sounds/bg_creepy.mp3" }); /***************************** ACT III: THE MURDERS. Just lots and lots of murdering. Also, after 10 seconds, zoom out for 20 seconds into "the real world". ******************************/ function Stage_Evil(self, HACK){ // HACK - The happy one if(HACK){ self.world.addPeep(new HappyWeirdoPeep(self)); self.world.addProp(new ProtestAnim(self)); } // FREEZE EVERYONE var _freezeEveryone = function(){ var peeps = self.world.peeps; // Freeze all Angry & Normal peeps. var freezeEm = peeps.filter(function(peep){ return(peep._CLASS_=="NormalPeep" || peep._CLASS_=="AngryPeep"); }); freezeEm.forEach(function(oldPeep){ var stunnedPeep = new NormalPeep(self); stunnedPeep.setType(oldPeep.type); stunnedPeep.vel.x = oldPeep.vel.x; stunnedPeep.vel.y = oldPeep.vel.y; stunnedPeep.flip = (oldPeep.x0 && !self.zoomer.started){ self.zoomer.init(); } // CREATE TWO MURDERERS. var weapon1 = weapons[weaponIndex]; var murderer1 = new MurderPeep(self); murderer1.init("circle", weapon1); self.world.addPeep(murderer1); var weapon2 = weapons[(weaponIndex+1)%weapons.length]; var murderer2 = new MurderPeep(self); murderer2.init("square", weapon2); self.world.addPeep(murderer2); // Cycle through weapons... weaponIndex = (weaponIndex+1)%weapons.length; } }; }