Fix: add more speech text, timer text bug
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@@ -286,9 +286,11 @@ var Game = {
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} else if(meat.getMeatGrade() == MeatBase.DONENESS_RARE) {
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this.badMeatCount++;
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if(meat.getTotalCookingTime() == 0)
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if(meat.getTotalCookingTime() == 0) {
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this.god.animateAngryWithRare();
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else
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return; // god doesn't eat rare meat
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} else
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this.god.animateSmile();
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if(meat.getTotalCookingTime() > 0) {
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@@ -73,8 +73,61 @@ God.prototype.isOver = function(x, y) {
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}
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God.prototype.getRandomSpeechText = function(grade) {
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var donenessNoneTextArray = [
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"날고기\n안먹어!!!",
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"구워서\n줘야지!!!"
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];
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var donenessRareTextArray = [
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"덜 익었는데???",
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"좀 질기네.",
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"좀 더 익혀줘!"
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];
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var donenessWelldoneTextArray = [
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"맛있어!\n^o^",
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"이 맛이지!\n^o^",
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"고마워!\n^o^",
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"꿀맛이야!\n^o^",
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];
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var donenessBurnBlackTextArray = [
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"탄고기\n안먹어!!!",
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"탄고기는\n쓰레기통으로!",
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"태우면\n어떡해!!!"
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];
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var speechText = "";
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var randomIndex = 0;
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switch(grade) {
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case MeatBase.DONENESS_NONE:
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randomIndex = Math.floor(Math.random() * donenessNoneTextArray.length);
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speechText = donenessNoneTextArray[randomIndex];
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break;
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case MeatBase.DONENESS_RARE:
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randomIndex = Math.floor(Math.random() * donenessRareTextArray.length);
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speechText = donenessRareTextArray[randomIndex];
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break;
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case MeatBase.DONENESS_WELLDONE:
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randomIndex = Math.floor(Math.random() * donenessWelldoneTextArray.length);
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speechText = donenessWelldoneTextArray[randomIndex];
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break;
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case MeatBase.DONENESS_BURN_BLACK:
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randomIndex = Math.floor(Math.random() * donenessBurnBlackTextArray.length);
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speechText = donenessBurnBlackTextArray[randomIndex];
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break;
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}
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return speechText;
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}
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God.prototype.animateHappy = function() {
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this.speechBubble.animateRoundSpeech(God.SPEECH_X, God.SPEECH_Y, "맛있어. ^o^");
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var speechText = this.getRandomSpeechText(MeatBase.DONENESS_WELLDONE);
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this.speechBubble.animateRoundSpeech(God.SPEECH_X, God.SPEECH_Y, speechText);
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this.particleBurst(God.REACTION_WELLDONE);
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this.loadTexture('god_happy');
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@@ -85,7 +138,8 @@ God.prototype.animateHappy = function() {
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}
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God.prototype.animateSmile = function() {
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this.speechBubble.animateRectSpeech(God.SPEECH_X, God.SPEECH_Y, "좀 질기네. -_-");
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var speechText = this.getRandomSpeechText(MeatBase.DONENESS_RARE);
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this.speechBubble.animateRectSpeech(God.SPEECH_X, God.SPEECH_Y, speechText);
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this.particleBurst(God.REACTION_MEDIUM);
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this.loadTexture('god_smile');
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@@ -96,7 +150,8 @@ God.prototype.animateSmile = function() {
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}
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God.prototype.animateAngryWithRare = function() {
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this.speechBubble.animateStarSpeech(God.SPEECH_X, God.SPEECH_Y, "날고기 싫어!!!");
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var speechText = this.getRandomSpeechText(MeatBase.DONENESS_NONE);
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this.speechBubble.animateStarSpeech(God.SPEECH_X, God.SPEECH_Y, speechText);
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this.particleBurst(God.REACTION_RARE);
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this.loadTexture('god_angry');
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@@ -107,7 +162,8 @@ God.prototype.animateAngryWithRare = function() {
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}
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God.prototype.animateAngryWithBurnBlack = function() {
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this.speechBubble.animateDoubleStarSpeech(God.SPEECH_X, God.SPEECH_Y, "탄고기\n안먹어!!!");
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var speechText = this.getRandomSpeechText(MeatBase.DONENESS_BURN_BLACK);
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this.speechBubble.animateDoubleStarSpeech(God.SPEECH_X, God.SPEECH_Y, speechText);
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this.particleBurst(God.REACTION_BURN_BLACK);
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this.loadTexture('god_angry');
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@@ -132,7 +188,7 @@ God.prototype.particleBurst = function(reaction) {
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switch(reaction) {
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case God.REACTION_WELLDONE:
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this.fullHeartEmitter.start(true, God.EFFECT_LIFE_TIME_MS, 100, 10, true);
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this.fullHeartEmitter.start(true, God.EFFECT_LIFE_TIME_MS * 3 / 4, 100, 10, true);
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break;
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case God.REACTION_MEDIUM:
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@@ -2,7 +2,7 @@ SpeechBubble.prototype = Object.create(Phaser.Sprite.prototype);
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SpeechBubble.prototype.constructor = SpeechBubble;
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function SpeechBubble() {
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var textStyle = { font: "normal 24px Arial", fill: "#fff", boundsAlignH: "center", boundsAlignV: "middle" };
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var textStyle = { font: "normal 24px Arial", fill: "#fff", align: "center" };
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Phaser.Sprite.call(this, game, SpeechBubble.POSITION_X, SpeechBubble.POSITION_Y, '');
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this.anchor.set(0.5);
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@@ -71,11 +71,8 @@ TimerStage.prototype.initialize = function() {
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}
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TimerStage.prototype.updateTimer = function() {
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// console.log(game.time.totalElapsedSeconds());
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// console.log(this.mainTimer.ms);
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var timeLeft = this.timeLimitMS - this.mainTimer.ms;
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this.mainTimerText.setMSTimeText(timeLeft);
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// this.mainTimerText.setMSTimeText(this.mainTimer.ms);
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if(timeLeft < 0) {
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console.log("Game Over");
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@@ -104,9 +101,7 @@ TimerStage.prototype.buttonClicked = function() {
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this.decideGrade(this.timeLimitMS - this.mainTimer.ms);
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this.mainTimer.stop(false);
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// this.updateTimer();
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// this.mainTimerText.setMSTimeText(this.timeLimitMS);
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this.isTimerStarted = false;
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this.isTimerStoped = true;
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this.timerButton.text.text = "리셋";
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@@ -154,7 +149,6 @@ TimerStage.prototype.gradeGreat = function(timeLeft) {
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"Brown"
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);
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// this.recordArray.push( { timeLeft, score } );
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var record = {};
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record.timeLeft = timeLeft;
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record.score = score;
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@@ -174,7 +168,6 @@ TimerStage.prototype.gradeGood = function(timeLeft) {
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"Chocolate"
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);
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// this.recordArray.push( { timeLeft, score } );
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var record = {};
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record.timeLeft = timeLeft;
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record.score = score;
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@@ -194,7 +187,6 @@ TimerStage.prototype.gradeSoSo = function(timeLeft) {
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"GoldenRod"
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);
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// this.recordArray.push( { timeLeft, score } );
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var record = {};
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record.timeLeft = timeLeft;
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record.score = score;
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@@ -214,7 +206,6 @@ TimerStage.prototype.gradeBad = function(timeLeft) {
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"LightGoldenRodYellow"
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);
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// this.recordArray.push( { timeLeft, score } );
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var record = {};
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record.timeLeft = timeLeft;
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record.score = score;
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@@ -225,8 +216,6 @@ TimerStage.prototype.gradeBad = function(timeLeft) {
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TimerStage.prototype.updateTimeScoreRecordArray = function() {
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// console.log(this.recordArray);
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for(var i = 0; i < TimerStage.RECORD_COUNT; i++) {
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var timeScoreRecordIndex = i;
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var recordIndex = this.recordArray.length - 1 - i;
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@@ -234,7 +223,6 @@ TimerStage.prototype.updateTimeScoreRecordArray = function() {
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break;
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var record = this.recordArray[recordIndex];
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// console.log(record);
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this.timeScoreRecordArray[timeScoreRecordIndex].setContent(record.timeLeft, record.score);
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if(record.timeLeft < TimerStage.GRADE_GREAT_MS)
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this.timeScoreRecordArray[timeScoreRecordIndex].setTextColorString("Brown");
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@@ -30,17 +30,15 @@ TimerText.prototype.setTextColorString = function(colorString) {
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this.digitText.style.fill = colorString;
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}
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TimerText.prototype.setMSTimeText = function(ms) {
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var sec = Math.floor(ms / 1000);
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TimerText.prototype.setMSTimeText = function(timeLeft) {
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var sec = Math.floor(timeLeft / 1000);
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var sec2Digit = ("00" + sec).slice(-2);
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var millisec = ms % 1000;
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var millisec = timeLeft % 1000;
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var millisec2Digit = "" + millisec;
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if(millisec < 10)
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millisec2Digit = ("000" + millisec).substring(0, 2);
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millisec2Digit = "00";
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else if(millisec < 100)
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millisec2Digit = ("00" + millisec).substring(0, 2);
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else if(millisec < 10)
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millisec2Digit = ("0" + millisec).substring(0, 2);
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else
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millisec2Digit = ("" + millisec).substring(0, 2);
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