added 2 new testing keys: J = clear mobs, H = infinity health
added junk tech: ship (it's hard to control, but you get better with practice)
  m.shipMode() in console
This commit is contained in:
landgreen
2021-02-14 05:18:22 -08:00
parent 5aa7233bc8
commit 4ebd87c6a8
10 changed files with 456 additions and 91 deletions

View File

@@ -4,9 +4,11 @@ const lore = {
anand: {
color: "#e0c",
text: function(say, isSpeech = false) {
simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${Date.now()} ms</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity);
lore.talkingColor = this.color
if (isSpeech) this.speech(say)
if (level.levels[level.onLevel] === undefined) { //only talk if on the lore level (which is undefined because it is popped out of the level.levels array)
simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${Date.now()} ms</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity);
lore.talkingColor = this.color
if (isSpeech) this.speech(say)
}
},
speech: function(say) {
var utterance = new SpeechSynthesisUtterance(say);
@@ -18,9 +20,11 @@ const lore = {
miriam: {
color: "#f20",
text: function(say, isSpeech = false) {
simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${Date.now()} ms</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity);
lore.talkingColor = this.color
if (isSpeech) this.speech(say)
if (level.levels[level.onLevel] === undefined) { //only talk if on the lore level (which is undefined because it is popped out of the level.levels array)
simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${Date.now()} ms</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity);
lore.talkingColor = this.color
if (isSpeech) this.speech(say)
}
},
speech: function(say) {
var utterance = new SpeechSynthesisUtterance(say);
@@ -58,9 +62,14 @@ const lore = {
delay += 3700
setTimeout(() => { lore.talkingColor = "#dff" }, delay); //set color of graphic on level.null when no one is talking
delay += 25000
setTimeout(() => { lore.miriam.text("Poor thing... I hope it figures out how to escape.", true) }, delay);
delay += 3500
setTimeout(() => { lore.talkingColor = "#dff" }, delay); //set color of graphic on level.null when no one is talking
setTimeout(() => {
if (!simulation.isCheating) {
lore.miriam.text("Poor thing... I hope it figures out how to escape.", true)
delay += 3500
setTimeout(() => { lore.talkingColor = "#dff" }, delay); //set color of graphic on level.null when no one is talking
}
}, delay);
},
() => {
if (localSettings.loreCount < 2) {
@@ -129,9 +138,9 @@ const lore = {
}, delay);
},
() => {
let delay = 6000
setTimeout(() => { lore.miriam.text("I've never seen it generate this level before.", true) }, delay);
delay += 2700
// let delay = 6000
// setTimeout(() => { lore.miriam.text("I've never seen it generate this level before.", true) }, delay);
// delay += 2700
},
],