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74 Commits

Author SHA1 Message Date
Zott820 3fae06747c Added extra end Periods 11 years ago
Robert Chen 1de62f0119 Test 11 years ago
Robert Chen 7f1ffe01de TEST 11 years ago
Robert Chen 5849c18f4e Remove useless file 11 years ago
Robert Chen 3fc99de83c More fixes 11 years ago
Robert Chen 66dbe13703 final 11 years ago
Robert Chen 833975340d Delete useless DS_Store files 11 years ago
Robert Chen c4c35cc87e syntax 11 years ago
Robert Chen 183994f6b2 small fixes 11 years ago
Robert Chen 65281a89d9 Death condition, reverted alpha 11 years ago
Robert Chen 6ccb09adb9 Fix error 11 years ago
Robert Chen c482fe0586 git diff 11 years ago
Robert Chen fe381fe6f8 logfix 11 years ago
Robert Chen 1534bb4673 alpha 11 years ago
Robert Chen 731c9c0f97 Removed unused files 11 years ago
Robert Chen c36aac6cef merged 11 years ago
Robert Chen 6074d7665b dialogue fixes 11 years ago
Zott820 7b5ed17ffd Typo Fixing 11 years ago
Robert Chen 2571b00cd0 More bug fixes 11 years ago
Robert Chen b26e68474f working score screen, fixes 11 years ago
Robert Chen d2b9636d7a new sounds and score screens 11 years ago
Robert Chen 7bc26ead50 Score screen laid out 11 years ago
Zott820 d9c1124d27 Fixed Story Typos 11 years ago
Zott820 fd15dbcd25 Added more Stories 11 years ago
Robert Chen 1ceb3f67cd clockUI 11 years ago
Robert Chen 795dbe7544 Temperature penalty 11 years ago
Robert Chen f8dd13886f Score screen 11 years ago
Robert Chen 02a15f489c Fixed market persistence bug 11 years ago
Robert Chen 578a33da8d Larger skip time button, longer dialog delay 11 years ago
Robert Chen 1f5b5ff700 State repro bugs fixed 11 years ago
Robert Chen 6743f51420 More changes 11 years ago
Robert Chen 54612d3435 dialogue, stories fixes 11 years ago
Robert Chen 8856d4725a Dialogue and changes 11 years ago
Robert Chen 32222a5a78 help/credits images 11 years ago
Robert Chen 4f7fa6b8a4 fixes, help/credit screens 11 years ago
Robert Chen f6e292ea9e changes 11 years ago
Robert Chen b1e95d123a load nec 11 years ago
Robert Chen d9445b716f asdf 11 years ago
Robert Chen 0d0c2f127a turkeyy 11 years ago
Robert Chen 19a95a9746 open door 11 years ago
Robert Chen 49a8f97db7 Moar debug 11 years ago
Robert Chen 96a482c184 pic 11 years ago
Robert Chen 4784568841 turkeyy 11 years ago
Robert Chen 3ea892b422 enable 11 years ago
Robert Chen 979bac1674 no door 11 years ago
Robert Chen f46f1e8b8f imhdin 11 years ago
Robert Chen b9f654ac78 cond 11 years ago
Robert Chen 1b52c89656 df 11 years ago
Robert Chen e6c993e189 stop updates 11 years ago
Robert Chen aa0cbae444 10 seconds 11 years ago
Robert Chen 3e37ad8f93 Sky fix 11 years ago
Robert Chen e5306e63d5 Door close, price tweaks 11 years ago
Robert Chen 6a3de60397 Tie cooked condition with visuals 11 years ago
Robert Chen f2c1cdc07b Fixed clock, skip 11 years ago
Robert Chen 6e4cb16b86 Window, fixes 11 years ago
Robert Chen b218c2201c Integrated model, temperature probe 11 years ago
Robert Chen 126cf858b5 add createjs 11 years ago
Robert Chen a268f5843b More bugfixes 11 years ago
Robert Chen 53a6035005 Draw turkey in oven 11 years ago
Robert Chen 28116d8e52 More fixes 11 years ago
Robert Chen 88eaeddae1 Oven sounds and bugfixes 11 years ago
Robert Chen 547cf9b311 Loading screen 11 years ago
Robert Chen 0376c84100 Working Market, Oven door 11 years ago
Robert Chen 213c7d36aa Use Turkey from cache 11 years ago
Robert Chen b665b2cc74 Loading screen actual commit 11 years ago
Robert Chen d298fea883 Loading screen done 11 years ago
Robert Chen 695264d6e1 Massive progress: main menu, sound, dialog 11 years ago
Robert Chen 0950346178 Dialog, sound, market 11 years ago
Robert Chen 44c635ac4a Working dialogue, market screen 11 years ago
Robert Chen 642f032f27 Clock and other fixes 11 years ago
Robert Chen cc421c6f08 Oven UI temp/light/control now working 11 years ago
Robert Chen 2d52eef92b Working model, clock, split files 11 years ago
Robert Chen f8c685661f Moved pubsub from global scope, screen switching, dialog text 11 years ago
Robert Chen 4447592069 JS framework in place with sample screens 11 years ago
  1. 674
      LICENSE
  2. 73
      README.md
  3. 4
      index.html
  4. 17
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  5. 31
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  6. 320
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  7. 48
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  8. 3
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  9. 174
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  10. 194
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  11. 0
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  12. 0
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  13. 0
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  14. 0
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  15. 0
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  19. 0
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  20. 0
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  21. 0
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  22. 0
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  23. 0
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  24. 0
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  25. 0
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  26. 0
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  27. 0
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  28. 0
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  29. 0
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  30. 0
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  31. 0
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  32. 0
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  33. 0
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  34. 0
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  35. 0
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  36. 0
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  37. 0
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  38. 0
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  39. 0
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  40. 0
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  41. 0
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  42. 0
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  43. 0
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  44. 0
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  45. 0
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  46. 0
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  47. 0
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  48. 0
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  49. 0
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  50. 0
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  51. 0
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  52. 0
      res/screens/DifficultyScreen/ButtonFemale.png
  53. 0
      res/screens/DifficultyScreen/ButtonMale.png
  54. 0
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  55. 0
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  56. 0
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  57. 0
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  58. BIN
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  59. BIN
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  65. 0
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  66. BIN
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  67. 0
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  68. 0
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  69. 0
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  70. 0
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  71. 0
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  72. 0
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  73. 0
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  74. 0
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  75. 0
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  76. 0
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  77. 0
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  78. 0
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  79. 0
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  80. 0
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  81. 0
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  82. 0
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  83. 0
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  84. 0
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  85. 0
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  86. 0
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  87. 0
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  88. 0
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  89. 0
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  90. 0
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  91. 0
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  92. 0
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  93. 0
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  96. 0
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LICENSE

@ -1,674 +0,0 @@ @@ -1,674 +0,0 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

73
README.md

@ -1,46 +1,51 @@ @@ -1,46 +1,51 @@
![My image](https://raw.github.com/fernjager/game-off-2013/formula/Main-Screen-MockupV11-24.png)
![GitHub Game Off Game Jam](https://f.cloud.github.com/assets/121322/1436486/25f88b78-4158-11e3-9b23-43596516362c.png)
## Overview
## The Challenge
It is another Thanksgiving holiday, a time of retrospection and blessings.
You have the entire month of November to create a **web-based** game *loosely* based on the theme "change".
You have been invited to craft the centerpiece of the American thanksgiving dinner, the turkey. Woo your girlfriend / boyfriend and be judged by your future in-laws! Apply your culinary expertise to impress your family!
What do we mean by **loosely** based on "change"? We literally mean, *loosely* based. Some examples might be a FPS where you throw the [loose change](http://www.merriam-webster.com/dictionary/loose%20change) in your pockets at the enemy or perhaps a puzzle game where you have to [change](http://www.merriam-webster.com/dictionary/change) form to overcome obstacles.
## Turkey Cooking Simulator Features:
* Real-time cooking action!
* Unparalleled turkey-based thermodynamics!
* Hours of gripping stories and drama!
* Accessorize your turkey with stuffing, frills, and other awesomeness!
* Day-night environmental cycle!
* High-fidelity stereo audio!
* Masterfully crafted scenes of an American household!
Your game. Your rules. You can participate either as an individual or as a team. You're encouraged to use open source libraries, frameworks, graphics, and sounds in your game.
## Compatibility
* [Chrome 22](https://www.google.com/intl/en/chrome/) - Full compatibility, recommended browser.
* [Safari 6.0.5](http://www.apple.com/safari/) - Full compatibility, recommended browser.
* [Firefox 25](http://www.mozilla.org/en-US/firefox/new/) - Playable. [GStreamer] (http://gstreamer.freedesktop.org/) required for sound on Mac. Sound only plays once on Windows
* [Internet Explorer 11](http://windows.microsoft.com/en-us/internet-explorer/download-ie) - Not recommended. Sound looping issues.
## The Prizes
## Open Source!
* Uses the CreateJS library for HTML5 Canvas: https://github.com/CreateJS/
We're giving away shiny new [iPad Airs](http://www.apple.com/ipad-air/) (16GB models) to our 5 lucky winners. Runners-up will receive a $100 credit for the [GitHub Shop](http://shop.github.com/), where they can grab some of our :octocat: shirts, hoodies, stickers, and more!
## Authors
All winners and runners-up will be showcased on our blog.
* [Scott R. Mobley](http://www.linkedin.com/in/mobleyscott) - Turkey Overlord and Master of Dialogue
* [Robert J. Chen](http://fernjager.net) - Javascript Wizard
* [Benjamin Kwok](mailto:tengen1112@gmail.com) - Unpaid Art Peasant
* Sheen Kao - Finite Elementalist Supreme
## Judging
## Backup Mirror
* http://fernjager.net/game/index.html
We have a handful of judges who are eager to play your games!
## Licenses and Credit
![CC](http://i.creativecommons.org/l/by-nc/3.0/88x31.png)
* [Adam 'Atomic' Saltsman](https://twitter.com/adamatomic) - Game maker and dad, creator of Canabalt and Flixel.
* [Aleissia Laidacker](https://twitter.com/Aleissia) - Team Lead AI at Ubisoft.
* [David Czarnecki](http://twitter.com/CzarneckiD), Lead Engineer at Agora Games.
* [Matt Hackett](https://twitter.com/richtaur), Co-founder of Lost Decade Games.
* [Kyros Starr](https://twitter.com/bearwitched), Gaymer and Tech Writer at GitHub.
* [Lee Reilly](http://twitter.com/leereilly), Gamer Dad and Software Developer at GitHub.
* [Romana Ramzan](https://twitter.com/Manak/), Denki's Player Champion, Global Game Jam Director.
* Unless indicated otherwise in the credits page:
* All original artwork and writing are licensed under the Creative Commons Attribution-NonCommercial BY-NC
* Artwork: Benjamin Kwok.
* Writing: Scott Mobley.
* Source code is released under GPL v3 by Robert Chen.
* See credits screen for full attribution of all assets.
## The Rules
* To qualify for entry, you must fork the [github/game-off-2013](https://github.com/github/game-off-2013) repository to your individual or organization account. Not sure which account type would be best for you? Check out this handy [help article](https://help.github.com/articles/what-s-the-difference-between-user-and-organization-accounts), which explains the differences between the two types of accounts.
* All entries must be web-based, i.e. playable in a browser. HTML5, WebGL, Unity, Torque 3D, and Flash are all possible - just be sure the source is made available on your fork.
* You must be over the age of 13.
## Instructions
* If you don't already have a GitHub account, [sign up for a personal account now](https://github.com/signup/free) - it's free!
* Fork the [github/game-off-2013](https://github.com/github/game-off-2013) repository to your individual account (or to a [free organization account](https://github.com/organizations/new)).
* Be sure to follow [@github](https://twitter.com/github) on Twitter for updates.
* Make sure your code is pushed to the master branch of your forked repository before Dec 1st!
* Make sure you have a `README` file that includes a brief description of your game, what open source projects (if any) you used, and a screenshot.
* Your repository should have a brief description and the playable URL entered into the fields shown below (this will make our judging process easier):
![image](https://f.cloud.github.com/assets/121322/1436584/fd721126-415a-11e3-9f3a-e94262074573.png)
## Comments / Questions / Help
* New to Git, GitHub, and/or version control? Check out our [help documentation](https://help.github.com/) to get started!
* Questions about Git/GitHub? Please email [support@github.com](mailto:support@github.com) and be sure to include 'GitHub Game Off' in the subject.
* Questions specific to the GitHub Game Off? Please [create an issue](https://github.com/github/game-off-2013/issues/new). This will be the official FAQ.
* The official Twitter hashtag is [#ggo13](https://twitter.com/search/realtime?q=%23ggo13).

4
index.html

@ -4,7 +4,7 @@ @@ -4,7 +4,7 @@
<style type="text/css">
</style>
</head>
<body bgcolor="#250c00">
<body>
<center>
<div class="canvasContainer">
@ -12,7 +12,7 @@ @@ -12,7 +12,7 @@
</div>
</center>
</body>
<script src="//code.createjs.com/createjs-2013.09.25.min.js"></script>
<script src="http://code.createjs.com/createjs-2013.09.25.min.js"></script>
<script src="js/model.js"></script>
<script src="js/soundmanager.js"></script>
<script src="js/stories.js"></script>

17
js/dialogue.js

@ -65,10 +65,6 @@ function DialogUI( stage, gameState ){ @@ -65,10 +65,6 @@ function DialogUI( stage, gameState ){
this.textContent.addEventListener( "mouseout", function(){ document.body.style.cursor='default'; } );
this.textContent.addEventListener( "click", function(){ setTimeout( clickEvent, 100); });
// negate double setTimeout if clicked
var oldTime = new Date().getTime();
var delayCounter = 0;
this.endFunc = function(){};
this.showDialog= function( textSeq ){
@ -94,15 +90,13 @@ function DialogUI( stage, gameState ){ @@ -94,15 +90,13 @@ function DialogUI( stage, gameState ){
that.showRandomConvo();
return;
}
delayCounter = 0;
oldTime = new Date().getTime();
that.currDialogueSeq = new DialogueSequence( textSeq.seq );
var nextDialogue = that.currDialogueSeq.next();
that.endFunc = textSeq.endFunc || function(){};
that.textContent.text=nextDialogue[1].replace(/\[GenderPronoun\]/g, gameState.pronoun ).replace(/\[Player\]/g, gameState.name || "Sam" );
that.textContent.text=nextDialogue[1].replace(/\[GenderPronoun\]/g, gameState.pronoun ).replace(/\[Player\]/g, gameState.name );
that.currentFace.y = 250;
that.currentFace = peopleImg[nextDialogue[0]] || that.currentFace;
that.autoAdvance = textSeq.autoAdvance;
@ -127,6 +121,9 @@ function DialogUI( stage, gameState ){ @@ -127,6 +121,9 @@ function DialogUI( stage, gameState ){
gameState.pubsub.subscribe( "ShowDialog", this.showDialog );
// negate double setTimeout if clicked
var oldTime = new Date().getTime();
var delayCounter = 0;
var clickEvent = function( timer ){
if( !peopleImg["Me"] ){
@ -138,7 +135,7 @@ function DialogUI( stage, gameState ){ @@ -138,7 +135,7 @@ function DialogUI( stage, gameState ){
var nextDialogue = that.currDialogueSeq.next();
that.dialogMotionQueue.push(DIALOG_SHOWING);
that.textContent.text=nextDialogue[1].replace(/\[GenderPronoun\]/g, gameState.pronoun ).replace(/\[Player\]/g, gameState.name || "Sam" );
that.textContent.text=nextDialogue[1];
if(DEBUG) console.log("showing face:" +nextDialogue[0] );
// swap out face immediately
@ -168,6 +165,7 @@ function DialogUI( stage, gameState ){ @@ -168,6 +165,7 @@ function DialogUI( stage, gameState ){
return {
tick: function(){
delayCounter = new Date().getTime() - oldTime;
if( that.autoAdvance == true && that.dialogBox.y ==0 && delayCounter > ( (that.textContent.text.length * MILLIS_PER_CHAR) < 2000 ? 2000 : (that.textContent.text.length * MILLIS_PER_CHAR) ) ){
clickEvent();
@ -207,7 +205,6 @@ function DialogUI( stage, gameState ){ @@ -207,7 +205,6 @@ function DialogUI( stage, gameState ){
if( that.dialogMotionQueue.length > 0 && that.dialogState == DIALOG_PAUSING ){
that.dialogState = that.dialogMotionQueue.shift();
}
delayCounter = new Date().getTime() - oldTime;
},
minDialog: function(){

31
js/main.js

@ -71,7 +71,6 @@ function GameState(){ @@ -71,7 +71,6 @@ function GameState(){
// Screens
queue.loadFile( {id: "res/screens/DifficultyScreen/Difficulty-Selection.png", src:"res/screens/DifficultyScreen/Difficulty-Selection.png"} );
queue.loadFile( {id: "res/screens/DifficultyScreen/ButtonsandText.png", src:"res/screens/DifficultyScreen/ButtonsandText.png"} );
queue.loadFile( {id: "res/screens/DifficultyScreen/ButtonMale.png", src:"res/screens/DifficultyScreen/ButtonMale.png"} );
queue.loadFile( {id: "res/screens/DifficultyScreen/ButtonFemale.png", src:"res/screens/DifficultyScreen/ButtonFemale.png"} );
@ -88,11 +87,11 @@ function GameState(){ @@ -88,11 +87,11 @@ function GameState(){
queue.loadFile( {id: "HelpP3P4", src:"res/screens/HelpCreditsScreen/HelpP3P4.png" } );
queue.loadFile( {id: "HelpP5P6", src:"res/screens/HelpCreditsScreen/HelpP5P6.png" } );
queue.loadFile( {id: "HelpP7P8", src:"res/screens/HelpCreditsScreen/HelpP7P8.png" } );
queue.loadFile( {id: "HelpP9P10", src:"res/screens/HelpCreditsScreen/HelpP9P10.png" } );
queue.loadFile( {id: "ScoreScreenFile", src:"res/screens/ScoreScreen/Score-Evaluation-1.png" } );
queue.loadFile( {id: "ScoreScreenFile", src:"res/screens/ScoreScreen/Score-Evaluation-2.png" } );
queue.loadFile( {id: "HelpScreenFile", src:"res/screens/HelpCreditsScreen/Credits.png" } );
queue.loadFile( {id: "MarketScreenfile", src:"res/screens/MarketScreen/MarketScreen.png"} );
@ -101,6 +100,7 @@ function GameState(){ @@ -101,6 +100,7 @@ function GameState(){
queue.loadFile( {id: "MarketSoundFile", src:"res/sound/Store/Waterford.mp3"} );
// UI sounds
queue.loadFile( {id: "UILowClickFile", src:"res/sound/GUI/lowclick.mp3"} );
queue.loadFile( {id: "UIClickFile", src:"res/sound/GUI/click.mp3"} );
queue.loadFile( {id: "UIBuzzFile", src:"res/sound/GUI/buzz.mp3"} );
queue.loadFile( {id: "UIDingFile", src:"res/sound/GUI/ding.mp3"} );
@ -108,11 +108,11 @@ function GameState(){ @@ -108,11 +108,11 @@ function GameState(){
// Kitchen Items
queue.loadFile( {id: "res/screens/KitchenScreen/KitchenScreen.png", src:"res/screens/KitchenScreen/KitchenScreen.png"});
queue.loadFile( {id: "res/screens/KitchenScreen/FinalConfirmation.png", src:"res/screens/KitchenScreen/FinalConfirmation.png"});
queue.loadFile( {id: "res/screens/KitchenScreen/TurkeyState1Small.png", src:"res/screens/KitchenScreen/TurkeyState1Small.png"});
queue.loadFile( {id: "res/screens/KitchenScreen/TurkeyState2Small.png", src:"res/screens/KitchenScreen/TurkeyState2Small.png"});
queue.loadFile( {id: "res/screens/KitchenScreen/TurkeyState3Small.png", src:"res/screens/KitchenScreen/TurkeyState3Small.png"});
queue.loadFile( {id: "res/screens/KitchenScreen/TurkeyState4Small.png", src:"res/screens/KitchenScreen/TurkeyState4Small.png"});
queue.loadFile( {id: "res/screens/KitchenScreen/TurkeyState5Small.png", src:"res/screens/KitchenScreen/TurkeyState5Small.png"});
queue.loadFile( {id: "res/screens/KitchenScreen/TurkeyState1Small.svg", src:"res/screens/KitchenScreen/TurkeyState1Small.svg"});
queue.loadFile( {id: "res/screens/KitchenScreen/TurkeyState2Small.svg", src:"res/screens/KitchenScreen/TurkeyState2Small.svg"});
queue.loadFile( {id: "res/screens/KitchenScreen/TurkeyState3Small.svg", src:"res/screens/KitchenScreen/TurkeyState3Small.svg"});
queue.loadFile( {id: "res/screens/KitchenScreen/TurkeyState4Small.svg", src:"res/screens/KitchenScreen/TurkeyState4Small.svg"});
queue.loadFile( {id: "res/screens/KitchenScreen/TurkeyState5Small.svg", src:"res/screens/KitchenScreen/TurkeyState5Small.svg"});
queue.loadFile( {id: "res/screens/KitchenScreen/CookbookKitchenGlow.png", src:"res/screens/KitchenScreen/CookbookKitchenGlow.png"});
queue.loadFile( {id: "res/screens/KitchenScreen/CookbookKitchen.png", src:"res/screens/KitchenScreen/CookbookKitchen.png"});
@ -159,7 +159,7 @@ function GameState(){ @@ -159,7 +159,7 @@ function GameState(){
queue.loadFile( {id: "res/sound/Kitchen/Oven_Door_Peek_Open.mp3", src:"res/sound/Kitchen/Oven_Door_Peek_Open.mp3"});
queue.loadFile( {id: "res/sound/Kitchen/Close_Cookbook.mp3", src:"res/sound/Kitchen/Close_Cookbook.mp3"});
queue.loadFile( {id: "res/sound/Kitchen/Open_Cookbook.mp3", src:"res/sound/Kitchen/Open_Cookbook.mp3"});
queue.loadFile( {id: "res/sound/Kitchen/Explosion_Sound.mp3", src:"res/sound/Kitchen/Explosion_Sound.mp3"} );
queue.loadFile( {id: "res/sound/Kitchen/sizzle.mp3", src:"res/sound/Kitchen/sizzle.mp3"} );
queue.loadFile( {id: "res/sound/Kitchen/Double_Beep.mp3", src:"res/sound/Kitchen/Double_Beep.mp3"} );
// Market Items
@ -246,8 +246,7 @@ function GameState(){ @@ -246,8 +246,7 @@ function GameState(){
queue.loadFile( {id: "res/screens/Window/Win10.png", src:"res/screens/Window/Win10.png"});
queue.loadFile( {id: "res/screens/Window/Win11.png", src:"res/screens/Window/Win11.png"});
queue.loadFile( {id: "res/screens/Window/Tree_Animation.png", src:"res/screens/Window/Tree_Animation.png"});
queue.loadFile( {id: "res/screens/Window/Test4TransparencyFull.png", src:"res/screens/Window/Test4TransparencyFull.png"});
queue.loadFile( {id: "res/screens/Window/Stars.png", src:"res/screens/Window/Stars.png"});
queue.loadFile( {id: "res/screens/Window/Test4TransparencyFull.svg", src:"res/screens/Window/Test4TransparencyFull.svg"});
@ -284,11 +283,11 @@ function GameState(){ @@ -284,11 +283,11 @@ function GameState(){
/* all turkeys */
this.turkeyStates = [
new createjs.Bitmap( "res/screens/KitchenScreen/TurkeyState1Small.png" ),
new createjs.Bitmap( "res/screens/KitchenScreen/TurkeyState2Small.png" ),
new createjs.Bitmap( "res/screens/KitchenScreen/TurkeyState3Small.png" ),
new createjs.Bitmap( "res/screens/KitchenScreen/TurkeyState4Small.png" ),
new createjs.Bitmap( "res/screens/KitchenScreen/TurkeyState5Small.png" )
new createjs.Bitmap( "res/screens/KitchenScreen/TurkeyState1Small.svg" ),
new createjs.Bitmap( "res/screens/KitchenScreen/TurkeyState2Small.svg" ),
new createjs.Bitmap( "res/screens/KitchenScreen/TurkeyState3Small.svg" ),
new createjs.Bitmap( "res/screens/KitchenScreen/TurkeyState4Small.svg" ),
new createjs.Bitmap( "res/screens/KitchenScreen/TurkeyState5Small.svg" )
];
this.purchasedItems = [];
@ -355,7 +354,7 @@ function GameUI( canvasElem, gameState ){ @@ -355,7 +354,7 @@ function GameUI( canvasElem, gameState ){
var soundManager = new SoundManager( gameState );
this.activeScreenObj = new LoadingScreen( this.stage, gameState );
var textContent = new createjs.Text( "", "20px Arial", "white" );
var textContent = new createjs.Text( "", "20px Arial", "black" );
textContent.x = 750;
textContent.y = 30;
//this.stage.addChild( textContent);

320
js/model.js

@ -1,29 +1,36 @@ @@ -1,29 +1,36 @@
function TurkeyLayer( name, layerNumber1, turkeyModel, ovenModel ){
function TurkeyLayer( name, percentRadius, turkeyModel, ovenModel ){
var that = this;
this.name = name;
this.layerNumber=layerNumber1;
this.percentRadius=percentRadius;
this.initialTemp = 20;
this.waterLost = 0;
this.finalTemperature = 20;
this.cookCondition = "Raw";
this.highestTemp = 0;
this.cookCondition = "Raw";
return {
updateTemperatureTick: function(){
that.finalTemperature = turkeyModel.globTemp[that.layerNumber]
if(DEBUG) console.log(turkeyModel.globTemp);
that.highestTemp = that.finalTemperature > that.highestTemp ? that.finalTemperature : that.highestTemp;
that.finalTemperature = UtilityFunctions.transientSphereSeries( turkeyModel.density,
turkeyModel.thermalConduct,
turkeyModel.heatConvection,
turkeyModel.cp,
percentRadius * turkeyModel.totalRadius,
turkeyModel.totalRadius,
that.initialTemp,
ovenModel.steadyTemp,
ovenModel.globalTime );
that.waterLost = that.waterLost + UtilityFunctions.waterLoss( that.finalTemperature );
that.cookCondition = UtilityFunctions.cookCondition(that.waterLost, that.name);
if(DEBUG) console.log( that.name + ": "+ that.waterLost + " " + that.cookCondition + " " + that.finalTemperature + " C" );
that.cookCondition = UtilityFunctions.cookCondition(that.waterLost);
if(DEBUG) console.log( that.name + ": "+ that.waterLost + " " + that.cookCondition);
},
resetLayerTemps: function(){
that.initialTemp = that.finalTemperature;
},
getCondition: function(){
return that.cookCondition;
},
getTemperature: function(){
return that.finalTemperature;
},
getHighestTemp: function(){
return that.highestTemp;
}
}
@ -31,71 +38,45 @@ function TurkeyLayer( name, layerNumber1, turkeyModel, ovenModel ){ @@ -31,71 +38,45 @@ function TurkeyLayer( name, layerNumber1, turkeyModel, ovenModel ){
function TurkeyModel( weight, ovenModel ){
this.density = 700; // kg/m3 Assuming Density of Water 1000 kg/m3
this.cp = 2810; // 2810 J/kg K for Turkey. Extra is to semi-account for water evaporation energy
this.density = 1050; // kg/m3 Assuming Density of Water 1000 kg/m3
this.cp = 2000; // 2810 J/kg K for Turkey. Extra is to semi-account for water evaporation energy
this.heatConvection = 9; // W/m2 K Some Reasonable estimate for natural Convection. Change as needed. 5-25
this.thermalConduct = 0.412; // W/m K // Chicken
this.skin = {};
this.body = {};
this.core = {};
this.splitsNum = 20;
console.log(UtilityFunctions.lbs2kgs(weight))
this.totalRadius = UtilityFunctions.calculateRadius( UtilityFunctions.lbs2kgs(weight), this.density );
this.totalRadius = UtilityFunctions.calculateRadius( weight, this.density );
this.totalLayers = [ new TurkeyLayer("Skin", this.splitsNum-1, this, ovenModel ),
new TurkeyLayer("Body", this.splitsNum-10, this, ovenModel ),
new TurkeyLayer("Core", 1, this, ovenModel ) ];
this.totalLayers = [ new TurkeyLayer("Skin", 0.85, this, ovenModel ),
new TurkeyLayer("Body", 0.45, this, ovenModel ),
new TurkeyLayer("Core", 0.01, this, ovenModel ) ];
// Whenever temperature is changed
this.updateLayerTemps = function() {
this.globTemp = UtilityFunctions.transientSphereSeries( this.density,
this.thermalConduct,
this.heatConvection,
this.cp,
this.totalRadius,
ovenModel.tempInfini,
this.splitsNum,
this.deltar,
this.globTemp,
this.pointRadius
);
this.updateLayerTemps = function(){
for (var i in this.totalLayers ){
this.totalLayers[i].updateTemperatureTick();
}
};
this.resetLayerTemps = function() {
for (var i in this.totalLayers ) {
this.resetLayerTemps = function(){
for (var i in this.totalLayers ){
this.totalLayers[i].resetLayerTemps();
}
};
//Sheen Model Stuff
this.globTemp=[];
this.pointRadius = []
this.splitsNum = 20;
this.deltar = this.totalRadius/this.splitsNum; //20 Data Points
this.initializePoints = function() {
var step = ( this.totalRadius - this.deltar ) / ( this.splitsNum - 1 );
for (var i = 0; i<this.splitsNum ; i++ ) {
this.pointRadius.push(step*i+this.deltar);
this.globTemp.push(20+step*i); //Starts at 20 C for initilizating
}
};
this.initializePoints()
}
function OvenModel( turkeyWeight, gameState ) {
var that = this;
this.tempInfini=20; //C
this.setTemp = 20;
this.steadyTemp = 20;
this.steadyTimer = 0;
this.globalTime = 0;
var turkey = new TurkeyModel(turkeyWeight, this );
var turkey = new TurkeyModel(9.07185, this );
var proportional = 0.004; // This value is arbitrary to how fast you want the temperatures to converge. (Or oscillate, which could be realistic as well)
var errorTolerance = 10; //Stove is accurate to 1 degree Celcius Should hopefully oscillate below that value.
// Equalize temp will need to be sent each time iteration
@ -109,6 +90,13 @@ function OvenModel( turkeyWeight, gameState ) { @@ -109,6 +90,13 @@ function OvenModel( turkeyWeight, gameState ) {
}
if( error>errorTolerance ) {
if (this.steadyTimer>=80) {
//Reset the model's time calculation if there are major changes in the tolerance of the temperature or the steady timer expires
this.steadyTimer = 0;
this.globalTime = 0;
this.steadyTemp = this.tempInfini
turkey.resetLayerTemps();
}
return(true);
}
}
@ -117,18 +105,15 @@ function OvenModel( turkeyWeight, gameState ) { @@ -117,18 +105,15 @@ function OvenModel( turkeyWeight, gameState ) {
return {
"skin" : {
"temp": turkey.totalLayers[0].getTemperature(),
"cond": turkey.totalLayers[0].getCondition(),
"highest" : turkey.totalLayers[0].getHighestTemp()
"cond": turkey.totalLayers[0].getCondition()
},
"body" : {
"temp": turkey.totalLayers[1].getTemperature(),
"cond": turkey.totalLayers[1].getCondition(),
"highest" : turkey.totalLayers[1].getHighestTemp()
"cond": turkey.totalLayers[1].getCondition()
},
"core" : {
"temp": turkey.totalLayers[2].getTemperature(),
"cond": turkey.totalLayers[2].getCondition(),
"highest" : turkey.totalLayers[2].getHighestTemp()
"cond": turkey.totalLayers[2].getCondition()
}
};
},
@ -149,15 +134,19 @@ function OvenModel( turkeyWeight, gameState ) { @@ -149,15 +134,19 @@ function OvenModel( turkeyWeight, gameState ) {
},
secondTick: function(){
that.globalTime = that.globalTime + 1;
that.steadyTimer = that.steadyTimer + 1;
if ( that.equalizeTemp() ) {
// Turn on oven light
gameState.pubsub.publish( "OvenLight", "On" );
}
else {
that.steadyTemp = that.tempInfini;
// Turn off oven light
gameState.pubsub.publish( "OvenLight", "Off" );
}
if(DEBUG) console.log("Steady Temp " + that.steadyTemp)
if(DEBUG) console.log("Steady Timer " + that.steadyTimer)
if(DEBUG) console.log("Oven Temp " + that.tempInfini )
turkey.updateLayerTemps();
}
@ -190,6 +179,26 @@ UtilityFunctions = { @@ -190,6 +179,26 @@ UtilityFunctions = {
return complexRadius;
},
findAllRoots: function(min,max,splitsNum,Biot) {
var step = ( max - min ) / ( splitsNum - 1 );
var answer;
var negativeTest;
var storage = [];
for (var i = step; i < max; i=i+step ) {
negativeTest = this.lambdaFormula(i-step, Biot)*this.lambdaFormula(i, Biot);
if (negativeTest <= 0) {
answer = this.bisectionMethod(i-step,i,Biot);
if (answer !=undefined) {
storage.push(answer);
}
}
else {
//if(DEBUG) console.log("No Bracketed Root " + negativeTest)
}
}
return storage;
},
sphereVolume: function(radius) {
return((4/3)*Math.PI*Math.pow(radius,3))
},
@ -198,50 +207,74 @@ UtilityFunctions = { @@ -198,50 +207,74 @@ UtilityFunctions = {
return (Math.pow(10,(temperature-20)/80)-1)
},
transientSphereSeries: function( density, thermalConduct, heatConvection, cp, rTotal, tempInfinity, splitsNum, deltar, globTemp,pointRadius) {
//Not Global Stuff
var r0 = rTotal;
var deltat = 0.1
var alpha = thermalConduct/(density*cp)
var h=heatConvection;
for (var j=0; j<(1/deltat); j++ ) {
var dTdr=[]
// globTemp[splitsNum-1] should be last entry in globtemp
for (var k=0; k<splitsNum; k++){
if (k==0) {
dTdr.push((globTemp[1] - globTemp[0])/deltar) }
else if (k==splitsNum-1) {
dTdr.push((globTemp[splitsNum-1] - globTemp[splitsNum-2])/deltar)}
else {
dTdr.push((globTemp[k+1] - globTemp[k-1])/(2*deltar))}
}
dTdr[splitsNum-1] = heatConvection*(tempInfinity-globTemp[splitsNum-1])/thermalConduct
var parenthesis = []
for (var k=0; k<splitsNum; k++){
parenthesis.push(dTdr[k]*Math.pow(pointRadius[k],2))
}
dPdr = []
for (var k=0; k<splitsNum; k++){
if (k==0) {
dPdr.push((parenthesis[1] - parenthesis[0])/deltar) }
else if (k==splitsNum-1) {
dPdr.push((parenthesis[splitsNum-1] - parenthesis[splitsNum-2])/deltar)}
else {
dPdr.push((parenthesis[k+1] - parenthesis[k-1])/(2*deltar))}
}
for (var k=0; k<splitsNum; k++){
globTemp[k]=alpha*dPdr[k]/Math.pow(pointRadius[k],2)*deltat + globTemp[k] //dTdr * deltaT in one loop
}
//dTdt(1)=dTdt(1)/2;
}
return(globTemp)
bisectionMethod: function(min,max,Biot) {
errorTolerance = (1/Math.pow(10,8))
result = Infinity // some large value to ensure the calculation goes through.
negativeTest =this.lambdaFormula(min, Biot)*this.lambdaFormula(max, Biot)
if (negativeTest <=0 ) {
var antiFreeze=0;
while (Math.abs(result) > errorTolerance && antiFreeze<=500) { //The greater the antiFreeze, the more wasted cycles around a singularity
lambdaN = (min+max)/2
result=this.lambdaFormula(lambdaN, Biot)
if (Math.abs(result) <= errorTolerance && result<=errorTolerance) {
return (lambdaN); //At Root
}
else if ((this.lambdaFormula(min, Biot)*this.lambdaFormula(lambdaN, Biot))>=0) {
min=lambdaN;
}
else if ((this.lambdaFormula(max, Biot)*this.lambdaFormula(lambdaN, Biot))>=0) {
max=lambdaN;
}
antiFreeze++
}
}
},
lambdaFormula: function( lambdaN, Biot ) {
var result = 1-lambdaN*(1/Math.tan(lambdaN))-Biot;
return(result)
},
transientSphereSeries: function( density, thermalConduct, heatConvection, cp, rPosition, rTotal, tempInitial, tempInfini, t ){
var min = 0;
var max = 10000; // This are for setting Lambda boundaries and nothing else
var sum=0;
var alpha = thermalConduct/(density*cp);
var lambdaN;
var sinPortion;
var exponentialPortion;
var frontCoefficientPortion;
//if(DEBUG) console.log("Alpha is " + alpha)
var Fourier = (alpha*t)/Math.pow(rTotal,2)
//if(DEBUG) console.log("Fourier is " + Fourier)
var biotNum = heatConvection * rTotal/thermalConduct
if ( biotNum != this.cachedBiot ) {
if(DEBUG) console.log("Recalculating Lambda Terms")
this.cachedLambda = this.findAllRoots(min,max,max*Math.PI*10,biotNum)
this.cachedBiot = biotNum;
}
//if(DEBUG) console.log("The Biot Value is " + biotNum)
for (var i = 0; i<this.cachedLambda.length; i++) {
var lambdaN = this.cachedLambda[i];
var sinPortion= Math.sin(lambdaN*rPosition/rTotal)/(lambdaN*rPosition/rTotal);
var exponentialPortion = (1/Math.exp(Math.pow(lambdaN,2)*Fourier));
var frontCoefficientPortion = 4*(Math.sin(lambdaN)-(lambdaN*Math.cos(lambdaN)))/ (2*lambdaN-Math.sin(2*lambdaN));
sum = frontCoefficientPortion*exponentialPortion*sinPortion + sum;
}
tempAtTimeAndRadius=(sum*(tempInitial-tempInfini))+tempInfini
if(DEBUG) console.log("The Temperature at radius " + rPosition + " m and time " + t/60/60 + " hours is " + tempAtTimeAndRadius + " C or " + this.C2F(tempAtTimeAndRadius) + " F");
return(tempAtTimeAndRadius)
},
/* Utility Functions */
@ -257,62 +290,31 @@ UtilityFunctions = { @@ -257,62 +290,31 @@ UtilityFunctions = {
randRange: function(min, max){
return Math.floor(Math.random()*(max-min+1))+min;
},
cookCondition: function(cookValue, layerName){
if( layerName == "Skin" || layerName == "Body" ){
var multiplier = 1;
if (cookValue>=multiplier*600000) {
return ["Fire", (cookValue)/(multiplier*700000),"fire"];
}
else if(cookValue>=multiplier*400000) {
return ["Burnt", (cookValue)/(multiplier*600000), "burnt"];
}
else if (cookValue>=multiplier*300000) {
return ["Dry", (cookValue)/(multiplier*350000), "dry"];
}
else if (cookValue>=multiplier*250000){ // >250000
return ["Cooked", (cookValue)/(multiplier*300000), "overcooked"];
}
else if (cookValue>=multiplier*80000) { // >50000
return ["Cooked", (cookValue)/(multiplier*250000), "cooked"];
}
else if (cookValue>=multiplier*50000){
return ["Undercooked", (cookValue)/(multiplier*80000), "slightly cooked"];
}
else if (cookValue>=multiplier*25000) { //
return ["Undercooked", (cookValue)/(multiplier*50000), "undercooked"];
}
else {
return ["Raw", 1, "raw"];
}
cookCondition: function(cookValue,volume){
var multiplier = 1;
if (cookValue>=multiplier*600000) {
return ["Fire", (cookValue-600000)/(multiplier*600000),"fire"];
}
else{
var multiplier = 1;
if (cookValue>=multiplier*45000) { //
return ["Fire", (cookValue)/(multiplier*600000),"fire"];
}
else if(cookValue>=multiplier*35000){//
return ["Burnt", (cookValue)/(multiplier*45000), "burnt"];
}
else if (cookValue>=multiplier*25000){ //
return ["Dry", (cookValue)/(multiplier*35000), "dry"];
}
else if (cookValue>=multiplier*22000){ //
return ["Cooked", (cookValue)/(multiplier*25000), "overcooked"];
}
else if (cookValue>=multiplier*12000){ //
return ["Cooked", (cookValue)/(multiplier*22000), "cooked"];
}
else if (cookValue>=multiplier*7000){ //
return ["Undercooked", (cookValue)/(multiplier*12000), "slightly cooked"];
}
else if (cookValue>=multiplier*3000) {
return ["Undercooked", (cookValue)/(multiplier*7000), "undercooked"];
}
else {
return ["Raw", 1, "raw"];
}
else if(cookValue>=multiplier*250000) {
return ["Burnt", (cookValue-250000)/(multiplier*600000), "burnt"];
}
else if (cookValue>=multiplier*150000) {
return ["Dry", (cookValue-150000)/(multiplier*250000), "dry"];
}
else if (cookValue>=multiplier*85000){
return ["Cooked", (cookValue-12000)/(multiplier*150000), "overcooked"];
}
else if (cookValue>=multiplier*12000) {
return ["Cooked", (cookValue-12000)/(multiplier*150000), "cooked"];
}
else if (cookValue>=multiplier*10000){
return ["Undercooked", (cookValue-5000)/(multiplier*12000), "slightly cooked"];
}
else if (cookValue>=multiplier*5000) {
return ["Undercooked", (cookValue-5000)/(multiplier*12000), "undercooked"];
}
else {
return ["Raw", 1, "raw"];
}
}
}
@ -320,8 +322,8 @@ UtilityFunctions = { @@ -320,8 +322,8 @@ UtilityFunctions = {
//Running the Program Stuff
/*
var ovenObject = new OvenModel();
var turkey = new TurkeyModel(9, ovenObject);
var turkey = new TurkeyModel(9.07185, ovenObject );
globalTime=0;
setInterval(function(){ovenObject.secondTick();},1000);
setInterval(function(){ovenObject.secondTick();},10);
*/

48
js/screens.js

@ -15,6 +15,7 @@ function LoadingScreen( stage, gameState ){ @@ -15,6 +15,7 @@ function LoadingScreen( stage, gameState ){
this.done.alpha= 0;
stage.addChild( this.picture );
stage.addChild( this.cooking );
stage.addChild( this.done );
stage.addChild( this.turkeyState[0] );
var textContent = new createjs.Text( "0 %", "25px Arial", "black" );
@ -24,7 +25,7 @@ function LoadingScreen( stage, gameState ){ @@ -24,7 +25,7 @@ function LoadingScreen( stage, gameState ){
gameState.pubsub.subscribe( "Load", function(percent){
textContent.text = (percent * 25).toFixed(2) + " %";
var wholeNum = Math.floor(percent);
var wholeNum = percent.toFixed(0);
if( that.lastPercent != percent){
that.lastPercent = percent;
stage.addChild( that.turkeyState[wholeNum] );
@ -51,7 +52,6 @@ function LoadingScreen( stage, gameState ){ @@ -51,7 +52,6 @@ function LoadingScreen( stage, gameState ){
}
});
stage.addChild( this.done );
stage.addChild( this.pictureFront );
return {
@ -178,10 +178,8 @@ function DifficultyScreen( stage, gameState ){ @@ -178,10 +178,8 @@ function DifficultyScreen( stage, gameState ){
}
}
if( keynum != 8 && keynum < 91 && keynum > 47 && nameInput.text.length < 22 ){
if( keynum != 8 && keynum < 91 && keynum > 47 && nameInput.text.length < 22 )
nameInput.text += String.fromCharCode(keynum);
gameState.name = nameInput.text;
}
};
@ -197,19 +195,19 @@ function DifficultyScreen( stage, gameState ){ @@ -197,19 +195,19 @@ function DifficultyScreen( stage, gameState ){
}
}
if(keynum == 8 && nameInput.text.length > 0 ){
if(keynum == 8 && nameInput.text.length > 0 )
nameInput.text = nameInput.text.substr(0, nameInput.text.length-1);
gameState.name = nameInput.text;
}
event.preventDefault();
}
gameState.name = nameInput.text;
// Easy/Hard Button
stage.addChild( new Button( stage, gameState, 500, 235, 100, 55, "ChangeGender", "Male" ) );
stage.addChild( new Button( stage, gameState, 500, 300, 100, 55, "ChangeGender", "Female" ) );
stage.addChild( new Button( stage, gameState, 503, 370, 200, 55, null, null, function(){ document.onkeyup = function(){}; gameState.hard = false; gameState.gameStarted = true; gameState.hardcoreModifier=1; gameState.pubsub.publish("SwitchScreen", "KitchenScreen"); } ) );
stage.addChild( new Button( stage, gameState, 500, 495, 205, 55, null, null, function(){ document.onkeydown = function(){}; gameState.hard = true; gameState.gameStarted = true; gameState.hardcoreModifier=20; gameState.pubsub.publish("SwitchScreen", "KitchenScreen"); } ) );
stage.addChild( new Button( stage, gameState, 503, 370, 200, 55, null, null, function(){ gameState.hard = false; gameState.gameStarted = true; gameState.hardcoreModifier=20; gameState.pubsub.publish("SwitchScreen", "KitchenScreen"); } ) );
stage.addChild( new Button( stage, gameState, 500, 495, 205, 55, null, null, function(){ gameState.hard = true; gameState.gameStarted = true; gameState.hardcoreModifier=1; gameState.pubsub.publish("SwitchScreen", "KitchenScreen"); } ) );
stage.addChild( new Button( stage, gameState, 35, 495, 85, 55, "SwitchScreen", "MainScreen" ) );
@ -405,7 +403,7 @@ function ScoreScreen( stage, gameState ){ @@ -405,7 +403,7 @@ function ScoreScreen( stage, gameState ){
var totalScore = 0;
var skinScoreChart = {
"raw": -1000,
"raw": 0,
"undercooked": -100,
"slightly cooked": 75,
"cooked": 500,
@ -417,9 +415,9 @@ function ScoreScreen( stage, gameState ){ @@ -417,9 +415,9 @@ function ScoreScreen( stage, gameState ){
var coreScoreChart = {
"raw": 0,
"undercooked": 125,
"slightly cooked": 600,
"slightly cooked": 750,
"cooked": 1000,
"overcooked": 750,
"overcooked": 1000,
"dry": 400,
"burnt": 0
};
@ -441,28 +439,29 @@ function ScoreScreen( stage, gameState ){ @@ -441,28 +439,29 @@ function ScoreScreen( stage, gameState ){
};
// Temperature Score
var outerTemp = UtilityFunctions.C2F(turkeyState.skin.highest).toFixed(2);
var outerTemp = UtilityFunctions.C2F(turkeyState.skin.temp).toFixed(2);
var coreTemp = UtilityFunctions.C2F(turkeyState.core.temp).toFixed(2);
var outerTempScore = that.scoreDistribution( outerTemp, "skin" ) * 200;
var outerTempScore = that.scoreDistribution( outerTemp ) * 200;
var coreTempScore = that.scoreDistribution( coreTemp ) * 200;
totalScore += parseInt(skinScoreChart[ turkeyState.skin.cond[2]]);
totalScore += parseInt(coreScoreChart[ turkeyState.core.cond[2]]);
totalScore += parseInt(skinScoreChart[ turkeyState.core.cond[2]]);
totalScore += parseInt(outerTempScore.toFixed(0));
totalScore += parseInt(coreTempScore.toFixed(0));
resultsDialogue = [];
if (totalScore>=1800) {
if (totalScore>=2000) {
randomDiag = perfect;
}
else if (totalScore>=1400) {
else if (totalScore>=1200) {
randomDiag = great;
}
else if (totalScore>=1000) {
else if (totalScore>=625) {
randomDiag = average;
}
else if (totalScore>=400) {
else if (totalScore>=300) {
randomDiag = subPar;
}
else {
@ -552,7 +551,7 @@ function ScoreScreen( stage, gameState ){ @@ -552,7 +551,7 @@ function ScoreScreen( stage, gameState ){
outerConditionText.x = 310;
outerConditionText.y = 320;
var coreConditionText = new createjs.Text( coreScoreChart[ turkeyState.core.cond[2] ], "20px Arial", "black" );
var coreConditionText = new createjs.Text( coreScoreChart[ turkeyState.skin.cond[2] ], "20px Arial", "black" );
coreConditionText.x = 310;
coreConditionText.y = 340;
@ -593,13 +592,14 @@ function ScoreScreen( stage, gameState ){ @@ -593,13 +592,14 @@ function ScoreScreen( stage, gameState ){
// Modifiers
var turkeyMod = typeToMod[gameState.turkeyType];
var turkeyTypeModifierText = new createjs.Text( -1*((1-turkeyMod)*100).toFixed(0) + "%", "20px Arial", "black" );
var turkeyTypeModifierText = new createjs.Text( "+"+(Math.abs(turkeyMod-1)*100).toFixed(0) + "%", "20px Arial", "black" );
turkeyTypeModifierText.x = 310;
turkeyTypeModifierText.y = 437;
totalScore *= turkeyMod;
var stuffingTypeModifierText = new createjs.Text( -1*((1-gameState.stuffingTypeModifier)*100).toFixed(0)+"%" , "20px Arial", "black" );
var stuffingTypeModifierText = new createjs.Text( "+"+(Math.abs(gameState.stuffingTypeModifier-1)*100).toFixed(0)+"%" , "20px Arial", "black" );
stuffingTypeModifierText.x = 310
stuffingTypeModifierText.y = 457;
@ -626,6 +626,8 @@ function ScoreScreen( stage, gameState ){ @@ -626,6 +626,8 @@ function ScoreScreen( stage, gameState ){
stage.addChild( turkeyTypeModifierText );
stage.addChild( frillsModifierText );
stage.addChild( hardcoreModifierText );
}} );

3
js/soundmanager.js

@ -14,6 +14,7 @@ function SoundManager( gameState ){ @@ -14,6 +14,7 @@ function SoundManager( gameState ){
// Register all sounds loaded in gameState
createjs.Sound.registerSound("res/sound/turkey_in_the_straw.mp3", "TitleMusic");
createjs.Sound.registerSound("res/sound/Store/Waterford.mp3", "MarketMusic");
createjs.Sound.registerSound("res/sound/GUI/lowclick.mp3", "LowClick");
createjs.Sound.registerSound("res/sound/GUI/click.mp3", "Click");
createjs.Sound.registerSound("res/sound/GUI/buzz.mp3", "Error");
createjs.Sound.registerSound("res/sound/Store/buy.mp3", "Buy");
@ -26,7 +27,7 @@ function SoundManager( gameState ){ @@ -26,7 +27,7 @@ function SoundManager( gameState ){
createjs.Sound.registerSound("res/sound/Kitchen/Oven_Door_Full_Close.mp3", "Oven_Door_Full_Close");
createjs.Sound.registerSound("res/sound/Kitchen/Oven_Door_Peek_Close.mp3", "Oven_Door_Peek_Close");
createjs.Sound.registerSound("res/sound/Kitchen/Oven_Door_Peek_Open.mp3", "Oven_Door_Peek_Open");
createjs.Sound.registerSound("res/sound/Kitchen/Explosion_Sound.mp3", "Explosion");
createjs.Sound.registerSound("res/sound/Kitchen/sizzle.mp3", "Sizzle");
createjs.Sound.registerSound("res/sound/Kitchen/Open_Cookbook.mp3", "Open_Cookbook");
createjs.Sound.registerSound("res/sound/Kitchen/Close_Cookbook.mp3", "Close_Cookbook");

174
js/stories.js

@ -5,7 +5,7 @@ var messages = { @@ -5,7 +5,7 @@ var messages = {
"NoMoney" : ["Me: I can't afford this!"],
"BuyTurkeyFirst" : ["Me: I should buy a turkey first!"],
"EmptyOven" : ["Me: I'll start cooking once I get a turkey."],
"OpenDoor" :["Me: I should probably try opening the oven door to measure the turkey's temperature."]
"OpenDoor" :["Me: I should probably try opening the oven door to measure the turkey's temperature"]
}
//Terrible Results
@ -17,7 +17,7 @@ var terrible = [ @@ -17,7 +17,7 @@ var terrible = [
"Mom: No thanks, I'm actually a vegetarian.",
"Brother: Who taught you how to cook?",
"Brother: What an awful turkey.",
"Spouse: I'm leaving you honey. It's not you, its the turkey.",
"Girlfriend: I'm leaving you honey. It's not you, it's the turkey.",
"Cat: Meow Meow (Get out of my house!)"];
//Subpar Results
@ -33,8 +33,8 @@ var subPar = [ @@ -33,8 +33,8 @@ var subPar = [
"Mom: Honey, I think this turkey could have turned out better.",
"Brother: Uhh, What's for dessert?",
"Brother: We should get a pre-baked turkey next time.",
"Spouse: Hey, the cat seems to like it.",
"Spouse: We'll have to go to some cooking classes together.",
"Girlfriend: Hey, the cat seems to like it.",
"Girlfriend: We'll have to go to some cooking classes together.",
"Cat: Hisssssss"];
//Average Results
@ -44,7 +44,7 @@ var average = [ @@ -44,7 +44,7 @@ var average = [
"Dad: Pretty decent turkey have you cooked here.",
"Mom: Tastes better than store cooked turkeys.",
"Brother: This is way better than I expected.",
"Spouse: Not bad.",
"Girlfriend: Not bad.",
"Cat: Meow meow (I may not leave a present in your shoes today)"];
//Great Results
@ -55,9 +55,9 @@ var great = [ @@ -55,9 +55,9 @@ var great = [
"Grandma: Most enjoyable dinner. Now, who wants baked apples?",
"Dad: Good and meaty, mmm-mmm!",
"Mom: The second best turkey I have ever had!",
"Mom: You should teach me your secrets",
"Mom: You should teach me your secrets.",
"Brother: Way to go, this turkey is fantastic.",
"Spouse: Oh, what a nice turkey.",
"Girlfriend: Oh, what a nice turkey.",
"Cat: Meow MEOW! (I am pleased, human)"];
//Perfect Results
@ -68,8 +68,8 @@ var perfect = [ @@ -68,8 +68,8 @@ var perfect = [
"Mom: This turkey is delicious. Let's get you two wed immediately!",
"Mom: Never have I had a more scrumptious turkey!",
"Brother: All-praise the turkeymeister!",
"Spouse: Bite after bite of gourmet delight!",
"Spouse: We should get married. Tonight!",
"Girlfriend: Bite after bite of gourmet delight!",
"Girlfriend: We should get married. Tonight!",
"Cat: Puuuurrrrrrr"];
@ -250,65 +250,65 @@ var story = { @@ -250,65 +250,65 @@ var story = {
"Grandma: No, not taking a taxi out to dinner. Forget it. Just forget it."],
"Girlfriend's Boba Keeps on a-flowing":
["Spouse: You know what boba is right Mom?",
["Girlfriend: You know what boba is right Mom?",
"Mom: What's Boba?",
"Spouse: Ok, I guess not.",
"Girlfriend: Ok, I guess not.",
"Grandma: What's booba?",
"Spouse: I take it you mean boba?",
"Girlfriend: I take it you mean boba?",
"Grandma: Yes, that thing.",
"Spouse: What most people talk about when they mean 'boba' are tea drinks with milk in them.",
"Spouse: The boba tea drinks are not hard to make, just make black tea, and then add any kind of milk you have, some sweetener, then chill with ice.",
"Spouse: [Player] and I made it at home one time, but that's another story. Anyways, the 'boba' itself are these little black balls that are made out of sweet potato.",
"Girlfriend: What most people talk about when they mean 'boba' are tea drinks with milk in them.",
"Girlfriend: The boba tea drinks are not hard to make, just make black tea, and then add any kind of milk you have, some sweetener, then chill with ice.",
"Girlfriend: [Player] and I made it at home one time, but that's another story. Anyways, the 'boba' itself are these little black balls that are made out of sweet potato.",
"Dad: Sweet Potatoes, like a yam?",
"Brother: Dad, you know that sweet potatoes and yams are not the same right?",
"Dad: What? They aren't?",
"Brother: No",
"Dad: Well, what's the difference?",
"Brother: I don't know, but the point is they are different.",
"Spouse: Boba is usually made from sweet potatoes, but it can also be made from other starchy materials, I suppose.",
"Girlfriend: Boba is usually made from sweet potatoes, but it can also be made from other starchy materials, I suppose.",
"Dad: What's it taste like? Kind of...potatoey?",
"Spouse: Not really, it is chewy, a bit like... when you take the first bite into some gum. Right before it gets soft.",
"Spouse: Though when places heat it up, it is really soft and moldable.",
"Girlfriend: Not really, it is chewy, a bit like... when you take the first bite into some gum. Right before it gets soft.",
"Girlfriend: Though when places heat it up, it is really soft and moldable.",
"Grandma: Hmm. I wouldn't mind trying this boba sometime.",
"Spouse: You definitely should since I know you like your morning tea.",
"Spouse: Now that you all know what boba is, I can tell you about this cool, and somewhat awkward event that happened.",
"Spouse: [Player] and I were driving down the freeway when we remembered that a new boba place was opening up on Teller St.",
"Spouse: As part of their opening promotion, they were offering one free boba drink per customer.",
"Spouse: Since I was thirsty, I suggested we drop by and see what's up.",
"Spouse: We parked and walk up to the building. There weren't too many people about, and a sign revealed why.",
"Spouse: The free boba promotion ended at 8PM, and it was already 10!",
"Girlfriend: You definitely should since I know you like your morning tea.",
"Girlfriend: Now that you all know what boba is, I can tell you about this cool, and somewhat awkward event that happened.",
"Girlfriend: [Player] and I were driving down the freeway when we remembered that a new boba place was opening up on Teller St.",
"Girlfriend: As part of their opening promotion, they were offering one free boba drink per customer.",
"Girlfriend: Since I was thirsty, I suggested we drop by and see what's up.",
"Girlfriend: We parked and walk up to the building. There weren't too many people about, and a sign revealed why.",
"Girlfriend: The free boba promotion ended at 8PM, and it was already 10!",
"Mom: Aww, that's too bad",
"Spouse: I decided to get a drink anyways.",
"Spouse: But when I ordered, the worker said 'Would you like to try one of our free drinks?', and motioned towards the sign.",
"Spouse: 'Sure!', Then he asked [Player] what [GenderPronoun] wanted.",
"Spouse: So we both got a full-sized free drink!",
"Girlfriend: I decided to get a drink anyways.",
"Girlfriend: But when I ordered, the worker said 'Would you like to try one of our free drinks?', and motioned towards the sign.",
"Girlfriend: 'Sure!', Then he asked [Player] what [GenderPronoun] wanted.",
"Girlfriend: So we both got a full-sized free drink!",
"Mom: What flavor did you get? I assume there are flavors of boba?",
"Spouse: Yes, there are. I ordered Strawberry. It tasted ok, but was really missing that strawberry flavor.",
"Spouse: The worker asked how they were, and well Mom, you raised me to be an honest individual, so it was lacking in flavor.",
"Spouse: So the worker says, 'Alright, let me make you another one'",
"Spouse: He makes me a completely new boba drink, while letting me keep the old one to drink. At this point I haven't even paid for anything yet.",
"Girlfriend: Yes, there are. I ordered Strawberry. It tasted ok, but was really missing that strawberry flavor.",
"Girlfriend: The worker asked how they were, and well Mom, you raised me to be an honest individual, so it was lacking in flavor.",
"Girlfriend: So the worker says, 'Alright, let me make you another one'",
"Girlfriend: He makes me a completely new boba drink, while letting me keep the old one to drink. At this point I haven't even paid for anything yet.",
"Dad: That's just good customer service. Since this place is new, he is trying to build up customer relations.",
"Spouse: True, but I feel like it got a little out of hand. The next drink also lacked the strawberry flavor. The worker said it is probably because of the syrup.",
"Spouse: He then proceeded to make another drink, still free, using fresh strawberries in lieu of the syrup flavoring.",
"Spouse: Now the syrup drinks were probably really cheap to make, but making drinks with real fruit costs considerably more.",
"Spouse: By the end of our time at the place, the two of us had six drinks in hand without a cent spent.",
"Spouse: The worker just kept offering us samples and I felt really guilty about being so honest.",
"Spouse: I decided to order the drink I was originally going to get, even though I had consumed 2 whole boba drinks already. Sugar overload!",
"Girlfriend: True, but I feel like it got a little out of hand. The next drink also lacked the strawberry flavor. The worker said it is probably because of the syrup.",
"Girlfriend: He then proceeded to make another drink, still free, using fresh strawberries in lieu of the syrup flavoring.",
"Girlfriend: Now the syrup drinks were probably really cheap to make, but making drinks with real fruit costs considerably more.",
"Girlfriend: By the end of our time at the place, the two of us had six drinks in hand without a cent spent.",
"Girlfriend: The worker just kept offering us samples and I felt really guilty about being so honest.",
"Girlfriend: I decided to order the drink I was originally going to get, even though I had consumed 2 whole boba drinks already. Sugar overload!",
"Brother: I hope you left him a fat tip for his troubles.",
"Spouse: Yes, I tipped, [Player] made sure of that.",
"Spouse: With all the caffeine and sugar, I couldn't sleep all night. My heart was in trepidation even through the next morning.",
"Spouse: I probably wouldn't do that again.",
"Girlfriend: Yes, I tipped, [Player] made sure of that.",
"Girlfriend: With all the caffeine and sugar, I couldn't sleep all night. My heart was in trepidation even through the next morning.",
"Girlfriend: I probably wouldn't do that again.",
"Grandma: This sounds like the place I should try my first boba.",
"Spouse: I don't think I could boba for at least a month I'm so burnt out.",
"Girlfriend: I don't think I could boba for at least a month I'm so burnt out.",
"Brother: It is settled, right after this meal we're all going out for boba.",
"Spouse: Hah, no.",
"Girlfriend: Hah, no.",
"Brother: No, seriously.",
"Spouse: And seriously. No"],
"Girlfriend: And seriously. No"],
"Grandmother reveals the virtues of the bread line":
["Brother: The Turkey is taking a while to cook. [Player] isn't too good at cooking is [GenderPronoun]?",
"Spouse: How dare you talk about [Player] like that. [Player] is a great cook. You'll see!",
"Girlfriend: How dare you talk about [Player] like that. [Player] is a great cook. You'll see!",
"Grandma: You guys have it lucky. Where I grew up we had bread lines.",
"Grandma: My family would stand in a bread line for over six hours with the POSSIBILITY of receiving a loaf of bread.",
"Grandma: I remember one particular occasion where my mom told me to take my baby sister with me and go stand in the bread line.",
@ -327,7 +327,7 @@ var story = { @@ -327,7 +327,7 @@ var story = {
"Dad: It wasn't a meeting, it was closer to a seminar.",
"Dad: At work, we accrue credits that can be put towards educational events. Our managers think that an educated workforce is a happy and productive workforce.",
"Dad: So we are required to spend these credits every year on our choice of relevant education events.",
"Spouse: That's cool. What kind of choices for educational events are there?",
"Girlfriend: That's cool. What kind of choices for educational events are there?",
"Dad: As one example, employees can go to a local college or high school and present about their work at the company.",
"Dad: Other options are to attend talks about various topics, such as aerospace engineering, materials science, manager relations, customer relations, etc.",
"Dad: I decided to spend my credits on a five person panel from the various automotive manufacturers about the future of automated vehicles.",
@ -350,10 +350,10 @@ var story = { @@ -350,10 +350,10 @@ var story = {
"Brother recounts a hockey game he saw recently, and his friend has to go to the hospital":
["Brother: Yo, I watched a hockey game recently. There were cheap group tickets, so a bunch of my friends jumped on it to watch the game.",
"Spouse: Who was playing?",
"Girlfriend: Who was playing?",
"Brother: Some minor league team, the 'Raging Tornados', I believe? It isn't important. The point is seeing two teams pummel each other over a little puck.",
"Grandpa: Yes, exactly!",
"Spouse: I suppose since we're glorifying the violence of the sport, were there any fights?",
"Girlfriend: I suppose since we're glorifying the violence of the sport, were there any fights?",
"Brother: Ah hell yeah! The gloves were thrown to the ice, and the two players starting man-hugging each other.",
"Brother: The refs just let it go. There was no blood, but it was the intention that mattered.",
"Brother: Sadly, it isn't like some video games where the winner of the fight gets to stay on the ice. The perpetrator in this case got the penalty.",
@ -367,7 +367,7 @@ var story = { @@ -367,7 +367,7 @@ var story = {
"Brother: Yeah, they were fine. They decided to go home however. Too much trauma. They would be flinching with every one-timer during the game.",
"Mom: Aww, that's a shame. It wasn't Charles was it? Poor Charles...",
"Brother: No, Mom, Charles is fine.",
"Spouse: Close game?",
"Girlfriend: Close game?",
"Brother: Hardly. 3-0",
"Brother: The tornado mascot kept it interesting though, with his kazoo.",
"Brother: 'Bzzzwoooooo'",
@ -389,16 +389,16 @@ var story = { @@ -389,16 +389,16 @@ var story = {
"Brother: But, it was definitely a lot of fun to watch."],
"Mom talks about her students and reading over summer vacation":
["Spouse: Well Mom, how are your students doing?",
["Girlfriend: Well Mom, how are your students doing?",
"Mom: Thank you for asking. They are doing well.",
"Brother: Still teaching the third grade?",
"Mom: Yessum",
"Spouse: Soo, lay on the juicy stories.",
"Girlfriend: Soo, lay on the juicy stories.",
"Mom: Mmmm, well, for the winter break coming up I'm planning on having them read 'The BFG'.",
"Spouse: oooh, I liked that book.",
"Girlfriend: oooh, I liked that book.",
"Brother: Mom, winter break reading is THE reason that students hate their teachers. Can't you let them enjoy their break in peace?",
"Mom: But reading is fundamental. We can't let our students forget what they learned.",
"Spouse: It isn't that bad, 'The BFG' is a fun and entertaining book.",
"Girlfriend: It isn't that bad, 'The BFG' is a fun and entertaining book.",
"Brother: Granted, but forcing one to read kills their love of reading. It did for me.",
"Brother: After I began reading for fun rather than the school forcing me to do it, I could really appreciate the work for what they are.",
"Mom: Greg, you are right. But you have to remember that if we don't force kids to do a little reading, they may not do the reading at all.",
@ -427,10 +427,10 @@ var story = { @@ -427,10 +427,10 @@ var story = {
"Brother: Whaat? I'm named after your former lover?! Did you know about this Dad?!",
"Dad: Yes, but what's the big deal? I still like the name Greg. It's a good strong name.",
"Brother: I don't think I'll be able to think about my name the same way ever again.",
"Spouse: Hah ha brother. Sucks to be you. Hah ha!",
"Spouse: But please Mom and Dad, don't tell ever me how I got my name.",
"Girlfriend: Hah ha brother. Sucks to be you. Hah ha!",
"Girlfriend: But please Mom and Dad, don't tell ever me how I got my name.",
"Mom: Ooh, but your name origin is quite special.",
"Spouse: La la la, I'm not listening!"],
"Girlfriend: La la la, I'm not listening!"],
"Grandparents sings a Patriotist song":
["Grandpa: Since dinner is taking a while, it seems like a good time for a song don't you think?",
@ -443,11 +443,11 @@ var story = { @@ -443,11 +443,11 @@ var story = {
"Grandpa: And he said 'hey don't do that to me' ",
"Grandpa: So I took it on home to my mother in law",
"Grandpa: She threw me outside with the Turkey in the Straw",
"Grandma: Oooooh Adolf Hitler grabbed a tail,",
"Grandma: And he hung right on with tooth and nail,",
"Grandma: and he saw what he had and he began to swear,",
"Grandma: On the end of the tail was a Russian bear,",
"Grandpa: The old bear growled and started in to shake,",
"Grandma: Oooooh Adolf Hitler grabbed a tail, ",
"Grandma: And he hung right on with tooth and nail, ",
"Grandma: And he saw what he had and he began to swear, ",
"Grandma: On the end of the tail was a Russian bear, ",
"Grandpa: The old bear growled and started in to shake, ",
"Grandma: Adolf knew he'd made a big mistake.",
"Grandpa: He tried to hang on and he tried to let go ",
"Grandma: Now they have a new dance called Hitler in the snow. ",
@ -459,22 +459,22 @@ var story = { @@ -459,22 +459,22 @@ var story = {
["Dad: Hey guys, what's the key to a great Thanksgiving dinner?",
"Mom: Of course it is the loving family?",
"Brother: I bet it is the pillowy mounds of mashed potatoes.",
"Spouse: It is the turkey right?",
"Girlfriend: It is the turkey right?",
"Dad: That's right, its the turKEY",
"Dad: turKEY, get it?",
"Spouse: What?",
"Girlfriend: What?",
"Dad: The KEY to a great thanksgiving dinner is the turKEY.",
"Spouse: Aww, come on Dad. That's terrible.",
"Girlfriend: Aww, come on Dad. That's terrible.",
"Grandma: Is this a joke?",
"Dad: Yes Mom,",
"Grandma: Well, what do you mean 'key'.",
"Dad: 'Key', as in, characteristic, identifying.",
"Dad: A 'key', something that is of vital importance.",
"Grandma: hmmm, ok. I think I get it.",
"Dad: Ok...."],
"Mom Butter Story":
["Mom: My favorite color is butter.",
"Spouse: That's cool."],
"Girlfriend: That's cool."],
"Cat Story":
["Cat: Meow Meow Meow Meow Meow",
@ -509,7 +509,7 @@ var story = { @@ -509,7 +509,7 @@ var story = {
"Mom: But then the administration told me that all students were required to have a bathroom pass. Too many students were skipping class they feared.",
"Mom: I never lost a student and all my students knew not to abuse their privileges, but I did as I was told.",
"Mom: I made sure students signed themselves out, wrote their name, signed it, then took the bathroom pass.",
"Spouse: That seems very efficient. But are the third graders mature enough to get themselves to the bathroom and not goof off?",
"Girlfriend: That seems very efficient. But are the third graders mature enough to get themselves to the bathroom and not goof off?",
"Mom: Well, every student has their 20 minutes. I don't want to parent them. That's not my job. My job is to teach lessons.",
"Mom: It seemed to work well. None of my students abused the system.",
"Mom: But it seemed the administration didn't appreciate the system. They changed the rules once again.",
@ -553,35 +553,35 @@ var story = { @@ -553,35 +553,35 @@ var story = {
"Grandpa: Field medics couldn't get all the pieces out, and we were at least two days away from a decent hospital.",
"Grandpa: The ear got infected and Jimmy lost his hearing soon after.",
"Grandpa: 'Bug Brain' we used to call him. Great guy.",
"Spouse: I'm sorry to hear that.",
"Girlfriend: I'm sorry to hear that.",
"Grandpa: Can't undo the past. Those dang bugs were everywhere though.",
"Mom: Gross, Gross, Gross. ",
"Grandpa: It isn't that bad. Be grateful I didn't tell you the story where we ate them. Not bad. A little crunchy. Not as good as turkey though.",
"Mom: !!!"],
"Story about Spouse's teacher that makes buzzer noises when you got something wrong":
["Spouse: Greg, here's something that might tinkle your fancy.",
"Spouse: I saw my old professor from a couple years back, Professor Ronfleur. The Humanities teacher. Do you remember him?",
"Story about Girlfriend's teacher that makes buzzer noises when you got something wrong":
["Girlfriend: Greg, here's something that might tinkle your fancy.",
"Girlfriend: I saw my old professor from a couple years back, Professor Ronfleur. The Humanities teacher. Do you remember him?",
"Brother: The guy who always wore the purple bow tie? Who could forget him? Did he buzz you?",
"Spouse: Ha-ha, no, but that's why I brought it up. That buzz!",
"Girlfriend: Ha-ha, no, but that's why I brought it up. That buzz!",
"Mom: What buzz?",
"Spouse: I guess we never told you Mom. Remember when we took that humanities class at the local community college during the summer?",
"Spouse: We were trying to get the lower division English requirements out the way so could take classes at college that were actually worth our time.",
"Spouse: This Professor Ronfleur used to make a buzzing sound whenever anybody got something wrong.",
"Spouse: 'In what way does Aristotle disagree with Plato's Allegory of the Cave?' and then...",
"Spouse: BRRZZZZZZZT!",
"Spouse: He would make this super nasally buzzing noise.",
"Girlfriend: I guess we never told you Mom. Remember when we took that humanities class at the local community college during the summer?",
"Girlfriend: We were trying to get the lower division English requirements out the way so could take classes at college that were actually worth our time.",
"Girlfriend: This Professor Ronfleur used to make a buzzing sound whenever anybody got something wrong.",
"Girlfriend: 'In what way does Aristotle disagree with Plato's Allegory of the Cave?' and then...",
"Girlfriend: BRRZZZZZZZT!",
"Girlfriend: He would make this super nasally buzzing noise.",
"Brother: Seriously! Whenever I see the guy, I can just imagine pressing his bow tie and a buzzing noise coming out.",
"Spouse: And he did it ALL. THE. TIME.",
"Girlfriend: And he did it ALL. THE. TIME.",
"Brother: Yeah! Did he say anything to you when he saw you?",
"Spouse: I said hello and introduced myself, but he didn't know me. Just gave me the glazed ham eye look.",
"Girlfriend: I said hello and introduced myself, but he didn't know me. Just gave me the glazed ham eye look.",
"Brother: Glazed ham?",
"Spouse: For Thanksgiving.",
"Girlfriend: For Thanksgiving.",
"Brother: He gave you the glazed turkey look.",
"Spouse: Exactly."],
"Girlfriend: Exactly."],
"Brother's Fiancee is on Business Trip":
["Mom: Greg, where's your fiancee? Why didn't you invite her over for Thanksgiving dinner?",
["Mom: Greg, where's your fiancée? Why didn't you invite her over for Thanksgiving dinner?",
"Brother: I did invite her, but she couldn't make it. She is on a business trip and could not get the time off.",
"Mom: A business trip on Thanksgiving? But Thanksgiving only happens once per year! This is the perfect time to rekindle the spirit of family.",
"Brother: I know Mom, but Thanksgiving doesn't happen everywhere, and her job in sales demands that she travel abroad to meet with potential clients in person.",
@ -592,8 +592,8 @@ var story = { @@ -592,8 +592,8 @@ var story = {
"Brother: uh, well yeah, sure Mom. You can come and visit.",
"Grandpa: What!? I want to come and see your new place too.",
"Brother: Sure...yeah ok.",
"Spouse: You aren't going to invite me?",
"Brother: Yes, definitely. Everyone can come and visit. Just... I don't want to stress out my fiancee when she comes home.",
"Girlfriend: You aren't going to invite me?",
"Brother: Yes, definitely. Everyone can come and visit. Just... I don't want to stress out my fiancée when she comes home.",
"Brother: She likes to relax at home.",
"Mom: Don't worry honey, we won't stress her out. I'll make her my delicious breakfast omelet.",
"Grandpa: And I'll tell her my war stories.",
@ -612,7 +612,7 @@ var story = { @@ -612,7 +612,7 @@ var story = {
"Cat: Meow meow meow! The oven is doing that quite nicely.",
"Turkey: Ga-Gobble!",
"Cat: Meow Meow",
"Dad: Aww Kasey, aren't you a cute little kitty."],
"Dad: Aww Kasey, can't you a cute little kitty."],
"Turkey Fact - Wattle":
["Turkey: Hey, it is time for another turkey fact.",

194
js/ui.js

@ -51,17 +51,16 @@ function HelpUI( stage, gameState ){ @@ -51,17 +51,16 @@ function HelpUI( stage, gameState ){
new createjs.Bitmap("res/screens/HelpCreditsScreen/HelpP1P2.png"),
new createjs.Bitmap("res/screens/HelpCreditsScreen/HelpP3P4.png"),
new createjs.Bitmap("res/screens/HelpCreditsScreen/HelpP5P6.png"),
new createjs.Bitmap("res/screens/HelpCreditsScreen/HelpP7P8.png"),
new createjs.Bitmap("res/screens/HelpCreditsScreen/HelpP9P10.png")
new createjs.Bitmap("res/screens/HelpCreditsScreen/HelpP7P8.png")
];
var position = 100;
var position = 0;
var helpImg = helpPages[0];
var closeButton = new Button( stage, gameState, 708, 8, 80, 50,null, null, function(){ that.hideHelp(); } );
var nextButton = new Button( stage, gameState, 645, 543, 80, 50, null,null, function(){ gameState.pubsub.publish("Play", "Open_Cookbook");
if( helpImg ){
position++;
helpImg.visible = false;
helpImg = helpPages[ Math.abs(position) % 5 ];
helpImg = helpPages[ position % 4 ];
helpImg.visible = true;
} else{
that.hideHelp();
@ -71,7 +70,7 @@ function HelpUI( stage, gameState ){ @@ -71,7 +70,7 @@ function HelpUI( stage, gameState ){
if( helpImg ){
position--;
helpImg.visible = false;
helpImg = helpPages[ Math.abs(position) % 5 ];
helpImg = helpPages[ Math.abs(position) % 4 ];
helpImg.visible = true;
} else {
that.hideHelp();
@ -177,8 +176,6 @@ function DeathUI(stage, gameState){ @@ -177,8 +176,6 @@ function DeathUI(stage, gameState){
// Show core temperature
this.showDeath = function(){
gameState.pubsub.publish( "Play", {name:"Explosion", volume:1} );
stage.addChild( finalImg );
animation.gotoAndPlay("boom");
stage.addChild( deathCount );
@ -270,10 +267,6 @@ function CookbookUI( stage, gameState ){ @@ -270,10 +267,6 @@ function CookbookUI( stage, gameState ){
var cookbookImg = new createjs.Bitmap("res/screens/KitchenScreen/Cookbook-Open.png");
var closeButton = new Button( stage, gameState, 710, 10, 100, 50, null, null, function(){that.hideCookbook();} );
var scrollUpBtn = new Button( stage, gameState, 710, 80, 100, 50, null, null, function(){that.scrollUp();} );
var scrollDownBtn = new Button( stage, gameState, 710, 540, 100, 50, null, null, function(){that.scrollDown();} );
var turkeyTypeText = new createjs.Text("", "18px Arial", "black" );
turkeyTypeText.x = 535;
turkeyTypeText.y = 56;
@ -281,63 +274,24 @@ function CookbookUI( stage, gameState ){ @@ -281,63 +274,24 @@ function CookbookUI( stage, gameState ){
var turkeyWeightText = new createjs.Text("", "18px Arial", "black" );
turkeyWeightText.x = 553;
turkeyWeightText.y = 85;
var hiddenEntries = [];
var logEntries = [];
var logEntries = [];
this.hideCookbook = function(){
stage.removeChild( closeButton );
stage.removeChild( cookbookImg );
stage.removeChild( scrollUpBtn );
stage.removeChild( scrollDownBtn );
stage.removeChild( turkeyTypeText );
stage.removeChild( turkeyWeightText );
stage.removeChild(turkeyWeightText);
for( i in logEntries ){
stage.removeChild(logEntries[i]);
}
for( i in hiddenEntries ){
stage.removeChild(hiddenEntries[i]);
}
that.showingCookbook = false;
gameState.pubsub.publish("Play", "Close_Cookbook");
}
this.scrollDown = function(){
// move to hidden list
if( logEntries.length > 1 ){
// Move all entries up by 50 pixels
for( i in logEntries ){
logEntries[i].y -= 50;
}
var topEntry = logEntries.shift();
topEntry.alpha = 0;
hiddenEntries.push( topEntry );
}
}
this.scrollUp = function(){
// pop and fill in top
if( hiddenEntries.length > 0 ){
var topEntry = hiddenEntries.pop();
topEntry.alpha = 1;
logEntries.unshift( topEntry );
// shift everything down by 50 pixels
for( i in logEntries ){
logEntries[i].y += 50;
}
}
}
// Show core temperature
this.showCookbook = function(){
if( !that.showingCookbook ){
// TODO: So this object is actually persistent: we should not remove/add children, just hide stuff visually
logEntries = [];
stage.addChild( cookbookImg );
stage.addChild( closeButton );
@ -357,13 +311,9 @@ function CookbookUI( stage, gameState ){ @@ -357,13 +311,9 @@ function CookbookUI( stage, gameState ){
logEntries.push(logLine);
stage.addChild(logLine);
}
stage.addChild(turkeyTypeText);
stage.addChild(turkeyWeightText);
stage.addChild(scrollUpBtn);
stage.addChild(scrollDownBtn);
that.showingCookbook = true;
}
}
@ -520,11 +470,9 @@ function OvenUI( stage, gameState ){ @@ -520,11 +470,9 @@ function OvenUI( stage, gameState ){
if( gameState.turkeyBought ){
var state = gameState.ovenModel.getTurkeyState();
if(!evalSkin[turkeyState["skin"]["cond"][2]])
gameState.pubsub.publish("Death","");
gameState.pubsub.publish( "ShowDialog", {seq:"custom", autoAdvance:true, customText:evalSkin[turkeyState["skin"]["cond"][2]] + "." } );
gameState.pubsub.publish( "AddRecord", {type:"Open ", text:"The turkey looked " + turkeyState["skin"]["cond"][2]} );
gameState.ovenModel.setRawTemp( (gameState.ovenModel.getRawTemp() - 3 ) < 20 ? 20 : gameState.ovenModel.getRawTemp() - 3 );
//gameState.ovenModel.setRawTemp( (gameState.ovenModel.getRawTemp() - 25) < 150 ? 150 : gameState.ovenModel.getRawTemp() - 25 );
gameState.ovenOpened++;
}
@ -554,8 +502,6 @@ function OvenUI( stage, gameState ){ @@ -554,8 +502,6 @@ function OvenUI( stage, gameState ){
handleBar.y = 48;
if( gameState.turkeyBought ){
var state = gameState.ovenModel.getTurkeyState();
if(!evalSkin[turkeyState["skin"]["cond"][2]])
gameState.pubsub.publish("Death","");
gameState.pubsub.publish( "ShowDialog", {seq:"custom", autoAdvance:true, customText:evalSkin[turkeyState["skin"]["cond"][2]] } );
gameState.pubsub.publish( "AddRecord", {type:"Peek ", text:"The turkey looked " +turkeyState["skin"]["cond"][2]} );
}
@ -596,15 +542,8 @@ function OvenUI( stage, gameState ){ @@ -596,15 +542,8 @@ function OvenUI( stage, gameState ){
this.secondTick = function(diff){
// check if oven door is open
if( that.ovenDoor == OVEN_OPEN ){
gameState.ovenModel.setRawTemp( (gameState.ovenModel.getRawTemp() - 1 ) < 20 ? 20 : gameState.ovenModel.getRawTemp() - 1 );
}
gameState.ovenModel.secondTick();
gameState.currentTime += diff;
if( gameState.turkeyBought ){
gameState.turkeyCookCounter++;
}
}
gameState.pubsub.subscribe( "SkipTime", function(){
@ -626,6 +565,7 @@ function OvenUI( stage, gameState ){ @@ -626,6 +565,7 @@ function OvenUI( stage, gameState ){
that.secondTick( diff );
if( gameState.turkeyBought ){
gameState.turkeyCookCounter++;
// what's the state of the turkey
turkeyState = gameState.ovenModel.getTurkeyState();
gameState.turkeyStates[0].alpha = 1;
@ -642,7 +582,7 @@ function OvenUI( stage, gameState ){ @@ -642,7 +582,7 @@ function OvenUI( stage, gameState ){
}
gameState.oldTime = Date.now();
}
if( gameState.turkeyBought && dialoguediff > 2*60*1000 ){
if( gameState.turkeyBought && dialoguediff > 5*60*1000 ){
gameState.pubsub.publish( "ShowDialog", {seq:"Spouse gets surprise movie tickets", autoAdvance:true, random:true} );
gameState.oldDialogueTime = Date.now();
}
@ -685,10 +625,6 @@ function OvenUI( stage, gameState ){ @@ -685,10 +625,6 @@ function OvenUI( stage, gameState ){
//finalize button
if( gameState.turkeyBought ){
stage.addChild( new Button( stage, gameState, 45, 250, 250, 150, null, null, function(){
if(!evalSkin[turkeyState["skin"]["cond"][2]]){
gameState.pubsub.publish("Death","");
return;
}
gameState.pubsub.publish("Play", "Error");
gameState.pubsub.publish("ShowFinalConfirm","");
} ) );
@ -720,140 +656,68 @@ function OvenUI( stage, gameState ){ @@ -720,140 +656,68 @@ function OvenUI( stage, gameState ){
function WindowUI( stage, gameState ){
var dayNight = new createjs.Bitmap("res/screens/Window/Test4-217.png");
var mood = new createjs.Bitmap("res/screens/Window/Test4TransparencyFull.png");
var smallWindows= [ new createjs.Bitmap("res/screens/Window/Small1.png"),
new createjs.Bitmap("res/screens/Window/Small2.png"),
new createjs.Bitmap("res/screens/Window/Small3.png"),
new createjs.Bitmap("res/screens/Window/Small4.png"),
new createjs.Bitmap("res/screens/Window/Small5.png")
];
var windows= [ new createjs.Bitmap("res/screens/Window/Win1.png"),
new createjs.Bitmap("res/screens/Window/Win2.png"),
new createjs.Bitmap("res/screens/Window/Win3.png"),
new createjs.Bitmap("res/screens/Window/Win4.png"),
new createjs.Bitmap("res/screens/Window/Win5.png"),
new createjs.Bitmap("res/screens/Window/Win6.png"),
new createjs.Bitmap("res/screens/Window/Win7.png"),
new createjs.Bitmap("res/screens/Window/Win8.png"),
new createjs.Bitmap("res/screens/Window/Win9.png"),
new createjs.Bitmap("res/screens/Window/Win10.png"),
new createjs.Bitmap("res/screens/Window/Win11.png")
];
var dayNight = new createjs.Bitmap("res/screens/Window/Test4-217.svg");
var mood = new createjs.Bitmap("res/screens/Window/Test4TransparencyFull.svg");
mood.y=30;
dayNight.y=30;
var secondCounter = 0;
var newpos = -(new Date( gameState.currentTime ).getHours()*682.625);
mood.x = dayNight.x = newpos < -15583 ? 0 : newpos;
mood.x = dayNight.x = -(new Date( gameState.currentTime ).getHours()*682.625);
var ground = new createjs.Bitmap( "res/screens/Window/Ground.png" );
var houses = new createjs.Bitmap( "res/screens/Window/Housefar.png" );
var streetLight = new createjs.Bitmap( "res/screens/Window/StreetlightGlow.png" );
streetLight.alpha = 1;
var stars = new createjs.Bitmap( "res/screens/Window/Stars.png" );
stars.alpha = 1;
streetLight.alpha = 0;
var treeAnimations = { rustle:{ frames:[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17], next:false } };
var treeAnimations = { rustle:[0,17,"rustle"], still:[0,0,"still"] };
var data = {
images: ["res/screens/Window/Tree_Animation.png"],
frames: { width:386, height:287 },
animations: treeAnimations
};
var spriteSheet = new createjs.SpriteSheet(data);
var animation = new createjs.Sprite(spriteSheet);
var animation = new createjs.Sprite(spriteSheet, "treeAnimations");
animation.x = 415;
animation.y = 30;
// Fast forward, move sky
gameState.pubsub.subscribe( "SkipTime", function(){
var newpos = -(new Date( gameState.currentTime ).getHours()*682.625);
dayNight.x = mood.x = newpos < -15583 ? 0 : newpos;
dayNight.x = mood.x =newpos < -15583 ? 0 : newpos;
});
stage.addChild( dayNight );
stage.addChild( ground );
stage.addChild( houses );
stage.addChild( stars );
stage.addChild( streetLight );
stage.addChild( animation );
stage.addChild( mood );
for( var i in smallWindows ){
smallWindows[i].visible = UtilityFunctions.randRange(0,1);
stage.addChild( smallWindows[i] );
}
for( var i in windows ){
windows[i].visible = UtilityFunctions.randRange(0,1);
stage.addChild( windows[i] );
}
stage.addChild( streetLight );
return {
tick: function(){
// move the sky
secondCounter++;
if( secondCounter > 600 ){
if( secondCounter > 60 ){
dayNight.x-=11.38;
mood.x -= 11.38;
secondCounter = 0;
// move tree sometimes
if( UtilityFunctions.randRange(0,1) )
animation.gotoAndPlay("rustle");
// turn on lights
if( dayNight.x < 0 && dayNight.x > -4545 ){
for( var i in smallWindows ){
smallWindows[i].visible = UtilityFunctions.randRange(0,1);
}
for( var i in windows ){
windows[i].visible = UtilityFunctions.randRange(0,1);
}
// turn on random window lights
streetLight.alpha= 1;
stars.alpha = 1;
}
else if( dayNight.x < -11687 ){
for( var i in smallWindows ){
smallWindows[i].visible = UtilityFunctions.randRange(0,1);
}
for( var i in windows ){
windows[i].visible = UtilityFunctions.randRange(0,1);
}
streetLight.alpha= 1;
stars.alpha = 1;
}
// daytime, turn off all lights
else{
for( var i in smallWindows ){
smallWindows[i].visible = 0;
}
for( var i in windows ){
windows[i].visible = 0;
}
streetLight.alpha= 0;
stars.alpha = 0;
}
}
// if too many lights are causing an issue on your browser, turn them off
if( createjs.Ticker.getMeasuredFPS().toFixed(1) < 13 ){
for( var i in windows ){
windows[i].visible = 0;
}
}
if( dayNight.x < -15583 )
dayNight.x = 0;
// turn on lights
if( dayNight.x < 0 && dayNight.x > -4545 ){
// turn on random window lights
streetLight.alpha = 1;
}
else if( dayNight.x < -11687 ){
streetLight.alpha = 1;
}
else
streetLight.alpha = 0;
}
}
}
@ -959,7 +823,7 @@ function MarketItem( gameState, name, x, y, cost, mouseOutImg, mouseOverImg, mou @@ -959,7 +823,7 @@ function MarketItem( gameState, name, x, y, cost, mouseOutImg, mouseOverImg, mou
// if we bought a clock, enable it!
if( that.name.indexOf("Alarm") != -1 ) gameState.alarmBought = true;
if( that.name.indexOf("Frills") != -1 ) gameState.frillsModifier = 1.05;
if( that.name.indexOf("Frills") != -1 ) gameState.frillsModifier = 5;
if( that.name.indexOf("Exquisite") != -1 ){ gameState.stuffingTypeModifier = gameState.stuffingTypeModifier > 1.08 ? gameState.stuffingTypeModifier : 1.08; }
if( that.name.indexOf("Special") != -1 ){ gameState.stuffingTypeModifier = gameState.stuffingTypeModifier > 1.17 ? gameState.stuffingTypeModifier : 1.17; }

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