Spaces:
Running
Running
File size: 7,503 Bytes
2a6d2b0 601f069 9fd3a67 0bb733c 601f069 9fd3a67 601f069 0bb733c 601f069 e208c60 601f069 2a6d2b0 601f069 0bb733c 601f069 0bb733c 601f069 0bb733c 601f069 9fd3a67 601f069 2a6d2b0 601f069 2a6d2b0 601f069 2a6d2b0 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 |
class Girlfriend extends Character {
constructor(gameState, girlfriendImg) {
super(gameState, girlfriendImg);
this.gameState = gameState;
this.gameState.girlfriend = this;
this.img = girlfriendImg;
this.setCharacterPosition(this.gameState.map_data.girlfriend_start_pos);
this.currentHidingSpot = null;
this.stressLevel = 30;
this.inventory = [];
this.knows_about_dead_body = false;
this.independance_rate = 2000;
this.game_loops_before_deciding_for_herself = 700;
}
update(){
this.game_loops_before_deciding_for_herself--;
if(this.game_loops_before_deciding_for_herself <= 0){
this.game_loops_before_deciding_for_herself = this.independance_rate;
strongIndependantWoman();
}
}
draw(CELL_SIZE) {
if (this.characterPos) {
push();
if (this.previousPos && this.characterPos.x > this.previousPos.x) {
scale(-1, 1);
image(
this.img,
-this.characterPos.x * CELL_SIZE - CELL_SIZE * 2,
this.characterPos.y * CELL_SIZE,
CELL_SIZE * 2,
CELL_SIZE * 2
);
} else {
if (this.getIsHiding()) {
tint(255, 153);
image(
this.img,
this.characterPos.x * CELL_SIZE,
this.characterPos.y * CELL_SIZE,
CELL_SIZE * 2,
CELL_SIZE * 2
);
} else {
image(
this.img,
this.characterPos.x * CELL_SIZE,
this.characterPos.y * CELL_SIZE,
CELL_SIZE * 2,
CELL_SIZE * 2
);
}
}
pop();
}
}
updateStressLevel(stressChange) {
if (this.stressLevel <= 60) {
setStressLevel('no');
} else if (this.stressLevel > 40 && this.stressLevel <= 70) {
setStressLevel('low');
} else if (this.stressLevel > 70) {
setStressLevel('very');
}
// Add or subtract the stress change while keeping within 0-100 range
this.stressLevel = Math.max(
0,
Math.min(100, this.stressLevel + stressChange)
);
}
handleAction(response, called_by_chat = false) {
if(called_by_chat){
this.game_loops_before_deciding_for_herself = this.independance_rate;
}
switch (response.action) {
case "go":
playSound('gfMoveSnd');
this.moveToRoom(response.target);
break;
case "hide":
this.hide(response.target);
break;
case "exit":
this.exit();
break;
case "check":
this.check(response.target)
break;
}
}
getAvailableHidingSpots() {
// Find the current room in map data
const currentRoom = this.gameState.map_data.rooms.find(
(room) => room.name === this.getCurrentRoom()
);
// Return hiding places for current room if found, otherwise empty array
return currentRoom ? currentRoom.hiding_places : [];
}
getAvailableFurniture() {
// Get current room
const currentRoom = this.getCurrentRoom();
if (!currentRoom) return [];
// Filter furniture list to only include items in current room that are in use
return this.gameState.map_data.furniture.filter(
furniture => furniture.room === currentRoom && furniture.in_use === true
);
}
getKnowsAboutDeadBody() {
return this.knows_about_dead_body;
}
getInventory() {
return this.inventory;
}
getIsHiding() {
const hidingSpots = this.getAvailableHidingSpots();
if (!this.characterPos || hidingSpots.length === 0) return false;
return hidingSpots.some(
(spot) =>
spot.position.x === this.characterPos.x &&
spot.position.y === this.characterPos.y
);
}
hide(hidingSpotName) {
const currentRoom = this.getCurrentRoom();
if (!currentRoom) return;
// Find the room data from map_data
const roomData = this.gameState.map_data.rooms.find(
(room) => room.name === currentRoom
);
if (!roomData) return;
// Find the specific hiding spot in the room by checking if names contain each other
const hidingSpot = roomData.hiding_places.find(
(spot) =>
spot.name
.toLowerCase()
.trim()
.includes(hidingSpotName.toLowerCase().trim()) ||
hidingSpotName
.toLowerCase()
.trim()
.includes(spot.name.toLowerCase().trim())
);
if (!hidingSpot) return;
// Move to the hiding spot position
this.moveToPosition(hidingSpot.position, () => {
this.currentHidingSpot = hidingSpotName;
});
}
exit() {
let the_exit = this.gameState.getTheExit();
let x = the_exit.pos.x;
let y = the_exit.pos.y - 1;
let pos = { "x": x, "y": y };
this.moveToPosition(pos, () => {
if (!this.inventory || !this.inventory.includes("Key")) {
addProgramaticMessage(the_exit.locked_message);
} else {
this.gameState.winGame();
addProgramaticMessage(the_exit.unlocked_message);
}
});
}
check(target) {
if (target === "Bookcase") {
let bookcase = this.gameState.map_data.furniture.find(item => item.name === "Bookcase");
this.moveToPosition(bookcase.pos, () => {
addProgramaticMessage(bookcase.msg);
bookcase.state = "unusable";
});
} else if (target === "Cabinet") {
let cabinet =this.gameState.map_data.furniture.find(item => item.name === "Cabinet");
this.moveToPosition(cabinet.pos, () => {
addProgramaticMessage(cabinet.msg);
this.inventory.push("Knife");
cabinet.state = "unsearchable";
});
} else if (target === "Dead Body") {
let deadBody = this.gameState.map_data.furniture.find(item => item.name === "Dead Body");
this.moveToPosition(deadBody.pos, () => {
if (this.inventory.includes("Knife")) {
playSound('useKnife');
addProgramaticMessage("No no no ew ew i can't believe im doing this...😭😭😭 ....the key was in here i got it!! I can get out!");
deadBody.state = "unusable";
this.inventory.push("Key");
} else {
addProgramaticMessage("Um... what. the. f. Why is its mouth stitched up? Is the key inside??? i cant open it");
}
});
}
}
moving_check() {
if (this.getCurrentRoom() === "Storage") {
this.knows_about_dead_body = true;
}
}
}
|