Fix: stage timer - add bonus time, smoke particle
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@@ -46,7 +46,6 @@ var Game = {
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Game.GAME_TIME_SEC,
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(function() {
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this.setClickEnable(false);
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this.showStageNotice("시간 종료");
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this.gameOver();
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}).bind(this)
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);
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@@ -60,11 +59,6 @@ var Game = {
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this.plusScoreGroup = game.add.group();
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var textStyle = { font: "bold 32px Arial", fill: "#fff", align: "center", boundsAlignH: "center", boundsAlignV: "middle" };
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this.stageNoticeText = game.add.text(0, 0, "", textStyle);
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this.stageNoticeText.setShadow(3, 3, 'rgba(0, 0, 0, 0.5)', 2);
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this.stageNoticeText.setTextBounds(0, 60, 1000, 80);
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var table = game.add.tileSprite(0, 340, GAME_SCREEN_SIZE.x, 660, 'wooden_table');
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this.meatPlate = game.add.image(220, Game.MEAT_PLATE_POSITION_Y, 'plate');
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this.meatPlate.anchor.set(0.5);
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@@ -107,25 +101,12 @@ var Game = {
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this.activatedMeatCount;
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this.clearedMeatCount;
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// this.score;
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// this.scoreText;
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// this.highscore;
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// this.highscoreText;
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this.plusScoreTextGroup;
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this.stageNoticeText;
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this.popup;
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this.popupTween = null;
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this.startButton;
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// this.leftTimeText;
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// this.leftTimeSec;
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this.timeEvent;
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this.gameTimeEvents = [];
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this.meatCount;
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},
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@@ -170,32 +151,16 @@ var Game = {
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this.playingStageNo = 1;
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this.startStage();
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this.stageTimer.start();
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},
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startStage: function() {
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var bonusTime = this.getBonusTime();
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this.showStageNotice(this.playingStageNo + "단계 시작 (제한 시간 : " + bonusTime + "초)");
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this.clearedMeatCount = 0;
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this.activatedMeatCount = this.getStageMeatCount();
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this.serveMeats();
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this.stageTimer.start();
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},
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startNextStage: function() {
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var bonusTime = this.getBonusTime();
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if(bonusTime == 0)
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this.showStageNotice(this.playingStageNo + "단계 시작");
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else
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this.showStageNotice(this.playingStageNo + "단계 시작 (보너스 +" + bonusTime + "초)");
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this.clearedMeatCount = 0;
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this.activatedMeatCount = this.getStageMeatCount();
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this.serveMeats();
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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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@@ -220,51 +185,11 @@ var Game = {
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},
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getBonusTime: function() {
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if(this.playingStageNo == 1)
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return Game.INIT_LEFT_TIME_MIN * 60;
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var bonusTime = 0;
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if(this.playingStageNo < 10)
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bonusTime = Math.floor(10 / this.playingStageNo) * (Game.INIT_LEFT_TIME_MIN * 2);
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return bonusTime;
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},
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// updateLeftTime: function() {
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// this.leftTimeSec--;
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// this.leftTimeText.text = this.leftTimeSec;
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// if(this.leftTimeSec == 0) {
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// this.showStageNotice("시간 종료");
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// this.gameOver();
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// }
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// },
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showStageNotice: function(text) {
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this.stageNoticeText.alpha = 0;
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this.stageNoticeText.text = text;
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this.animateTextAlpha(this.stageNoticeText, 1, 0, Phaser.Timer.SECOND * 2, Phaser.Easing.Linear.None);
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return this.playingStageNo * 4;
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},
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// addScore: function() {
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// // this.score += 10 * this.playingStageNo;
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// this.scoreManager.addScore(10 * this.playingStageNo);
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// },
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// updateScore: function() {
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// this.scoreText.text = this.score;
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// },
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// updateHighscore: function() {
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// if(this.score > this.highscore) {
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// highscore = score;
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// highscoreText.text = highscore;
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// showStageNotice("!!! 최고 점수 갱신 !!!");
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// }
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// },
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isOverHeatPlate: function(x, y, width, height) {
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var plateHalfWidth = (this.heatPlate.width - Game.HEAT_PLATE_HANDLE_WIDTH) / 2;
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var plateHalfHeight = this.heatPlate.height / 2;
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@@ -309,11 +234,10 @@ 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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// this.addScore();
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// this.updateScore();
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this.scoreManager.plusScore(10 * this.playingStageNo);
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var score = 10 * this.playingStageNo;
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this.scoreManager.plusScore(score);
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var tempPlusScore = new PlusScore(this.god.x, this.god.y - 180, 10 * this.playingStageNo);
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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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if(meat.getMeatGrade() == Meat.DONENESS_RARE) {
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@@ -331,10 +255,12 @@ var Game = {
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},
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clearStage: function() {
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this.showStageNotice(this.playingStageNo + "단계 완료");
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var bonusTime = this.getBonusTime();
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this.stageTimer.addBonusTime(bonusTime);
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this.playingStageNo++;
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var startStageTimeEvent = game.time.events.add(Phaser.Timer.SECOND * 1, this.startNextStage, this);
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var startStageTimeEvent = game.time.events.add(Phaser.Timer.SECOND * 1, this.startStage, this);
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this.gameTimeEvents[this.gameTimeEvents.length + 1] = startStageTimeEvent;
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},
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@@ -353,6 +279,10 @@ var Game = {
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}
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this.gameTimeEvents = [];
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for(var i = 0; i < Game.MAX_MEAT_COUNT; i++) {
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this.meatGroup.children[i].hide();
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}
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var gameOverText = new GameOverText();
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game.time.events.add(Phaser.Timer.SECOND * 2, this.goResult, this);
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@@ -368,8 +298,6 @@ var Game = {
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Game.GAME_TIME_SEC = 60;
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Game.NEXT_STAGE_DELAY_MS = 500;
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Game.INIT_LEFT_TIME_MIN = 2;
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Game.MAX_MEAT_COUNT = 20;
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Game.HEAT_PLATE_HANDLE_WIDTH = 440;
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