Fix: wait and serve meats by waiter
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@@ -148,6 +148,10 @@ var Game = {
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this.heatPlate.onChangeDialLevel(dialLevel);
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},
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setClickEnable: function(value) {
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this.isEnableClick = value;
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},
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back: function() {
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sessionStorageManager.resetPlayingAppData();
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location.href = '../../web/client/main_menu.html';
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@@ -188,6 +192,7 @@ var Game = {
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this.playingStageNo = 1;
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this.clearedMeatCount = 0;
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this.badMeatCount = 0;
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this.badMeatCountPrevStage = 0;
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this.startStage();
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this.realtimeStageTimer.start();
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@@ -195,30 +200,29 @@ var Game = {
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startStage: function() {
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this.clearedMeatCount = 0;
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this.activatedMeatCount = this.getStageMeatCount();
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this.serveNormalMeats();
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this.activatedMeatCount = this.playingStageNo + 2;
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this.serveBonusMeat();
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this.badMeatCountPrevStage = this.badMeatCount;
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this.badMeatCount = 0;
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if(this.playingStageNo > 1)
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if(this.playingStageNo > 1) {
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this.waiter.animateServing();
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game.time.events.add(Waiter.SERVING_WAIT_TIME_MS, this.serveMeats, this);
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} else {
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this.serveMeats();
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}
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},
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setClickEnable: function(value) {
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this.isEnableClick = value;
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},
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getStageMeatCount: function() {
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this.activatedMeatCount = this.playingStageNo + 2;
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return this.activatedMeatCount;
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serveMeats: function() {
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this.serveBonusMeat();
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this.serveNormalMeats();
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},
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serveBonusMeat: function() {
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if(this.playingStageNo == 1)
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return;
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if(this.badMeatCount > 0)
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if(this.badMeatCountPrevStage > 0)
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return;
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if(this.bonusMeat.isActivate())
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@@ -34,15 +34,10 @@ MeatBase.prototype.update = function() {
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MeatBase.prototype.initMeatTypeVariables = function() {
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this.cookingSpeed = 0.0;
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this.className = "MeatBase";
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this.baseScale = 0.5;
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this.className = "MeatBase";
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}
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MeatBase.prototype.initMeatTypeVariables = function() {
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this.cookingSide = MeatBase.MEAT_NONE;
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this.cookingTime = [];
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this.cookingGrade = [];
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@@ -60,6 +55,23 @@ MeatBase.prototype.initMeatTypeVariables = function() {
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this.spriteNameRare = "";
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this.spriteNameWelldone = "";
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this.spriteNameBurnBlack = "";
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this.initCookingSpeedArray();
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this.initScoreArray();
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}
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MeatBase.prototype.initCookingSpeedArray = function() {
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this.cookingSpeedArray = [];
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this.cookingSpeedArray[HeatPlate.BURN_LEVEL_WEAK] = 1;
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this.cookingSpeedArray[HeatPlate.BURN_LEVEL_NORMAL] = 2;
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this.cookingSpeedArray[HeatPlate.BURN_LEVEL_STRONG] = 3;
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}
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MeatBase.prototype.initScoreArray = function() {
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this.scoreArray = [];
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this.scoreArray[MeatBase.DONENESS_RARE] = 0;
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this.scoreArray[MeatBase.DONENESS_WELLDONE] = 0;
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this.scoreArray[MeatBase.DONENESS_BURN_BLACK] = 0;
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}
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MeatBase.prototype.initMouseEventHandler = function() {
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@@ -15,15 +15,15 @@ function NormalMeat(mainGame) {
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NormalMeat.prototype.setNormalMeatTypeVariables = function() {
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this.className = NormalMeat.CLASS_NAME;
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this.cookingSpeedArray = [];
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// this.cookingSpeedArray = [];
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this.cookingSpeedArray[HeatPlate.BURN_LEVEL_WEAK] = NormalMeat.COOKING_SPEED_BURN_LEVEL_WEAK;
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this.cookingSpeedArray[HeatPlate.BURN_LEVEL_NORMAL] = NormalMeat.COOKING_SPEED_BURN_LEVEL_NORMAL;
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this.cookingSpeedArray[HeatPlate.BURN_LEVEL_STRONG] = NormalMeat.COOKING_SPEED_BURN_LEVEL_STRONG;
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this.scoreArray = [];
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// this.scoreArray = [];
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this.scoreArray[MeatBase.DONENESS_RARE] = NormalMeat.SCORE_NAME_RARE;
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this.scoreArray[MeatBase.DONENESS_WELLDONE] = NormalMeat.SCORE_NAME_WELLDONE;
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this.scoreArray[MeatBase.DONENESS_BURN_BLACK] = NormalMeat.SCORE_NAME_BURN_BLACK;
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this.scoreArray[MeatBase.DONENESS_WELLDONE] = NormalMeat.SCORE_WELLDONE;
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this.scoreArray[MeatBase.DONENESS_BURN_BLACK] = NormalMeat.SCORE_BURN_BLACK;
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}
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NormalMeat.prototype.randomizeMeatType = function() {
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@@ -61,9 +61,9 @@ NormalMeat.COOKING_SPEED_BURN_LEVEL_WEAK = 0.1;
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NormalMeat.COOKING_SPEED_BURN_LEVEL_NORMAL = 0.2;
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NormalMeat.COOKING_SPEED_BURN_LEVEL_STRONG = 0.3;
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NormalMeat.SCORE_NAME_RARE = 1;
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NormalMeat.SCORE_NAME_WELLDONE = 2;
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NormalMeat.SCORE_NAME_BURN_BLACK = 1;
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NormalMeat.SCORE_RARE = 1;
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NormalMeat.SCORE_WELLDONE = 2;
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NormalMeat.SCORE_BURN_BLACK = 1;
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NormalMeat.SPRITE_NAME_RARE = "meat";
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NormalMeat.SPRITE_NAME_WELLDONE = "meat_welldone";
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@@ -25,7 +25,7 @@ Waiter.prototype.animateServing = function() {
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this.x = Waiter.POSITION_X;
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this.show();
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var tween = game.add.tween(this);
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tween.to({x:200}, 300, Phaser.Easing.Linear.In, true, 0);
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tween.to({x:200}, Waiter.SERVING_WAIT_TIME_MS, Phaser.Easing.Linear.In, true, 0);
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// tween.to({x:0.7, y:0.7}, 1000, Phaser.Easing.Elastic.InOut, true, 0, 2, true);
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// tween.to({x:0.7, y:0.7}, 1000, Phaser.Easing.Linear.None, true, 0);
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// tween.onComplete.add(this.smileAgain, this);
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@@ -47,7 +47,7 @@ Waiter.prototype.show = function() {
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}
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Waiter.POSITION_X = -150;
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Waiter.POSITION_Y = 340;
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Waiter.SERVING_WAIT_TIME_MS = 300;
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