shipMode
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
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33
js/lore.js
33
js/lore.js
@@ -4,9 +4,11 @@ const lore = {
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anand: {
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color: "#e0c",
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text: function(say, isSpeech = false) {
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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};">${say}</span>"`, Infinity);
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lore.talkingColor = this.color
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if (isSpeech) this.speech(say)
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if (level.levels[level.onLevel] === undefined) { //only talk if on the lore level (which is undefined because it is popped out of the level.levels array)
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simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${Date.now()} ms</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity);
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lore.talkingColor = this.color
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if (isSpeech) this.speech(say)
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}
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},
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speech: function(say) {
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var utterance = new SpeechSynthesisUtterance(say);
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@@ -18,9 +20,11 @@ const lore = {
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miriam: {
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color: "#f20",
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text: function(say, isSpeech = false) {
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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};">${say}</span>"`, Infinity);
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lore.talkingColor = this.color
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if (isSpeech) this.speech(say)
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if (level.levels[level.onLevel] === undefined) { //only talk if on the lore level (which is undefined because it is popped out of the level.levels array)
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simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${Date.now()} ms</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity);
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lore.talkingColor = this.color
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if (isSpeech) this.speech(say)
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}
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},
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speech: function(say) {
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var utterance = new SpeechSynthesisUtterance(say);
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@@ -58,9 +62,14 @@ const lore = {
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delay += 3700
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setTimeout(() => { lore.talkingColor = "#dff" }, delay); //set color of graphic on level.null when no one is talking
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delay += 25000
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setTimeout(() => { lore.miriam.text("Poor thing... I hope it figures out how to escape.", true) }, delay);
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delay += 3500
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setTimeout(() => { lore.talkingColor = "#dff" }, delay); //set color of graphic on level.null when no one is talking
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setTimeout(() => {
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if (!simulation.isCheating) {
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lore.miriam.text("Poor thing... I hope it figures out how to escape.", true)
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delay += 3500
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setTimeout(() => { lore.talkingColor = "#dff" }, delay); //set color of graphic on level.null when no one is talking
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}
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}, delay);
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},
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() => {
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if (localSettings.loreCount < 2) {
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@@ -129,9 +138,9 @@ const lore = {
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}, delay);
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},
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() => {
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let delay = 6000
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setTimeout(() => { lore.miriam.text("I've never seen it generate this level before.", true) }, delay);
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delay += 2700
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// let delay = 6000
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// setTimeout(() => { lore.miriam.text("I've never seen it generate this level before.", true) }, delay);
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// delay += 2700
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},
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],
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