borders for no image selection menu
mob damage difficulty setting is lower recycling now flashes green when it heals merged cancel and research bars for single column selection added some dark grey borders for no images selection mode new images with midJourney V5 spores, pilot wave, standing wave bug fixes
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24
js/lore.js
24
js/lore.js
@@ -2,15 +2,7 @@ const lore = {
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techCount: 0,
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techGoal: 7,
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setTechGoal() {
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if (simulation.difficultyMode === 1) {
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this.techGoal = 8
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} else if (simulation.difficultyMode === 2) {
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this.techGoal = 5
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} else if (simulation.difficultyMode === 4) {
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this.techGoal = 2
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} else if (simulation.difficultyMode === 6) {
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this.techGoal = 1
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}
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this.techGoal = Math.max(1, Math.floor(8 - 1.5 * simulation.difficultyMode))
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},
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talkingColor: "#dff", //set color of graphic on level.null
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isSpeech: false,
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@@ -55,8 +47,8 @@ const lore = {
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trainer: {
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color: "#f20",
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voice: undefined,
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text: function(say) {
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simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${(Date.now()/1000).toFixed(0)} s</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity);
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text: function (say) {
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simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${(Date.now() / 1000).toFixed(0)} s</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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const utterance = new SpeechSynthesisUtterance(say);
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utterance.lang = "en-AU" //"en-IN"; //de-DE en-GB fr-FR en-US en-AU
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@@ -67,9 +59,9 @@ const lore = {
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anand: {
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color: "#e0c",
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voice: undefined,
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text: function(say) {
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text: function (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%;">${(Date.now()/1000).toFixed(0)} s</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity);
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simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${(Date.now() / 1000).toFixed(0)} s</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 (lore.isSpeech) {
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const utterance = new SpeechSynthesisUtterance(say);
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@@ -101,9 +93,9 @@ const lore = {
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},
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miriam: {
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color: "#f20",
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text: function(say) {
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text: function (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%;">${(Date.now()/1000).toFixed(0)} s</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity);
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simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${(Date.now() / 1000).toFixed(0)} s</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 (lore.isSpeech) {
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utterance = new SpeechSynthesisUtterance(say);
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@@ -116,7 +108,7 @@ const lore = {
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lore.isSpeech = false
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lore.nextSentence()
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}
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speechFrozen = setTimeout(function() { // speech frozen after 10 seconds of no end
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speechFrozen = setTimeout(function () { // speech frozen after 10 seconds of no end
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console.log('speech frozen')
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lore.isSpeech = false
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lore.nextSentence()
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