forked from sent/waves
212 lines
5.6 KiB
JavaScript
212 lines
5.6 KiB
JavaScript
Game.addToManifest({
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face_nervous: "sprites/peeps/face_nervous.json",
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peep_gasp: "sounds/peep_gasp.mp3",
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peep_hngh: "sounds/peep_hngh.mp3"
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});
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/****
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FRAMES:
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00-03: nervous at screen
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00-06: look away from screen (frame 06 is resting)
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08-10: look backwards
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12-16: look forward (then loop to 06)
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17-22: shocked
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23-25: run away
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26-29: return to normal (frame 06 is resting)
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****/
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function NervousPeep(scene){
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var self = this;
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Peep.apply(self, [scene]);
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self._CLASS_ = "NervousPeep";
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// Add the body & face sprites
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self.bodyMC = self.addMovieClip("body");
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self.faceMC = self.addMovieClip("face_nervous");
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self.faceMC.gotoAndStop(0);
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// Animate on doubles
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var MODE = -1;
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var MODE_STARE = 0;
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var MODE_BLINK = 1;
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var MODE_SHOCKED = 2;
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var MODE_RUNAWAY = 3;
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var MODE_CALMDOWN = 4;
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// HACK
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self.HACK_JUMPSTART = function(){
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MODE = MODE_BLINK;
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};
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var doubles = 0;
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self.isShocked = false;
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self.callbacks.update = function(){
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// Animate on doubles! ...or... TRIPLES?
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doubles = (doubles+1)%3;
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// stay within game frame
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self.stayWithinRect({
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l:150, r:810, t:150, b:450
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},0.05);
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// FRAMES: MANUALLY
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var face = self.faceMC;
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var frame = face.currentFrame;
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if(doubles==0){
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switch(MODE){
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case MODE_STARE:
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if(frame<3) face.gotoAndStop(frame+1);
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break;
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case MODE_BLINK:
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if(frame<6) face.gotoAndStop(frame+1);
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// Look shifty...
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if(frame==6){
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if(Math.random()<0.05) face.gotoAndStop(frame+1);
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}else if(frame<10){
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face.gotoAndStop(frame+1);
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}else if(frame==10){
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if(Math.random()<0.05) face.gotoAndStop(frame+1);
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}else if(frame<16){
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face.gotoAndStop(frame+1);
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}else if(frame==16){
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face.gotoAndStop(6);
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}
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break;
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case MODE_SHOCKED:
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if(frame<22) face.gotoAndStop(frame+1);
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break;
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case MODE_RUNAWAY:
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if(frame<25) face.gotoAndStop(frame+1);
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break;
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case MODE_CALMDOWN:
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if(frame<29){
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face.gotoAndStop(frame+1);
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}else{
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face.gotoAndStop(6);
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MODE = MODE_BLINK;
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self.isShocked = false;
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}
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break;
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}
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}
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///////////////////////////
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///////////////////////////
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///////////////////////////
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// Shocked by a square!
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if(!self.isShocked){
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var closeTo = self.touchingPeeps(90, function(peep){
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return(peep.isWalking && peep.type=="square");
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});
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if(closeTo.length>0 && self.isWalking){
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// BE SHOCKED
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MODE = MODE_SHOCKED;
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self.isWalking = false;
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face.gotoAndStop(17);
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self.isShocked = true;
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// Sound!
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Game.sounds.peep_gasp.play();
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// Bounce back
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self.flip = (closeTo[0].x>self.x) ? 1 : -1;
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self.bounce = 1.5;
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self.vel.x = -self.flip*5;
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// They get confused!
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closeTo.forEach(function(other){
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if(!other.isWalking) return;
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other.beConfused(self);
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});
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// Run away!
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self.setTimeout(function(){
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// Sound!
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Game.sounds.peep_hngh.volume(0.6);
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Game.sounds.peep_hngh.play();
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// RUN!
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MODE = MODE_RUNAWAY;
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self.flip *= -1;
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self.bounce = 1.5;
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self.startWalking();
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self.speed = 3.5;
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if(self.flip>0){
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self.direction = Math.TAU*0/4;
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}else{
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self.direction = Math.TAU*2/4;
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}
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// Calm down...
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self.setTimeout(function(){
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MODE = MODE_CALMDOWN;
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self.callbacks.startWalking();
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},_s(3));
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},_s(1));
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}
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}
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};
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// Speed...
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self.callbacks.startWalking = function(){
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self.speed = 0.8;
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};
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// AT FIRST...
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self.watchTV = function(){
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self.clearAnims(); // just in case...
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// 0) Stop & look
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var tv = scene.tv;
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self.stopWalking(true);
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self.flip = (tv.x>self.x) ? 1 : -1;
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var OFFSET = 0; // (Math.abs(self.x-tv.x)-60)/100;
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var WAIT = Director.ZOOM_OUT_1_TIME + Director.SEE_VIEWERS_TIME;
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// 1) Become nervous
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self.setTimeout(function(){
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self.bounce = 1.6;
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MODE = MODE_STARE;
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// SQUEAK
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Game.sounds.squeak.play();
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},_s(OFFSET+BEAT*2));
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// 2) Blink...
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self.setTimeout(function(){
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self.bounce = 1.3;
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MODE = MODE_BLINK;
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},_s(OFFSET+WAIT));
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// 3) And go on.
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self.setTimeout(function(){
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// self.bounce = 1.2;
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self.startWalking();
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},_s(OFFSET+WAIT+1));
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};
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// IS SCARED?
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self.isScared = function(){
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return self.isShocked;
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};
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} |