Add: add time bonus if all meat was welldone
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@@ -107,6 +107,7 @@ var Game = {
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this.gameTimeEvents = [];
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this.meatCount;
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this.badMeatCount = 0;
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},
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@@ -157,6 +158,7 @@ var Game = {
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startStage: function() {
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this.clearedMeatCount = 0;
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this.badMeatCount = 0;
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this.activatedMeatCount = this.getStageMeatCount();
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this.serveMeats();
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},
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@@ -184,8 +186,20 @@ var Game = {
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}
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},
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getScore: function() {
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return this.playingStageNo * 10;
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},
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getBonusTime: function() {
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return this.playingStageNo * 4;
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if(this.badMeatCount > 0)
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return 0;
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if(this.playingStageNo == 1)
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return 5;
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else if(this.playingStageNo == 2)
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return 7;
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else
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return 6 + this.playingStageNo;
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},
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@@ -234,12 +248,14 @@ var Game = {
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if(meat.getMeatGrade() == Meat.DONENESS_WELLDONE) {
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this.god.animateHappy(Meat.DONENESS_WELLDONE); // "맛있어♥♡♥");
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var score = 10 * this.playingStageNo;
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var score = this.getScore();
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this.scoreManager.plusScore(score);
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var tempPlusScore = new PlusScore(this.god.x, this.god.y - 180, score);
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this.plusScoreGroup.add(tempPlusScore);
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} else {
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this.badMeatCount++;
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if(meat.getMeatGrade() == Meat.DONENESS_RARE) {
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this.god.animateAngry(Meat.DONENESS_RARE); // "날고기 싫어!!!");
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} else { // Meat.DONENESS_BURN_BLACK
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@@ -202,6 +202,7 @@ Meat.prototype.show = function() {
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Meat.prototype.hide = function() {
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this.isActivated = false;
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this.alpha = 0;
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this.stopCook();
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}
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Meat.prototype.startCook = function() {
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